Competitive:E-liter 4K

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Revision as of 21:30, 11 March 2023 by Clarinet.octo (talk | contribs) (Adding a more updated version for the third game)
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This article discusses content that is not part of the official Splatoon series canon but is part of the community or competitive gaming space.
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For information on the E-Liter 4K, see E-liter 4k.

The E-liter 4K is a main weapon in Splatoon 2 and Splatoon 3, a successor to Splatoon's E-liter 3K. It is a charger-type weapon that sacrifices mobility, ink consumption and charge time for extreme range that is only outclassed by its scoped variant.

Like most chargers, this weapon can store a fully charged shot in swim form for a short amount of time, and a fully charged shot will pierce through opponents.

Splatoon 2

E-liter 4K

E-liter 4K

Abbreviations E-liter
Sub S2 Weapon Sub Ink Mine.png Ink Mine
Special S2 Weapon Special Ink Storm.png Ink Storm
Base damage 40-80 (partial charge)
180 (full charge)
Base duration
Ink consumption 2.25% (partial charge)
25% (full charge)
Special points 190p
Special depletion
Role Anchor
Strengths Long range, ability to one-shot, ability to hold charge for 1.25 seconds
Weaknesses Slow charging time, 4 units less range than it's scoped counterparts and mobility
Empty ink tank.png
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Use

The E-liter 4K is a charger that outranges most of it's kind. Based on the E-liter 4K, it was introduced in the second game of the franchise. The weapon has a scope variant, E-liter 4K Scope.

  • The weapon is used as and Anchor, and shoots from afar to support the team. The weapon itself has the advantage of holding a charge, far range, and a one-shot mechanic that can obliterate enemies when given a direct hit. To use, holding ZR will hold the charge, and to release you let go of the button. It will take 1.53 seconds to fully charge, and the less the player holds on to the ZR the less effective the shot will be.
  • In addition to the charging mechanic, going into squid form by pressing ZL while holding ZR will activate the swimming while holding charge technique. The charge will be held for up to 1.25 seconds while submerged.
  • Tap shots are also an option for players who want to be out in the battlefield a little more. Tap shotting is the act of hitting an opponent multiple times by mashing the ZR button. This is normally a last resort for players who are trying to get out of a head-to-head combat situation that needs to be dealt with. This attack doesn't always defuse the situation and the charger may be splatted- especially when dealing with a rapid shooting [[Shooter] or Blaster.
  • Techniques to hitting an enemy include:
    • Pressing B to jump, which can enhance your aim and help the user to get a shot while hiding behind small obstacle and obstructions of view.
    • Using the basic mechanic of holding ZR can help competitive and more relaxed players get a splat.
    • Using the submerged in ink trick, a sneaky strike can be pulled by swimming near the opponent and splatting them. There are two cons of this tactic, though.
      • A) All chargers have a glow while holding ZR, and this can be seen while swimming in ink.
      • B) If in a situation with more than one opponent present, splatting an enemy secretly reveals your current position and may cause backlash from the other enemy from the opposing team.
    • Trick shots such as the 360° No Scope splat is a very advanced method that requires the player to fall from a higher position than the opponent and spin their camera 360° by using the Right Stick, which also requires the avatar to spin as well. Once spun in a full rotation, the player shoots the enemy (commonly while still midair). This is a difficult skill, and many cannot master it.
  • Painting turf is something that the E-liter 4K isn't especially gifted in. Inking abilities while tap-shotting the ground (using previously stated method of mashing ZR) and walking sideways can provide a brief coat of ink, but doing this causes the ground to have many holes and inconsistencies that aren't desirable for good coverage.
  • The Ink Mine can be used as not only a tracker, but a last resort. If an enemy with quite a lot of damage is attacking, place an Ink Mine in the path. The mine will explode and splat the enemy. The mines can also be used to guard the area of the charger when unable to use peripheral vision.
  • The Ink Storm can provide security in the location it is set off in. Using this special, the enemy can perish if in the direct rain for too long. This helps support teammates such as Slayers and others.

Synergy

  • As a result of the E-liter 4K being an Anchor, teammates of the player will have the advantage of the mid and base area being watched and protected unless there is a push to the enemy base.
  • Teammates of this weapon should not crowd the charger, and instead continue their roles to better the ambush of the opposing team. The charger can handle most enemies (depending on the skill of the user) therefore covering a portion of the map singlehandedly.
  • If other teammates with the same Anchor role are present, the similar players should spread across the map to enhance the range of the team. This can help the team claim the middle-ground.

Countermeasures

  • The E-liter 4K has a slow charge time, and fast shooting weapons have the capacity to hide and attack an unsuspecting charger while defenseless. Some maps have easy access charger spots, and learning where they are can help players take down powerful enemies.
  • Fellow long range weapons can splat the E-liter 4K, and sneak attacks are good ways to eliminate foes that focus on other targets rather than direct threats.
  • Sloshers such as Exploshers, Bloblobbers, and Sloshing Machines have long range, immediate impact attacks that can take out this weapon quickly without many consequences. Using these weapons can eliminate not only the charger, but a viable member of the enemy team.

Gear Abilities

Different gear abilities that complement the E-liter 4K are:

S2 Ability Ink Recovery Up.png Ink Recovery Up

Ink Recovery Up helps the charger user amplify the amount of shots that can be made in a time period. This will also amplify the use of Ink Mines when being placed, allowing the player to recover faster from using a sub weapon.

S2 Ability Ink Resistance Up.png Ink Resistance Up

Using Ink Resistance Up helps a charger get out of a tight spot with more ease. Being caught in enemy ink slows the player down and gives the play 50 damage, but this ability reduces the amount of damage down to 30. This lets the player get out quicker and stray from being splatted a little better.

S2 Ability Ink Saver (Main).png Ink Saver (Main)

Ink Saver (Main) allows the player to reduce the amount of ink the main weapon takes up. This benefits the charger similarly to Ink Recovery Up, and will positively effect the player's ink usage.

S2 Ability Respawn Punisher.png Respawn Punisher

Respawn Punisher is a double-edged sword for most weapons, but chargers have an advantage since they take up the Anchor role. Respawn Punisher causes the respawn time to increase and the special gauge bar to lower more significantly than normal when the player using the ability and the player they splat is splatted. Due to the fact that the E-liter 4K is normally on a perch that isn't always easily accessible to the average player, the charger can punish their enemies without receiving much retaliation.

S2 Ability Thermal Ink.png Thermal Ink/S2 Ability Haunt.png Haunt

Thermal Ink is helpful for users who tap-shot know where the people they are fighting are located. Haunt is very similar, but shows who splatted the user and induces a form of Respawn Punisher to the enemy. Both abilities show the location of the enemy, which helps a Charger know what to expect.

Splatoon 3

E-liter 4K

E-liter 4K

Abbreviations E-liter
Sub S3 Weapon Sub Ink Mine Flat.png Ink Mine
Special S3 Weapon Special Wave Breaker.png Wave Breaker
Base damage 40-80 (partial charge) 180 (full charge)
Base duration
Ink consumption 2.25% (partial charge) 25% (full charge)
Special points 210p
Special depletion
Role Anchor
Strengths Long range, instant splat
Weaknesses Slow charging time, 4 units less range than it's scoped counterparts and mobility
Empty ink tank.png
This article or section is a stub.
You can help the wiki by adding to it.

Use

The E-liter 4K is a charger that outranges most of it's kind. Based on the E-liter 4K, it was introduced in the second game of the franchise and continued into the third. The weapon has a scope variant, E-liter 4K Scope.

  • The 'E-liter 4K is used as and Anchor, and shoots from afar to support the team. The weapon itself has the advantage of holding a charge, far range, and a one-shot mechanic that can obliterate enemies when given a direct hit. To use, holding ZR will hold the charge, and to release you let go of the button. It will take 1.53 seconds to fully charge, and the less the player holds on to the ZR the less effective the shot will be.
  • In addition to the charging mechanic, going into squid form by pressing ZL while holding ZR will activate the swimming while holding charge technique. The charge will be held for up to 1.25 seconds while submerged.
  • Tap shots are also an option for players who want to be out in the battlefield a little more. Tap shotting is the act of hitting an opponent multiple times by mashing the ZR button. This is normally a last resort for players who are trying to get out of a head-to-head combat situation that needs to be dealt with. This attack doesn't always defuse the situation and the charger may be splatted- especially when dealing with a rapid shooting Shooter or Blaster.
  • Using the Squid Surge by holding and releasing when located on an inked wall, you can hold charge and Squid Surge up walls. Not all walls will work due to the charge hold time will cause the player to lose the effect, but most shorter walls will work.
  • Techniques to hitting an enemy include:
    • Pressing B to jump, which can enhance your aim and help the user to get a shot while hiding behind small obstacle and obstructions of view.
    • Using the basic mechanic of holding ZR can help competitive and more relaxed players get a splat.
    • Using the submerged in ink trick, a sneaky strike can be pulled by swimming near the opponent and splatting them. There are two cons of this tactic, though.
      • A) All chargers have a glow while holding ZR, and this can be seen while swimming in ink.
      • B) If in a situation with more than one opponent present, splatting an enemy secretly reveals your current position and may cause backlash from the other enemy from the opposing team.
    • Trick shots such as the "360° No Scope" splat is a very advanced method that requires the player to fall from a higher position than the opponent and spin their camera 360° by using the Right Stick, which also requires the avatar to spin as well. Once spun in a full rotation, the player shoots the enemy (commonly while still midair). This is a difficult skill, and many cannot master it.
      • Other ways to preform this trick include Squid Rolling off of a wall (the number of walls may vary depending on how detailed you want this process to be), spinning, and hitting the target.
  • Painting turf is something that the E-liter 4K isn't especially gifted in. Inking abilities while tap-shotting the ground (using previously stated method of mashing ZR) and walking sideways can provide a brief coat of ink, but doing this causes the ground to have many holes and inconsistencies that aren't desirable for good coverage.
  • The Ink Mine can be used as not only a tracker, but a last resort. If an enemy with quite a lot of damage is attacking, place an Ink Mine in the path. The mine will explode and splat the enemy. The mines can also be used to guard the area of the charger when unable to use peripheral vision.
  • The Ink Storm can provide security in the location it is set off in. Using this special, the enemy can perish if in the direct rain for too long. This helps support teammates such as Slayers and others.

Synergy

Countermeasures

Gear Ability