Charger

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Revision as of 09:08, 1 June 2019 by GloverMist (talk | contribs)
Charger Art.png

Chargers are one of the five main weapon classifications in Splatoon and one of seven in Splatoon 2. The charger has a build-up time to a powerful blast that can take enemies out immediately within a long range. It is an ideal weapon for players on guard, with the option to fire uncharged shots for quicker turf coverage.

With the Inkling Girl amiibo, the player can use the S2 Weapon Main Hero Charger.png Hero Charger for Octo Valley missions to win a S2 Weapon Main Hero Charger Replica.png Hero Charger Replica.

List of chargers

Series Description Variants Games
Splatoon "S" icon.svg Splatoon 2 "2" icon.svg
S2 Weapon Main Classic Squiffer.png
Squiffer
A quick charger. Its light nature allows users to strafe quickly while charging. It has the lowest range in its class. As of Splatoon 2, this weapon has the ability to store its charge. S2 Weapon Main Classic Squiffer.png Classic Squiffer Template:Ya Template:Ya
S2 Weapon Main New Squiffer.png New Squiffer Template:Ya Template:Ya
S2 Weapon Main Fresh Squiffer.png Fresh Squiffer Template:Ya Template:Ya
S2 Weapon Main Splat Charger.png
Splat Charger
The standard charger. It has good range and a decent charge time. As of Splatoon 2, this weapon has the ability to store its charge. S2 Weapon Main Splat Charger.png Splat Charger Template:Ya Template:Ya
S Weapon Main Kelp Splat Charger.png Kelp Splat Charger Template:Ya
S Weapon Main Bento Splat Charger.png Bento Splat Charger Template:Ya
S2 Weapon Main Firefin Splat Charger.png Firefin Splat Charger Template:Ya
S2 Weapon Main Hero Charger Replica.png Hero Charger Replica Template:Ya Template:Ya
S2 Weapon Main Kensa Charger.png Kensa Charger Template:Ya
S2 Weapon Main Splatterscope.png
Splatterscope
A Splat Charger with a scope, for extra range and precision. S2 Weapon Main Splatterscope.png Splatterscope Template:Ya Template:Ya
S Weapon Main Kelp Splatterscope.png Kelp Splatterscope Template:Ya
S Weapon Main Bento Splatterscope.png Bento Splatterscope Template:Ya
S2 Weapon Main Firefin Splatterscope.png Firefin Splatterscope Template:Ya
S2 Weapon Main Kensa Splatterscope.png Kensa Splatterscope Template:Ya
S2 Weapon Main E-liter 4K.png
E-liter
A charger with extreme range. However, it has a slow charge time and heavy ink consumption. As of Splatoon 2, this weapon has the ability to store its charge. S Weapon Main E-liter 3K.png E-liter 3K Template:Ya
S Weapon Main Custom E-liter 3K.png Custom E-liter 3K Template:Ya
S2 Weapon Main E-liter 4K.png E-liter 4K Template:Ya
S2 Weapon Main Custom E-liter 4K.png Custom E-liter 4K Template:Ya
S2 Weapon Main E-liter 4K Scope.png
E-liter Scope
An E-liter with a scope, for extra range and precision. S Weapon Main E-liter 3K Scope.png E-liter 3K Scope Template:Ya
S Weapon Main Custom E-liter 3K Scope.png Custom E-liter 3K Scope Template:Ya
S2 Weapon Main E-liter 4K Scope.png E-liter 4K Scope Template:Ya
S2 Weapon Main Custom E-liter 4K Scope.png Custom E-liter 4K Scope Template:Ya
S2 Weapon Main Bamboozler 14 Mk I.png
Bamboozler 14
A charger with a charge time even quicker than the Squiffer. Its damage output is weaker than the other chargers, so users will need to land two hits to splat an opponent. It lacks the ability to store charge, an ability present in all other non-scoped chargers in Splatoon 2, but it compensates with the ability to charge in mid-air. S2 Weapon Main Bamboozler 14 Mk I.png Bamboozler 14 Mk I Template:Ya Template:Ya
S2 Weapon Main Bamboozler 14 Mk II.png Bamboozler 14 Mk II Template:Ya Template:Ya
S2 Weapon Main Bamboozler 14 Mk III.png Bamboozler 14 Mk III Template:Ya Template:Ya
S2 Weapon Main Goo Tuber.png
Goo Tuber
A charger that can hold its charge for an exceptionally long time in comparison with the other chargers. S2 Weapon Main Goo Tuber.png Goo Tuber Template:Ya
S2 Weapon Main Custom Goo Tuber.png Custom Goo Tuber Template:Ya

Tips

  • The reticle will turn into an X when it is over an enemy that is not hiding in ink inside the charger's range.
  • If an enemy has taken some damage already, a fully charged shot may not be necessary to splat them.
  • If an enemy is closing in or launches a surprise attack, it is a good idea to run away; chargers are weak at close-quarters combat.
    • If cornered, shooting a few well-aimed semi-charged shots at the opposing player may help the user to stay alive. Spamming shots (especially when playing with motion controls) can throw a player's aim off, and, more than likely, the other player may have taken a bit of damage. It is faster to hit them with one well-aimed charged shot than multiple uncharged shots.
  • Chargers will show a thin glowing line when aiming a charged shot, revealing one's position. This can make it easier for enemies to dodge, so it is advised to limit the amount of time spent aiming.
    • An effective way around this is to hold the reticle off to a side, and at the last second, quickly move it and fire in order to stop the enemy from dodging the shot.
    • It is also possible to scare opposing teammates into going a different direction by using the laser sight.
    • In Splatoon 2, storing one's charge will make the laser disappear from the sight of other players while a faint, translucent reticle will remain on the user's screen and show where they are aiming.
  • Keeping some distance from the main area where the battle is taking place and finding a comfortable spot to shoot from are necessary to play chargers to the best of their ability.
    • As a result, it is advised to stay out of close-quarters situations, as chargers perform poorly in these scenarios.
  • As a charger user, it is important to have an eye on the surrounding area - sneak attacks are very dangerous.
  • It is best to cover lots of turf around the user so they do not get stuck on un-inked turf in case of a surprise attack.
  • Jumping and shooting can help to level a player's aim in certain situations, allowing them to splat more players.
    • It can also be used to hide the charger's laser sight.
  • Sometimes as a charger user, it is best to make short cuts and try not to cover tons of ground.
    • If using a charger, the player's main focus is to splat people, not cover ground. This way, it is possible to get more splats and ground coverage. Let the rollers, sloshers, shooters, and splatlings cover ground.
    • If ground must be covered, do not spam shots to try and cover turf. It is more effective to charge a shot up and shoot it forward in a straight line.
  • Even with low ink, chargers can still charge up to a full shot with the same power.
S Judd Artwork.png
Judd's Advice
Meow! (Chargers deal a clawful lot of damage with each shot! But even so...if you only focus on one-shotting foes, you're gonna have a bad time. Try using your first shot to cut off an opponent's path with your ink... and then you can take them out more easily with the second! Inking the ground like this will help your team too, so get shooting!)

Countering

  • If targeted by a charger, moving erratically may cause them to miss.
    • Jumping is a bad tactic to avoid chargers, as changing velocity while jumping is really hard and usually leads to the charger user getting an easy splat.
  • A charger's weakest spots are behind them and beneath them; surprising them from an unexpected angle is almost a guaranteed splat.
  • Closing in on chargers quickly gives them little time to react.
  • Forcing a charger user out of their chosen position and into one where they are vulnerable is a great way to give a player the advantage over chargers.
    • One way to do this is to stay just out of their range or line of sight, forcing them to give chase.
    • Another way is through the use of special weapons, such as the S Weapon Special Inkstrike.png Inkstrike and the S Weapon Special Killer Wail.png Killer Wail, which, when directed at their chosen spot, will either catch them by surprise or make them move out of the way.
  • In the case of attentive chargers that are good at dodging special weapons and foiling sneak attacks, another option is to simply avoid them. Go ink a different area, one that they are not paying attention to.
  • In Splatoon 2, if there is a glowing, white circle inside enemy ink, it is advised to stay hidden, as this is an enemy charger that is currently storing their charge and may be aiming to splat someone.
    • The glowing, white circle can also be used to shows the enemy's location while they are storing their charge and splat them.

Trivia

Splatoon

  • There are no chargers with the S Weapon Sub Seeker.png Seeker as their sub weapon.
  • Inklings will close one eye when aiming with a charger.
    • However, if they are moving while aiming, both of their eyes will remain open.

Gallery

SplatNet icons

Art

Promo renders for Splatoon 2

Names in other languages

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