Competitive:Kensa Splattershot: Difference between revisions

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(→‎Splatoon 2: Added and updated links to source videos in Infobox. Split first sentences in Use into an introductory paragraph and a single sentence in Use. Imported brief versions of Suction Bomb and Tenta Missiles segments. Added advice against too many short-ranged weapons and Tenta Missiles in Synergy. Added Bomb Defense Up DX, Tower riding, and link to source video in Countermeasures. Added Bomb Defense Up DX, Ink Resistance Up, LDE, and QSJ to Gear abilities. Added to Support Category.)
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|ink          = 0.92%
|ink          = 0.92%
|points      = 180
|points      = 180
|role        = [[Community Glossary#Slayer|Slayer]]<ref>[https://www.youtube.com/watch?v=lcMPryjYblQ {{YT}} "''Splatoon 2'' - Quick Tip Analysis: 'Splattershot'" by ThatSrb2DUDE, formerly of Team Olive]</ref>/[[Community Glossary#Support|Support]]<ref>[https://www.youtube.com/watch?v=owy5-mVBwX8&t=457s {{YT}} "Weapons And Roles In ''Splatoon 2'': A Complete Overview" by Chara, formerly of Prophecy]</ref> [[Community Glossary#Flex|Flex]]
|role        = [[Community Glossary#Slayer|Slayer]]<ref>[https://www.youtube.com/watch?v=Kwh8m8JSczc&t=359s {{YT}} "''Splatoon 2'' - Weapon Roles and Playstyles (Classifying every Weapon)"] by [https://www.youtube.com/user/TheWadsm Wadsm]</ref><ref>[https://www.youtube.com/watch?v=lcMPryjYblQ {{YT}} "''Splatoon 2'' - Quick Tip Analysis: 'Splattershot'"] by [https://www.youtube.com/user/ThatSrb2DUDE ThatSrb2DUDE], formerly of Team Olive</ref>/[[Community Glossary#Support|Support]]<ref>[https://www.youtube.com/watch?v=pocS4C_AP9M&t=1993s {{YT}} "''Splatoon 2'' 5.3 Tier List Part 4 (Main Weapons - High Tiers) (Splat Zones Only)"] by [https://www.youtube.com/channel/UC8oq21InluabCpgfuUg-Gcg Chara] of [https://twitter.com/Climb_Spl Climb]</ref> [[Community Glossary#Flex|Flex]]<ref>[https://www.youtube.com/watch?v=owy5-mVBwX8&t=457s {{YT}} "Weapons And Roles In ''Splatoon 2'': A Complete Overview"] by Chara of Climb</ref>
|strengths    = Splatting, mobility, [[Community Glossary#Turfing|turfing]], safe [[Community Glossary#Anchor|Anchor]] pressure (via Tenta Missiles), flexible with abilities<ref>[https://www.youtube.com/watch?v=hWirqi8VPD4 {{YT}} "How To Get Good Using Splattershot?! (+ Handcam) | ''Splatoon 2''" by ThatSrb2DUDE, formerly of Team Olive]</ref>
|strengths    = [[Splat (occurrence)|Splatting]], mobility, [[Community Glossary#Turfing|turfing]], safe [[Community Glossary#Anchor|Anchor]] pressure (via Tenta Missiles), flexible with abilities<ref>[https://www.youtube.com/watch?v=hWirqi8VPD4 {{YT}} "How To Get Good Using Splattershot?! (+ Handcam) | ''Splatoon 2''"] by ThatSrb2DUDE, formerly of Team Olive</ref>
|weaknesses  = Slightly short range compared to some other slayer's weapons
|weaknesses  = Slightly short range compared to some other slayer's weapons
}}
}}
Like both the [[Competitive:Splattershot|Splattershot]] and the [[Competitive:Tentatek Splattershot|Tentatek Splattershot]], the '''Kensa Splattershot''' has a three-shot-splat, rapid firing, good accuracy, and short range. However, unlike the former two weapons, the Kensa Splattershot's kit gives its user more flexibility in what role they can play.
===Use===
===Use===
Like both the [[Splattershot]] and the [[Tentatek Splattershot]], the Kensa Splattershot is a suitable weapon for a slayer, designed to splat an opponent in as few as three hits with its rapid firing, good accuracy, and short to medium range. However, unlike the former two weapons, the Kensa Splattershot has a build that allows it to also play a supportive role:
The Kensa Splattershot is suitable for either a slayer or a support player:
* Its good mobility allows its user to apply pressure onto the opponent – whether head-on or through timely [[Community Glossary#Flanking|flanking]] – eliminating key defenders during a push.
* Its good mobility allows its user to apply pressure onto the opponent – whether head-on or through timely [[Community Glossary#Flanking|flanking]] – eliminating key defenders during a push.
* Defensively, its rapid rate of fire makes it great at both [[Community Glossary#Sharking|sharking]] to pick off unaware opponents and [[Community Glossary#Turfing|turfing]] to maintain [[Community Glossary#Map control|map control]]. Its good overall [[ink]] efficiency also allows its user to more readily use Suction Bombs to keep opponents at bay.
* Defensively, its rapid rate of fire makes it great at both [[Community Glossary#Sharking|sharking]] to pick off unaware opponents and [[Community Glossary#Turfing|turfing]] to maintain [[Community Glossary#Map control|map control]]. Its good overall [[ink]] efficiency also allows its user to more readily use Suction Bombs to keep opponents at bay.
* The Kensa Splattershot is faster and more efficient at turfing than most other slayer weapons, allowing its user to both maintain map control and build up its special weapon more quickly than most other weapons.
* The Kensa Splattershot is faster and more efficient at turfing than most other weapons, allowing its user to both maintain map control and build up its special weapon more quickly than most other weapons.
Suction Bombs can be used in a similar fashion to [[Splat Bomb]]s, with a few differences:
'''[[Competitive:Suction Bomb|Suction Bombs]]''' can be used in a similar fashion to [[Competitive:Splat Bomb|Splat Bombs]], with a few differences:
* Pushing into a Splat Zone or any other important area of the stage, such as the opponents' [[Competitive:Callouts#Location naming|street]] or platform. They inflict more damage from a direct hit and have a larger overall radius of damage.
* They can attach to [[surfaces]], which both allows more room for error when aiming and enables the planting of craftier traps, such as underneath a [[grate]].
* Flushing out opposing [[Community Glossary#Anchor|anchor]]s from perches and clearing other critical areas, such as the [[Tower Control|Tower]]. The Suction Bomb's ability to attach to [[surfaces]] both allows more room for error when aiming and enables the planting of craftier traps, such as underneath a [[grate]].
* They take two seconds after attaching to a surface to detonate, as opposed to one second for a Splat Bomb, so plant Suction Bombs earlier than usual.
* Poking at and zoning out opponents during the [[Community Glossary#Phases|neutral phase]], stalling an opponent's push, or providing space to escape. They take two seconds after attaching to a surface to detonate, as opposed to one second for Splat Bombs, so plant Suction Bombs earlier than usual.
* They inflict more damage from a direct hit (220 HP) and have a larger overall radius of damage (80 [[Distance unit|DU]]).
* Damaging or destroying an opponent's [[brella]] shield, [[Splash Wall]], or [[Baller]] or the [[Rainmaker shield]], while detonating on contact.
* They can be thrown to lead a push into a [[Splat Zones|Splat Zone]] or any other important area of the stage, such as the opponents' [[Competitive:Callouts#Location naming|street]] or platform.
** The Suction Bomb will also inflate or pop a teammate's [[Bubble Blower|bubbles]] but deflate or diffuse an opponent's bubbles.
* They can also flush out opposing anchors from perches and clear other critical areas, such as the [[Tower Control|Tower]].<ref>[https://www.youtube.com/watch?v=t_I1cz7ktFY&t=3986s {{YT}} "''Splatoon 2'' North American Open September 2020 - Finals - Part 3"] Game 5, Burstie (FTWin) throws a Suction Bomb onto the Tower, splatting Jared (Starburst) and forcing Ice and Ant (Starburst) to reposition themselves</ref>
** Any opponents caught within the Suction Bomb's explosion will get damaged or splatted.
* They can also be used to poke at and zone out opponents during the [[Community Glossary#Phases|neutral phase]], stall an opponent's push, or provide space to escape.
* An opponent's [[Splashdown]] or [[Booyah Bomb]] will defuse any Suction Bombs it comes in contact with, so hold off using them until after the special weapon finishes.
* A Suction Bomb can damage or destroy an opponent's [[brella]] shield, [[Competitive:Splash Wall|Splash Wall]], or [[Competitive:Baller|Baller]] or the [[Rainmaker shield]], while detonating on contact.
The Tenta Missiles can be used to pressure opponents and force them out of position without having to commit too far forward:
** Any opponents caught within the Suction Bomb's explosion will get damaged or splatted.<ref>[https://www.youtube.com/watch?v=7fJQ5uQc_I4&t=350s {{YT}} "How To Get Good Using The N-Zap 8X?! (+ Handcam) | ''Splatoon 2''"] ThatSrb2DUDE, formerly of Team Olive, splats an opposing Tenta Brella user by throwing a Suction Bomb into the rear of their brella shield</ref>
** It will also inflate or pop a teammate's [[Competitive:Bubble Blower|bubbles]] but deflate or diffuse an opponent's bubbles, while still detonating on contact.<ref>[https://www.youtube.com/watch?v=56qTKIPl5hQ&t=382s {{YT}} "Qualifier Finals Part 2 | ''Splatoon 2'' North America Inkling Open 2019"] Game 2, Ross (ɪик Sigma) splats Arashi (Lowkey) with a Fizzy Bomb thrown onto bubbles launched by Astrocities (ɪик Sigma)</ref>
* An opponent's [[Competitive:Splashdown|Splashdown]] or [[Competitive:Booyah Bomb|Booyah Bomb]] will defuse any Suction Bombs it touches, so hold off throwing them until after the special weapon finishes.
'''[[Competitive:Tenta Missiles|Tenta Missiles]]''' can be used to locate and pressure opponents and force them out of position without having to commit too far forward:
* It is recommended to only activate the Tenta Missiles at a safe distance from opponents, not only because a Tenta Missile user is vulnerable to close-range attacks but also because opponents who are further back are easier to track and home missiles on.
* It is recommended to only activate the Tenta Missiles at a safe distance from opponents, not only because a Tenta Missile user is vulnerable to close-range attacks but also because opponents who are further back are easier to track and home missiles on.
* After activating the Tenta Missiles, use its tracking phase as a pseudo-[[Echolocator]] to determine the opponents' locations and maximize the number of targets.
* Sometimes, it may be more beneficial to target a specific opponent or two instead of all of them, based on their weapons, location, and situation:<ref>[https://www.youtube.com/watch?v=e0W4Qy8O3iQ {{YT}} "Tenta Missiles Vs Ink Armor: How To Design A Simple Special (''Splatoon 2'' Special Design Pt 1)"] by [https://www.youtube.com/channel/UC8oq21InluabCpgfuUg-Gcg Chara] of [https://twitter.com/Climb_Spl Climb]</ref>
* Being lethal upon a direct hit, Tenta Missiles force opponents to move out of position. Launching them just before a push can cause opponents to scatter, giving your team opportunities to pick off any opponents caught fleeing the Missiles.
** Opponents wielding [[Mobility#Splatoon 2|heavy]], slow firing weapons will have a harder time escaping the missiles.
* Tenta Missiles can counter an opponent's [[Sting Ray]] or [[Booyah Bomb]] if anticipated early enough; an opponent will be forced to either delay or interrupt it to avoid getting splatted by the missiles, throwing off their aim.
** Opponents who are bunched together are more likely to cause their teammates to receive collateral damage than those who are spread apart.
** Tenta Missiles are also a reliable means of forcing opposing anchors to cede their ground and lose focus while aiming.<ref>[https://www.youtube.com/watch?v=wPYQSd_26so&t=799s {{YT}} "''Splatoon 2'' 5.3 Tier List Part 2 (Specials) (Splat Zones Only)"] by Chara of Climb</ref> Sometimes, this is the only reliable means to push back into a zone or another important area of the stage.
* Tenta Missiles can counter an opponent's [[Competitive:Sting Ray|Sting Ray]] or Booyah Bomb if anticipated early enough; an opponent will be forced to either delay or interrupt it to avoid getting splatted by the missiles, throwing off their aim.


===Synergy===
===Synergy===
The Kensa Splattershot's versatility allows it to fit in almost any team [[Community Glossary#Composition|composition]]. Even though it is capable of playing a supportive role, unless two other slayer weapons are present on the team, it is recommended to have another supportive weapon present to free the Kensa Splattershot user to play more offensively.
The Kensa Splattershot's versatility allows it to fit in almost any team [[Community Glossary#Composition|composition]]. Even though it is capable of playing a supportive role, unless two other slayer weapons are present on the team, it is recommended to have another supportive weapon present to free the Kensa Splattershot user to play more offensively.
While a team might get away with having one or two users of short-ranged weapons, such as the Kensa Splattershot, having a team composition with too many short-ranged weapons and no longer-ranged weapons to provide support fire is often disadvantageous for a number of reasons:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)">[https://www.youtube.com/watch?v=S1nk1nxrMlg {{YT}} "''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"] by [https://www.youtube.com/channel/UCWbJLXByvsfQvTcR4HLPs5Q Sendou], formerly of Team Olive</ref>
* An opponent with a long-ranged weapon can more aggressively position themselves to zone out the entire shorter-ranged team.
* The opposing slayers can play more aggressively, knowing that there is no long-ranged threat to pick them off from afar.
While having multiple players on the same team launching Tenta Missiles might seem like a fun and easy means to cause opponents to scramble for cover, having too many players equipped with them – no more than one or two – can reduce the effectiveness of a team composition:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
* Other special weapons, such as [[Competitive:Inkjet|Inkjet]] or [[Competitive:Sting Ray|Sting Ray]], are intended for splatting opponents and more capable at this than are Tenta Missiles.
* Tenta Missles cannot reliably turf highly contested areas of the stage as well as certain other special weapons, such as [[Competitive:Bomb Launcher|Bomb Launcher]] or [[Competitive:Ink Storm|Ink Storm]].
Coordinating with your teammates can greatly increase the Tenta Missiles' effect during a battle:
* Launching Tenta Missiles just before a push can cause opponents to scatter, giving your team opportunities to pick off any opponents caught fleeing the Missiles.
* Firing Tenta Missiles on defense can help stall an opponent's push, but make sure that your teammates are nearby the front lines to follow the Missiles up.
* Launching Tenta Missiles while a teammate is using a special designed to splat opponents, such as Sting Ray or Inkjet, can limit the opponents' escape options and even prevent them from [[Super Jump]]ing to safety.


===Countermeasures===
===Countermeasures===
* [[Bomb Defense Up DX]] reduces the splash damage from both Suction Bombs (from 30 HP to 28.6 HP) and Tenta Missiles (from 50 HP to 48.3 HP),<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''">[https://selicia.github.io/en_US/#000d000000000000000000000 loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''], applicable for Version 4.8.0</ref> improving its user's survivability against both the sub and special weapons of an opposing Kensa Splattershot user.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)">[https://www.youtube.com/watch?v=3Ygwtq03MrM {{YT}} "''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"] by Wadsm</ref><ref name="How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''">[https://www.youtube.com/watch?v=Nk_N7VDQxiY {{YT}} "How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''"] by ThatSrb2DUDE, formerly of Team Olive</ref>
* Matchups between Kensa Splattershots on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates.
* Matchups between Kensa Splattershots on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates.
* Any weapon that has a combination of longer range, better accuracy, or higher damage output without sacrificing too much mobility can counter a Kensa Splattershot. For example, both the [[Splattershot Pro]] and [[L-3 Nozzlenose]] and their respective variants meet all of these requirements.
* Any weapon that has a combination of longer range, better accuracy, or higher damage output without sacrificing too much mobility can counter a Kensa Splattershot. For example, both the [[Splattershot Pro]] and [[Competitive:L-3 Nozzlenose|L-3 Nozzlenose]] and their respective variants meet all of these requirements.
* A long-ranged weapon, such as a [[charger]] or most [[splatling]]s, can attack a Kensa Splattershot from long distance with impunity. However, once the Kensa Splattershot gets close, the tables are turned, as it can outmaneuver and outdraw its less mobile, slower firing opponent.
* A long-ranged weapon, such as a [[charger]] or most [[splatling]]s, can attack a Kensa Splattershot from long distance with impunity. However, once the Kensa Splattershot gets close, the tables are turned, as it can outmaneuver and outdraw its less mobile, slower firing opponent.
* A competent Kensa Splattershot user is likely capable at both flanking and sharking:
* A competent Kensa Splattershot user is likely capable at both flanking and sharking:
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* When pursued by a Kensa Splattershot, using almost any [[sub weapon]] (except for [[Squid Beakon]]s) can either delay their pursuit or deter them from chasing.
* When pursued by a Kensa Splattershot, using almost any [[sub weapon]] (except for [[Squid Beakon]]s) can either delay their pursuit or deter them from chasing.
* When pursuing an opposing Kensa Splattershot, be wary of any Suction Bomb traps the opponent may have planted, such as around a corner or under a grate.
* When pursuing an opposing Kensa Splattershot, be wary of any Suction Bomb traps the opponent may have planted, such as around a corner or under a grate.
* If an opposing Kensa Splattershot user throws a Suction Bomb onto the Tower while you are riding it, you can move to the other side of the Tower and use the stake for cover from the blast. However, be ready to fend off any opponents – including the opposing Kensa Splattershot user – who attempt to attack this other side.<ref>[https://www.youtube.com/watch?v=x_0iAKWiAmM&t=289s {{YT}} "Transatlantic ''Splatoon'' League 2 Europe Pool Week 5 - RADIANCE vs. Usual Guys"] Game 1, Obito (RADIANCE) avoids two Suction Bombs thrown onto the Tower while riding it</ref>
* Be mindful of both when the opponent has Tenta Missiles ready and when the missiles are launched:
* Be mindful of both when the opponent has Tenta Missiles ready and when the missiles are launched:
** If an opponent attempts to launch them when nearby you, splat them quickly to reduce or even cancel their deployment.
** If an opponent attempts to launch them when nearby you, splat them quickly to reduce or even cancel their deployment.
** When the opponent deploys their Tenta Missiles, avoid getting close to teammates - even when not targeted, as a targeted player crossing paths with a teammate might cause the other to get injured or splatted.
** When the opponent deploys their Tenta Missiles, avoid getting close to teammates - even when not targeted, as a targeted player crossing paths with a teammate might cause the other to get injured or splatted.
** Whenever targeted by opposing Tenta Missles, unless actively engaging an opponent, only move enough to avoid damage and reduce the amount of turfing by the Missiles.
** Whenever targeted by opposing Tenta Missles, unless actively engaging an opponent, only move enough to avoid damage and reduce the amount of turfing by the Missiles.<ref>[https://www.youtube.com/watch?v=PwQh6oYH7mk&t=6460s {{YT}} "Nintendo 2019 World Championship Tournaments"] 2019 ''Splatoon 2'' World Championship, Ink Pools, Game 3, Geo (Lime Soda) retreats only enough to avoid Tenta Missiles launched by Grey (Alliance Rogue)</ref>


===Gear abilities===
===Gear abilities===
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If you believe that an ability is particularly good, it would be best if you added a citation to support your opinion. Citations to Top 500 or tournament winning players are best.
If you believe that an ability is particularly good, it would be best if you added a citation to support your opinion. Citations to Top 500 or tournament winning players are best.
-->
-->
; {{Ability|S2|Bomb Defense Up DX}}
A Kensa Splattershot user generally gets close enough to the opponent and their bombs. Ever since its introduction in Version {{Ver|S2|4.3.0}}, Bomb Defense Up DX will not only reduce the damage taken from opposing sub and special weapons that are not one-hit-splat but will also reduce the duration of the tracking effects of certain opponent's sub and special weapons, such as [[Point Sensor]]s and [[Ink Mine]]s, allowing the user of this ability to evade detection more easily. Just three [[ability point]]s, or one [[Community Glossary#Main and Sub|sub]], offer plenty of utility:<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/><ref name="How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''"/>
* The splash damage of most bombs is reduced from 30 HP to 28.6 HP. This reduction in damage provides two benefits:
** It prevents its user from being exposed on their opponents' [[map]] by the splash damage of most single bombs.
** Ink Armor will not break due to splash damage from a single bomb whose splash damage normally inflicts 30 HP of damage.
* The splash damage of near-misses from either Tenta Missiles or Inkjet, the minimum splash damage of bubbles, and the collision damage from Baller are all reduced from 50 HP to 48.3 HP,<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''"/> enabling one to survive two hits from any of these specific means of special weapon damage.
; {{Ability|S2|Comeback}}
; {{Ability|S2|Comeback}}
Unless a Kensa Splattershot wielder is on an extended splatting streak, they can expect to get splatted often. When equipped, Comeback grants 10 [[ability point]]s of six different stackable abilities for twenty seconds after respawning from getting splatted by an opponent:
Unless a Kensa Splattershot wielder is on an extended splatting streak, they can expect to get splatted often. When equipped, Comeback grants 10 [[ability point]]s of six different stackable abilities for twenty seconds after respawning from getting splatted by an opponent:
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* {{Ability|S2|Swim Speed Up}}
* {{Ability|S2|Swim Speed Up}}
* {{Ability|S2|Special Charge Up}}
* {{Ability|S2|Special Charge Up}}
Ink Saver (Sub) and Swim Speed Up are the most useful for the Kensa Splattershot user, allowing them to throw Suction Bombs more often and more quickly pursue and pressure the opponent upon returning from spawn.
Ink Saver (Sub) and Swim Speed Up are the most useful for the Kensa Splattershot user, allowing them to throw Suction Bombs more often and more quickly pursue and pressure the opponent upon returning from spawn.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
 
; {{Ability|S2|Ink Resistance Up}}
Any good Kensa Splattershot user is expected to come in contact with the opponent's ink on various surfaces, which can both be damaging and reduce mobility. Ink Resistance Up not only partially offsets the reduction in mobility but also delays the damage taken from contact with opposing ink.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/><ref name="How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''"/>
* Just three ability points, or one sub,…
** …delays the damage taken from opposing ink by 10 frames.
** …reduces the damage taken from 0.3 HP/f (health points per frame) to 0.2 HP/f.
** …lowers the limit on the amount of damage opposing ink on surfaces can inflict from 40 HP to 38 HP.
** …increases the normal running speed in opposing ink from 0.24 DU/f to 0.33 DU/f.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
** …increases the jumping height in opposing ink from 0.8 to 0.854.<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''"/>
* Six ability point, or two subs,…
** …delays the damage taken from opposing ink by 15 frames.
** …reduces the damage taken to 0.2 HP/f.
** …lowers the damage limit of opposing ink to 36.2 HP.
** …increases the normal running speed in opposing ink to 0.39 DU/f.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
** …increases the jumping height in opposing ink to 0.888.<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''"/>
 
; {{Ability|S2|Last-Ditch Effort}}
Last-Ditch Effort is a [[List of headgear in Splatoon 2|Headgear]]-exclusive ability that, under specific conditions, grants its user 1 to 24 ability points each of the following abilities:
* {{Ability|S2|Ink Saver (Main)}}
* {{Ability|S2|Ink Saver (Sub)}}
* {{Ability|S2|Ink Recovery Up}}
These abilities only begin to take effect under either of the following conditions:
* There are at most 30 seconds remaining on the game clock, or [[Overtime]] has begun in a [[Ranked Battle]], at which the maximum 24 ability points will be granted for each of the above abilities.
* In a Ranked Battle, the opposing team's countdown has at most 50 points remaining. The effects of Last-Ditch Effort increase as the opposing team's countdown decreases from 50 to 30 points remaining, starting with 1 ability point for each ability and maxing out to 24 ability points.
Like other weapons whose builds include bombs, the Kensa Splattershot can greatly benefit from the reduced ink consumption per Suction Bomb used, allowing its user to spam Suction Bombs during either a crucial defensive stand or a late attempt to reclaim the lead.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>


; {{Ability|S2|Main Power Up}}
; {{Ability|S2|Main Power Up}}
Main Power Up increases accuracy while either on the ground or in mid-air.
Main Power Up increases accuracy while either on the ground or in mid-air, allowing a Kensa Splattershot user to maintain some accuracy while jumping.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>


; {{Ability|S2|Quick Respawn}}
; {{Ability|S2|Quick Respawn}}
Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Tentatek Splattershot user to remain aggressive even after getting splatted.
Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Kensa Splattershot user to remain aggressive even after getting splatted.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
* 26 ability points – two [[Community Glossary#Main and Sub|mains]] and two subs – are enough to reduce the respawn time from 8.5 seconds to 5.8 seconds.<ref>[https://sendou.ink/analyzer Sendou.ink ''Splatoon 2'' Build Analyzer]</ref>
* 16 ability points – one main and two subs – are enough to reduce the respawn time from 8.5 seconds to 6.67 seconds.
* 26 ability points – two mains and two subs – are enough to reduce the respawn time from 8.5 seconds to 5.8 seconds.<ref>[https://sendou.ink/analyzer Sendou.ink ''Splatoon 2'' Build Analyzer]</ref>
 
; {{Ability|S2|Quick Super Jump}}
Quick Super Jump decreases both the "charge" time before and the travel time of a Super Jump. Kensa Splattershot users will benefit since Quick Super Jump allows them to both return to the front lines more quickly and escape unfavorable situations more easily to preserve special gauge progress.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/><ref name="How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''"/>
* One sub, or 3 ability points, of Quick Super Jump decreases the "charge" time by 22 frames, or 0.36 seconds.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer">[https://sendou.ink/analyzer Sendou.ink ''Splatoon 2'' Build Analyzer]</ref>


; {{Ability|S2|Stealth Jump}}
; {{Ability|S2|Stealth Jump}}
Super Jumping to a teammate after respawning carries the risk of getting splatted upon landing, due to the appearance of a Super Jump indicator. When equipped, Stealth Jump better covers this indicator from long distance opponents, allowing its user to more safely return to the front lines and maintain pressure on the opponent.
Super Jumping to a teammate after respawning carries the risk of getting splatted upon landing, due to the appearance of a Super Jump indicator. When equipped, Stealth Jump better covers this indicator from long distance opponents, allowing its user to more safely return to the front lines and maintain pressure on the opponent.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
<ref>[https://leanny.github.io/loadout/kensa_splattershot.html Lean's Loadout Database - Useage of abilities in Ranked modes]</ref>
<ref>[https://leanny.github.io/loadout/kensa_splattershot.html Lean's Loadout Database - Useage of abilities in Ranked modes]</ref>


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{{Navbox/Weapon Strategy}}
{{Navbox/Weapon Strategy}}
[[Category:Slayers]]
[[Category:Slayers]]
[[Category:Support]]
[[Category:Flex]]
[[Category:Flex]]

Revision as of 17:24, 9 April 2021

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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 Kensa Splattershot, see Kensa Splattershot.

Splatoon 2

Kensa Splattershot

Kensa Splattershot

Abbreviations Kensa Shot, K-Shot
Sub S2 Weapon Sub Suction Bomb.png Suction Bomb
Special S2 Weapon Special Tenta Missiles.png Tenta Missiles
Base damage 35
Base duration
Ink consumption 0.92%
Special points 180p
Special depletion
Role Slayer[1][2]/Support[3] Flex[4]
Strengths Splatting, mobility, turfing, safe Anchor pressure (via Tenta Missiles), flexible with abilities[5]
Weaknesses Slightly short range compared to some other slayer's weapons

Like both the Splattershot and the Tentatek Splattershot, the Kensa Splattershot has a three-shot-splat, rapid firing, good accuracy, and short range. However, unlike the former two weapons, the Kensa Splattershot's kit gives its user more flexibility in what role they can play.

Use

The Kensa Splattershot is suitable for either a slayer or a support player:

  • Its good mobility allows its user to apply pressure onto the opponent – whether head-on or through timely flanking – eliminating key defenders during a push.
  • Defensively, its rapid rate of fire makes it great at both sharking to pick off unaware opponents and turfing to maintain map control. Its good overall ink efficiency also allows its user to more readily use Suction Bombs to keep opponents at bay.
  • The Kensa Splattershot is faster and more efficient at turfing than most other weapons, allowing its user to both maintain map control and build up its special weapon more quickly than most other weapons.

Suction Bombs can be used in a similar fashion to Splat Bombs, with a few differences:

  • They can attach to surfaces, which both allows more room for error when aiming and enables the planting of craftier traps, such as underneath a grate.
  • They take two seconds after attaching to a surface to detonate, as opposed to one second for a Splat Bomb, so plant Suction Bombs earlier than usual.
  • They inflict more damage from a direct hit (220 HP) and have a larger overall radius of damage (80 DU).
  • They can be thrown to lead a push into a Splat Zone or any other important area of the stage, such as the opponents' street or platform.
  • They can also flush out opposing anchors from perches and clear other critical areas, such as the Tower.[6]
  • They can also be used to poke at and zone out opponents during the neutral phase, stall an opponent's push, or provide space to escape.
  • A Suction Bomb can damage or destroy an opponent's brella shield, Splash Wall, or Baller or the Rainmaker shield, while detonating on contact.
    • Any opponents caught within the Suction Bomb's explosion will get damaged or splatted.[7]
    • It will also inflate or pop a teammate's bubbles but deflate or diffuse an opponent's bubbles, while still detonating on contact.[8]
  • An opponent's Splashdown or Booyah Bomb will defuse any Suction Bombs it touches, so hold off throwing them until after the special weapon finishes.

Tenta Missiles can be used to locate and pressure opponents and force them out of position without having to commit too far forward:

  • It is recommended to only activate the Tenta Missiles at a safe distance from opponents, not only because a Tenta Missile user is vulnerable to close-range attacks but also because opponents who are further back are easier to track and home missiles on.
  • Sometimes, it may be more beneficial to target a specific opponent or two instead of all of them, based on their weapons, location, and situation:[9]
    • Opponents wielding heavy, slow firing weapons will have a harder time escaping the missiles.
    • Opponents who are bunched together are more likely to cause their teammates to receive collateral damage than those who are spread apart.
    • Tenta Missiles are also a reliable means of forcing opposing anchors to cede their ground and lose focus while aiming.[10] Sometimes, this is the only reliable means to push back into a zone or another important area of the stage.
  • Tenta Missiles can counter an opponent's Sting Ray or Booyah Bomb if anticipated early enough; an opponent will be forced to either delay or interrupt it to avoid getting splatted by the missiles, throwing off their aim.

Synergy

The Kensa Splattershot's versatility allows it to fit in almost any team composition. Even though it is capable of playing a supportive role, unless two other slayer weapons are present on the team, it is recommended to have another supportive weapon present to free the Kensa Splattershot user to play more offensively.

While a team might get away with having one or two users of short-ranged weapons, such as the Kensa Splattershot, having a team composition with too many short-ranged weapons and no longer-ranged weapons to provide support fire is often disadvantageous for a number of reasons:[11]

  • An opponent with a long-ranged weapon can more aggressively position themselves to zone out the entire shorter-ranged team.
  • The opposing slayers can play more aggressively, knowing that there is no long-ranged threat to pick them off from afar.

While having multiple players on the same team launching Tenta Missiles might seem like a fun and easy means to cause opponents to scramble for cover, having too many players equipped with them – no more than one or two – can reduce the effectiveness of a team composition:[11]

  • Other special weapons, such as Inkjet or Sting Ray, are intended for splatting opponents and more capable at this than are Tenta Missiles.
  • Tenta Missles cannot reliably turf highly contested areas of the stage as well as certain other special weapons, such as Bomb Launcher or Ink Storm.

Coordinating with your teammates can greatly increase the Tenta Missiles' effect during a battle:

  • Launching Tenta Missiles just before a push can cause opponents to scatter, giving your team opportunities to pick off any opponents caught fleeing the Missiles.
  • Firing Tenta Missiles on defense can help stall an opponent's push, but make sure that your teammates are nearby the front lines to follow the Missiles up.
  • Launching Tenta Missiles while a teammate is using a special designed to splat opponents, such as Sting Ray or Inkjet, can limit the opponents' escape options and even prevent them from Super Jumping to safety.

Countermeasures

  • Bomb Defense Up DX reduces the splash damage from both Suction Bombs (from 30 HP to 28.6 HP) and Tenta Missiles (from 50 HP to 48.3 HP),[12] improving its user's survivability against both the sub and special weapons of an opposing Kensa Splattershot user.[13][14]
  • Matchups between Kensa Splattershots on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates.
  • Any weapon that has a combination of longer range, better accuracy, or higher damage output without sacrificing too much mobility can counter a Kensa Splattershot. For example, both the Splattershot Pro and L-3 Nozzlenose and their respective variants meet all of these requirements.
  • A long-ranged weapon, such as a charger or most splatlings, can attack a Kensa Splattershot from long distance with impunity. However, once the Kensa Splattershot gets close, the tables are turned, as it can outmaneuver and outdraw its less mobile, slower firing opponent.
  • A competent Kensa Splattershot user is likely capable at both flanking and sharking:
    • Keep track of all four members of the opposing team – which ones are present, which ones are splatted, and which ones are back at their spawn point.
    • Check the map periodically for opposing ink forming around flanks to anticipate a flanking attack.
    • To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
    • Weapons that track opponents, such as Point Sensors, temporarily prevent an opponent from sharking and makes them an easier target for long-ranged teammates to pick off.
  • When pursued by a Kensa Splattershot, using almost any sub weapon (except for Squid Beakons) can either delay their pursuit or deter them from chasing.
  • When pursuing an opposing Kensa Splattershot, be wary of any Suction Bomb traps the opponent may have planted, such as around a corner or under a grate.
  • If an opposing Kensa Splattershot user throws a Suction Bomb onto the Tower while you are riding it, you can move to the other side of the Tower and use the stake for cover from the blast. However, be ready to fend off any opponents – including the opposing Kensa Splattershot user – who attempt to attack this other side.[15]
  • Be mindful of both when the opponent has Tenta Missiles ready and when the missiles are launched:
    • If an opponent attempts to launch them when nearby you, splat them quickly to reduce or even cancel their deployment.
    • When the opponent deploys their Tenta Missiles, avoid getting close to teammates - even when not targeted, as a targeted player crossing paths with a teammate might cause the other to get injured or splatted.
    • Whenever targeted by opposing Tenta Missles, unless actively engaging an opponent, only move enough to avoid damage and reduce the amount of turfing by the Missiles.[16]

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.

S2 Ability Bomb Defense Up DX.png Bomb Defense Up DX

A Kensa Splattershot user generally gets close enough to the opponent and their bombs. Ever since its introduction in Version 4.3.0, Bomb Defense Up DX will not only reduce the damage taken from opposing sub and special weapons that are not one-hit-splat but will also reduce the duration of the tracking effects of certain opponent's sub and special weapons, such as Point Sensors and Ink Mines, allowing the user of this ability to evade detection more easily. Just three ability points, or one sub, offer plenty of utility:[13][14]

  • The splash damage of most bombs is reduced from 30 HP to 28.6 HP. This reduction in damage provides two benefits:
    • It prevents its user from being exposed on their opponents' map by the splash damage of most single bombs.
    • Ink Armor will not break due to splash damage from a single bomb whose splash damage normally inflicts 30 HP of damage.
  • The splash damage of near-misses from either Tenta Missiles or Inkjet, the minimum splash damage of bubbles, and the collision damage from Baller are all reduced from 50 HP to 48.3 HP,[12] enabling one to survive two hits from any of these specific means of special weapon damage.
S2 Ability Comeback.png Comeback

Unless a Kensa Splattershot wielder is on an extended splatting streak, they can expect to get splatted often. When equipped, Comeback grants 10 ability points of six different stackable abilities for twenty seconds after respawning from getting splatted by an opponent:

Ink Saver (Sub) and Swim Speed Up are the most useful for the Kensa Splattershot user, allowing them to throw Suction Bombs more often and more quickly pursue and pressure the opponent upon returning from spawn.[13]

S2 Ability Ink Resistance Up.png Ink Resistance Up

Any good Kensa Splattershot user is expected to come in contact with the opponent's ink on various surfaces, which can both be damaging and reduce mobility. Ink Resistance Up not only partially offsets the reduction in mobility but also delays the damage taken from contact with opposing ink.[13][14]

  • Just three ability points, or one sub,…
    • …delays the damage taken from opposing ink by 10 frames.
    • …reduces the damage taken from 0.3 HP/f (health points per frame) to 0.2 HP/f.
    • …lowers the limit on the amount of damage opposing ink on surfaces can inflict from 40 HP to 38 HP.
    • …increases the normal running speed in opposing ink from 0.24 DU/f to 0.33 DU/f.[17]
    • …increases the jumping height in opposing ink from 0.8 to 0.854.[12]
  • Six ability point, or two subs,…
    • …delays the damage taken from opposing ink by 15 frames.
    • …reduces the damage taken to 0.2 HP/f.
    • …lowers the damage limit of opposing ink to 36.2 HP.
    • …increases the normal running speed in opposing ink to 0.39 DU/f.[17]
    • …increases the jumping height in opposing ink to 0.888.[12]
S2 Ability Last-Ditch Effort.png Last-Ditch Effort

Last-Ditch Effort is a Headgear-exclusive ability that, under specific conditions, grants its user 1 to 24 ability points each of the following abilities:

These abilities only begin to take effect under either of the following conditions:

  • There are at most 30 seconds remaining on the game clock, or Overtime has begun in a Ranked Battle, at which the maximum 24 ability points will be granted for each of the above abilities.
  • In a Ranked Battle, the opposing team's countdown has at most 50 points remaining. The effects of Last-Ditch Effort increase as the opposing team's countdown decreases from 50 to 30 points remaining, starting with 1 ability point for each ability and maxing out to 24 ability points.

Like other weapons whose builds include bombs, the Kensa Splattershot can greatly benefit from the reduced ink consumption per Suction Bomb used, allowing its user to spam Suction Bombs during either a crucial defensive stand or a late attempt to reclaim the lead.[13]

S2 Ability Main Power Up.png Main Power Up

Main Power Up increases accuracy while either on the ground or in mid-air, allowing a Kensa Splattershot user to maintain some accuracy while jumping.[13]

S2 Ability Quick Respawn.png Quick Respawn

Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Kensa Splattershot user to remain aggressive even after getting splatted.[13]

  • 16 ability points – one main and two subs – are enough to reduce the respawn time from 8.5 seconds to 6.67 seconds.
  • 26 ability points – two mains and two subs – are enough to reduce the respawn time from 8.5 seconds to 5.8 seconds.[18]
S2 Ability Quick Super Jump.png Quick Super Jump

Quick Super Jump decreases both the "charge" time before and the travel time of a Super Jump. Kensa Splattershot users will benefit since Quick Super Jump allows them to both return to the front lines more quickly and escape unfavorable situations more easily to preserve special gauge progress.[13][14]

  • One sub, or 3 ability points, of Quick Super Jump decreases the "charge" time by 22 frames, or 0.36 seconds.[17]
S2 Ability Stealth Jump.png Stealth Jump

Super Jumping to a teammate after respawning carries the risk of getting splatted upon landing, due to the appearance of a Super Jump indicator. When equipped, Stealth Jump better covers this indicator from long distance opponents, allowing its user to more safely return to the front lines and maintain pressure on the opponent.[13] [19]

References

  1. YouTube "Splatoon 2 - Weapon Roles and Playstyles (Classifying every Weapon)" by Wadsm
  2. YouTube "Splatoon 2 - Quick Tip Analysis: 'Splattershot'" by ThatSrb2DUDE, formerly of Team Olive
  3. YouTube "Splatoon 2 5.3 Tier List Part 4 (Main Weapons - High Tiers) (Splat Zones Only)" by Chara of Climb
  4. YouTube "Weapons And Roles In Splatoon 2: A Complete Overview" by Chara of Climb
  5. YouTube "How To Get Good Using Splattershot?! (+ Handcam) | Splatoon 2" by ThatSrb2DUDE, formerly of Team Olive
  6. YouTube "Splatoon 2 North American Open September 2020 - Finals - Part 3" Game 5, Burstie (FTWin) throws a Suction Bomb onto the Tower, splatting Jared (Starburst) and forcing Ice and Ant (Starburst) to reposition themselves
  7. YouTube "How To Get Good Using The N-Zap 8X?! (+ Handcam) | Splatoon 2" ThatSrb2DUDE, formerly of Team Olive, splats an opposing Tenta Brella user by throwing a Suction Bomb into the rear of their brella shield
  8. YouTube "Qualifier Finals Part 2 | Splatoon 2 North America Inkling Open 2019" Game 2, Ross (ɪик Sigma) splats Arashi (Lowkey) with a Fizzy Bomb thrown onto bubbles launched by Astrocities (ɪик Sigma)
  9. YouTube "Tenta Missiles Vs Ink Armor: How To Design A Simple Special (Splatoon 2 Special Design Pt 1)" by Chara of Climb
  10. YouTube "Splatoon 2 5.3 Tier List Part 2 (Specials) (Splat Zones Only)" by Chara of Climb
  11. 11.0 11.1 YouTube "Splatoon 2 - What is a good team comp? (TOP 6 mistakes)" by Sendou, formerly of Team Olive
  12. 12.0 12.1 12.2 12.3 loadout.ink - Stat Calculator & Gear Planner for Splatoon 2, applicable for Version 4.8.0
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 YouTube "Splatoon 2 - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)" by Wadsm
  14. 14.0 14.1 14.2 14.3 YouTube "How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | Splatoon 2" by ThatSrb2DUDE, formerly of Team Olive
  15. YouTube "Transatlantic Splatoon League 2 Europe Pool Week 5 - RADIANCE vs. Usual Guys" Game 1, Obito (RADIANCE) avoids two Suction Bombs thrown onto the Tower while riding it
  16. YouTube "Nintendo 2019 World Championship Tournaments" 2019 Splatoon 2 World Championship, Ink Pools, Game 3, Geo (Lime Soda) retreats only enough to avoid Tenta Missiles launched by Grey (Alliance Rogue)
  17. 17.0 17.1 17.2 Sendou.ink Splatoon 2 Build Analyzer
  18. Sendou.ink Splatoon 2 Build Analyzer
  19. Lean's Loadout Database - Useage of abilities in Ranked modes