Competitive:Splat Charger

Unofficial

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.

Splatoon 2
The Splat Charger is the first long-range weapon available to the player. In addition to being very different from both shooters and rollers in terms of range and turfing ability, chargers like the Splat Charger assume a different role within a team composition.

Use
The Splat Charger is an anchor's weapon, meaning that it has a long range to influence a large portion of the stage and, thus, its user is usually best positioned behind their teammates to watch for and prevent the opponents' flanking attempts, provide support fire, and allow their teammates to safely Super Jump to them to quickly return to the front lines. Already a versatile sub weapon with a variety of purposes, the Splat Bomb is the Splat Charger user's most reliable option in close- to medium-ranged combat: The Sting Ray excels on stages that are long, narrow, closed, and relatively flat, especially Port Mackerel and Walleye Warehouse, particularly in Tower Control and Rainmaker. Special Charge Up and Tenacity can help hasten the building of the special gauge.
 * Most chargers, including the Splat Charger, can fire three different types of shots:
 * Tap shots, which are fired by tapping, are the quickest but weakest and shortest-ranged shots available. These are best used to quickly turf the surrounding area to cover opposing ink or build up the special gauge. Only if an opponent is weak – with 40 HP or fewer – should tap shots be used for self-defense.
 * Partially charged shots, in which is held for less than one second, have slightly more damage, longer range, and more turf than tap shots. If forced to fight in close quarters without enough ink to use a Splat Bomb, partially charged shots are preferred over tap shots.
 * Fully charged shots from the Splat Charger require to be held for at least one second. These shots provide the longest range and the most damage — enough to splat most opponents in one hit, making them ideal for use while sniping or turfing long lines for oneself or their teammates to travel along.
 * The range of the Splat Charger depends on how long it is charged. Note that range is measured from the end of its long muzzle :
 * Tap shots only have a range of about 90 DU, or distance units, or just shy of two distance lines away in the Shooting Range. This is shorter than the ranges of many short- to medium-ranged weapons, such as the Splattershot (116.99 DU ), the Tri-Slosher (about 120 DU), and the Dark Tetra Dualies (132.5 DU ).
 * Partially charged shots have a range between 90 DU and 240 DU based on how long each shot is charged. For example, charging for 0.25 seconds should increase the range by about 37.5 DU for a total of about 127.5 DU. Combined with the longer muzzle, this should outrange most short-ranged weapons.
 * The fully charged range of the Splat Charger, measured at 240.37 DU, or just shy of five distance lines away in the Shooting Range, is one of the longest in the game, exceeding those of Dynamo Rollers, Exploshers, and most splatlings.
 * Damage from the Splat Charger also increases as charge time increases:
 * Tap shots only inflict 40 HP of damage, while partially charged shots range from 40 HP to 80 HP of damage depending on how long they are charged. Charging for at least 0.25 seconds inflicts at least 50 HP of damage, which is enough to splat most opponents in two shots.
 * While Main Power Up can increase damage, it cannot increase the damage of shots below full charge to 100.0 HP, unlike how Damage Up could in.
 * A fully charged shot not only delivers 160 HP of damage but can also pierce targets, allowing one to splat multiple targets in a straight line.
 * One required skill for effective sniping is peeking:
 * While positioned behind an obstacle at a suitable sniping spot, fully charge a shot. This hides the laser sight of the weapon from potential targets.
 * Once fully charged, move the muzzle of the weapon around the obstacle to either the right or the left using, aiming the reticle at a target, then release.
 * Because all Inklings and Octolings are right-handed, right-side peeking is generally more effective than left-side peaking.
 * New to is the ability for many chargers – notably those without a scope (except the Bamboozler 14 Mk I) – to store its charge while submerged in ink:
 * Fully charge a shot, then submerge in your ink using . When you want to fire, release to reemerge before releasing.
 * The Splat Charger can only store its charge when fully charged. Partially charged shots cannot be stored.
 * It is possible to swim while storing a charge, allowing one to reach another sniping location and immediately fire upon a target from there.
 * The Splat Charger can only hold a charged shot for up to 1.25 seconds. To hold a charge for a longer time, reemerge from the ink in a safe location. Then, submerge again to reset the 1.25 seconds timer. This allows one to hold a charged shot indefinitely and travel longer distances until a target is available.
 * The ability to store a charge makes left-side peeking more viable in.
 * If an opponent gets too close, either dropping a Splat Bomb at your feet or rolling it like a bowling ball can provide time and space to escape.
 * They can also be used for poking at and zoning out opponents during the neutral phase, stalling an opponent's push, or denying opponents safe access to important areas of the stage, such as the Tower, that might not be easy to fire at with the main weapon.
 * It can damage or destroy an opponent's brella shield, Splash Wall, or Baller or the Rainmaker shield, while detonating on contact.
 * The Splat Bomb will also inflate or pop a teammate's bubbles but deflate or diffuse an opponent's bubbles.
 * Any opponents caught within the Splat Bomb's explosion will get damaged or splatted.
 * An opponent's Splashdown or Booyah Bomb will defuse any Splat Bombs it comes in contact with, so hold off throwing them until after the special weapon finishes.
 * Before starting the Sting Ray, it is advised to keep a safe distance from battles, as firing a Sting Ray too close to an opponent can leave one vulnerable to attack.
 * While the Sting Ray cannot be fired from within the Spawn point as of Version 3.0.0, super jumping back there still offers a safer location from which to fire.
 * Quick Super Jump can not only hasten reaching the Spawn point, it can allow a faster escape from pursuing opponents.
 * When firing the Sting Ray, if an opponent escapes from the ray, bring up the map with . An opponent who has taken any damage will be visible on the map until completely healed. Redirect the Sting Ray until the popping sound is heard.

Countermeasures

 * Always be aware of when the opposing team's Splat Charger has Sting Ray fully charged on the HUD, particularly when pushing the Tower or Rainmaker.
 * Fight fire with fire by using a Sting Ray against an opponent's.
 * Tenta Missiles are a quick way to either counter or disrupt an opposing Sting Ray user, as well as displace any anchor from an otherwise safe perch.
 * A properly launched and piloted Inkjet can splat an opposing Sting Ray user while being relatively safe from the beam.
 * Quickly swimming away from the Sting Ray's beam is generally the best way to avoid getting splatted without using Specials, as users turn relatively slowly while the Sting Ray is active. This is a useful tactic in Tower Control to maintain a Tower push.

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. Special Charge Up accelerates building up the special gauge for Sting Ray, which can prove invaluable for stopping or slowing the Tower or Rainmaker.