Competitive:Splatana Stamper: Difference between revisions

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(Created page with "{{InfoboxGobbler}} {{Unofficial}} {{For|information about the Splatana Stamper|Splatana Stamper}} __NOTOC__ ==''Splatoon 3''== {{Infobox/Weapon/Strategy |game = Splatoon 3 |abbreviation = Stamper |image = https://static.wikia.nocookie.net/splatoon/images/a/a6/Splatana_Stamper_Render.jpg/revision/latest/scale-to-width-down/350?cb=20220813011500 |sub = Burst Bomb |special = Zipcaster |base = 20 (direct, tap) 35 (projectile, tap) 140 (di...")
Tag: Disambiguation links
 
(Added more abilities to use and elaborated on some.)
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; {{Ability|S3|Last-Ditch Effort}}
; {{Ability|S3|Last-Ditch Effort}}
Splatana Stampers are an ink-hungry weapon. They're a heavyweight after all. When equipped, Last-Ditch Effort grants 24 [[ability point]]s of three different stackable abilities for the last 30 seconds, or when the ranked score is 50 or above. These abilities include:
Splatana Stampers are an ink-hungry weapon. They're a heavyweight after all. When equipped, Last-Ditch Effort grants 24 [[ability point]]s of three different stackable abilities for the last 30 seconds, or when the ranked score is 50 or below. These abilities include:
* {{Ability|S3|Ink Recovery Up}}
* {{Ability|S3|Ink Recovery Up}}
* {{Ability|S3|Ink Saver (Main)}}
* {{Ability|S3|Ink Saver (Main)}}
Line 113: Line 113:


*16 Ability Points- 1 main and 2 subs, is enough to reduce quick respawn time from 8.5 seconds, to 6.66 seconds.
*16 Ability Points- 1 main and 2 subs, is enough to reduce quick respawn time from 8.5 seconds, to 6.66 seconds.
*Alternatively, 26 Ability Points works too, decreasing respawn time to 5.8 seconds.
*Alternatively, 26 Ability Points works too, 2 mains and 2 subs, decreasing respawn time to 5.8 seconds.


;{{Ability|S3|Stealth Jump}}
;{{Ability|S3|Stealth Jump}}
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* 6 ability points - two subs - increase the swim speed from 1.73 DU/f to 1.96 DU/f, which is roughly the same default swimming speed for middleweight weapons.
* 6 ability points - two subs - increase the swim speed from 1.73 DU/f to 1.96 DU/f, which is roughly the same default swimming speed for middleweight weapons.
* 16 ability points – one main and two subs – increase the swim speed from 1.73 DU/f to 2.14 DU/f.
* 16 ability points – one main and two subs – increase the swim speed from 1.73 DU/f to 2.14 DU/f.
; {{Ability|S3|Ink Saver (Sub)}}
Ink Saver (Sub) isn't really needed, but is nice to have in order to triple Burst Bomb in conjunction with Last-Ditch Effort.
* 1 main, 1 sub or 4 subs is enough to lower the cost of Burst Bombs without any points toward Last-Ditch effort from 40 percent of one's ink tank to 36.93 percent with 1 main 1 sub OR 37.14 percent with 4 subs.
; {{Ability|S3|Comeback}}
While not as useful as Last-Ditch Effort, if one dies from an enemy, for 20 seconds after you respawn, you gain 6 abilities worth ten ability points of
* {{Ability|S3|Run Speed Up}}
* {{Ability|S3|Swim Speed Up}}
* {{Ability|S3|Ink Saver (Main)}}
* {{Ability|S3|Ink Saver (Sub)}}
* {{Ability|S3|Ink Recovery Up}}
* and {{Ability|S3|Special Charge Up}}


; {{Ability|S3|Haunt}}
; {{Ability|S3|Object Shredder}}
*Not recommended. Haunt does not provide much of a benefit to the Splatana Stamper compared to other abilities.
Only really use this for Rainmaker to help pop shield faster. It can also help absolutely ''shred'' Big Bubbler shields, Wave Breakers and Crab Tank if used outside and even in Rainmaker.


; {{Ability|S3|Sub Power Up}}
; {{Ability|S3|Sub Power Up}}
Extremely recommended. This allows the Splatana Stamper user to throw Burst Bombs farther and faster.
Extremely recommended. This allows the Splatana Stamper user to throw Burst Bombs farther and faster.
* 6 ability points - two subs - increase the thrown range and velocity from 11.2 DU to 12.25 DU
* 6 ability points - two subs - increase the thrown range and velocity from 11.2 DU to 12.25 DU.
** More is always welcome, if it can fit.
; {{Ability|S3|Ninja Squid}}
To some, a terrible idea. However, this can incentivize using it to shark and get closer to opponents without being noticed. Thanks to this ability, now, you can reliably be a frontline, sharking weapon.


; {{Ability|S3|Haunt}}, {{Ability|S3|Ability Doubler}}, {{Ability|S3|Opening Gambit}}, {{Ability|S3|Tenacity}}, {{Ability|S3|Thermal Ink}}, {{Ability|S3|Respawn Punisher}} or {{Ability|S3|Intensify Action}}
*Not recommended. Those abilities do not provide as much of a benefit to the Splatana Stamper compared to other abilities.
Note From the Author:
Note From the Author:
Hi! Thank you for reading my very "comprehensive" guide to how to use Splatana Stamper. If you would like to edit this to not have dead links, be my guest.  
Hi! Thank you for reading my very "comprehensive" guide to how to use Splatana Stamper. If you would like to edit this to not have dead links, be my guest.  

Revision as of 13:30, 20 September 2022

Unofficial!
This article discusses content that is not part of the official Splatoon series but is part of the community or competitive gaming space.
For information about the Splatana Stamper, see Splatana Stamper.

Splatoon 3

Splatana Stamper

Splatana Stamper

Abbreviations Stamper
Sub Burst Bomb
Special Zipcaster
Base damage 20 (direct, tap)

35 (projectile, tap) 140 (direct, charge) 70 (projectile, charge)

Base duration
Ink consumption unknown
Special points 200p
Special depletion
Role Slayer
Strengths Splatting, damage, range, Burst Bomb combos
Weaknesses Slow, lack of mobility due to being heavyweight, O.K. paint

Splatana Stamper is a heavyweight Splatana produced by Nouveau. As a heavyweight, it has less speed on ground and while swimming, but in return has longer range and better damage compared to the Splatana Wiper.

Use

Despite it's slow charge time and mediocre paint, being able to hit opponents from afar whether it be with Burst Bombs or the main weapon itself, it's still a slayer.

  • The main advantage of Stamper is its range and Burst Bombs especially giving it more mobility and a poking tool for people behind walls.
    • Charged and normal slashes both go the same distance.
      • In that case, charged slashes are your main damage dealer, being able to combo with a normal slash or indirect Burst Bomb that doesn't hit the floor and deal 25 damage.
  • Thanks to it's high damage, one of it's best niche modes is Rainmaker.
    • This is due to it's high damage being able to pop the Rainmaker shield alone with 3-4 up-close charged slashes without Object Shredder.
  • The Splatana Stamper also has some downsides:
    • It's slow speed cripples itself up close in melee range apart from charged slashes.
    • The speed in which they fire does better as chip damage up close, so that teammates can come and splat other players.
    • While Zipcaster allows it to be more mobile and assume a frontline position, it's risky to go for this due to it's speed, however you might get chip damage from the Zipcaster's explosion radius when hitting a solid surface and use a charged slash.

Burst Bombs are Splatana Stamper's best friend.

  • Throwing Burst Bombs give a nice AoE effect that can help combo with the main weapon's high damage.
    • Not having great paint, Burst Bombs make up for this, allowing it to help it climb up walls without inking it with the main weapon; though it is more efficient to do so.
    • It can also be used as an escape mechanism. Throwing Burst Bombs in where you need to go to escape a sticky situation is great.
  • Slower weapons, such as long ranged anchor-playing chargers and splatlings, Explosher as well as other heavyweight weapons are most effected by it's slow speed, but thanks to Burst Bomb combos, the Stamper player can easily eliminate those threats if played right.
  • Finally, Stamper benefits exponentially off of it's Burst Bombs when in head-to-head encounters. It can be used to combo people running away after they took damage from a charged slash, allows the enemy to relocate after being threatened with a Burst Bomb being chucked right at them.

Zipcaster is a transformation special that transforms you into a ninja-resembling cephalopod.

  • You lose out on your Burst Bomb whenever this happens, making you extremely vulnerable when threatened up close.
  • Using Zipcaster as a way to become a temporary evade skirmisher is an idea by latching onto walls and threatening to kill.
  • Zipcaster does have a certain range, but even in that range, you can get onto high vantage points-somewhere that only a charger or perhaps Ballpoint or Hydra Splatling would be able to poke you at.

Synergy

While one user of a short-ranged weapon such as the N-ZAP '85 might get away with a lack of range, having too many short-ranged weapons on a team without a longer-ranged weapon like Stamper to provide support fire is often disadvantageous for a number of reasons:[1]

  • An opponent with a long-ranged weapon like, well, Splatana Stamper can more aggressively position themselves to zone out the entire shorter-ranged team.
  • The opposing slayers can play more aggressively, knowing that there is no long-ranged threat to pick them off from afar.
  • Having a painter for your team such as an N-ZAP, Splash-o-matic or any spray shooter or weapon with outstanding paint can aid the Splatana Stamper and other immobile, bad painting weapons on a team.

The Splatana Stamper's lack of lethal bombs can also be a liability to a team composition. Lethal bombs – particularly either Splat or Suction Bombs – provide their user's team a couple advantages over another team that has no lethal bombs in its composition:[1]

  • Their one-hit-splat offers its user's team chances of instantly gaining a numbers advantage, from which a game-winning push can arise.
  • Their lethal explosion provides space for its user's team to either push into an area held by the opponent or stall an opponent's push.
  • Despite this, Splatana Stamper more needs a Burst Bomb in order to help it combo better, so it still has a use.

Zipcaster is intended for getting up close and personal, allowing the Stamper's teammates to go in and get picks off of unsuspecting victims. Therefore, it is advised to have other special weapons available to complement Zipcaster, perchance Big Bubbler, Ink Vac or any of the Splatoon 2 specials ported over to Splatoon 3.

  • Zipcaster provides no direct means of protection, (although it would be so nice to be invincible) meaning that opponents can still fire or throw sub weapons at you and splat you.
  • Other special weapons, such as Inkjet or Trizooka, are intended for splatting opponents and more capable at this than Zipcaster from afar.

Combining Zipcaster with other specials can bolster a team's ability to either make a push or counter the opponents' push:

  • Big Bubbler and other protective special weapons, such as Ink Vac and even Crab Tank to tank up hits and provide support fire, can increase the survivability of a team as they push into contested territory.

Countermeasures

  • Matchups between Splatana Stamper users on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates.
  • Any weapon that has a combination of longer range, better accuracy, or higher damage output without sacrificing too much mobility can counter the Splatana Stamper. For example, both the Squeezer and Jet Squelcher and their respective variants meet all of these requirements.
  • Users of long-ranged weapons, such as chargers and other splatlings, outrange an opposing Splatana Stamper user and can fire upon them with impunity. Chargers can also predict where a Splatana Stamper user will be after they go forward from a forward charged slash and splat them before they can fire. However, once the Stamper gets close, it can outmaneuver and outdraw its less mobile, slower firing opponent.
  • A competent Stamper 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, temporarily prevent an opponent from sharking and make them an easier target for long-ranged teammates to pick off.
  • When pursued by a Stamper, using almost any sub weapon (except for Squid Beakons) can either delay their pursuit or deter them from chasing.
  • If an opposing Stamper uses Burst Bombs to threaten and deal damage reliably, consider throwing bombs either into or beyond them to prevent them from travelling any further.
  • When facing an opposing Zipcaster, assess where is a safe place to either reroute an attack or reposition on defense:
    • In general, avoid getting caught near an opponent with Zipcaster for an extended time, but also be wary of opponents waiting to pick off anyone fleeing them.
    • Even while avoiding an opponent's Zipcaster, it is still possible to turf or otherwise influence the area underneath. Long-ranged weapons, thrown sub weapons, and other special weapons (such as a Trizooka or Crab Tank) can splat opponents or dissuade them from occupying themselves with splating teammates.

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.

Sub Resistance Up

Sub Resistance Up will only reduce the damage taken from opposing sub weapons that are not one-hit-splat but will also reduce the duration of the tracking effects of certain opponent's sub and special weapons, such as Point Sensors and Ink Mines, allowing the user of this ability to evade detection more easily.

  • 3 ability points - one sub - has a lot of utility and therefore should be ran on any weapon..
    • Getting hit by splash damage from a bomb will not make the user visible on the map.
Quick Super Jump

Simply using this is a godsend.

  • 3 ability points - 1 sub decreases the super jump time from 1.33 seconds to 0.97 seconds.
Ink Resistance Up

Every player, including an Splatana Stamper user, is expected to come in contact with the opponent's ink on various surfaces, which can both be damaging and reduce mobility. Ink Resistance Up not only partially offsets the reduction in mobility but also delays the damage taken from contact with opposing ink:

Ability
points
Mains Subs Invulnera-
bility time
(frames)
Rate of
damage
(HP/f)
Maximum
damage
(HP)
Run speed
in opposing
ink (DU/f)
Jump height
in opposing
ink
0 0 0 0 0.3 40.0 0.24 0.800
3 0 1 10 0.2 38.0 0.33 0.854
6 0 2 15 0.2 36.2 0.39 0.888
Last-Ditch Effort

Splatana Stampers are an ink-hungry weapon. They're a heavyweight after all. When equipped, Last-Ditch Effort grants 24 ability points of three different stackable abilities for the last 30 seconds, or when the ranked score is 50 or below. These abilities include:

Ink Saver (Main) is the most useful for the wielder, allowing them reduce the amount of ink consumed by using the weapon in general and more quickly pursue and pressure the opponent upon returning from spawn.

Quick Respawn

Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Splatana Stamper user to remain aggressive even after getting splatted.

  • 16 Ability Points- 1 main and 2 subs, is enough to reduce quick respawn time from 8.5 seconds, to 6.66 seconds.
  • Alternatively, 26 Ability Points works too, 2 mains and 2 subs, decreasing respawn time to 5.8 seconds.
Stealth Jump

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 better covers this indicator from long distance opponents, allowing its user to more safely return to the front lines and maintain pressure on the opponent.

Drop Roller

Like in the example with Stealth Jump, 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, Drop Roller alternatively allows you to dodge roll and get temporary movement buffs, again allowing its user to more safely return to the front lines and maintain pressure on the opponent.

Swim Speed Up

As a heavyweight weapon, the Splatana Stamper greatly benefits if it is able to swim faster. Swim Speed Up enables its user to more quickly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.

  • 6 ability points - two subs - increase the swim speed from 1.73 DU/f to 1.96 DU/f, which is roughly the same default swimming speed for middleweight weapons.
  • 16 ability points – one main and two subs – increase the swim speed from 1.73 DU/f to 2.14 DU/f.
Ink Saver (Sub)

Ink Saver (Sub) isn't really needed, but is nice to have in order to triple Burst Bomb in conjunction with Last-Ditch Effort.

  • 1 main, 1 sub or 4 subs is enough to lower the cost of Burst Bombs without any points toward Last-Ditch effort from 40 percent of one's ink tank to 36.93 percent with 1 main 1 sub OR 37.14 percent with 4 subs.
Comeback

While not as useful as Last-Ditch Effort, if one dies from an enemy, for 20 seconds after you respawn, you gain 6 abilities worth ten ability points of

Object Shredder

Only really use this for Rainmaker to help pop shield faster. It can also help absolutely shred Big Bubbler shields, Wave Breakers and Crab Tank if used outside and even in Rainmaker.

Sub Power Up

Extremely recommended. This allows the Splatana Stamper user to throw Burst Bombs farther and faster.

  • 6 ability points - two subs - increase the thrown range and velocity from 11.2 DU to 12.25 DU.
    • More is always welcome, if it can fit.
Ninja Squid

To some, a terrible idea. However, this can incentivize using it to shark and get closer to opponents without being noticed. Thanks to this ability, now, you can reliably be a frontline, sharking weapon.

Haunt, Ability Doubler, Opening Gambit, Tenacity, Thermal Ink, Respawn Punisher or Intensify Action
  • Not recommended. Those abilities do not provide as much of a benefit to the Splatana Stamper compared to other abilities.

Note From the Author: Hi! Thank you for reading my very "comprehensive" guide to how to use Splatana Stamper. If you would like to edit this to not have dead links, be my guest. Thank you, from nauti of Seasick Tides

References