Bloblobber

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The Bloblobber is a main weapon in Splatoon 2 and Splatoon 3.

It is a slosher-type weapon that shoots a row of four small bubbles which are able to bounce along the ground and off walls. The weapon boasts fairly long range and is able to splat opponents in a single shot if all four bubbles connect. The bubbles do not suffer from any type of damage decay, doing a consistent 30 damage regardless of range. The distance the bubbles are able to travel varies greatly depending on the amount of obstructions in their way, the bubbles will gradually shrink as they travel before vanishing. Colliding with walls or inclining surfaces will reduce the travel range of the bubble, as well as cause them to shrink faster.

Appearance

The Bloblobber is a small black bathtub with a white inside. Unlike a traditional bathtub, the Bloblobber has no legs and has extra supports and a handle. It is also small enough to hold.

Splatoon 2

Bloblobber
Basic information
Category Main
Class Slosher
Sub Splash Wall
Special Ink Storm
Special points 180p
Special depletion
Range
85 / 100
Damage
29 / 100
Impact
Fire rate
Charge speed
Ink speed
Mobility
Durability
Handling
50 / 100
Obtainable at
Level 11
Cost Cash 10,000
Requirement
Added in 1 August 2018
Specifications
Weight
Base damage 30
Base duration
Ink consumption 8%
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variant Bloblobber Deco Bloblobber Deco

The Bloblobber was released on 1 August 2018 at 00:00 UTC.[1] It comes with Splash Wall and Ink Storm.

Data

  • The Bloblobber is a middleweight weapon.
  • The matchmaking range is 150. 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 8% allows players to attack 12 times before needing to refill the ink supply.
  • When initially attacking in humanoid form, the first shot takes 6 frames to come out.
  • When attacking from swim form, the first shot takes 12 frames to come out.
  • The interval between firing and when the player is able to enter swim form or use a sub weapon is 25 frames.
  • The interval at which the player can repeatedly swing is 32 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 0.5 units per frame.
  • After firing, there is a 40 frame cooldown before the ink tank starts refilling.
  • The maximum damage of the big bubble is 30.
    • Small bubbles: 30
  • The minimum damage of the big bubble is 30.
    • Small bubbles: 30
  • The collision radius of the big bubble against the environment is 7.5 units.
    • Small bubbles: 5 units
  • The collision radius of the big bubble against players is 8 units.
    • Small bubbles: 5.2 units
  • Projectiles travel straight for 32 frames.
  • The draw radius of the big bubble is 8 units.
    • Small bubbles: 5.2 units
  • The paint radius of the big bubble scales from 12 units at a distance of 50 units to 12 units at a distance of 200 units.
    • Small bubbles: 8.65 units at a distance of 50 units to 8.65 units at a distance of 200 units.
  • All other paint splashes have a radius of 22 units.

[2]

Version history

Version Adjustments
4.0.0
  • Increased ink consumption by roughly 14%.
  • Reduced damage dealt to the Rainmaker barrier by roughly 17%.
  • Reduced damage dealt to an opponent's umbrella by roughly 20%.
  • Reduced damage dealt to an opponent's Splash Wall by roughly 20%.

Quotes

Sheldon's Introduction

After the blob law was passed, I created the Bloblobber to lob lawful blob bombs. Read the whole story on my Bloblobber blob law blog! Ahem... The design was inspired by a bathtub, and each fling of it unleashes four bouncing blobs! The Splash Wall sub provides cover from enemy attacks, and the Ink Storm special allows you to zone enemies and support your team! This set's a must for anyone looking to draw attention with bounding, lawful blobs, while also reminding your opponents to take a bath!

Inspired by a bathtub, the Bloblobber lobs lawful blob bombs (hardly a way to make anyone clean in our opinion). It comes with the Splash Wall to provide cover from enemy attacks and the Ink Storm special to support your teammates.

Gallery

Demonstration

Splatoon 3

Bloblobber

Bloblobber

Basic information
Category Main
Class Slosher
Sub Sprinkler
Special Ink Storm
Special points 190p
Special depletion
Range
85 / 100
Damage
29 / 100
Impact
Fire rate
Charge speed
Ink speed
Mobility
Durability
Handling
50 / 100
Obtainable at
Level 19
Cost
Requirement
Added in Drizzle Season 2022 (1.1.0)
Specifications
Weight
Base damage 30
60 ( SRNW)
Base duration
Ink consumption
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variant Bloblobber Deco Bloblobber Deco

The Bloblobber returns in Splatoon 3, retaining its design from Splatoon 2. Its kit is the Sprinkler and Ink Storm.

It appears in two missions in Return of the Mammalians:

Data

  • The Bloblobber is a middleweight weapon.
  • The matchmaking range is 15. 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 8% per shot allows the user to fire 12 times on a full ink tank.
  • After firing, there is a 40 frame cooldown before ink starts refilling.
  • When initially attacking in humanoid form, the first shot takes 6 frames to come out.
  • When initially attacking from swim form, the first shot takes 12 frames to come out.
  • The movement speed while firing is set to 0.05 units per frame.
  • The time between consecutive swings is 32 frames.
  • The interval between firing and being able to enter swim form or use a sub weapon is 25 frames.
  • The effective range is about 11.71 units while grounded and 11.11 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.

First bubble

  • The group consists of only 1 projectile.
  • The group starts spawning as soon as the lifting animation ends.
  • The projectile spawns with an initial speed of 0.53982 units per frame while grounded, and 0.51 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 1% 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 30 damage.
    • The damage is not reduced by the projectile falling.
  • The projectile spawns with an initial collision radius of 0.08 units for players and 0.075 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 0.75 units.
  • The projectile bounces off of the ground 2 times before disappearing the next time they hit the ground.
    • There is no limit to wall bounces. Projectiles that hit walls will have their speed multiplied by 0.8.
  • The collision radius of the projectile is multiplied by 0.75 every bounce.
  • The projectile's first bounce paints with a radius of 1.65 units, and each subsequent bounce has its painting radius multiplied by 0.85. The paint created when the projectile disappears is separate from this calculation.

Last 3 bubbles

  • The group contains 3 projectiles that spawn consecutively 5 frames apart from each other.
  • The group starts spawning 5 frames after the lifting animation ends.
  • The first projectile spawns with an initial speed of 0.53 units per frame while grounded, and 0.5 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 1% 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 0.01 units per frame slower than the last.
  • The projectiles deal 30 damage.
    • The damage is not reduced by the projectile falling.
  • The first projectile spawns with an initial collision radius of 0.052 units for players and 0.05 units for the stage. Over the course of 5 frames, the collision radius for players changes to 0.52 units, and over the course of 4 frames, the collision radius for the stage changes to 0.5 units.
    • For subsequent projectiles, the initial collision radius is 0.003 units smaller than the previous projectile for players, and 0.003 units smaller for the stage. After the collision size changes, the radius is 0.03 units smaller than the previous projectile for players, and 0.03 units smaller for the stage.
  • The projectiles bounce off of the ground 2 times before disappearing the next time they hit the ground.
    • There is no limit to wall bounces. Projectiles that hit walls will have their speed multiplied by 0.8.
  • The collision radius of the projectiles is multiplied by 0.75 every bounce.
  • The first projectile's first bounce paints with a radius of 1.32 units, and each subsequent bounce has its painting radius multiplied by 0.85. Each consecutive projectile in the group has an initial bounce paint radius that is 0.05 units smaller than the radius of the previous projectile spawned. The paint created when the projectile disappears is separate from this calculation.

[4]

Version history

Version Adjustments
1.1.1
  • Fixed an issue where the collision detection of the third and fourth blobs of a single volley became extremely small.
1.2.0
  • Fixed an issue where some of the blobs would not be lobbed when used while submerged and aiming upward.
2.1.0
  • Fixed an issue where shots fired at a tower or other moving terrain features would hit and disappear rather than hit and rebound.
4.1.0
  • Increased the radius of ink splatter at the point of impact and from ink spray by approximately 10%.
  • First bubble:
    • First bounce: 1.5 units → 1.65 units.
  • Last 3 bubbles:
    • First bounce: 1.2 units → 1.32 units.

Quotes

Sheldon's Introduction

Even if you've never lobbed a blob, it's not against blob law to use the Bloblobber! What's more, each lob fires four blobs - that's an awful lot of lawful blobs! Once your tongue is untied, you can use the Bloblobber to target a single enemy - perhaps your friend Rob - or an entire mob. Truly, it's a versatile weapon for every job. And although they sound out of place here, the Sprinkler sub weapon and Ink Storm special actually complement this set quite nicely. Like butter melting over corn on the cob!

Badges

Main article: Badge#Weapon Freshness badges

Reaching certain Freshness levels with the Bloblobber will reward the player with special badges that they can use on their Splashtag.

Bloblobbber badges
4★ Bloblobber User
5★ Bloblobber User

Gallery

Strategy

For competitive tips about the Bloblobber

Click to view the strategy for Bloblobber. View the strategy page.

Trivia

  • According to datamining of the original Splatoon, the Slosher was originally going to be called the Bloblobber before its announcement.
  • The Bloblobber is the only slosher that can splat opponents with one press of .
  • Early data mining of the Bloblobber (still under the codename "bathtub" at the time) showed it throwing three bouncing blobs in three directions, similar to the Tri-Slosher. Each blob would do 35 damage, and the center blob was significantly larger than the other two.
  • Due to being released after it, the Bloblobber, along with the Explosher, Ballpoint Splatling, and Nautilus are the only main weapons not included in the Octo Expansion.
  • As of version 5.5.0 of Splatoon 2, the Bloblobber, along with the Explosher and the Ballpoint Splatling, are the only main weapons in Splatoon 2 to possess the dubious distinction of exclusively receiving nerfs through the various updates that followed their releases.
  • Sheldon's introduction speech in Splatoon 2 (and possibly the weapon name itself) is a direct reference to the character Bob Loblaw in Arrested Development, a lawyer who lobs law bombs, whose name sounds like blah-blah-blah on its own and like blah-blah-blah-blah-blah when discussing his law blog.

Etymology

The Bloblobber is a combination of Blob and Lobber, coming together to mean "One that lobs blobs", referring to what the weapon does, as well as rhyming. The "verb" Bloblob can be separated into two blobs as well.

Names in other languages

Language Name Meaning
Japan Japanese オーバーフロッシャー
Ōbāfurosshā
From オーバーフロー ("overflow"), 風呂(フロ) ("bath") and スロッシャー ("slosher")
Netherlands Dutch Spatkuip From spat ("spatter") and badkuip ("bathtub")
CanadaFrance French Bassineur From bassin ("basin") and dessineur ("one who draws/paints")
Germany German Wannen-Schwapper Bathtub-Slosher
Italy Italian Secchiostro vasca Slosher bathtub
Russia Russian Ваннаган
Vannagan
Bathgun [a]
SpainMexico Spanish Derramatic baño Bath Spill-O-Matic [b]
China Chinese (Simplified) 满溢泡澡泼桶
mǎnyì pàozǎo pōtǒng (Mandarin)
Overflowing Bath Tub
Hong Kong Chinese (Traditional) 滿溢泡澡潑桶
mǎnyì pàozǎo pōtǒng (Mandarin)
Overflowing Bath Tub
South Korea Korean 오버플로셔
obeopeullosyeo
From 오버플로 ("overflow") and 슬로셔 ("slosher")

Translation notes

  1. From ванна vanna ("bath") and ган gan ("gun")
  2. From derramar ("to spill") and baño ("bathroom" or "bath")

Internal names

Internal name Meaning
Slosher_Bathtub_00[5] Slosher is the prefix for all slosher weapons, Bathtub refers to the weapon's design, 00 denotes this is the base version of this weapon rather than an alternate kit

References