Competitive:Hydra Splatling: Difference between revisions

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The '''Hydra Splatling''' is the longest range splatling in the entirety of Splatoon. A good Hydra Splatling user can be an invaluable asset to the team, providing long range, high damage fire support which will make the enemy think twice before poking their heads out into the open.  
The '''Hydra Splatling''' is the longest range splatling in the entirety of Splatoon. A good Hydra Splatling user can be an invaluable asset to the team, providing long range, high damage fire support which will make the enemy think twice before poking their heads out into the open.  
===Use===
===Use===
 
* Hydra Splatlings should use their extremely high range to its fullest advantage, finding good vantage is a key part of playing this weapon.
* You aren't there just for intimidation, if someone is foolish enough to enter your range, pick them off.
* Likewise, move up with your team when it's time to advance, your long range, high damage shots will the be the bane of many a slayer trying to stop your teams push.
* If you're playing right, you'll generally be on the back line. As such, you'll be a prime super jump spot for your team.
** To add onto this, if the rest your team gets wiped, don't be a hero. Try to retreat to a safe spot to give your team a good super jump spot to quickly get back into the game. The Hydra is also well suited for defending your team while they super jump, in case some joker comes around looking for some easy splats.
* Your targets aren't limited to enemy front line fighters, you can use your ''ink''redible range to pick off enemy anchors too!
* While the mechanics of the Hydra encourage you to shoot with full charges, partial charges are still important. Just keep in mind that you'll be hitting with a 4 hit splat instead of a 3 hit splat (which given the hydra's high fire rate, is still very fast).
** Something important to keep in mind, a partial charge fired before the first charge circle (on your reticle) is complete will not have the Hydra's full range or accuracy, on top of not having full damage.
* You aren't entirely helpless at close range, but the low mobility and ling charge time of the Hydra makes you rather vulnerable. Getting flanked will likely be a death sentence, so try to pay attention to your surroundings. 
* Autobombs can be used to quickly cover a retreat, or to flush out an enemy. It's rather situational however, as the ink and time cost eats into your Hydra use, which should be your focus.
* Booyah Bomb is good for attack objectives, assisting friendly advances, and fighting off enemy advances. It's also a free reload, which is great for the ink hungry Hydra Splatling.


===Synergy===
===Synergy===

Revision as of 16:55, 26 November 2022

Splatoon "S" icon.svg
Splatoon 2 "2" icon.svg
Splatoon 3 "3" icon.svg
OC Icon Enemy Octoling.png
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 Hydra Splatling, see Hydra Splatling.

Splatoon 3

Hydra Splatling

File:S3 Hydra Splatling promo render.jpg

Abbreviations Hydra
Sub S3 Weapon Sub Autobomb Flat.png Autobomb
Special S3 Weapon Special Booyah Bomb.png Booyah Bomb
Base damage 32 (Partial charge)
40 (Full charge)
Base duration
Ink consumption 35% (Full charge)
Special points 190p
Special depletion
Role Anchor
Strengths Long Range, High Damage, Long Firing Time
Weaknesses Long Charge Up Time, Low Mobility, Incomplete Charges Are Not As Effective, High Ink Consumption

The Hydra Splatling is the longest range splatling in the entirety of Splatoon. A good Hydra Splatling user can be an invaluable asset to the team, providing long range, high damage fire support which will make the enemy think twice before poking their heads out into the open.

Use

  • Hydra Splatlings should use their extremely high range to its fullest advantage, finding good vantage is a key part of playing this weapon.
  • You aren't there just for intimidation, if someone is foolish enough to enter your range, pick them off.
  • Likewise, move up with your team when it's time to advance, your long range, high damage shots will the be the bane of many a slayer trying to stop your teams push.
  • If you're playing right, you'll generally be on the back line. As such, you'll be a prime super jump spot for your team.
    • To add onto this, if the rest your team gets wiped, don't be a hero. Try to retreat to a safe spot to give your team a good super jump spot to quickly get back into the game. The Hydra is also well suited for defending your team while they super jump, in case some joker comes around looking for some easy splats.
  • Your targets aren't limited to enemy front line fighters, you can use your inkredible range to pick off enemy anchors too!
  • While the mechanics of the Hydra encourage you to shoot with full charges, partial charges are still important. Just keep in mind that you'll be hitting with a 4 hit splat instead of a 3 hit splat (which given the hydra's high fire rate, is still very fast).
    • Something important to keep in mind, a partial charge fired before the first charge circle (on your reticle) is complete will not have the Hydra's full range or accuracy, on top of not having full damage.
  • You aren't entirely helpless at close range, but the low mobility and ling charge time of the Hydra makes you rather vulnerable. Getting flanked will likely be a death sentence, so try to pay attention to your surroundings.
  • Autobombs can be used to quickly cover a retreat, or to flush out an enemy. It's rather situational however, as the ink and time cost eats into your Hydra use, which should be your focus.
  • Booyah Bomb is good for attack objectives, assisting friendly advances, and fighting off enemy advances. It's also a free reload, which is great for the ink hungry Hydra Splatling.

Synergy

Countermeasures

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.

S3 Ability Run Speed Up.png Run Speed Up

The Hydra is extremely slow, you're going to want at least some run speed up to compensate for this. Also, run speed up is generally great for splatlings.

In competitive play

to be added

Refrences