.96 Gal

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The .96 Gal is a main weapon in Splatoon and Splatoon 2.

As a member of the Shooter class, this weapon distinguishes itself by sacrificing fire rate, ink efficiency, and mobility for powerful shots and long range. The .96 Gal outputs enough ink in each shot to splat opponents in two hits. Consequently, the weapon has a high ink consumption rate of 2.5% per shot, making it the ink-thirstiest of all weapons in the Shooter class (excluding Blasters) and only allowing for 40 shots to be fired per ink tank. The weapon's fire rate is slower than all other Shooter-class weapons (also excluding Blasters), measuring at slightly slower than the Octobrush's flick rate. A major drawback of the .96 Gal is its poor accuracy for a long-ranged weapon; many shots can deviate far enough to the left or right that they may miss the target. The .96 Gal and its close relative the .52 Gal share their visual design and high-damage, low-accuracy performance.

The weapon is designed with a water cooler bottle as a base. A grip, sight, and high-caliber gun barrel are clamped to the bottle. The parts surrounding the bottle are black plastic with pink accents, while the bottle matches the player's ink color.

Splatoon

.96 Gal

.96 Gal

Basic information
Category Main
Class Shooter
Sub S Weapon Sub Sprinkler.png Sprinkler
Special S Weapon Special Echolocator.png Echolocator
Special points
Special depletion Special gauge 40%
Range
68 / 100
Damage
70 / 100
Impact
Fire rate
15 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 12
Cost Cash 7,600
Requirement
Added in
Specifications
Weight
Base damage 52
Base duration
Ink consumption 2.5%
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variant .96 Gal Deco .96 Gal Deco

The .96 Gal comes in a set with the Sprinkler and Echolocator.

Data

Template:Shooter data

Version history

Version Adjustments
2.7.0
  • Damage per shot: 62 → 52
  • Spread reduced by about 11%.
  • Special gauge loss: 50% → as low as 40%

Gallery

Demonstration

Splatoon 2

.96 Gal

.96 Gal

Basic information
Category Main
Class Shooter
Sub S2 Weapon Sub Sprinkler.png Sprinkler
Special S2 Weapon Special Ink Armor.png Ink Armor
Special points 190p
Special depletion
Range
74 / 100
Damage
80 / 100
Impact
Fire rate
10 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 21
Cost Cash 12,600
Requirement
Added in
Specifications
Weight
Base damage 62
Base duration
Ink consumption 2.5%
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variant .96 Gal Deco .96 Gal Deco

The .96 Gal returns in Splatoon 2 looking identical to how it did in the first game. It comes with Sprinkler and the Ink Armor.

Use

  • The unique traits of the .96 Gal and its build make it a support weapon.[1]
  • The relatively long range and high damage per shot allow the .96 Gal to more directly engage opponents than the Splattershot Jr. can.
    • It overpowers and slightly outranges the Splattershot Pro and its variants, making it a decent counter.
    • Main Power Up further increases the damage output, maxing out to 77.5 points of damage at the full 57 ability points. However, as of Version 4.6.0, only 19 ability points - about two mains - are enough to exceed 70 points of damage, leaving a target with at most 30 hit points, which is a one-hit splat for most other weapons, including the splash damage of most bombs.
  • The .96 Gal has two notable drawbacks:
    • The large degree of randomness of the weapon's shot trajectory renders it less accurate than other weapons. A more careful aim is required with this weapon than with most other weapons.
    • Its slow firing rate leaves it somewhat vulnerable at close range to mobile, accurate weapons, such as some dualies. However, careful zoning out of shorter-ranged opponents can minimize this weakness.
  • The primary drawback of the .96 Gal compared to many other support weapons is the absence of bombs.
    • Without bombs, the .96 Gal user cannot use them to push back into opposing turf.
    • The lack of bombs also makes it difficult to damage or destroy opponents' Brella shields and Splash Walls.
  • The Sprinkler can be used in a variety of ways to help its user:
    • Turfing areas that are either out of reach or unsafe to approach.
    • Maintaining turf onto highly contested areas, such as on the Tower. A Sprinkler placed high on a wall or ceiling can also be a distraction for an opponent.
    • Acting as a light shield in a pinch. Sprinklers have 120 hit points but are easily destroyed by opponents armed with Object Shredder.
  • Ink Armor allows its user's team to either initiate a push, to recapture a Splat Zone, for example, or maintain one, such as while locking out the opponent.
    • Time the activation of Ink Armor carefully; it takes up to two seconds to activate it, while it lasts for at least six seconds.
    • Try to activate the Ink Armor when most or all teammates are active. Slayers, who are more at risk of getting splatted, benefit from Ink Armor more than backline teammates do.

Countermeasures

  • Any variant of the Splat Brella or Tenta Brella is a very unfavorable matchup for the .96 Gal due to its slow firing rate and its lack of bombs.
  • To engage a .96 Gal with a shorter range weapon, try to catch it off guard through either careful flanking or sharking, better positioning, or wise use of bombs. The .96 Gal has no bombs to force an opponent back, so its opponent can pursue it more aggressively.
  • Any long-ranged weapon, such as a charger or most splatlings, can fire upon a .96 Gal from long distance with impunity. However, should the .96 Gal ever get within range, the long-ranged weapon would have to retreat to avoid getting splatted.
  • Keep an eye on the HUD to know when the opposing .96 Gal has Ink Armor ready to use, and both watch and listen for when they use it.
    • The best way to prevent the opponent from using armor is to splat the opponent with the .96 Gal (or any other Ink Armor-equipped weapon). A charger user can prioritize said opponent when sniping, or a slayer can attempt to pick off a .96 Gal.
    • Focus fire on armored opponents for longer than usual - preferably on one opponent at a time - to compensate for the opponents' armor.
    • Object Shredder allows a player to inflict three times damage onto armored opponents, as long as the armor is active. Combining this with the Ink Storm can nearly neutralize armored pushes by the opponent.

Data

Template:Shooter data[2]

Version history

Version Adjustments
Base game
  • Increase in chance to shoot towards the outer reticle per shot: 20% → 5%
  • Range decreased by about 10%.
    • Initial bullet velocity: 22 → 23
    • Frames bullet flies straight through the air: 6 → 5
      • Effective range: 132 units → 115 units
      • Total range: 177.396 units → 160.396 units
  • Droplet rate: 4 → 3
  • Distance between droplets: 50 units → 60 units
  • Radius of paint droplets near the player: 21 units → 20 units
  • Radius of paint droplets far from the player: 18.5 units → 17.5 units
  • Radius of standard paint droplets: 14.5 units → 13.5 units
  • Angle of shot deviation while on the ground: 4 degrees → 5 degrees
  • Angle of shot deviation while jumping: 12 degrees → 14 degrees
  • Maximum frequency at which bullets shoot towards the outer reticle: 25% → 40%
1.1.2
1.3.0
  • Points to fill special gauge: 210 → 200
1.4.0
  • Damage: 52 → 62.
    • Damage lost per frame: 1.625 → 1.9375
  • Decreased weapon sway when shooting on the ground by roughly 8%.: 5 degrees → 4.6 degrees
  • Decreased weapon sway when shooting right after a jump by roughly 14%.: 14 degrees → 12 degrees
2.3.0
  • Points to fill special gauge: 200 → 190
3.0.0
  • Decreased trajectory variance of first shot while also increasing time required to reach maximum shot variance when firing continuously.
    • Minimum frequency at which bullets shoot towards the outer reticle: 15% → 4%
    • Maximum frequency at which bullets shoot towards the outer reticle: 40% → 30%
    • Increase in chance to shoot towards the outer reticle per shot: 5% → 3%
      • Shots required to reach maximum frequency: 5 → 9
4.0.0
  • Increased the radius of area inked where a shot lands by roughly 20%.
    • Radius of paint droplets near the player: 20 units → 24 units
    • Radius of paint droplets far from the player: 17.5 units → 21 units
4.1.0
  • Extended firing range by roughly 6%.
    • Initial bullet velocity: 23 units → 24.5 units
      • Effective range: 115 units → 122.5 units
      • Total range: 160.396 units → 170.04 units
  • Angle of shot deviation while on the ground: 4.6 degrees → 4.34545 degrees
  • Angle of shot deviation while jumping: 12 degrees → 11.3511 degrees
  • Droplet rate: 3 → 3.4
4.2.0
  • Reduce the interval between firing and when you're able to become a squid or use sub weapon by 2/60 of a second.
4.4.0
  • Reduced the time to shoot from squid form by 1/60 of a second.
4.5.0
  • Increased damage dealt to opponent Splat Brellas increased by 57%.
  • Increased damage dealt to opponent Splash Walls by roughly 10%.
4.6.0
  • Minimum damage: 31 → 35
4.9.0
  • Decreased variance of shot spread when firing while on the ground by roughly 8%: 4.34545 degrees → 4 degrees

Gallery

Demonstration

Quotes

Click to view the quotes for .96 Gal. View the quotation page.

Etymology

.96 Gal is short for .96 Gallon. "Gal" is also a play on Cal, the short form of Caliber, a term commonly used when describing the diameter of bullets for firearms.

.96ガロン .96 Garon has the same origin as the English name, but without Gallon shortened to Gal.

Names in other languages

Template:Foreignname

References