Tri-Slosher: Difference between revisions
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{{InfoboxGobbler}} | {{InfoboxGobbler}} | ||
The '''Tri-Slosher''' is a [[main weapon]] in | The '''Tri-Slosher''' is a [[main weapon]] in the {{Ss}}. | ||
It is a [[Slosher (weapon class)|slosher]]-type weapon that is separated into three sections and is similar in appearance as a Japanese brush washer bucket. As its appearance implies, it can throw in three different directions. It covers a straight line forward and two splotches to the side. The range is short compared to other sloshers. | It is a [[Slosher (weapon class)|slosher]]-type weapon that is separated into three sections and is similar in appearance as a Japanese brush washer bucket. As its appearance implies, it can throw in three different directions. It covers a straight line forward and two splotches to the side, though the damage dealt by connecting multiple of the splotches is the same as that dealt by connecting one. The range is short compared to other sloshers. | ||
The | == Appearance == | ||
The Tri-Slosher is a plastic bucket that is divided into multiple sections with the user's ink in them. | |||
In {{S}} and {{S2}}, the bucket is green, its shape is circular with three triangular sections and a circular section in the middle, the handle is lime green, and there is a black attachment at the back of the bucket that serves as a handhold. In ''Splatoon 2'', the bucket is a lighter green than in ''Splatoon''. Like the [[Slosher]], there is a reservoir of ink inside the bucket which changes color to match that of the user's. | |||
In {{S3}}, the Tri-Slosher has a new design. The bucket is now blue, square-shaped, divided into three rectangular sections by two vertical lines, and the handle is yellow. | |||
==''Splatoon''== | ==''Splatoon''== | ||
{{Retired|section}} | |||
{{Infobox/Weapon | {{Infobox/Weapon | ||
|game = Splatoon | |game = Splatoon | ||
Line 22: | Line 28: | ||
|handling = 70 | |handling = 70 | ||
|alt1=Tri-Slosher Nouveau | |alt1=Tri-Slosher Nouveau | ||
|introduced={{date|2015-09-26}} | |||
}} | }} | ||
The Tri-Slosher was released on {{date|2015-09-26}} at {{time|2015-09-26 02:00 UTC}}.<ref>[http://splatoonus.tumblr.com/post/129853386034 | The Tri-Slosher was released on {{date|2015-09-26}} at {{time|2015-09-26 02:00 UTC}}.<ref>{{TWI}} [[Inkipedia:Twitter archive/2015/September#647327986773962752|@SplatoonJP on Twitter]]</ref><ref>[http://splatoonus.tumblr.com/post/129853386034 {{SRL}} Live from Squid Research Lab: BUCKETS! BUCKETS! BUCKETS! A new weapon launches...]</ref> It comes with [[Disruptor]]s and the [[Bubbler]]. | ||
=== Data === | === Data === | ||
<section begin=data1 />{{ | <section begin=data1 />{{Slosher data S | ||
| | | mobility class = middle | ||
| first attack group = the center splash | | first attack group = the center splash | ||
| second attack group = First side splash | | second attack group = First side splash | ||
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===Quotes=== | ===Quotes=== | ||
{{SheldonsIntroduction|game=Splatoon|The '''Tri-Slosher''' is [[Slosher-type]] weapon with three angles of attack! The individual splashes lose a little bit of power, but the wide spread makes it very handy in a tight spot! The | {{SheldonsIntroduction|game=Splatoon|The '''Tri-Slosher''' is [[Slosher-type]] weapon with three angles of attack! The individual splashes lose a little bit of power, but the wide spread makes it very handy in a tight spot! The [[Disruptor]] and [[Bubbler]] special make this set perfect for in-your-face splatting.{{NA}}}} | ||
{{SheldonsIntroduction|game=Splatoon|The '''Tri-Slosher''' is a [[Slosher-type]] weapon able to attack from three different angles at once! The individual splashes lose a little bit of power, but the wide spread makes it very handy in a tight spot! The | {{SheldonsIntroduction|game=Splatoon|The '''Tri-Slosher''' is a [[Slosher-type]] weapon able to attack from three different angles at once! The individual splashes lose a little bit of power, but the wide spread makes it very handy in a tight spot! The Disruptor and Bubbler make this setup suited to a relentless battlefield hunter.{{EUOC}}}} | ||
{{QuoteW|This bucket's three sections originally held cleaning products but now hold... the exact opposite. These segmented sections allow you to attack in three directions at once.|In-Game Description}} | {{QuoteW|This bucket's three sections originally held cleaning products but now hold... the exact opposite. These segmented sections allow you to attack in three directions at once.|In-Game Description}} | ||
{{QuoteW|The '''Tri-Slosher''' is a [[Slosher-type]] weapon with three angles of attack! The individual splashes lose a little bit of power, but the wide spread makes it very handy in a tight spot! The | {{QuoteW|The '''Tri-Slosher''' is a [[Slosher-type]] weapon with three angles of attack! The individual splashes lose a little bit of power, but the wide spread makes it very handy in a tight spot! The Disruptor sub and Bubbler special make this set perfect for in-your-face splatting.|[[Squid Research Lab]]}} | ||
;Notes | ;Notes | ||
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===Gallery=== | ===Gallery=== | ||
<gallery> | <gallery> | ||
Tri-Slosher.jpg|Promo image. | S Tri-Slosher promo render.jpg|Promo image. | ||
S Tri-Slosher promo 1.jpg|An [[Inkling]] standing with a Tri-Slosher equipped. | |||
S Tri-Slosher promo 2.jpg|Running through [[Camp Triggerfish]] with a Tri-Slosher. | |||
S Tri-Slosher promo 3.jpg|Throwing ink with a Tri-Slosher. ''(behind)'' | |||
S Tri-Slosher promo 4.jpg|Throwing ink with a Tri-Slosher. ''(front)'' | |||
JPTTriSlosher.png|Official art of an Inkling holding the Tri-Slosher. | JPTTriSlosher.png|Official art of an Inkling holding the Tri-Slosher. | ||
S Tri-Slosher early render.jpg|Early design of the Tri-Slosher. | |||
Tri-Slosher HQ.png|SplatNet icon | |||
</gallery> | </gallery> | ||
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{{Infobox/Weapon | {{Infobox/Weapon | ||
|game = Splatoon 2 | |game = Splatoon 2 | ||
|3d-image-1= S2 Weapon Main Tri-Slosher | |||
|category = Main | |category = Main | ||
|class = Slosher | |class = Slosher | ||
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|handling = 70 | |handling = 70 | ||
|alt1=Tri-Slosher Nouveau | |alt1=Tri-Slosher Nouveau | ||
|introduced=''Initial Release'' ({{ver|S2|1.0.0}}) | |||
}} | }} | ||
The Tri-Slosher returns in | The Tri-Slosher returns in {{S2}}, looking identical to how it did in the first game. It comes with [[Burst Bomb]]s and [[Ink Armor]]. | ||
It appears in one {{OE}} station: | |||
* {{OctoExpansionStation|B|14}} [[Breakdance Station]] | |||
===Data=== | ===Data=== | ||
<section begin=data2 />{{ | <section begin=data2 />{{Slosher data S2 | ||
| | | ink saver level = middle | ||
| mobility class = high | |||
| stealth acceleration = middle | |||
| main power up effect = Increases ink coverage. | |||
| shoot move velocity type = B | |||
| matchmaking range = 110 | |||
| first attack group = the center splash | | first attack group = the center splash | ||
| second attack group = First side splash | | second attack group = First side splash | ||
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| WrongCalcBringCloseRateNoMoveBullet = TRUE | | WrongCalcBringCloseRateNoMoveBullet = TRUE | ||
}}<ref>[https://leanny.github.io/splat2new/parameters.html ''Splatoon 2'' - Parameter Database]</ref><section end=data2 /> | }}<ref>[https://leanny.github.io/splat2new/parameters.html ''Splatoon 2'' - Parameter Database]</ref><section end=data2 /> | ||
===Version history=== | ===Version history=== | ||
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{{version history item|S2|4.3.1| | {{version history item|S2|4.3.1| | ||
* {{buff|Increased the effect of the [[Main Power Up]] [[gear]] [[ability]].}} | * {{buff|Increased the effect of the [[Main Power Up]] [[gear]] [[gear ability|ability]].}} | ||
* {{buff|The boost to the radius of ink coverage for the middle portion of shots that strike an object mid-shot when the maximum number of Main Power Up gear abilities are equipped has been increased from roughly 20% to roughly 25%.}} | * {{buff|The boost to the radius of ink coverage for the middle portion of shots that strike an object mid-shot when the maximum number of Main Power Up gear abilities are equipped has been increased from roughly 20% to roughly 25%.}} | ||
* {{buff|The effect provided by Main Power Up is now more easily triggered, even with fewer instances of the gear ability equipped.}}}} | * {{buff|The effect provided by Main Power Up is now more easily triggered, even with fewer instances of the gear ability equipped.}}}} | ||
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===Quotes=== | ===Quotes=== | ||
{{SheldonsIntroduction|game=Splatoon 2|The '''Tri-Slosher''' is a [[Slosher-type]] weapon that lobs ink in three directions in front of you at once! Since the ink is being split in three, it does reduce the attack power slightly, but if you follow up with a | {{SheldonsIntroduction|game=Splatoon 2|The '''Tri-Slosher''' is a [[Slosher-type]] weapon that lobs ink in three directions in front of you at once! Since the ink is being split in three, it does reduce the attack power slightly, but if you follow up with a [[Burst Bomb]], you're good to go! All that's left is to push forward with the [[Ink Armor]]! Recommended for those who really love to aggressively splat their opponents.}} | ||
===Gallery=== | ===Gallery=== | ||
<gallery> | <gallery> | ||
S2 Tri-Slosher | S2 Tri-Slosher promo render.jpg|Promo image. | ||
S2 | S2 OE playable Octoling leaning on Tri-Slosher.jpg|A female [[Octoling]] leaning on a Tri-Slosher. | ||
</gallery> | </gallery> | ||
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<embedvideo service="youtube">https://youtu.be/OBvudfixf0s</embedvideo> | <embedvideo service="youtube">https://youtu.be/OBvudfixf0s</embedvideo> | ||
{{clrns}} | {{clrns}} | ||
==''Splatoon 3''== | |||
{{Infobox/Weapon | |||
|game = Splatoon 3 | |||
|category = Main | |||
|size = 256px | |||
|class = Slosher | |||
|sub = Toxic Mist | |||
|special = Inkjet | |||
|level = 10 | |||
|base = 62<br>100 ([[File:S3 Icon Mr Grizz.png|24px|link=Salmon Run (series)]] [[Salmon Run Next Wave|SRNW]]) | |||
|points = 180 | |||
|range = 31 | |||
|damage = 75 | |||
|handling = 70 | |||
|alt1 = Tri-Slosher Nouveau | |||
|introduced=[[Drizzle Season 2022]] ({{Ver|S3|1.1.0}}) | |||
}} | |||
The Tri-Slosher returns in {{S3}} with a new design. Its kit is [[Toxic Mist]] and [[Inkjet]]. | |||
It appears in only 1 mission in {{RotM}}: | |||
* {{RotMMission|03|03}} [[Ink Wheels—Experience Tomorrow's Technology Today!]] | |||
===Data=== | |||
<section begin=data3 />{{Slosher data S3 | |||
| matchmaking range = 11 | |||
| mobility class = high | |||
| show secondary stats = True | |||
| show tertiary stats = True | |||
| primary group name = Far central ink glob | |||
| secondary group name = Close central ink glob | |||
| tertiary group name = Side ink globs | |||
| BaseDistance = 11.5 | |||
| WeaponSpeedType = Fast | |||
| EndRadiusForPlayer = 0.0 | |||
| InitRadiusForPlayer = 0.0 | |||
| PaintDepthScale = 2.0 | |||
| PaintWidthHalf = 1.296 | |||
| X = 0.2 | |||
| Y = 0.35 | |||
| PrimaryAddSpawnSpeedYRateByXZ = 0.1 | |||
| PrimaryAfterOffsetDelayFrame = 1 | |||
| PrimaryAfterOffsetSpawnSpeed = -0.16 | |||
| PrimaryAfterDepthScaleFar = 1.0 | |||
| PrimaryAfterDepthScaleNear = 1.0 | |||
| PrimaryAfterDistanceXZFar = 15.0 | |||
| PrimaryAfterDistanceXZNear = 5.0 | |||
| PrimaryAfterScaleEndFallDistance = 12.0 | |||
| PrimaryAfterScaleStartFallDistance = 1.5 | |||
| PrimaryAfterWidthDepthScaleFall = 0.8 | |||
| PrimaryAfterWidthHalfFar = 0.0 | |||
| PrimaryAfterWidthHalfNear = 0.0 | |||
| PrimaryAfterFallPeriodFirstSecondTargetAlp = 1.0 | |||
| PrimaryAfterPaintRadiusFall = 0.8 | |||
| PrimaryAfterPaintRadiusGround = 0.6 | |||
| PrimaryAfterPaintRadiusShock = 0.8 | |||
| PrimaryAfterFallPeriodFirstFrameMax = 30 | |||
| PrimaryAfterFallPeriodFirstFrameMin = 15 | |||
| PrimaryAfterFallPeriodFirstTargetSpeed = 0.06 | |||
| PrimaryAfterFallPeriodLastFrameMax = 30 | |||
| PrimaryAfterFallPeriodLastFrameMin = 15 | |||
| PrimaryAfterFallPeriodSecondFrame = 20 | |||
| PrimaryAfterFallPeriodSecondTargetSpeed = 0.05 | |||
| PrimaryAfterFreeGravityType = value_0_008 | |||
| PrimaryBaseRotateYDegree = 0.0 | |||
| PrimaryBulletNum = 4 | |||
| PrimaryAfterOffsetEndRadiusForField = -0.1 | |||
| PrimaryAfterOffsetEndRadiusForPlayer = -0.1 | |||
| PrimaryAfterOffsetInitRadiusForField = -0.01 | |||
| PrimaryAfterOffsetInitRadiusForPlayer = -0.01 | |||
| PrimaryChangeFrameForField = 4 | |||
| PrimaryChangeFrameForPlayer = 5 | |||
| PrimaryEndRadiusForField = 0.7 | |||
| PrimaryEndRadiusForPlayer = 0.9 | |||
| PrimaryFriendThroughFrameForPlayer = 2 | |||
| PrimaryInitRadiusForField = 0.07 | |||
| PrimaryInitRadiusForPlayer = 0.09 | |||
| PrimaryReduceEndFallDistance = 8.0 | |||
| PrimaryReduceStartFallDistance = 1.5 | |||
| PrimaryValueMax = 620 | |||
| PrimaryValueMin = 350 | |||
| PrimaryAfterOffsetEndRadius = -1.4 | |||
| PrimaryAfterOffsetInitRadius = -1.4 | |||
| PrimaryChangeFrame = 0 | |||
| PrimaryEndRadius = 1.4 | |||
| PrimaryInitRadius = 1.4 | |||
| PrimaryTailID = 0 | |||
| PrimaryTailLengthMax = 2.0 | |||
| PrimaryTailLengthMin = 0.5 | |||
| PrimaryTailSolidFrame = 5 | |||
| PrimaryBrakeAirResist = 0.1 | |||
| PrimaryBrakeGravity = 0.04 | |||
| PrimaryBrakeToFreeStateFrame = 1 | |||
| PrimaryBrakeToFreeVelocityXZ = 20.0 | |||
| PrimaryBrakeToFreeVelocityY = 10.0 | |||
| PrimaryFreeAirResist = 0.12 | |||
| PrimaryFreeGravity = 0.05 | |||
| PrimaryGoStraightStateEndMaxSpeed = 10.0 | |||
| PrimaryGoStraightToBrakeStateFrame = 3 | |||
| PrimarySpawnSpeed = 0.0 | |||
| PrimaryDepthScaleFar = 1.15 | |||
| PrimaryDepthScaleNear = 1.15 | |||
| PrimaryDistanceXZFar = 12.0 | |||
| PrimaryDistanceXZNear = 5.0 | |||
| PrimaryScaleEndFallDistance = 12.0 | |||
| PrimaryScaleStartFallDistance = 1.5 | |||
| PrimaryWidthDepthScaleFall = 0.8 | |||
| PrimaryWidthHalfFar = 3.0 | |||
| PrimaryWidthHalfNear = 3.75 | |||
| PrimaryRandomRotateYBias = 0.5 | |||
| PrimaryRandomRotateYDegree = 3.0 | |||
| Primary0_RandomRotateYOffOrderNum = 0 | |||
| PrimarySpawnSpeedAir = 1.1523 | |||
| PrimarySpawnSpeedGround = 1.2229 | |||
| PrimarySplash0_OrderNum = 0 | |||
| PrimarySplash0_SplashArrayOrderNum = -1 | |||
| PrimarySplash0_SplashWallHitArrayOrderNum = 0 | |||
| PrimarySplash0_TotalNum = 3 | |||
| PrimarySplash0_BetweenDistance = 1.5 | |||
| PrimarySplash0_DistanceXZRate = 1.333333 | |||
| PrimarySplash0_FirstDistance = 2.2 | |||
| PrimarySplash0_VelocityMinusYRate = 0.45 | |||
| PrimarySplash0_FallPeriodFirstSecondTargetAlp = 1.0 | |||
| PrimarySplash0_PaintRadiusFall = 0.65 | |||
| PrimarySplash0_PaintRadiusGround = 0.4 | |||
| PrimarySplash0_PaintRadiusShock = 0.9 | |||
| PrimarySplash0_FallPeriodFirstFrameMax = 40 | |||
| PrimarySplash0_FallPeriodFirstFrameMin = 20 | |||
| PrimarySplash0_FallPeriodFirstTargetSpeed = 0.05 | |||
| PrimarySplash0_FallPeriodLastFrameMax = 35 | |||
| PrimarySplash0_FallPeriodLastFrameMin = 20 | |||
| PrimarySplash0_FallPeriodSecondFrame = 10 | |||
| PrimarySplash0_FallPeriodSecondTargetSpeed = 0.04 | |||
| PrimarySplash0_FreeGravityType = value_0_008 | |||
| PrimaryUnitDelayFrame = 0 | |||
| PrimaryFallPeriodFirstSecondTargetAlp = 1.0 | |||
| PrimaryPaintRadiusFall = 0.8 | |||
| PrimaryPaintRadiusGround = 0.6 | |||
| PrimaryPaintRadiusShock = 1.8 | |||
| PrimaryFallPeriodFirstFrameMax = 30 | |||
| PrimaryFallPeriodFirstFrameMin = 15 | |||
| PrimaryFallPeriodFirstTargetSpeed = 0.06 | |||
| PrimaryFallPeriodLastFrameMax = 30 | |||
| PrimaryFallPeriodLastFrameMin = 15 | |||
| PrimaryFallPeriodSecondFrame = 20 | |||
| PrimaryFallPeriodSecondTargetSpeed = 0.05 | |||
| PrimaryFreeGravityType = value_0_008 | |||
| SecondaryAddSpawnSpeedYRateByXZ = 0.1 | |||
| SecondaryAfterOffsetDelayFrame = 2 | |||
| SecondaryAfterOffsetSpawnSpeed = -0.25 | |||
| SecondaryAfterDepthScaleFar = 2.2 | |||
| SecondaryAfterDepthScaleNear = 2.2 | |||
| SecondaryAfterDistanceXZFar = 5.8 | |||
| SecondaryAfterDistanceXZNear = 3.1 | |||
| SecondaryAfterScaleEndFallDistance = 12.0 | |||
| SecondaryAfterScaleStartFallDistance = 1.5 | |||
| SecondaryAfterWidthDepthScaleFall = 0.8 | |||
| SecondaryAfterWidthHalfFar = 1.155 | |||
| SecondaryAfterWidthHalfNear = 1.1 | |||
| SecondaryAfterFallPeriodFirstSecondTargetAlp = 1.0 | |||
| SecondaryAfterPaintRadiusFall = 0.8 | |||
| SecondaryAfterPaintRadiusGround = 0.6 | |||
| SecondaryAfterPaintRadiusShock = 0.8 | |||
| SecondaryAfterFallPeriodFirstFrameMax = 30 | |||
| SecondaryAfterFallPeriodFirstFrameMin = 15 | |||
| SecondaryAfterFallPeriodFirstTargetSpeed = 0.06 | |||
| SecondaryAfterFallPeriodLastFrameMax = 30 | |||
| SecondaryAfterFallPeriodLastFrameMin = 15 | |||
| SecondaryAfterFallPeriodSecondFrame = 20 | |||
| SecondaryAfterFallPeriodSecondTargetSpeed = 0.05 | |||
| SecondaryAfterFreeGravityType = value_0_008 | |||
| SecondaryBaseRotateYDegree = 0.0 | |||
| SecondaryBulletNum = 3 | |||
| SecondaryAfterOffsetEndRadiusForField = -0.1 | |||
| SecondaryAfterOffsetEndRadiusForPlayer = -0.1 | |||
| SecondaryAfterOffsetInitRadiusForField = -0.01 | |||
| SecondaryAfterOffsetInitRadiusForPlayer = -0.01 | |||
| SecondaryChangeFrameForField = 4 | |||
| SecondaryChangeFrameForPlayer = 5 | |||
| SecondaryEndRadiusForField = 0.7 | |||
| SecondaryEndRadiusForPlayer = 0.8 | |||
| SecondaryFriendThroughFrameForPlayer = 2 | |||
| SecondaryInitRadiusForField = 0.07 | |||
| SecondaryInitRadiusForPlayer = 0.08 | |||
| SecondaryReduceEndFallDistance = 8.0 | |||
| SecondaryReduceStartFallDistance = 1.5 | |||
| SecondaryValueMax = 620 | |||
| SecondaryValueMin = 350 | |||
| SecondaryAfterOffsetEndRadius = -0.1 | |||
| SecondaryAfterOffsetInitRadius = -0.1 | |||
| SecondaryChangeFrame = 0 | |||
| SecondaryEndRadius = 0.8 | |||
| SecondaryInitRadius = 0.8 | |||
| SecondaryTailID = 0 | |||
| SecondaryTailLengthMax = 2.0 | |||
| SecondaryTailLengthMin = 0.5 | |||
| SecondaryTailSolidFrame = 5 | |||
| SecondaryBrakeAirResist = 0.1 | |||
| SecondaryBrakeGravity = 0.04 | |||
| SecondaryBrakeToFreeStateFrame = 1 | |||
| SecondaryBrakeToFreeVelocityXZ = 20.0 | |||
| SecondaryBrakeToFreeVelocityY = 10.0 | |||
| SecondaryFreeAirResist = 0.12 | |||
| SecondaryFreeGravity = 0.05 | |||
| SecondaryGoStraightStateEndMaxSpeed = 10.0 | |||
| SecondaryGoStraightToBrakeStateFrame = 3 | |||
| SecondarySpawnSpeed = 0.0 | |||
| SecondaryDepthScaleFar = 2.2 | |||
| SecondaryDepthScaleNear = 1.9 | |||
| SecondaryDistanceXZFar = 8.5 | |||
| SecondaryDistanceXZNear = 5.0 | |||
| SecondaryScaleEndFallDistance = 12.0 | |||
| SecondaryScaleStartFallDistance = 1.5 | |||
| SecondaryWidthDepthScaleFall = 0.8 | |||
| SecondaryWidthHalfFar = 1.54 | |||
| SecondaryWidthHalfNear = 1.76 | |||
| SecondaryRandomRotateYBias = 0.5 | |||
| SecondaryRandomRotateYDegree = 3.0 | |||
| SecondarySpawnSpeedAir = 0.808 | |||
| SecondarySpawnSpeedGround = 0.896 | |||
| SecondarySplash0_OrderNum = 2 | |||
| SecondarySplash0_SplashArrayOrderNum = 0 | |||
| SecondarySplash0_SplashWallHitArrayOrderNum = 0 | |||
| SecondarySplash0_TotalNum = 1 | |||
| SecondarySplash0_ChangeFrameForField = 0 | |||
| SecondarySplash0_ChangeFrameForPlayer = 0 | |||
| SecondarySplash0_EndRadiusForField = 0.15 | |||
| SecondarySplash0_EndRadiusForPlayer = 0.0 | |||
| SecondarySplash0_FriendThroughFrameForPlayer = 0 | |||
| SecondarySplash0_InitRadiusForField = 0.15 | |||
| SecondarySplash0_InitRadiusForPlayer = 0.0 | |||
| SecondarySplash0_DrawRadius = 0.2 | |||
| SecondarySplash0_PaintDepthScale = 2.6 | |||
| SecondarySplash0_PaintWidthHalf = 0.94 | |||
| SecondarySplash0_FirstSplashRateForLengthMax = 1.0 | |||
| SecondarySplash0_FirstSplashRateForLengthMin = 1.0 | |||
| SecondarySplash0_SpawnBetweenLength = 2.6 | |||
| SecondarySplash0_SpawnNum = 1 | |||
| SecondarySplash0_BetweenDistance = 1.5 | |||
| SecondarySplash0_DistanceXZRate = 1.333333 | |||
| SecondarySplash0_FirstDistance = 2.2 | |||
| SecondarySplash0_VelocityMinusYRate = 0.45 | |||
| SecondarySplash0_FallPeriodFirstSecondTargetAlp = 1.0 | |||
| SecondarySplash0_PaintRadiusFall = 0.65 | |||
| SecondarySplash0_PaintRadiusGround = 0.4 | |||
| SecondarySplash0_PaintRadiusShock = 0.9 | |||
| SecondarySplash0_FallPeriodFirstFrameMax = 40 | |||
| SecondarySplash0_FallPeriodFirstFrameMin = 20 | |||
| SecondarySplash0_FallPeriodFirstTargetSpeed = 0.05 | |||
| SecondarySplash0_FallPeriodLastFrameMax = 35 | |||
| SecondarySplash0_FallPeriodLastFrameMin = 20 | |||
| SecondarySplash0_FallPeriodSecondFrame = 10 | |||
| SecondarySplash0_FallPeriodSecondTargetSpeed = 0.04 | |||
| SecondarySplash0_FreeGravityType = value_0_008 | |||
| SecondaryUnitDelayFrame = 2 | |||
| SecondaryFallPeriodFirstSecondTargetAlp = 1.0 | |||
| SecondaryPaintRadiusFall = 0.8 | |||
| SecondaryPaintRadiusGround = 0.6 | |||
| SecondaryPaintRadiusShock = 1.8 | |||
| SecondaryFallPeriodFirstFrameMax = 30 | |||
| SecondaryFallPeriodFirstFrameMin = 15 | |||
| SecondaryFallPeriodFirstTargetSpeed = 0.06 | |||
| SecondaryFallPeriodLastFrameMax = 30 | |||
| SecondaryFallPeriodLastFrameMin = 15 | |||
| SecondaryFallPeriodSecondFrame = 20 | |||
| SecondaryFallPeriodSecondTargetSpeed = 0.05 | |||
| SecondaryFreeGravityType = value_0_008 | |||
| TertiaryAddSpawnSpeedYRateByXZ = 0.1 | |||
| TertiaryAfterOffsetDelayFrame = 0 | |||
| TertiaryAfterOffsetSpawnSpeed = -0.2 | |||
| TertiaryAfterDepthScaleFar = 2.0 | |||
| TertiaryAfterDepthScaleNear = 2.0 | |||
| TertiaryAfterDistanceXZFar = 8.0 | |||
| TertiaryAfterDistanceXZNear = 5.0 | |||
| TertiaryAfterScaleEndFallDistance = 12.0 | |||
| TertiaryAfterScaleStartFallDistance = 1.5 | |||
| TertiaryAfterWidthDepthScaleFall = 0.8 | |||
| TertiaryAfterWidthHalfFar = 1.045 | |||
| TertiaryAfterWidthHalfNear = 1.045 | |||
| TertiaryAfterFallPeriodFirstSecondTargetAlp = 1.0 | |||
| TertiaryAfterPaintRadiusFall = 0.8 | |||
| TertiaryAfterPaintRadiusGround = 0.6 | |||
| TertiaryAfterPaintRadiusShock = 0.8 | |||
| TertiaryAfterFallPeriodFirstFrameMax = 30 | |||
| TertiaryAfterFallPeriodFirstFrameMin = 15 | |||
| TertiaryAfterFallPeriodFirstTargetSpeed = 0.06 | |||
| TertiaryAfterFallPeriodLastFrameMax = 30 | |||
| TertiaryAfterFallPeriodLastFrameMin = 15 | |||
| TertiaryAfterFallPeriodSecondFrame = 20 | |||
| TertiaryAfterFallPeriodSecondTargetSpeed = 0.05 | |||
| TertiaryAfterFreeGravityType = value_0_008 | |||
| TertiaryBaseRotateYDegree = 15.0 | |||
| TertiaryBulletNum = 1 | |||
| TertiaryAfterOffsetEndRadiusForField = 0.0 | |||
| TertiaryAfterOffsetEndRadiusForPlayer = 0.0 | |||
| TertiaryAfterOffsetInitRadiusForField = 0.0 | |||
| TertiaryAfterOffsetInitRadiusForPlayer = 0.0 | |||
| TertiaryChangeFrameForField = 4 | |||
| TertiaryChangeFrameForPlayer = 5 | |||
| TertiaryEndRadiusForField = 0.5 | |||
| TertiaryEndRadiusForPlayer = 0.7 | |||
| TertiaryFriendThroughFrameForPlayer = 2 | |||
| TertiaryInitRadiusForField = 0.05 | |||
| TertiaryInitRadiusForPlayer = 0.07 | |||
| TertiaryReduceEndFallDistance = 8.0 | |||
| TertiaryReduceStartFallDistance = 1.5 | |||
| TertiaryValueMax = 620 | |||
| TertiaryValueMin = 350 | |||
| TertiaryAfterOffsetEndRadius = 0.0 | |||
| TertiaryAfterOffsetInitRadius = 0.0 | |||
| TertiaryChangeFrame = 0 | |||
| TertiaryEndRadius = 1.0 | |||
| TertiaryInitRadius = 1.0 | |||
| TertiaryTailID = 1 | |||
| TertiaryTailLengthMax = 2.0 | |||
| TertiaryTailLengthMin = 0.5 | |||
| TertiaryTailSolidFrame = 5 | |||
| TertiaryBrakeAirResist = 0.1 | |||
| TertiaryBrakeGravity = 0.04 | |||
| TertiaryBrakeToFreeStateFrame = 1 | |||
| TertiaryBrakeToFreeVelocityXZ = 20.0 | |||
| TertiaryBrakeToFreeVelocityY = 10.0 | |||
| TertiaryFreeAirResist = 0.12 | |||
| TertiaryFreeGravity = 0.05 | |||
| TertiaryGoStraightStateEndMaxSpeed = 10.0 | |||
| TertiaryGoStraightToBrakeStateFrame = 3 | |||
| TertiarySpawnSpeed = 0.0 | |||
| TertiaryDepthScaleFar = 1.5 | |||
| TertiaryDepthScaleNear = 1.5 | |||
| TertiaryDistanceXZFar = 8.0 | |||
| TertiaryDistanceXZNear = 5.0 | |||
| TertiaryScaleEndFallDistance = 12.0 | |||
| TertiaryScaleStartFallDistance = 1.5 | |||
| TertiaryWidthDepthScaleFall = 0.8 | |||
| TertiaryWidthHalfFar = 1.65 | |||
| TertiaryWidthHalfNear = 2.0 | |||
| TertiaryRandomRotateYBias = 0.5 | |||
| TertiaryRandomRotateYDegree = 3.0 | |||
| TertiarySpawnSpeedAir = 0.836 | |||
| TertiarySpawnSpeedGround = 0.897 | |||
| TertiarySplash0_OrderNum = 0 | |||
| TertiarySplash0_SplashArrayOrderNum = 0 | |||
| TertiarySplash0_SplashWallHitArrayOrderNum = 0 | |||
| TertiarySplash0_TotalNum = 1 | |||
| TertiarySplash0_ChangeFrameForField = 0 | |||
| TertiarySplash0_ChangeFrameForPlayer = 0 | |||
| TertiarySplash0_EndRadiusForField = 0.15 | |||
| TertiarySplash0_EndRadiusForPlayer = 0.0 | |||
| TertiarySplash0_FriendThroughFrameForPlayer = 0 | |||
| TertiarySplash0_InitRadiusForField = 0.15 | |||
| TertiarySplash0_InitRadiusForPlayer = 0.0 | |||
| TertiarySplash0_DrawRadius = 0.3 | |||
| TertiarySplash0_PaintDepthScale = 2.1 | |||
| TertiarySplash0_PaintWidthHalf = 0.825 | |||
| TertiarySplash0_FirstSplashRateForLengthMax = 1.0 | |||
| TertiarySplash0_FirstSplashRateForLengthMin = 0.6 | |||
| TertiarySplash0_SpawnBetweenLength = 7.0 | |||
| TertiarySplash0_SpawnNum = 1 | |||
| TertiarySplash0_BetweenDistance = 1.5 | |||
| TertiarySplash0_DistanceXZRate = 1.333333 | |||
| TertiarySplash0_FirstDistance = 2.2 | |||
| TertiarySplash0_VelocityMinusYRate = 0.45 | |||
| TertiarySplash0_FallPeriodFirstSecondTargetAlp = 1.0 | |||
| TertiarySplash0_PaintRadiusFall = 0.65 | |||
| TertiarySplash0_PaintRadiusGround = 0.4 | |||
| TertiarySplash0_PaintRadiusShock = 0.9 | |||
| TertiarySplash0_FallPeriodFirstFrameMax = 40 | |||
| TertiarySplash0_FallPeriodFirstFrameMin = 20 | |||
| TertiarySplash0_FallPeriodFirstTargetSpeed = 0.05 | |||
| TertiarySplash0_FallPeriodLastFrameMax = 35 | |||
| TertiarySplash0_FallPeriodLastFrameMin = 20 | |||
| TertiarySplash0_FallPeriodSecondFrame = 10 | |||
| TertiarySplash0_FallPeriodSecondTargetSpeed = 0.04 | |||
| TertiarySplash0_FreeGravityType = value_0_008 | |||
| TertiaryUnitDelayFrame = 3 | |||
| TertiaryFallPeriodFirstSecondTargetAlp = 1.0 | |||
| TertiaryPaintRadiusFall = 0.8 | |||
| TertiaryPaintRadiusGround = 0.6 | |||
| TertiaryPaintRadiusShock = 1.8 | |||
| TertiaryFallPeriodFirstFrameMax = 30 | |||
| TertiaryFallPeriodFirstFrameMin = 15 | |||
| TertiaryFallPeriodFirstTargetSpeed = 0.06 | |||
| TertiaryFallPeriodLastFrameMax = 30 | |||
| TertiaryFallPeriodLastFrameMin = 15 | |||
| TertiaryFallPeriodSecondFrame = 20 | |||
| TertiaryFallPeriodSecondTargetSpeed = 0.05 | |||
| TertiaryFreeGravityType = value_0_008 | |||
| SecondaryTertiaryAddSpawnSpeedYRateByXZ = 0.1 | |||
| SecondaryTertiaryAfterOffsetDelayFrame = 0 | |||
| SecondaryTertiaryAfterOffsetSpawnSpeed = -0.2 | |||
| SecondaryTertiaryAfterDepthScaleFar = 2.0 | |||
| SecondaryTertiaryAfterDepthScaleNear = 2.0 | |||
| SecondaryTertiaryAfterDistanceXZFar = 8.0 | |||
| SecondaryTertiaryAfterDistanceXZNear = 5.0 | |||
| SecondaryTertiaryAfterScaleEndFallDistance = 12.0 | |||
| SecondaryTertiaryAfterScaleStartFallDistance = 1.5 | |||
| SecondaryTertiaryAfterWidthDepthScaleFall = 0.8 | |||
| SecondaryTertiaryAfterWidthHalfFar = 1.045 | |||
| SecondaryTertiaryAfterWidthHalfNear = 1.045 | |||
| SecondaryTertiaryAfterFallPeriodFirstSecondTargetAlp = 1.0 | |||
| SecondaryTertiaryAfterPaintRadiusFall = 0.8 | |||
| SecondaryTertiaryAfterPaintRadiusGround = 0.6 | |||
| SecondaryTertiaryAfterPaintRadiusShock = 0.8 | |||
| SecondaryTertiaryAfterFallPeriodFirstFrameMax = 30 | |||
| SecondaryTertiaryAfterFallPeriodFirstFrameMin = 15 | |||
| SecondaryTertiaryAfterFallPeriodFirstTargetSpeed = 0.06 | |||
| SecondaryTertiaryAfterFallPeriodLastFrameMax = 30 | |||
| SecondaryTertiaryAfterFallPeriodLastFrameMin = 15 | |||
| SecondaryTertiaryAfterFallPeriodSecondFrame = 20 | |||
| SecondaryTertiaryAfterFallPeriodSecondTargetSpeed = 0.05 | |||
| SecondaryTertiaryAfterFreeGravityType = value_0_008 | |||
| SecondaryTertiaryBaseRotateYDegree = -15.0 | |||
| SecondaryTertiaryBulletNum = 1 | |||
| SecondaryTertiaryAfterOffsetEndRadiusForField = 0.0 | |||
| SecondaryTertiaryAfterOffsetEndRadiusForPlayer = 0.0 | |||
| SecondaryTertiaryAfterOffsetInitRadiusForField = 0.0 | |||
| SecondaryTertiaryAfterOffsetInitRadiusForPlayer = 0.0 | |||
| SecondaryTertiaryChangeFrameForField = 4 | |||
| SecondaryTertiaryChangeFrameForPlayer = 5 | |||
| SecondaryTertiaryEndRadiusForField = 0.5 | |||
| SecondaryTertiaryEndRadiusForPlayer = 0.7 | |||
| SecondaryTertiaryFriendThroughFrameForPlayer = 2 | |||
| SecondaryTertiaryInitRadiusForField = 0.05 | |||
| SecondaryTertiaryInitRadiusForPlayer = 0.07 | |||
| SecondaryTertiaryReduceEndFallDistance = 8.0 | |||
| SecondaryTertiaryReduceStartFallDistance = 1.5 | |||
| SecondaryTertiaryValueMax = 620 | |||
| SecondaryTertiaryValueMin = 350 | |||
| SecondaryTertiaryAfterOffsetEndRadius = 0.0 | |||
| SecondaryTertiaryAfterOffsetInitRadius = 0.0 | |||
| SecondaryTertiaryChangeFrame = 0 | |||
| SecondaryTertiaryEndRadius = 1.0 | |||
| SecondaryTertiaryInitRadius = 1.0 | |||
| SecondaryTertiaryTailID = 2 | |||
| SecondaryTertiaryTailLengthMax = 2.0 | |||
| SecondaryTertiaryTailLengthMin = 0.5 | |||
| SecondaryTertiaryTailSolidFrame = 5 | |||
| SecondaryTertiaryBrakeAirResist = 0.1 | |||
| SecondaryTertiaryBrakeGravity = 0.04 | |||
| SecondaryTertiaryBrakeToFreeStateFrame = 1 | |||
| SecondaryTertiaryBrakeToFreeVelocityXZ = 20.0 | |||
| SecondaryTertiaryBrakeToFreeVelocityY = 10.0 | |||
| SecondaryTertiaryFreeAirResist = 0.12 | |||
| SecondaryTertiaryFreeGravity = 0.05 | |||
| SecondaryTertiaryGoStraightStateEndMaxSpeed = 10.0 | |||
| SecondaryTertiaryGoStraightToBrakeStateFrame = 3 | |||
| SecondaryTertiarySpawnSpeed = 0.0 | |||
| SecondaryTertiaryDepthScaleFar = 1.5 | |||
| SecondaryTertiaryDepthScaleNear = 1.5 | |||
| SecondaryTertiaryDistanceXZFar = 8.0 | |||
| SecondaryTertiaryDistanceXZNear = 5.0 | |||
| SecondaryTertiaryScaleEndFallDistance = 12.0 | |||
| SecondaryTertiaryScaleStartFallDistance = 1.5 | |||
| SecondaryTertiaryWidthDepthScaleFall = 0.8 | |||
| SecondaryTertiaryWidthHalfFar = 1.65 | |||
| SecondaryTertiaryWidthHalfNear = 2.0 | |||
| SecondaryTertiaryRandomRotateYBias = 0.5 | |||
| SecondaryTertiaryRandomRotateYDegree = 3.0 | |||
| SecondaryTertiarySpawnSpeedAir = 0.836 | |||
| SecondaryTertiarySpawnSpeedGround = 0.897 | |||
| SecondaryTertiarySplash0_OrderNum = 0 | |||
| SecondaryTertiarySplash0_SplashArrayOrderNum = 0 | |||
| SecondaryTertiarySplash0_SplashWallHitArrayOrderNum = 0 | |||
| SecondaryTertiarySplash0_TotalNum = 1 | |||
| SecondaryTertiarySplash0_ChangeFrameForField = 0 | |||
| SecondaryTertiarySplash0_ChangeFrameForPlayer = 0 | |||
| SecondaryTertiarySplash0_EndRadiusForField = 0.15 | |||
| SecondaryTertiarySplash0_EndRadiusForPlayer = 0.0 | |||
| SecondaryTertiarySplash0_FriendThroughFrameForPlayer = 0 | |||
| SecondaryTertiarySplash0_InitRadiusForField = 0.15 | |||
| SecondaryTertiarySplash0_InitRadiusForPlayer = 0.0 | |||
| SecondaryTertiarySplash0_DrawRadius = 0.3 | |||
| SecondaryTertiarySplash0_PaintDepthScale = 2.1 | |||
| SecondaryTertiarySplash0_PaintWidthHalf = 0.825 | |||
| SecondaryTertiarySplash0_FirstSplashRateForLengthMax = 1.0 | |||
| SecondaryTertiarySplash0_FirstSplashRateForLengthMin = 0.6 | |||
| SecondaryTertiarySplash0_SpawnBetweenLength = 7.0 | |||
| SecondaryTertiarySplash0_SpawnNum = 1 | |||
| SecondaryTertiarySplash0_BetweenDistance = 1.5 | |||
| SecondaryTertiarySplash0_DistanceXZRate = 1.333333 | |||
| SecondaryTertiarySplash0_FirstDistance = 2.2 | |||
| SecondaryTertiarySplash0_VelocityMinusYRate = 0.45 | |||
| SecondaryTertiarySplash0_FallPeriodFirstSecondTargetAlp = 1.0 | |||
| SecondaryTertiarySplash0_PaintRadiusFall = 0.65 | |||
| SecondaryTertiarySplash0_PaintRadiusGround = 0.4 | |||
| SecondaryTertiarySplash0_PaintRadiusShock = 0.9 | |||
| SecondaryTertiarySplash0_FallPeriodFirstFrameMax = 40 | |||
| SecondaryTertiarySplash0_FallPeriodFirstFrameMin = 20 | |||
| SecondaryTertiarySplash0_FallPeriodFirstTargetSpeed = 0.05 | |||
| SecondaryTertiarySplash0_FallPeriodLastFrameMax = 35 | |||
| SecondaryTertiarySplash0_FallPeriodLastFrameMin = 20 | |||
| SecondaryTertiarySplash0_FallPeriodSecondFrame = 10 | |||
| SecondaryTertiarySplash0_FallPeriodSecondTargetSpeed = 0.05 | |||
| SecondaryTertiarySplash0_FreeGravityType = value_0_008 | |||
| SecondaryTertiaryUnitDelayFrame = 3 | |||
| SecondaryTertiaryFallPeriodFirstSecondTargetAlp = 1.0 | |||
| SecondaryTertiaryPaintRadiusFall = 0.8 | |||
| SecondaryTertiaryPaintRadiusGround = 0.6 | |||
| SecondaryTertiaryPaintRadiusShock = 1.8 | |||
| SecondaryTertiaryFallPeriodFirstFrameMax = 30 | |||
| SecondaryTertiaryFallPeriodFirstFrameMin = 15 | |||
| SecondaryTertiaryFallPeriodFirstTargetSpeed = 0.06 | |||
| SecondaryTertiaryFallPeriodLastFrameMax = 30 | |||
| SecondaryTertiaryFallPeriodLastFrameMin = 15 | |||
| SecondaryTertiaryFallPeriodSecondFrame = 20 | |||
| SecondaryTertiaryFallPeriodSecondTargetSpeed = 0.05 | |||
| SecondaryTertiaryFreeGravityType = value_0_008 | |||
| FrameOffsetMaxDegree = 1.5 | |||
| FrameOffsetMaxMoveLength = 0.5 | |||
| InkConsume = 0.06 | |||
| InkRecoverStop = 35 | |||
| MoveLmtFrame = 30 | |||
| MoveSpeed = 0.066 | |||
| PostDelayFrame = 10 | |||
| RepeatFrame = 23 | |||
| BulletOrderNumInUnit = 0 | |||
| Frame = 13 | |||
| UnitOrderNum = 0 | |||
| SwingLiftFrame = 12 | |||
| GuideYMinusZero = True | |||
| YMinusRate = 1.0 | |||
| ZRate = 2.0 | |||
}}<ref>[https://leanny.github.io/splat3/parameters.html ''Splatoon 3'' - Parameter Database]</ref><section end=data3 /> | |||
=== Version history === | |||
{{version history box|S3|{{version history item|S3|2.1.1| | |||
* '''{{color|—|gray}}''' Fixed an issue that caused [[ink]] to be displayed incorrectly if a [[Slosher]] and a Tri-Slosher both attacked at the same time.}} | |||
{{version history item|S3|3.0.0| | |||
* {{buff|Points to fill [[special gauge]]|190|180.}}}} | |||
}} | |||
===Quotes=== | |||
{{SheldonsIntroduction|game=Splatoon 3|The '''Tri-Slosher''' answers a question that nobody asked, which is... "Please let me fling three giant buckets of [[ink]] at the same time." Hey, come to think of it, that's not even a question! Anyway, since the Tri-Slosher offers a broader attack, the inkpower is a bit less than your basic Slosher. But when you've got Toxic Mist to slow enemies down, it's barely even a problem. Add in the Inkjet, and you're packing plenty of power. This is a set for sloshing away with impunity!}} | |||
{{QuoteW|Nevertheless, behold the '''Tri-Slosher'''! This bucket [[weapon]] has three compartments, allowing a multidirectional [[Splat (occurrence)|splat]] with great coverage. And it seems the bucket-like design has been updated! It's more... buckety... somehow. Help - the word "bucket" has lost all meaning!|@SplatoonNA on Twitter<ref>{{TWI}} [[Inkipedia:Twitter_archive/2022/June#1533795922748002305|@SplatoonNA on Twitter]]</ref>}} | |||
===Badges=== | |||
{{Main|Badge#Weapon freshness}} | |||
Reaching certain [[Freshness (stars)|Freshness]] levels with the Tri-Slosher will reward the player with special [[badge]]s that they can use on their [[Splashtag]]. | |||
{| class="wikitable sitecolor-s3" | |||
!colspan="3"|Tri-Slosher[[Badge]]s | |||
|- | |||
|[[File:S3 Badge Tri-Slosher 4.png|32x32px]]||4★ Tri-Slosher User | |||
|- | |||
|[[File:S3 Badge Tri-Slosher 5.png|32x32px]]||5★ Tri-Slosher User | |||
|} | |||
===Gallery=== | |||
<gallery> | |||
S3 Tri-Slosher Promotional 3D Render.jpg|A promotional render | |||
S3 Weapon Main Tri-Slosher 2D Current.png|2D icon | |||
S3 Rock vs. Paper. vs. Scissors Gear.jpg|Held by the [[Octoling]] on the left | |||
S3 Tableturf Battle card Tri-Slosher.png|[[Tableturf Battle]] card art | |||
</gallery> | |||
<gallery widths="320px" heights="180px"> | |||
S3 Tri-Slosher model rotating.mp4|Model of the Tri-Slosher rotating ([[:File:S3 Tri-Slosher model rotating.mp4|link to file]]) | |||
</gallery> | |||
== Strategy == | |||
''For competitive tips about the Tri-Slosher'' | |||
{{strategy}} | |||
== Trivia == | == Trivia == | ||
* | *The Tri-Slosher was one of the weapons that was available to use in the ''[[Splatoon 3 Splatfest World Premiere]]''. | ||
==Etymology== | ==Etymology== | ||
Tri-Slosher is derived from the verb 'to slosh' and 'tri', a | Tri-Slosher is derived from the verb 'to slosh' and 'tri', a prefix meaning 'three'. | ||
ヒッセン ''Hissen'' means 'Brush Washer'. 筆洗 ''Hissen'' are segmented buckets that are used for cleaning paintbrushes. | ヒッセン ''Hissen'' means 'Brush Washer'. 筆洗 ''Hissen'' are segmented buckets that are used for cleaning paintbrushes. | ||
===Names in other languages=== | ===Names in other languages=== | ||
{{ | {{Localized name | ||
|Jap=ヒッセン | |Jap=ヒッセン | ||
|JapR=Hissen | |JapR=Hissen | ||
Line 868: | Line 1,422: | ||
|FreAM=Trio slosher | |FreAM=Trio slosher | ||
|FreE=Dépoteur | |FreE=Dépoteur | ||
|FreEM= | |FreEM=From the verb "dépoter" : to empty something (usually liquid in a tank) | ||
|Ger=3R-Schwapper | |Ger=3R-Schwapper | ||
|GerM=3R Slosher ("3R" is a pun on German word "Dreier" for a trio or triplet) | |GerM=3R Slosher ("3R" is a pun on German word "Dreier" for a trio or triplet) | ||
Line 875: | Line 1,429: | ||
|Rus=Ведроган 3 в 1 | |Rus=Ведроган 3 в 1 | ||
|RusR=Vedrogan 3 v 1 | |RusR=Vedrogan 3 v 1 | ||
|RusM= | |RusM=Bucketgun 3 in 1 | ||
|Spa=Derramatic triple | |Spa=Derramatic triple | ||
|SpaM=Triple [[Slosher]]. ''Derramatic'' comes from ''derramar'' (to spill) and ''automático'' (automatic) | |SpaM=Triple [[Slosher]]. ''Derramatic'' comes from ''derramar'' (to spill) and ''automático'' (automatic) | ||
|ChiS=洗笔桶 | |||
|ChiSR=xǐbǐ tǒng (Mandarin) | |||
|ChiSM=Brush Wash Bucket | |||
|ChiT=洗筆桶 | |||
|ChiTR=xǐbǐ tǒng (Mandarin) | |||
|ChiTM=Brush Wash Bucket | |||
|Kor=물통|KorM=Water Bucket | |||
|Internal=Slosher_Diffusion_00<ref>[https://github.com/Leanny/splat3/blob/main/data/language/USen.json#L5078 {{GH}} Leanny on GitHub]</ref> | |||
|InternalM= | |||
}} | }} | ||
Line 885: | Line 1,448: | ||
{{Navbox/S Weapons}} | {{Navbox/S Weapons}} | ||
{{Navbox/S2 Weapons}} | {{Navbox/S2 Weapons}} | ||
{{Navbox/S3 Weapons}} | |||
[[Category:Splatoon Version 2.0.0]] | [[Category:Splatoon Version 2.0.0]] | ||
[[Category:Splatoon 2 Version 1.0.0]] | [[Category:Splatoon 2 Version 1.0.0]] | ||
[[Category:Splatoon 3 Version 1.0.0]] | |||
[[Category:Post-release content]] | [[Category:Post-release content]] | ||
[[es:Derramatic triple]] |
Latest revision as of 23:55, 23 June 2024
The Tri-Slosher is a main weapon in the Splatoon series.
It is a slosher-type weapon that is separated into three sections and is similar in appearance as a Japanese brush washer bucket. As its appearance implies, it can throw in three different directions. It covers a straight line forward and two splotches to the side, though the damage dealt by connecting multiple of the splotches is the same as that dealt by connecting one. The range is short compared to other sloshers.
Appearance
The Tri-Slosher is a plastic bucket that is divided into multiple sections with the user's ink in them.
In Splatoon and Splatoon 2, the bucket is green, its shape is circular with three triangular sections and a circular section in the middle, the handle is lime green, and there is a black attachment at the back of the bucket that serves as a handhold. In Splatoon 2, the bucket is a lighter green than in Splatoon. Like the Slosher, there is a reservoir of ink inside the bucket which changes color to match that of the user's.
In Splatoon 3, the Tri-Slosher has a new design. The bucket is now blue, square-shaped, divided into three rectangular sections by two vertical lines, and the handle is yellow.
Splatoon
Basic information | |
---|---|
Category | Main |
Class | Slosher |
Sub | Disruptor |
Special | Bubbler |
Special depletion | 60% |
Range | |
Fire rate | |
Handling | |
Obtainable at | |
Level | 9 |
Cost | 7,500 |
Added in | 26 September 2015 |
Specifications | |
Base damage | 62 |
Ink consumption | 6% |
Other variant | Tri-Slosher Nouveau |
The Tri-Slosher was released on 26 September 2015 at 02:00 UTC.[1][2] It comes with Disruptors and the Bubbler.
Data
- The Tri-Slosher is a middleweight weapon.
- Each attack consumes 6% of the ink tank capacity.
- This allows players to attack 16 times before needing to refill the ink supply.
- This stat can be changed with Ink Saver (Main).
- When initially attacking in humanoid form, the first shot takes 12 frames to come out.
- When attacking from squid form, the first shot takes 18 frames to come out.
- The interval at which the player can repeatedly swing is 26 frames.
- When attacking while moving, the player's movement speed is set to 0.7 units per frame.
- After firing, there is a 35 frame cooldown before the ink tank starts refilling.
- The maximum damage of the center splash is 62.
- First side splash: 62
- Second side splash: 62
- The minimum damage of the center splash is 30.
- First side splash: 30
- Second side splash: 30
- The collision radius of the center splash against the environment is 7 units.
- First side splash: 7 units
- Second side splash: 5 units
- The collision radius of the center splash against players is 9 units.
- First side splash: 8 units
- Second side splash: 7 units
- Projectiles travel straight for 3 frames.
- The draw radius of the center splash is 14 units.
- First side splash: 8 units
- Second side splash: 10 units
- The paint radius of the center splash scales from 30 units at a distance of 50 units to 25 units at a distance of 120 units.
- First side splash: 14 units at a distance of 50 units to 12 units at a distance of 85 units.
- Second side splash: 14 units at a distance of 50 units to 14 units at a distance of 80 units.
- All other paint splashes have a radius of 7.5 units.
Version history
Version | Adjustments |
---|---|
2.2.0 |
|
2.7.0 |
|
Quotes
Sheldon's Introduction
The Tri-Slosher is Slosher-type weapon with three angles of attack! The individual splashes lose a little bit of power, but the wide spread makes it very handy in a tight spot! The Disruptor and Bubbler special make this set perfect for in-your-face splatting.(NA)[a] |
Sheldon's Introduction
The Tri-Slosher is a Slosher-type weapon able to attack from three different angles at once! The individual splashes lose a little bit of power, but the wide spread makes it very handy in a tight spot! The Disruptor and Bubbler make this setup suited to a relentless battlefield hunter.(EU/OC)[b] |
“ | This bucket's three sections originally held cleaning products but now hold... the exact opposite. These segmented sections allow you to attack in three directions at once. | ” | — In-Game Description
|
“ | The Tri-Slosher is a Slosher-type weapon with three angles of attack! The individual splashes lose a little bit of power, but the wide spread makes it very handy in a tight spot! The Disruptor sub and Bubbler special make this set perfect for in-your-face splatting. | ” |
- Notes
Gallery
-
Promo image.
-
An Inkling standing with a Tri-Slosher equipped.
-
Running through Camp Triggerfish with a Tri-Slosher.
-
Throwing ink with a Tri-Slosher. (behind)
-
Throwing ink with a Tri-Slosher. (front)
-
Official art of an Inkling holding the Tri-Slosher.
-
Early design of the Tri-Slosher.
-
SplatNet icon
Demonstration
Splatoon 2
Basic information | |
---|---|
Category | Main |
Class | Slosher |
Sub | Burst Bomb |
Special | Ink Armor |
Special points | 190p |
Range | |
Damage | |
Handling | |
Obtainable at | |
Level | 15 |
Cost | 10,200 |
Added in | Initial Release (1.0.0) |
Specifications | |
Base damage | 62 |
Ink consumption | 6% |
Other variant | Tri-Slosher Nouveau |
The Tri-Slosher returns in Splatoon 2, looking identical to how it did in the first game. It comes with Burst Bombs and Ink Armor.
It appears in one Octo Expansion station:
Data
- The Tri-Slosher is a lightweight weapon.
- The matchmaking range is 110. The game's matchmaking system looks at a team's average matchmaking range value, and matches them against a team with a similar average.
- The ink consumption of 6% allows players to attack 16 times before needing to refill the ink supply.
- This stat can be changed with Ink Saver (Main).
- When initially attacking in humanoid form, the first shot takes 12 frames to come out.
- When attacking from swim form, the first shot takes 18 frames to come out.
- The interval between firing and when the player is able to enter swim form or use a sub weapon is 20 frames.
- The interval at which the player can repeatedly swing is 24 frames.
- While this is the number displayed in the game's internal parameter files, actual fire rate may vary by differing amounts depending on the slosher type.
- When attacking while moving, the player's movement speed is set to 0.66 units per frame.
- After firing, there is a 35 frame cooldown before the ink tank starts refilling.
- The maximum damage of the center splash is 62.
- First side splash: 62
- Second side splash: 62
- The minimum damage of the center splash is 35.
- First side splash: 35
- Second side splash: 35
- The collision radius of the center splash against the environment is 7 units.
- First side splash: 7 units
- Second side splash: 5 units
- The collision radius of the center splash against players is 9 units.
- First side splash: 8 units
- Second side splash: 7 units
- Projectiles travel straight for 3 frames.
- The draw radius of the center splash is 14 units.
- First side splash: 8 units
- Second side splash: 10 units
- The paint radius of the center splash scales from 32 units at a distance of 50 units to 27 units at a distance of 120 units.
- First side splash: 16 units at a distance of 50 units to 14 units at a distance of 85 units.
- Second side splash: 15 units at a distance of 50 units to 15 units at a distance of 80 units.
- All other paint splashes have a radius of 9 units.
- This stat can be changed with Main Power Up.
Version history
Version | Adjustments |
---|---|
Base game |
|
1.1.2 |
|
1.3.0 |
|
1.4.0 | |
2.0.0 |
|
4.2.0 |
|
4.3.1 |
|
4.5.0 |
|
5.0.0 |
|
5.2.0 |
|
Quotes
Sheldon's Introduction
The Tri-Slosher is a Slosher-type weapon that lobs ink in three directions in front of you at once! Since the ink is being split in three, it does reduce the attack power slightly, but if you follow up with a Burst Bomb, you're good to go! All that's left is to push forward with the Ink Armor! Recommended for those who really love to aggressively splat their opponents. |
Gallery
-
Promo image.
-
A female Octoling leaning on a Tri-Slosher.
Demonstration
Splatoon 3
Basic information | |
---|---|
Category | Main |
Class | Slosher |
Sub | Toxic Mist |
Special | Inkjet |
Special points | 180p |
Range | |
Damage | |
Handling | |
Obtainable at | |
Level | 10 |
Added in | Drizzle Season 2022 (1.1.0) |
Specifications | |
Base damage | 62 100 ( SRNW) |
Other variant | Tri-Slosher Nouveau |
The Tri-Slosher returns in Splatoon 3 with a new design. Its kit is Toxic Mist and Inkjet.
It appears in only 1 mission in Return of the Mammalians:
Data
- The Tri-Slosher is a lightweight weapon.
- The matchmaking range is 11. The game's matchmaking system looks at a team's average matchmaking range value, and matches them against a team with a similar average.
- The ink consumption of 6% per shot allows the user to fire 16 times on a full ink tank.
- After firing, there is a 35 frame cooldown before ink starts refilling.
- When initially attacking in humanoid form, the first shot takes 12 frames to come out.
- When initially attacking from swim form, the first shot takes 18 frames to come out.
- The movement speed while firing is set to 0.066 units per frame.
- The time between consecutive swings is 23 frames.
- The interval between firing and being able to enter swim form or use a sub weapon is 20 frames.
- The effective range is about 10.14 units while grounded and 9.55 while airborne.
- This is the distance in which the crosshair will change shape when looking at an opponent and is otherwise arbitrary since sloshers do not use traditional falloff mechanics.
Far central ink glob
- The group contains 4 projectiles that spawn consecutively 1 frame apart from each other.
- The group starts spawning as soon as the lifting animation ends.
- The first projectile spawns with an initial speed of 1.2229 units per frame while grounded, and 1.1523 units per frame while airborne. It flies straight at this speed for 3 frames.
- After this, the velocity is set to 10.0 units per frame if it is not already below this number, and decreases by 10% every frame, including the first frame in which it stops flying straight. Once the shot velocity decreases below a certain threshold, it will begin to be slowed more and fall faster.
- Each subsequent projectile spawns with an initial speed that is 0.16 units per frame slower than the last.
- The projectiles deal 62 damage.
- Damage falloff starts when a projectile falls 1.5 units below its initial spawning point. It will lose damage the further it falls until it has fallen to 8.0 units below its spawning point, at which point it will deal 35 damage.
- The first projectile spawns with an initial collision radius of 0.09 units for players and 0.07 units for the stage. Over the course of 5 frames, the collision radius for players changes to 0.9 units, and over the course of 4 frames, the collision radius for the stage changes to 0.7 units.
- For subsequent projectiles, the initial collision radius is 0.01 units smaller than the previous projectile for players, and 0.01 units smaller for the stage. After the collision size changes, the radius is 0.1 units smaller than the previous projectile for players, and 0.1 units smaller for the stage.
Close central ink glob
- The group contains 3 projectiles that spawn consecutively 2 frames apart from each other.
- The group starts spawning 2 frames after the lifting animation ends.
- The first projectile spawns with an initial speed of 0.896 units per frame while grounded, and 0.808 units per frame while airborne. It flies straight at this speed for 3 frames.
- After this, the velocity is set to 10.0 units per frame if it is not already below this number, and decreases by 10% every frame, including the first frame in which it stops flying straight. Once the shot velocity decreases below a certain threshold, it will begin to be slowed more and fall faster.
- Each subsequent projectile spawns with an initial speed that is 0.25 units per frame slower than the last.
- The projectiles deal 62 damage.
- Damage falloff starts when a projectile falls 1.5 units below its initial spawning point. It will lose damage the further it falls until it has fallen to 8.0 units below its spawning point, at which point it will deal 35 damage.
- The first projectile spawns with an initial collision radius of 0.08 units for players and 0.07 units for the stage. Over the course of 5 frames, the collision radius for players changes to 0.8 units, and over the course of 4 frames, the collision radius for the stage changes to 0.7 units.
- For subsequent projectiles, the initial collision radius is 0.01 units smaller than the previous projectile for players, and 0.01 units smaller for the stage. After the collision size changes, the radius is 0.1 units smaller than the previous projectile for players, and 0.1 units smaller for the stage.
Side ink globs
- The group consists of only 1 projectile.
- The group starts spawning 3 frames after the lifting animation ends.
- The group spawns at a 15.0 degree angle off of the center.
- The projectile spawns with an initial speed of 0.897 units per frame while grounded, and 0.836 units per frame while airborne. It flies straight at this speed for 3 frames.
- After this, the velocity is set to 10.0 units per frame if it is not already below this number, and decreases by 10% every frame, including the first frame in which it stops flying straight. Once the shot velocity decreases below a certain threshold, it will begin to be slowed more and fall faster.
- The projectile deals 62 damage.
- Damage falloff starts when a projectile falls 1.5 units below its initial spawning point. It will lose damage the further it falls until it has fallen to 8.0 units below its spawning point, at which point it will deal 35 damage.
- The projectile spawns with an initial collision radius of 0.07 units for players and 0.05 units for the stage. Over the course of 5 frames, the collision radius for players changes to 0.7 units, and over the course of 4 frames, the collision radius for the stage changes to 0.5 units.
Version history
Version | Adjustments |
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2.1.1 | |
3.0.0 |
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Quotes
Sheldon's Introduction
The Tri-Slosher answers a question that nobody asked, which is... "Please let me fling three giant buckets of ink at the same time." Hey, come to think of it, that's not even a question! Anyway, since the Tri-Slosher offers a broader attack, the inkpower is a bit less than your basic Slosher. But when you've got Toxic Mist to slow enemies down, it's barely even a problem. Add in the Inkjet, and you're packing plenty of power. This is a set for sloshing away with impunity! |
“ | Nevertheless, behold the Tri-Slosher! This bucket weapon has three compartments, allowing a multidirectional splat with great coverage. And it seems the bucket-like design has been updated! It's more... buckety... somehow. Help - the word "bucket" has lost all meaning! | ” | — @SplatoonNA on Twitter[6]
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Badges
- Main article: Badge#Weapon freshness
Reaching certain Freshness levels with the Tri-Slosher will reward the player with special badges that they can use on their Splashtag.
Tri-SlosherBadges | ||
---|---|---|
4★ Tri-Slosher User | ||
5★ Tri-Slosher User |
Gallery
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A promotional render
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2D icon
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Held by the Octoling on the left
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Tableturf Battle card art
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Model of the Tri-Slosher rotating (link to file)
Strategy
For competitive tips about the Tri-Slosher
View the strategy page. |
Trivia
- The Tri-Slosher was one of the weapons that was available to use in the Splatoon 3 Splatfest World Premiere.
Etymology
Tri-Slosher is derived from the verb 'to slosh' and 'tri', a prefix meaning 'three'.
ヒッセン Hissen means 'Brush Washer'. 筆洗 Hissen are segmented buckets that are used for cleaning paintbrushes.
Names in other languages
Language | Name | Meaning |
---|---|---|
Japanese | ヒッセン Hissen |
Brush Washer |
Dutch | Triomorser | From trio (tri) and morsen (to spill) and -er, suffix used for machinery |
French (NOA) | Seauceur trio | Trio slosher |
French (NOE) | Dépoteur | From the verb "dépoter" : to empty something (usually liquid in a tank) |
German | 3R-Schwapper | 3R Slosher ("3R" is a pun on German word "Dreier" for a trio or triplet) |
Italian | Secchiostro triplo | Triple Slosher. |
Russian | Ведроган 3 в 1 Vedrogan 3 v 1 |
Bucketgun 3 in 1 |
Spanish | Derramatic triple | Triple Slosher. Derramatic comes from derramar (to spill) and automático (automatic) |
Chinese (Simplified) | 洗笔桶 xǐbǐ tǒng (Mandarin) |
Brush Wash Bucket |
Chinese (Traditional) | 洗筆桶 xǐbǐ tǒng (Mandarin) |
Brush Wash Bucket |
Korean | 물통 | Water Bucket |
Internal | Slosher_Diffusion_00[7] |