Competitive:Bamboozler 14 Mk I

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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 Bamboozler 14 Mk I, see Bamboozler 14 Mk I.

Splatoon

Bamboozler 14 Mk I

Bamboozler 14 Mk I

Abbreviations Bamboo
Sub Splash Wall
Special Killer Wail
Base damage 30–80
Base duration
Ink consumption 2.8% (No charge)
7% (Full charge)
Special points
Special depletion 40%
Role Anchor
Strengths
Weaknesses
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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.

Damage Up

Damage Up increases the amount of damage per shot for uncharged, partially charged, and fully charged shots. While the damage of the Bamboozler 14 Mk I can never reach 100 HP, it is capable of getting very close to it with enough Damage Up.

  • 36 ability points – three mains and two subs – enable a Bamboozler 14 Mk I to inflict 99.9 HP of damage per fully charged hit.

Splatoon 2

Bamboozler 14 Mk I

Bamboozler 14 Mk I

Abbreviations Bamboo
Sub Curling Bomb
Special Tenta Missiles
Base damage 30–85
Base duration
Ink consumption 3.36-8.4%
Special points 200p
Special depletion
Role Anchor
Strengths Range, potential one-shot splat, quick charging, decent turfing, good mobility, less vulnerable to being rushed[1][2]
Weaknesses Less range and damage than conventional chargers, cannot store charges, very dependent on Main Power Up

The Bamboozler 14 Mk I lacks the range and damage of other, more conventional chargers, but it has better mobility and a quicker charge time, providing it the flexibility to be included in a wider variety of team compositions with less worry of being rushed down by opponents.

Use

Despite its differences from most other chargers, the Bamboozler 14 Mk I is still an anchor's weapon:

  • Like other chargers, the Bamboozler 14 Mk I can fire tap shots, partially charged shots, and fully charged shots:
    • It requires 20 frames, or 0.33 seconds, to fully charge — one third of the time required by the Splat Charger. This enables a Bamboozler 14 Mk I user to fire at their opponents more quickly, which can come in handy whenever an opponent is rushing towards you.
    • The charging rate slows down to 20% of its usual charging speed (for a charge time of 100 frames, or 1.67 seconds) whenever the ink tank is empty and to 40% (for 50 frames, or 0.83 seconds, of charge time) whenever one is airborne while charging. Stay on the ground while charging and watch the ink tank.
  • Without any Main Power Up equipped, its damage ranges from 30 HP to 85 HP without any sudden rise in damage, unlike with most other chargers.
    • While Main Power Up can increase damage, it cannot increase the damage of shots to 100.0 HP.
    • Unlike more powerful chargers, the Bamboozler 14 Mk I cannot pierce targets, meaning only one target can be hit at a time.
  • Also unlike other chargers, the range of the Bamboozler 14 Mk I remains at a constant 195.64 DU,[3] regardless of the charge time.
    • This constant range enables the Bamboozler 14 Mk I to turf more quickly than more conventional chargers can.
    • However, the Bamboozler 14 Mk I is outranged by most other chargers, such as the Splat Charger (240.37 DU)[3], the Splatterscope (260.37 DU)[3], and the E-liter 4K (290.5 DU).[3]
  • The Bamboozler 14 Mk I's lightweight nature provides above average running (1.04 DU/f, or distance units per frame)[4] and swimming speed (2.02 DU/f),[4] and its user is more mobile while charging a shot (0.6 DU/f) compared to users of more traditional chargers.
  • Remember to use peeking to more effectively snipe targets whenever possible:
    • Because all Inklings and Octolings are right-handed, right-side peeking is generally more effective than left-side peeking.[5]
  • Unlike other chargers lacking a scope, the Bamboozler 14 Mk I cannot store a full charge while submerged in ink.
  • The Bamboozler 14 Mk I still has a few charger-related drawbacks:
    • While it is more ink-efficient than traditional chargers, it still consumes a sizable amount of ink per fully charged shot (8.4%), particularly since Version 5.3.0. Watch your ink consumption, avoid the opponent's ink and Toxic Mist, and remain nearby friendly ink in which you can hide, reload, and retreat if necessary.
    • Using a charger can cause players to have tunnel vision as they focus on potential targets to snipe. Checking the map with X for the opponents' positions and movement patterns is important for any player, but it is very essential for an anchor, such as a Firefin Splat Charger wielder, to watch for any flanking attempts by the opponent, as getting flanked and splatted often leaves a gaping hole in their team's defenses.[6]

While the Curling Bomb is not as versatile as other bombs, it still has a couple practical uses for the Bamboozler 14 Mk I user:

  • When charged, or "cooked" long enough, it can be used to lay insidious bomb traps to hold off pursuers or flush out sharks.
  • Particularly in narrow or closed areas, a Curling Bomb ricocheting off of walls can be a useful distraction to force an opponent to move in a certain direction.
  • While it can pave a trail of ink to either turf the ground or pave an escape route, simply firing the main weapon does the same job at a fraction of the cost.

Tenta Missiles can be used to pressure opponents and force them out of position without having to commit too far forward:

  • It is recommended to only activate the Tenta Missiles at a safe distance from opponents, not only because a Tenta Missile user is vulnerable to close-range attacks but also because opponents who are further back are easier to track and home missiles on.
  • After activating the Tenta Missiles, use its tracking phase as a pseudo-Echolocator to determine the opponents' locations and maximize the number of targets.
  • Being lethal upon a direct hit, Tenta Missiles force opponents to move out of position. Launching them just before a push can cause opponents to scatter, giving your team opportunities to pick off any opponents caught fleeing the Missiles.
  • Because the Bamboozler 14 Mk I user is usually at a disadvantage against traditional charger and longer-ranged splatling users, Tenta Missiles are often their most reliable means of forcing these opponents to cede their ground.[2]
  • Tenta Missiles can counter an opponent's Sting Ray or Booyah Bomb if anticipated early enough; an opponent will be forced to either delay or interrupt it to avoid getting splatted by the missiles, throwing off their aim.

Synergy

The Firefin Splat Charger's long range and high damage allow it to provide support fire and help maintain maintain spatial control, despite its lack of turfing compared to most of the other weapons of a team's composition. Therefore, it is generally redundant to have more than one long-ranged weapon on a team for a few reasons:[7]

  • A team with too many long-ranged weapons will have fewer mobile weapons that can more quickly capture turf and wrest control of the objective, hindering its ability to begin an effective push into the opponents' territory. Such a team will also have difficulty breaking out of an opponent's spawn camp.
  • Longer-ranged weapons, including the Firefin Splat Charger, are generally less effective at close range, so a team with too many long-ranged weapons is more prone to getting flanked and sharked by the opponent than usual.

Because the Firefin Splat Charger is inefficient at turfing, its user will have to rely on their teammates to maintain map control. Not having enough turfing ability – usually from having too many blasters and chargers – presents its own set of problems:[7]

  • A team whose composition lacks enough turfing ability can be rendered immobile if the other team dominates map control.
  • A lack of turfing also makes it difficult to alter the course of a game, even after wiping out the other team.

Countermeasures

  • Users of other anchor's weapons each have to confront a Firefin Splat Charger differently:
    • Duels between chargers often boil down to skill, positioning, turf control, and the presence of other teammates. However, note the differences between different chargers and play to your weapon's strengths:
      • The Firefin Splatterscope has more range than the unscoped Firefin Splat Charger, but the Firefin Splat Charger is more mobile.
      • The E-liter 4K has longer range than the Firefin Splat Charger but is less mobile and takes longer to charge. The Squiffer and Bamboozler 14 Mk I are more mobile, but each one lacks either range or damage output.
    • The Custom Jet Squelcher has a shorter effective range (212.64 DU[3]) than that of the Firefin Splat Charger but is more mobile and slightly more competent in a close-quarters battle. However, instead of trying to flank or shark a Firefin Splat Charger, it might be easier to simply farm Sting Ray and use it to constantly harass them, disrupting their ability to snipe your teammates.
    • The Dynamo Roller, Explosher, and most splatlings are outranged by the Firefin Splat Charger and lack the mobility to effectively challenge them:
      • Focus more on turfing and providing support fire for your teammates while keeping an eye on the opposing Firefin Splat Charger user's position.
      • Only challenge the opposing Firefin Splat Charger user if your position is more advantageous or if you need to distract them from sniping an important teammate, such as the Tower rider or Rainmaker carrier.
    • The Hydra Splatling is the only splatling that can outrange a Firefin Splat Charger with a maximum range of 257.68 DU[3], but it is very immobile and requires a longer charge time. Rely on cover and zone out the opposing Firefin Splat Charger user.
  • Unless a Firefin Splat Charger user is caught charging, approaching one directly with a shorter ranged weapon usually results in getting splatted instantly. Rely on flanking or sharking to get within range of an opposing Firefin Splat Charger user. However, be wary of the Splash Wall they might drop.
  • Throwing bombs or Toxic Mist at an opposing Firefin Splat Charger user can briefly force them out of position and throw off their aim. While Toxic Mist does not damage the opponent, it drains their ink tank and cripples their movement, making them more vulnerable to a direct assault.
  • An opponent's Splash Wall is often a hindrance, but it can be worked around:
    • Lethal bombs are generally the most efficient means to damage and destroy opposing Splash Walls. Their explosions can also splat opponents who either stay too close to the Splash Wall or attempt to rush through it.
    • If wielding a Brella, refrain from launching the shield at an opposing Kensa .52 Gal user unless it is to clear out a planted Splash Wall.
    • An Ultra Stamp will easily destroy a Splash Wall, breaking through any chokepoints the opponent may be defending. The Ultra Stamp wielder can then proceed to splat or chase out opponents while teammates follow behind to either mount or continue a push.
  • Splashdown and Booyah Bomb, if timed properly, can negate the Suction Bombs of a Suction-Bomb Launcher.
  • A counter Bomb Launcher can nullify the effects of Suction-Bomb Launcher, preventing its user's team from either capping a zone or continuing a 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.

Ink Resistance Up

Even though a Firefin Splat Charger user is not expected to come in close contact with the opponent very often, they can still expect to come in contact with opposing ink on various surfaces, particularly while swimming from one sniping location to another while storing a charge. While in contact with the opponent's ink, Ink Resistance Up both delays the damage taken and partially offsets reduction in running speed — including while charging a shot.

  • Just three ability points – or one sub – delays the damage taken from opposing ink by 10 frames, reduces the damage taken from 0.3 HP/f (health points per frame) to 0.2 HP/f, and increases the normal running speed in opposing ink from 0.24 DU/f to 0.33 DU/f.[4]
Ink Saver (Main)

The Firefin Splat Charger needs to consume a large amount of ink (18% of the ink tank) to fully charge its shots. Ink Saver (Main) not only allows it to fire more fully charged shots per ink tank but also conserves ink for a potential Splash Wall, in case an opponent gets too close.

  • Six ability points – two subs – of Ink Saver (Main) are enough to increase the number of fully charged shots fired with a full ink tank from five to six.[4]
Main Power Up

Main Power Up increases the damage output of all of the Firefin Splat Charger's shots – tap shots, partially charged shots, and fully charged shots – by up to 20%. While it cannot increase the damage of a non-fully charged shot to 100.0 (unlike Damage Up in Splatoon), there are other benefits to having extra damage, from reducing the charge time for a two-shot splat in close quarters to destroying most brella shields in one hit.

  • Nine ability points – three subs – increase the damage output of the Firefin Splat Charger by 105.5%[4], allowing it to destroy a Splat Brella shield (500 HP, takes three times the damage from chargers in one hit – 160 HP × 1.055 × 3 = 506.4 HP > 500 HP – and reach 50 HP of damage in just under 0.185 seconds of charge time.
Quick Super Jump

Quick Super Jump decreases both the "charge" time before and the travel time of a Super Jump, allowing its user to escape more quickly. A Firefin Splat Charger wielder is usually vulnerable in close quarters and would also have an incentive to maintain valuable special gauge progress for their Suction-Bomb Launcher.

  • Six ability points, or two subs, of Quick Super Jump decreases the "charge" time by 30 frames, or 0.5 seconds.[4]
Special Charge Up

Special Charge Up accelerates building up the special gauge for Suction-Bomb Launcher, which has a number of uses but is mostly used for objective control, especially for capturing a zone or stopping or slowing down the Tower. Because of its very high special gauge requirement for Suction-Bomb Launcher (220p), a Firefin Splat Charger will require a large investment of ability points into Special Charge Up to even match the farming rate of other Suction-Bomb Launcher-based weapons, but it can be the difference between having Suction-Bomb Launcher available on defense and not having it.

  • Twelve ability points – achievable with either four subs or one main and one sub – reduce the special gauge requirement to below 199p.[4]
  • Nineteen ability points – reached with either one main and three subs or two mains – reduce the special gauge requirement to below 190p.[4]
Special Saver

When splatted, half of the special gauge progress is lost. For example, a player with 180p of special gauge out of 220p upon getting splatted will lose 90p of the special gauge. While a Firefin Splat Charger user is not as prone to getting splatted as often as a shorter-ranged weapon, doing so can be devastating to their team. Having some Special Saver equipped allows them to preserve more of their special gauge progress in case they ever get splatted.

  • 6 ability points – two subs – are enough to increase the amount of special gauge progress saved from 50% to 64.6%.[4]

[8]

References