Competitive:Custom Range Blaster

Unofficial

Splatoon
The Custom Range Blaster is widely regarded by the competitive community as one of the best weapons in the first Splatoon. In a game where the meta revolves around aggression, this weapon certainly has the capabilities of doing so with its high splatting power, bomb combos, and Kraken special weapon.

Use
The Custom Range Blaster is a pure slayer weapon: Splat Bombs are a versatile sub weapon that synergize well with the Custom Range Blaster: Kraken is a powerful special weapon that can easily turn the tide of battle:
 * Its direct hit range of 145 DU easily exceeds that of short-ranged weapons, such as the Splattershot and barely exceeds that of a few medium-ranged ones, such as the L-3 Nozzlenose.
 * Factoring in its near and far damage radii of 10 DU and 35 DU gives it splash damage ranges of 155 DU and 180 DU, both which are comparable to the ranges of other medium-ranged weapons, such as the H-3 Nozzlenose, enabling the Custom Range Blaster to zone out certain opponents.
 * Its shots travel slower than those of rapid-firing weapons. This means that a Custom Range Blaster user has to lead their shots in order to be accurate.
 * The Custom Range Blaster becomes less accurate (by 10 degrees) immediately after becoming airborne, whether from a jump or a drop. However, unlike in Splatoon 2, the user can afford to jump as the outer reticle will immediately begin to shrink to normal size upon jumping, and will once again be fully accurate after a full second.
 * The Custom Range Blaster's damage – arguably its greatest asset – widely varies depending on whether a target is hit directly, and if not, how close to the shot's explosion the target is and whether the shot exploded on a solid surface:
 * 125 health points (HP) of damage per direct hit — enough to splat most opponents in one hit
 * 50-80 HP per hit of splash damage if the shot's explosion does not hit a solid surface
 * 25-35 HP per hit of splash damage if the shot's explosion hits a solid surface
 * Thus, when firing up a ledge or around either an obstacle, avoid hitting solid surfaces to maximize damage.
 * The Custom Range Blaster suffers a longer lag time after each shot compared to rapid-firing weapons, making it easily punishable after a miss:
 * The interval between firing and either morphing or using a sub weapon is 30 frames — far longer than the 4 frames of the Splattershot Pro.
 * Its firing rate is 60 frames between shots (1 shot per second) – far slower than the Splattershot Pro's 8 frames between shots (7.5 shots per second)
 * Therefore, unless attacking an opponent up a ledge or around either an obstacle, always go for direct hits.
 * Besides its long lag after each shot, the Custom Range Blaster suffers from other drawbacks:
 * Its movement speed while firing (0.4 units per frame) is slow compared to most weapons of comparable range. Combined with the long lag after shots, the Custom Range Blaster is rather immobile and vulnerable to attack after each shot, so shots must be fired judiciously.
 * Its poor ink efficiency and turfing make it prone to getting surrounded by opposing ink if fired recklessly. Avoid overextending into the opponents' territory.
 * While not as mobile as other slayer weapons, the Custom Range Blaster can still be effective at flanking, and its high damage makes it devastating at sharking.
 * The Custom Range Blaster operates best in areas and stages that are highly frequented – such as around the Tower – or less open, such as in an alley or beneath a short ledge, where an opponent has less room to avoid shots and outmaneuver the Custom Range Blaster user.
 * Pushing into a Splat Zone or any other important area of the stage, such as the opponents' street or platform.
 * Flushing out opposing anchors from perches, hindering their ability to control space with their range.
 * Poking at and zoning out opponents during the neutral phase, stalling an opponent's push, or providing space to escape.
 * Damaging or destroying an opponent's Splash Wall, or the Rainmaker shield, while detonating on contact. The same happens when thrown against an Inkstrike.
 * Any opponents caught within the Splat Bomb's explosion will get damaged or splatted.
 * The Custom Range Blaster can combo splash damage from the Splat Bomb (which is 13% bigger in this game) with an indirect shot from the main weapon to confirm a splat, which is made easier by using Damage Up.
 * The Kraken will grant the user instant invincibility for five seconds when activated, making it a useful panic option when you are cornered or otherwise about to get splatted - or even hit by a Disruptor, which in most cases means you are about to get splatted anyway. Kraken will keep you alive in these situations and allow you to either escape or counterattack.
 * Jumping into opponents will splat them in one hit. However, some weapons are difficult to engage head-on as their quick fire rate will push you back.
 * Keep in mind that Krakens can not go over grates - on some maps, attempting to go over a grate while in Kraken form will lead to you splatting yourself by falling off the map.
 * It is possible to use Kraken while riding the Tower in Tower Control to squeeze out a few more points. However, you may get knocked off if the opponent shoots from the right angle.
 * When Kraken expires, you cannot move for a brief period of time - around 0.75 seconds. Either escape to a safe area before the special ends, or find a way to quickly finish off nearby opponents.
 * Super Jumping to a teammate in trouble and activating Kraken can be a funny way to assist them or otherwise get a revenge splat. This is particularly effective when you have Stealth Jump equipped.

Countermeasures

 * Defense Up reduces splash damage from Splat Bombs and blast radius damage from Custom Range Blaster, which can save the user from the weapon's bomb combo. However, this depends on the amount of Damage Up the Custom Range Blaster user is wearing.
 * To engage an opposing Custom Range Blaster user with a shorter range weapon, try to catch it off guard through either careful flanking or sharking, better positioning, or wise use of bombs. However, watch out for its Kraken.
 * Even weapons with ranges comparable to that of the Custom Range Blaster should rely on better mobility to get into its blindspot (the area where indirects can't connect) as being inside the blindspot forces the user to either hit a direct or rely on burst bombs - which aren't always accessible - to survive.
 * Whenever possible, exploit the Custom Range Blaster's poor ink efficiency and turfing by surrounding it with ink. Sub weapons and teammates can help accomplish this.
 * It is preferable to engage an opposing Custom Range Blaster in a more open area – where there is more room to outmaneuver it and surround it with ink – than in a closed area. If this is not possible, remain farther back on a ledge or further around a corner to avoid splash damage.
 * A long-ranged weapon, such as a charger or most splatlings, can attack an opposing Custom Range Blaster user from long distance with impunity. However, once the Custom Range Blaster user gets close enough, their one-shot-splat can spell the end for their slower firing opponent.
 * A competent Custom Range Blaster user is likely capable at both flanking and sharking:
 * Keep track of all four members of the opposing team – which ones are present, which ones are splatted, and which ones are back at their spawn point.
 * Check the map periodically for opposing ink forming around flanks to anticipate a flanking attack.
 * To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
 * Weapons that track opponents, such as Point Sensors, or an Echolocator will temporarily prevent an opponent from sharking and makes them an easier target for long-ranged teammates to pick off.
 * When pursued by a Custom Range Blaster, using almost any sub weapon (except for Squid Beakons) can either delay their pursuit or deter them from chasing.
 * Be mindful of both when the opponent has a Kraken ready and when it is used:
 * Sometimes it may be preferable to force out a Kraken from a Custom Range Blaster user early, so that when you fight them they do not have a Kraken at their disposal to quickly reverse the situation.
 * Some weapons with a high fire rate can attempt to "tame" the Kraken by repeatedly attacking it when it rushes at you, keeping it at bay.
 * Standing on a grate will protect you from a Kraken, but make sure to stay far enough away that the Kraken cannot simply jump at you to splat you if there is solid ground underneath the grate.

Gear abilities
Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to gear abilities in relation to the weapon. Strategy, synergy, viability, and purpose may be written here. Unless a Custom Range Blaster user is on an extended splatting streak, they can expect to get splatted often. When equipped, Comeback grants 12 ability points of six different stackable abilities for twenty seconds after respawning from getting splatted by an opponent: Aside from Run Speed Up (unless on certain stages like Hammerhead Bridge), all of these abilities benefit a Custom Range Blaster, making it more ink efficient, move faster (as well as boosting the speed of the Kraken), and pairs well with the weapon's light special depletion to obtain Kraken faster on respawn.

Damage Up will improve the consistency of the Custom Range Blaster's Splat Bomb combos.

Quick Respawn will always shorten respawn time after getting splatted in this game, encouraging a Custom Range Blaster user to remain aggressive even after getting splatted and is in general useful for brute forcing your way back into the stage.
 * One main, or 10 ability points, reduces the respawn time from 8.5 seconds to 7.29 seconds.
 * Two mains, or 20 ability points, drops this further to 6.29 seconds.

Super Jumping to a teammate after respawning carries the risk of getting splatted upon landing, due to the appearance of a Super Jump indicator. When equipped, Stealth Jump hides this marker completely at the cost of a slower Super Jump both in startup and the jump itself. This pairs well with Quick Respawn.