Competitive:Tacticooler: Difference between revisions

From Inkipedia, the Splatoon wiki
(correction)
(Updated duration of effects. Moved Tacticooler section from Snipewriter 5H Strategy page to here with links to sources (adding to what SeeDeeEss and others have started).)
Line 4: Line 4:
|game      = Splatoon 3
|game      = Splatoon 3
|image      = S3 Tacticooler Promotional 3D Render.jpg
|image      = S3 Tacticooler Promotional 3D Render.jpg
|duration  = 15 seconds (Stand and effects)<br>7.5 seconds (Stand on Tower)
|duration  = up to 15 seconds (cooler)<br>17 seconds (effects)
|strengths  = Gives ability boosts, allows players to respawn fast, nullifies effects of [[Respawn Punisher]] and [[Haunt]]
|strengths  = Gives ability boosts, allows players to respawn fast, nullifies effects of [[Respawn Punisher]] and [[Haunt]]<ref name="How Pencil SPEEDRAN From Bottom To Top Tier">[https://www.youtube.com/watch?v=jWc9XfCgLMM {{YT}} "How Pencil SPEEDRAN From Bottom To Top Tier"] by [[Competitive:ProChara|ProChara]]</ref><ref name="Why is Snipewriter 5H so good? (Guide Part 1)">[https://www.youtube.com/watch?v=tfxVtbsTcsM {{YT}} "Why is Snipewriter 5H so good? (Guide Part 1)"] by [[Competitive:Latias|Latias]]</ref>
|weaknesses = Reveals position while hiding in ink, requires team to group up in one location to receive effects, does not aid the team as well during retakes
|weaknesses = Reveals position while hiding in ink, requires team to group up in one location to receive effects, does not aid the team as well during retakes
}}
}}
Line 13: Line 13:


===Use===
===Use===
Tacticooler is a weapon that gives you and your teammates boosts when they walk near it that last for 15 seconds or until they are splatted.<ref name="29AP">[https://twitter.com/LeanYoshi/status/1570408070693388289 {{TWI}} @LeanYoshi on Twitter]</ref><ref name=ProChara1>[https://twitter.com/ProChara/status/1566158752880816128 {{TWI}} @ProChara on Twitter]</ref> The specific boosts are:
If deployed properly, the Tacticooler can either enhance a team's push or help it better withstand their opponents' push:<ref name="Why is Snipewriter 5H so good? (Guide Part 1)"/><ref>[https://www.youtube.com/watch?v=tFZI3jWhNys {{YT}} "A (rough) Guide to Tacticooler Placement"] by Puma</ref>
* {{Ability|S3|Swim Speed Up}} (29 [[Ability point|AP]]<ref name="29AP"/>)
* Because both the cooler itself (up to 15 seconds) and the drinks' effects (at least 17 seconds since Version {{Ver|S3|4.0.0}}) last a limited amount of time, it is recommended to deploy your Tacticooler just before engaging the opposing team if at least two team members (including yourself) can collect a drink.
* {{Ability|S3|Run Speed Up}} (29 AP<ref name="29AP"/>)
* Place the Tacticooler in a safe, easily accessible location:<ref>[https://www.youtube.com/shorts/5DXCyDf8oTw {{YT}} "Where Not to Put Your Tacticooler"] by Squid School</ref>
* {{Ability|S3|Intensify Action}} (57 AP)
** If placed too far into opposing turf or in an area open to attack, anyone who attempts to collect a drink risks getting splatted and not fully benefitting from its effects.
* {{Ability|S3|Quick Super Jump}} (57 AP)
** However, placing it too far back will require players who want a drink to give up [[Community Glossary#Map control|map control]] and, to locate it, turn their backs to the opposing team, which is very dangerous.
* {{Ability|S3|Quick Respawn}} (57 AP; applies regardless of whether the recipient splatted opponents during their current life,<ref name=ProChara1/> and is not affected by Respawn Punisher or Haunt)
** In general, the most optimal Tacticooler location is along the objective's path through which your team is pushing.
* {{Ability|S3|Special Saver}} (57 AP; not affected by Respawn Punisher or Haunt)
** Since Version {{Ver|S3|3.1.0}}, the longer maximum distance from which a player can collect a drink (including through stage obstacles) makes Tacticooler placement more flexible.<ref name="How Pencil SPEEDRAN From Bottom To Top Tier"/>
* {{Ability|S3|Ink Resistance Up}}<ref>[https://twitter.com/ProChara/status/1566166240325877760 {{TWI}} @ProChara on Twitter]</ref> (57 AP)
* The cooler will remain on the stage for up to 15 seconds–7.5 seconds if placed on the [[Tower Control|Tower]]–and can only be destroyed if it is thrown [[out-of-bounds]] or a stage object (such as the Tower) collides into it. Opposing attacks cannot damage it.
 
** Destroying the cooler in this manner will clear the 10 second cooldown time for your special gauge. Thus, it could be beneficial to place the Tacticooler on the Tower path, quickly collect your drinks, and (after the Tower destroys the cooler) quickly farm another Tacticooler to extend a Tower push.
If one's team is making a push with the Rainmaker or Power Clam, it is advised to throw the Tacticooler slightly ahead of where everyone is. This way, the push can be made while getting these boosts, and players can get back into the action immediately after getting splatted.  
** The cooler can be used as a temporary shield against opposing fire. However, its presence might invite opponents to fire sub or special weapons at its location.
 
* A player under the effects of Tacticooler who is out in the open (i.e., not hidden behind stage obstacles) will be visible to their opponents, even when submerged. Keep this in mind if you have teammates who are [[Community Glossary#Sharking|sharking]] so as not to accidently expose their location to your opponents.
Ink cannot go through the barrier, so placing it on the tower in [[Tower Control]] is a good strategy. Bear in mind that the special duration is reduced when on the tower.
* [[Community Glossary#Skirmisher|Skirmishers]] and [[Community Glossary#Slayer|slayers]] who collect Tacticooler are free to play more aggressively:<ref name="29AP">[https://twitter.com/LeanYoshi/status/1570408070693388289 {{TWI}} @LeanYoshi on Twitter]</ref>
 
** 29 [[Ability point|AP]] of both [[Run Speed Up]] and [[Swim Speed Up]] and 57 AP of [[Ink Resistance Up]] increase their mobility, enabling them to pursue their targets more quickly.
This special's best mode is [[Rainmaker]] due to the fast-paced nature of the mode.
** 57 AP of [[Intensify Action]] greatly reduces–sometimes negates–the shot spread of many [[shooter]]s, [[Blaster (weapon class}|blasters]], and [[Dualie]]s while jumping.
** Against opponents without Tacticooler buffs, 57 AP of [[Quick Respawn]] and [[Special Saver]] make [[Community Glossary#Trade|trading]] beneficial and [[Community Glossary#Feeding|feeding]] less punishing.
* [[Community Glossary#Anchor|Anchors]] and [[Community Glossary#Support|supports]] also have much to gain from the enhanced abilities:
** Both Run Speed Up and Swim Speed Up allow them to more quickly strafe around opposing fire and pursue targets.
** 57 AP of [[Quick Super Jump]] ability helps them nearly instantly escape from bad situations or advance forward much faster.
** Special Saver gives supports the freedom to be more aggressive with no penalty to their [[special gauge]] progress.


===Synergy===
===Synergy===

Revision as of 00:25, 13 March 2024

OC Icon Enemy Octoling.png
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 Tacticooler, see Tacticooler.
Tacticooler

Tacticooler

Abbreviations
Sub
Special
Base damage
Base duration up to 15 seconds (cooler)
17 seconds (effects)
Ink consumption
Special points
Special depletion
Role
Strengths Gives ability boosts, allows players to respawn fast, nullifies effects of Respawn Punisher and Haunt[1][2]
Weaknesses Reveals position while hiding in ink, requires team to group up in one location to receive effects, does not aid the team as well during retakes

The Tacticooler is a supportive special weapon in Splatoon 3.

Splatoon 3

Use

If deployed properly, the Tacticooler can either enhance a team's push or help it better withstand their opponents' push:[2][3]

  • Because both the cooler itself (up to 15 seconds) and the drinks' effects (at least 17 seconds since Version 4.0.0) last a limited amount of time, it is recommended to deploy your Tacticooler just before engaging the opposing team if at least two team members (including yourself) can collect a drink.
  • Place the Tacticooler in a safe, easily accessible location:[4]
    • If placed too far into opposing turf or in an area open to attack, anyone who attempts to collect a drink risks getting splatted and not fully benefitting from its effects.
    • However, placing it too far back will require players who want a drink to give up map control and, to locate it, turn their backs to the opposing team, which is very dangerous.
    • In general, the most optimal Tacticooler location is along the objective's path through which your team is pushing.
    • Since Version 3.1.0, the longer maximum distance from which a player can collect a drink (including through stage obstacles) makes Tacticooler placement more flexible.[1]
  • The cooler will remain on the stage for up to 15 seconds–7.5 seconds if placed on the Tower–and can only be destroyed if it is thrown out-of-bounds or a stage object (such as the Tower) collides into it. Opposing attacks cannot damage it.
    • Destroying the cooler in this manner will clear the 10 second cooldown time for your special gauge. Thus, it could be beneficial to place the Tacticooler on the Tower path, quickly collect your drinks, and (after the Tower destroys the cooler) quickly farm another Tacticooler to extend a Tower push.
    • The cooler can be used as a temporary shield against opposing fire. However, its presence might invite opponents to fire sub or special weapons at its location.
  • A player under the effects of Tacticooler who is out in the open (i.e., not hidden behind stage obstacles) will be visible to their opponents, even when submerged. Keep this in mind if you have teammates who are sharking so as not to accidently expose their location to your opponents.
  • Skirmishers and slayers who collect Tacticooler are free to play more aggressively:[5]
  • Anchors and supports also have much to gain from the enhanced abilities:
    • Both Run Speed Up and Swim Speed Up allow them to more quickly strafe around opposing fire and pursue targets.
    • 57 AP of Quick Super Jump ability helps them nearly instantly escape from bad situations or advance forward much faster.
    • Special Saver gives supports the freedom to be more aggressive with no penalty to their special gauge progress.

Synergy

The Tacticooler can be a good special for continuing pushes in the event of wiping the opposing team, but is a poor special for retaking control or defending during Tower Control, Rainmaker, or Clam Blitz, as it does not provide paint or damage. Having more than one Tacticooler on a team composition can be a detriment due to these reasons.

Countermeasures

References