Competitive:N-ZAP '85: Difference between revisions

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{{Unofficial}}
{{Unofficial}}
{{For|information about the N-ZAP '85|N-ZAP '85}}
{{For|information about the N-ZAP '85|N-ZAP '85}}
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{{Infobox/Weapon/Strategy
{{Infobox/Weapon/Strategy
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|ink          = 0.8%
|ink          = 0.8%
|points      = 200
|points      = 200
|role        = [[Community Glossary#Slayer|Slayer]]<ref name="How To Get Good Using The N-Zap 8X?! (+ Handcam) | ''Splatoon 2''">[https://www.youtube.com/watch?v=7fJQ5uQc_I4 {{YT}} "How To Get Good Using The N-Zap 8X?! (+ Handcam) | ''Splatoon 2''"] by [https://www.youtube.com/user/ThatSrb2DUDE ThatSrb2DUDE], formerly of Team Olive</ref>/'''[[Community Glossary#Support|Support]]'''<ref>[https://www.youtube.com/watch?v=Kwh8m8JSczc&t=469s {{YT}} "''Splatoon 2'' - Weapon Roles and Playstyles (Classifying every Weapon)"] by [https://www.youtube.com/user/TheWadsm Wadsm]</ref> [[Community Glossary#Flex|Flex]]
|role        = [[Community Glossary#Slayer|Slayer]]<ref name="How To Get Good Using The N-Zap 8X?! (+ Handcam) | ''Splatoon 2''">[https://www.youtube.com/watch?v=7fJQ5uQc_I4 {{YT}} "How To Get Good Using The N-Zap 8X?! (+ Handcam) | ''Splatoon 2''"] by [https://www.youtube.com/user/ThatSrb2DUDE ThatSrb2DUDE], formerly of Team Olive</ref>/'''[[Community Glossary#Support|Support]]'''<ref name="''Splatoon 2'' - Weapon Roles and Playstyles (Classifying every Weapon)">[https://www.youtube.com/watch?v=Kwh8m8JSczc&t=469s {{YT}} "''Splatoon 2'' - Weapon Roles and Playstyles (Classifying every Weapon)"] by [https://www.youtube.com/user/TheWadsm Wadsm]</ref><ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)">[https://www.youtube.com/watch?v=uVcdKDVY65o&t=1298s {{YT}} "The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"] by [https://www.youtube.com/channel/UC8oq21InluabCpgfuUg-Gcg Chara], formerly of [https://twitter.com/prophecy_spl Prophecy] and [https://twitter.com/Climb_Spl Climb]</ref> [[Community Glossary#Flex|Flex]]
|strengths    = [[Mobility#Splatoon 2|Mobility]], [[Community Glossary#Turfing|turfing]], rapid firing rate, ink efficiency, Suction Bomb [[Community Glossary#Spamming|spamming]], Ink Armor [[Community Glossary#Farming|farming]], flexible with abilities<ref name="How To Get Good Using The N-Zap 8X?! (+ Handcam) | ''Splatoon 2''"/><ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)">[https://www.youtube.com/watch?v=uVcdKDVY65o&t=1298s {{YT}} "The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"] by [https://www.youtube.com/channel/UC8oq21InluabCpgfuUg-Gcg Chara], formerly of [https://twitter.com/prophecy_spl Prophecy] and [https://twitter.com/Climb_Spl Climb]</ref>
|strengths    = [[Mobility#Splatoon 2|Mobility]], [[Community Glossary#Turfing|turfing]], rapid firing rate, ink efficiency, Suction Bomb [[Community Glossary#Spamming|spamming]], Ink Armor [[Community Glossary#Farming|farming]], flexible with abilities<ref name="How To Get Good Using The N-Zap 8X?! (+ Handcam) | ''Splatoon 2''"/><ref name="''Splatoon 2'' - Weapon Roles and Playstyles (Classifying every Weapon)"/><ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"/>
|weaknesses  = Weak damage, short range
|weaknesses  = Weak damage, short range
}}
}}
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===Use===
===Use===
The N-ZAP '85 is an all-rounded support weapon and a reasonably capable slayer's weapon:
The N-ZAP '85 is an all-rounded support weapon and a reasonably capable slayer weapon:
* Its greatest advantage is its mobility, which – along with advanced movement techniques, such as [[Community Glossary#Sub strafing|sub strafing]] and [[Community Glossary#Ledge canceling|ledge canceling]] – can be exploited to avoid incoming fire, pursue retreating opponents, and quickly respond to opposing pushes.<ref name="25 USEFUL ''Splatoon'' FACTS You SHOULD Know">[https://www.youtube.com/watch?v=jUaIqTNvwvE {{YT}} "25 USEFUL ''Splatoon'' FACTS You SHOULD Know"] by Chara, formerly of Prophecy and Climb</ref>
* Its greatest advantage is its mobility, which – along with advanced movement techniques, such as [[Community Glossary#Sub strafing|sub strafing]] and [[Community Glossary#Ledge canceling|ledge canceling]] – can be exploited to avoid incoming fire, pursue retreating opponents, and quickly respond to opposing pushes.<ref>[https://www.youtube.com/watch?v=bnZyqRLBnxw {{YT}} "''Splatoon 2'' - How To "Sub Strafe" (The Wave Dash of ''Splatoon'')"] by ThatSrb2DUDE, formerly of Team Olive</ref><ref name="''Splatoon 2'' - Advanced Techniques, Tips and Tricks (Ultimate Overview)">[https://www.youtube.com/watch?v=VVzxXG446X4 {{YT}} "''Splatoon 2'' - Advanced Techniques, Tips and Tricks (Ultimate Overview)"] by Wadsm</ref><ref>[https://www.youtube.com/watch?v=VgOdyMi7j-8 {{YT}} "Easy Tips To Move BETTER AND STEALTHIER"] by Chara, formerly of Prophecy and Climb</ref>
** Its movement speed while firing (0.84 DU/f) is higher than those of most other support weapons, such as the [[Competitive:H-3 Nozzlenose D|H-3 Nozzlenose D]] (0.60 DU/f), the [[Competitive:Kensa Splattershot|Kensa Splattershot]], and even the lightweight Splattershot Jr. and [[Competitive:Neo Splash-o-matic|Neo Splash-o-matic]] (all 0.72 DU/f). Only the middleweight [[Competitive:Mini Splatling|Mini Splatling]] (0.86 DU/f) and [[Competitive:Foil Flingza Roller|Flingza Roller]] (1.08 DU/f) have faster movement speeds while firing.
** Its movement speed while firing (0.84 DU/f) is higher than those of most other support weapons, such as the [[Competitive:H-3 Nozzlenose D|H-3 Nozzlenose D]] (0.60 DU/f), the [[Competitive:Kensa Splattershot|Kensa Splattershot]], and even the lightweight Splattershot Jr. and [[Competitive:Neo Splash-o-matic|Neo Splash-o-matic]] (all 0.72 DU/f). Only the middleweight [[Competitive:Mini Splatling|Mini Splatling]] (0.86 DU/f) and [[Competitive:Foil Flingza Roller|Flingza Roller]] (1.08 DU/f) have faster movement speeds — but only while firing.
* It has a rapid rate of fire (5 frames between shots), which translates into two advantages:
* It has a rapid rate of fire (5 frames between shots), which translates into two advantages:
** It turfs territory quickly, allowing its user to maintain [[Community Glossary#Map control|map control]], [[Community Glossary#Cap|cap]] [[Splat Zones]], and farm Ink Armor quickly. Maximize the efficiency of your turfing by rocking your aim up and down while strafing sideways.<ref>[https://www.youtube.com/watch?v=HvR9bFQYjFU {{YT}} "An EASY Way To PAINT BETTER And Get FASTER SPECIAL In ''Splatoon 2'' (Quick Tip)"] by Chara of Climb</ref>
** It turfs territory quickly, allowing its user to maintain [[Community Glossary#Map control|map control]], [[Community Glossary#Cap|cap]] [[Splat Zones]], and farm Ink Armor quickly. Maximize the efficiency of your turfing by rocking your aim up and down while strafing sideways.<ref>[https://www.youtube.com/watch?v=HvR9bFQYjFU {{YT}} "An EASY Way To PAINT BETTER And Get FASTER SPECIAL In ''Splatoon 2'' (Quick Tip)"] by Chara of Climb</ref>
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Despite its versatility, the N-ZAP '85 still has some disadvantages:
Despite its versatility, the N-ZAP '85 still has some disadvantages:
* Its damage per shot is low and – unlike the Neo Splash-o-matic – cannot be augmented with [[Main Power Up]]. The main weapon will have difficulty breaking through opponents' [[brella]] shields and [[Competitive:Splash Wall|Splash Walls]].
* Its damage per shot is low and – unlike the Neo Splash-o-matic – cannot be augmented with [[Main Power Up]]. The main weapon will have difficulty breaking through opponents' [[brella]] shields and [[Competitive:Splash Wall|Splash Walls]].
* Its short range (116.99 DU) puts its user at a disadvantage in a number of matchups, such as against an opposing user of a [[Slosher (weapon class)|slosher]] (e.g., 120 DU for the Tri-Slosher), a Mini Splatling (130.1-154.1 DU), or [[Competitive:Dualie Squelchers|Dualie Squelchers]] (160.396 DU).<ref name="''Splatoon 2'' range list">[https://pastebin.com/QdQDD9Ch ''Splatoon 2'' range list] compiled by DrFetus</ref>
* Its short range (116.99 DU) puts its user at a disadvantage in a number of matchups, such as against an opposing user of a [[Slosher (weapon class)|slosher]] (e.g., 120 DU for the [[Competitive:Tri-Slosher|Tri-Slosher]]), a Mini Splatling (130.1-154.1 DU), or [[Competitive:Dualie Squelchers|Dualie Squelchers]] (160.396 DU).<ref name="''Splatoon 2'' range list">[https://pastebin.com/QdQDD9Ch ''Splatoon 2'' range list] compiled by DrFetus</ref>
* These two weaknesses make an opposing [[Competitive:Kensa .52 Gal|Kensa .52 Gal]] user (124.944 DU)<ref name="''Splatoon 2'' range list"/> a difficult opponent to challenge. Try to avoid direct confrontations against them and focus on easier opponents or other tasks, such as Suction Bomb support or Ink Armor farming.
* These two weaknesses make an opposing [[Competitive:Kensa .52 Gal|Kensa .52 Gal]] user (with 52 HP of damage per shot, a range of 124.944 DU,<ref name="''Splatoon 2'' range list"/> and a Splash Wall) a difficult opponent to challenge. Try to avoid direct confrontations against them and instead focus on easier opponents or other tasks, such as Suction Bomb support or Ink Armor farming.
'''[[Competitive:Suction Bomb|Suction Bombs]]''' are powerful lethal bombs with some unique applications, thanks to their ability to attach to [[surfaces]]:
'''[[Competitive:Suction Bomb|Suction Bombs]]''' are powerful lethal bombs with some unique applications, thanks to their ability to attach to [[surfaces]]:
* They have higher lethal damage (220 HP) and a larger blast radius (80 DU) than [[Competitive:Splat Bomb|Splat Bombs]] to offset their slower detonation time (two seconds), providing a few advantages:
* They have higher lethal damage (220 HP) and a larger blast radius (80 DU) than [[Competitive:Splat Bomb|Splat Bombs]] to offset their slower detonation time (two seconds), providing a few advantages:
** They can [[Community Glossary#Area denial|deny larger areas]] from opponents even behind a [[Competitive:Tenta Brella|Tenta Brella]] shield (if thrown onto the very top of the shield)!<ref name="25 USEFUL ''Splatoon'' FACTS You SHOULD Know"/>
** They can [[Community Glossary#Area denial|deny larger areas]] from opponents, such as around a corner, beneath a ledge, or even behind a [[Competitive:Tenta Brella|Tenta Brella]] shield (if thrown onto the very top of the shield)!<ref name="''Splatoon 2'' - Advanced Techniques, Tips and Tricks (Ultimate Overview)"/><ref name="PAX East Finals Pt. 3 | ''Splatoon 2'' NA Inkling Open 2019">[https://www.youtube.com/watch?v=uCDvaJnIr1U&t=1519s {{YT}} "PAX East Finals Pt. 3 | ''Splatoon 2'' NA Inkling Open 2019"] Game 3, Shak (FTWin) plants a Suction Bomb beneath a ledge, splatting his pursuer, Chara a.k.a. The One (Lowkey)</ref><ref name="25 USEFUL ''Splatoon'' FACTS You SHOULD Know">[https://www.youtube.com/watch?v=jUaIqTNvwvE&t=352s {{YT}} "25 USEFUL ''Splatoon'' FACTS You SHOULD Know"] by Chara, formerly of Prophecy and Climb</ref>
** The extra damage gives their user a slightly quicker means to damage an opponent's brella shield or Splash Wall, particularly when [[Object Shredder]] is equipped (versus Splash Wall).
** The extra damage gives their user a slightly quicker means to damage an opponent's brella shield or Splash Wall, particularly when [[Object Shredder]] is equipped (versus Splash Wall).
** The larger blast radius also applies to turf inked, making Suction Bombs very effective at capping or holding a Splat Zone from a safe distance.
** The larger blast radius also applies to turf inked, making Suction Bombs very effective at capping or holding a Splat Zone from a safe distance.
* Their ability to attach to surfaces enables their user to plant them on (and deny opponents access to) walls, [[grate]] bridges and catwalks (by attaching one underneath), and 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>
* Their ability to attach to surfaces enables their user to plant them on (and deny opponents access to) walls, [[grate]] bridges and catwalks (by attaching one underneath), and the [[Tower Control|Tower]].<ref name="''Splatoon 2'' - Advanced Techniques, Tips and Tricks (Ultimate Overview)"/><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>
* Like Splat Bombs, they can be used to poke at and zone out opponents during the [[Community Glossary#Phases|neutral phase]], flush out opposing [[Community Glossary#Anchor|anchor]]s from perches, lead a push into opposing turf, stall an opponent's push, or provide space to escape.
* Like Splat Bombs, they can be used to poke at and [[Community Glossary#Zoning (Spacing)|zone]] out opponents during the [[Community Glossary#Phases|neutral phase]], flush out opposing [[Community Glossary#Anchor|anchors]] from perches, lead a push into opposing turf, 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 [[Competitive:Baller|Baller]] or the [[Rainmaker shield]], while detonating on contact.
* A Suction Bomb can damage or destroy an opponent's brella shield, Splash Wall, or [[Competitive:Baller|Baller]] or the [[Rainmaker shield]], while detonating on contact.
** Any opponents caught within the Suction Bomb's explosion will get damaged or splatted.<ref name="How To Get Good Using The N-Zap 8X?! (+ Handcam) | ''Splatoon 2''"/>
** Any opponents caught within the Suction Bomb's explosion will get damaged or [[Splat (occurrence)|splatted]].<ref name="How To Get Good Using The N-Zap 8X?! (+ Handcam) | ''Splatoon 2''"/>
** 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>
** 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]], [[Competitive:Booyah Bomb|Booyah Bomb]], or [[Competitive:Ultra Stamp|Ultra Stamp]] will defuse any Suction Bombs it touches, so hold off using them until after their special weapon finishes.
* An opponent's [[Competitive:Splashdown|Splashdown]], [[Competitive:Booyah Bomb|Booyah Bomb]], or [[Competitive:Ultra Stamp|Ultra Stamp]] will defuse any Suction Bombs it touches, so hold off using them until after their special weapon finishes.
'''[[Competitive:Ink Armor|Ink Armor]]''' enables its user's team to either initiate a push, to recapture a Splat Zone for example, or maintain one, such as while [[Community Glossary#Lockout|locking out]] the opponent.
'''[[Competitive:Ink Armor|Ink Armor]]''' enables its user's team to either push into opposing turf more aggressively or more staunchly hold its ground, such as while [[Community Glossary#Lockout|locking out]] the opponent:
* Time the activation of Ink Armor carefully so that you and your teammates receive its protection before engaging the opponent.
* Time the activation of Ink Armor carefully so that you and your teammates receive its protection before engaging the opponent.
* Try to activate Ink Armor when most or all teammates are active. Slayers, who risk getting splatted more often, benefit from Ink Armor more than [[Community Glossary#Anchor|anchor]]s do.
* Try to use Ink Armor when most or all teammates are active. Slayers, who risk getting splatted more often, benefit from Ink Armor more than anchors do.
* Upon activation, Ink Armor will protect its user and their teammates except for those either carrying the [[Rainmaker (weapon)|Rainmaker]] or using either Baller or Booyah Bomb.
* Upon activation, Ink Armor will protect its user and their teammates except for those either carrying the [[Rainmaker (weapon)|Rainmaker]] or using either Baller or Booyah Bomb. Also, players protected by Ink Armor lose it upon gaining possession of the Rainmaker.
** Also, players protected by Ink Armor lose it upon gaining possession of the Rainmaker.
** As a support player, an N-ZAP '85 user is often expected to carry the Rainmaker, usually following the path turfed by their slayer teammates, who push into opposing turf. Whenever possible, farm Ink Armor and use it just before picking up the Rainmaker.
** A support player, such as an N-ZAP '85 user, is often expected to carry the Rainmaker while their slayer teammates provide protection up front while turfing a path of ink. Therefore, while Ink Armor will not protect the Rainmaker carrier, it will still benefit their teammates, so cast Ink Armor just before picking up the Rainmaker whenever possible.


===Synergy===
===Synergy===
The N-ZAP '85 is good at turfing and building up Ink Armor but has relatively weak damage. Therefore, it makes a good complement to – and is well complemented by – a [[Community Glossary#Slayer|slayer]], particularly one whose weapon has trouble turfing, such as a [[Competitive:Splattershot Pro|Splattershot Pro]] or a blaster.
The N-ZAP '85's great turfing, Suction Bombs, and Ink Armor make it an excellent fit in many team [[Community Glossary#Composition|compositions]]. However, make sure to include at least one longer-ranged weapon along with the short-ranged N-ZAP '85, as having a team composition with only short-ranged weapons 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>
* Turfing while following a teammate builds up Ink Armor and provides friendly turf to which a teammate can retreat whenever needed.
* Cooperate with the teammate using both the main weapon and Suction Bombs when engaging an opponent: attack from different angles, or force the opponent to come within range of the teammate's weapon.
* If your teammate gets splatted and an opponent is still present, then determine how weakened they are before deciding whether to continue engaging or retreat. If more than one opponent is present, then consider retreating – via [[Super Jump|super jumping]] if necessary – to maintain Ink Armor progress.
While a team might get away with having one or two users of short-ranged weapons, such as the N-ZAP '85, having a team [[Community Glossary#Composition|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.
* 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.
* The opposing slayers can play more aggressively, knowing that there is no long-ranged threat to pick them off from afar.
Multiple Ink Armors used by the same team do not stack. Therefore, it would be redundant for a team to have more than two Ink Armor users.<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
Because an N-ZAP '85 user provides such valuable support for their team, they will always be a tactical target for the opposing team. Due to their weak damage, they would also benefit from having teammates wielding weapons that are effective at splatting opponents.<ref>[https://www.youtube.com/watch?v=DbYvEEBq2Wk {{YT}} "How To Build An AMAZING Team Comp (''Splatoon'') Ft. Dr. Prodigy"] by Chara, formerly of Prophecy and Climb</ref>
*If another Ink Armor user is on the team, it is advised that one be the more aggressive while the other remain in the support role based on the main weapons present. For example, an N-ZAP '85 should be used more aggressively than a Splattershot Jr. but not as aggressively as a [[Competitive:Tri-Slosher|Tri-Slosher]].
* Slayers using poor turfing or ink-guzzling weapons – such as blasters, sloshers, Dualie Squelchers, and the [[Competitive:Foil Squeezer|Foil Squeezer]] – would benefit from an N-ZAP '85 user's rapid turfing, which can pave escape lanes through which they can retreat whenever necessary.
* In general, when two Ink Armor-based weapons are on a team, the user of the more aggressive weapon should activate Ink Armor first, freeing them to engage the opponent without potentially losing both a potential Ink Armor and special gauge progress. For example, an N-ZAP '85 user should activate their Ink Armor first if their teammate has a Splattershot Jr., but they should let a Tri-Slosher wielder use their Ink Armor first instead.
* Teammates using weapons that depend on map control to be effective – most [[roller]]s, [[Competitive:Classic Squiffer|Squiffers]], and [[Competitive:Nautilus 79|Nautiluses]] – would also benefit from a friendly N-ZAP '85 user's consistent turfing output.
While special weapons used in combination are beneficial in general, the combination of Ink Armor with either [[Competitive:Inkjet|Inkjet]] or Ultra Stamp is particularly invaluable for the user of the latter special, improving their survivability:
While Ink Armor is a valuable global special weapon, having more than one reduces the number of unique special weapons your team can have. Plus, multiple Ink Armors used by the same team do not stack. Therefore, it would be redundant for a team to have more than two Ink Armor users.<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
* Because an Ink Armored player can withstand more damage — especially from an opponent's charger, an armored Inkjet pilot can fly more aggressively.
* If another teammate has Ink Armor, they should at least provide something that the N-ZAP '85 is lacking. A friendly Tri-Slosher user would be a good example of this. Thus, while a second N-ZAP '85 user who is willing to adopt a more aggressive playstyle and [[Community Glossary#Loadout (Kit)|loadout]] could be an effective teammate, a Splattershot Jr. or [[Competitive:Kensa Undercover Brella|Kensa Undercover Brella]] user would not be as effective a teammate since both weapons are even less competent in one-on-one matchups.
* An armored Ultra Stamp user is also more difficult for opponents to splat while swinging the hammer. However, they are easier to spot when submerged in their ink.
* An N-ZAP '85 user's Ink Armor can supplement that of a teammate whose weapon has difficulty farming Ink Armor consistently due to slow turfing ([[Competitive:Rapid Blaster Pro Deco|Rapid Blaster Pro Deco]]), a high [[special gauge]] requirement (H-3 Nozzlenose D), or both ([[Competitive:Custom Hydra Splatling|Custom Hydra Splatling]]).
While special weapons used in combination are beneficial in general, a user of either [[Competitive:Inkjet|Inkjet]] or Ultra Stamp would particularly benefit from the added survivability provided by Ink Armor:
* An armored Inkjet pilot can fly more aggressively with less worry of getting splatted in one shot by an opponent's blaster, roller, or charger.
* An armored Ultra Stamp wielder is less vulnerable to attacks from either the sides or behind. However, they are easier to spot when submerged in their ink.


===Countermeasures===
===Countermeasures===
* Other Ink Armor-based support weapons each have at least one specific advantage over the N-ZAP '85:
An opposing N-ZAP '85 user provides invaluable support – turfing, Suction Bombs, and Ink Armor – for their team. Eliminating them will cripple their team's ability to either push into your turf or repel your team's push. However, do not underestimate their fighting capability.
** The Splattershot Jr. has faster turfing, a lower special gauge requirement, and a larger [[ink tank]], the latter which more easily enables bomb spamming.
* One-on-one matchups between N-ZAP '85 users on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates. However, the better N-ZAP '85 user is not always the one who wins one-on-one matchups over the other but the one who supports their team in a more frequent and more timely manner.
** Both the .96 Gal and H-3 Nozzlenose D outrange (160.396 DU)<ref name="''Splatoon 2'' range list"/> and overpower the N-ZAP '85.
* Users of slayer and support weapons with equal or better range and damage over an opposing N-ZAP '85 user usually have an advantage in a one-on-one matchup. However, users of slow-firing weapons (such as a blaster, slosher, or the H-3 Nozzlenose) should respect the opposing N-ZAP '85 user's rapid firing rate and not let them get too close.
** Both the .96 Gal and the Kensa Undercover Brella have lower special gauge requirements (190p) than the N-ZAP '85.
* If used skillfully, most brellas (namely, [[Competitive:Sorella Brella|Splat]] or [[Competitive:Tenta Brella|Tenta Brellas]] but not [[Competitive:Kensa Undercover Brella|Undercover Brellas]]) and Splash Walls can limit the mobility and influence of an opposing N-ZAP '85 user. However, beware of any Suction Bombs they might throw at your brella shield or Splash Wall.<ref name="25 USEFUL ''Splatoon'' FACTS You SHOULD Know"/>
** The Kensa Undercover Brella has a shield for protection and [[Competitive:Torpedo|Torpedoes]] for both zoning and distracting opponents.
* The user of any long-ranged weapon, such as a charger or a [[Competitive:Jet Squelcher|Jet Squelcher]], can not only fire upon an opposing N-ZAP '85 user with impunity but can also deprive the opposing team of Ink Armor. However, should the opposing N-ZAP '85 user sneak up, they can outmaneuver and outdraw their less mobile, slower firing opponent.
* While the N-ZAP '85 stands better against slayer's weapons than the Splattershot Jr., most slayer's weapons still have an advantage in a one-on-one, particularly in terms of damage. However, be wary of any Suction Bomb traps an opposing N-ZAP '85 might plant while retreating, such as around a corner or underneath a grate.
* When pursuing an opposing N-ZAP '85 user, be wary of any Suction Bomb traps they might have planted, such as around a corner or under a grate.<ref name="PAX East Finals Pt. 3 | ''Splatoon 2'' NA Inkling Open 2019"/>
* If an opposing N-ZAP '85 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 N-ZAP '85 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>
* If an opposing N-ZAP '85 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 N-ZAP '85 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>
* Keep an eye on the HUD to know when the opponent's N-ZAP '85 has Ink Armor ready to use, and both watch and listen for when it is activated.
* Keep an eye on the HUD to know when an opposing N-ZAP '85 user has Ink Armor ready to use, and both watch and listen for when it is activated.
** The best way to prevent the opponent from using armor is to splat the opponent with the N-ZAP '85 (or any other Ink Armor-equipped weapon). A [[charger]] user can prioritize said opponent when sniping, or a slayer can attempt to pick off an unwary N-ZAP '85.
** Splatting an opposing N-ZAP '85 user before or while they activate their Ink Armor will prevent it from being applied to their teammates.
** Fight fire with fire by having and using Ink Armor to counter the opposing N-ZAP '85 user's Armor. Skirmishes between armored teams will depend on when each Ink Armor was activated, the players' skill and positioning, turf control, and the availability of other specials.
** Fight fire with fire by having and using Ink Armor to counter the opposing N-ZAP '85 user's Armor.
** Ink Armor can negate up to 30 HP of damage, so there are a few main and sub weapons that can remove an opponent's Ink Armor in one hit:
** Ink Armor can negate up to 30 HP of damage, so there are a few means to remove an opponent's Ink Armor in one hit:
*** For example, all variants of the [[Competitive:Splattershot|Splattershot]], the Splattershot Pro, and the [[Competitive:Splat Dualies|Splat Dualies]] all inflict at least 30 HP of damage per shot and fire relatively rapidly. All variants of the [[Competitive:Splash-o-matic|Splash-o-matic]] and the [[Competitive:Dualie Squelchers|Dualie Squelchers]] can also accomplish this with enough [[Main Power Up]].
*** Most rapid-firing weapons inflict at least 30 HP of damage per shot, and a few more can reach this threshold with enough Main Power Up.
*** [[Object Shredder]] triples damage inflicted onto armored opponents, allowing weapons that cannot otherwise inflict 30 HP of damage to break an opponent's Ink Armor in one hit.<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> Combining Object Shredder with [[Ink Storm]] can nearly neutralize armored pushes by the opponent.
*** [[Object Shredder]] triples damage inflicted onto armored opponents, allowing weapons that cannot otherwise inflict 30 HP of damage to remove an opponent's Ink Armor in one shot.<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="Some Of The Best Main Only Abilities - Shoe Exclusives (''Splatoon 2'' Gear Guide Pt 4)">[https://www.youtube.com/watch?v=HIwon3rW5UM&t=183s {{YT}} "Some Of The Best Main Only Abilities - Shoe Exclusives (''Splatoon 2'' Gear Guide Pt 4)"] by Chara, formerly of Prophecy and Climb</ref> Combining Object Shredder with [[Ink Storm]] can nearly neutralize armored pushes by the opponent.
*** The [[Damage#Splash damage|splash damage]] of most bombs will destroy the Ink Armor of opponents who have no [[Bomb Defense Up DX]] equipped.<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''">[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><ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''">[https://selicia.github.io/en_US/#0013000000000000000000000 loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''], applicable for Version 4.8.0</ref> [[Competitive:Burst Bomb|Burst Bombs]] are quite effective at this due to their instant explosion and low ink consumption.<ref>[https://www.youtube.com/watch?v=HQrCl4J4VVo&t=86s {{YT}} "''Splatoon 2'': Educational Perfect Placement Matches (Splat Zones)"] [https://www.youtube.com/channel/UCz_X6zTwhS8jWiIoiNISukQ Kiver] of Radiance (EU) destroys an opponent's Ink Armor with a Burst Bomb</ref>
*** The [[Damage#Splash damage|splash damage]] of most bombs will destroy the Ink Armor of opponents who have no [[Bomb Defense Up DX]] equipped.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/><ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''">[https://selicia.github.io/en_US/#0013000000000000000000000 loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''], applicable for Version 4.8.0</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><ref name="Add 3 Abilities To EASILY Improve Your Gear on ANY Weapon (''Splatoon 2'' Gear Guide Pt 1)">[https://www.youtube.com/watch?v=vB8LwBCzMI8 {{YT}} "Add 3 Abilities To EASILY Improve Your Gear on ANY Weapon (''Splatoon 2'' Gear Guide Pt 1)"] by Chara, formerly of Prophecy and Climb</ref> [[Competitive:Burst Bomb|Burst Bombs]] are quite effective at this due to their instant explosion and low ink consumption.<ref>[https://www.youtube.com/watch?v=HQrCl4J4VVo&t=86s {{YT}} "''Splatoon 2'': Educational Perfect Placement Matches (Splat Zones)"] [https://www.youtube.com/channel/UCz_X6zTwhS8jWiIoiNISukQ Kiver] of Radiance (EU) destroys an opponent's Ink Armor with a Burst Bomb</ref>
** Otherwise, focus fire on armored opponents for longer than usual - preferably while ganging up on one opponent at a time - to compensate for their armor.


===Gear abilities===
===Gear abilities===
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-->
-->
; {{Ability|S2|Bomb Defense Up DX}}
; {{Ability|S2|Bomb Defense Up DX}}
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. This is a useful ability for almost any player, including an N-ZAP '85 user, whether they play as a slayer or a support player. 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''"/>
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. This is a useful ability for almost any player, including an N-ZAP '85 user. 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="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''"/><ref name="How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''"/><ref name="Add 3 Abilities To EASILY Improve Your Gear on ANY Weapon (''Splatoon 2'' Gear Guide Pt 1)"/>
* The splash damage of most bombs is reduced from 30 HP to 28.6 HP. This reduction in damage provides two benefits:
* 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.
** It prevents its user from being exposed on their opponents' [[map]] by the splash damage of most single bombs.
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; {{Ability|S2|Comeback}}
; {{Ability|S2|Comeback}}
An N-ZAP '85 wielder who adopts an aggressive playstyle can expect to get splatted often unless they go on an extended splatting streak. Comeback is a [[List of headgear in Splatoon 2|headgear]]-exclusive ability that, when equipped, grants 10 ability points of six different stackable abilities for twenty seconds after respawning from getting splatted by an opponent:
Comeback is a [[List of headgear in Splatoon 2|headgear]]-exclusive ability that, when equipped, grants 10 ability points of six different stackable abilities for twenty seconds after respawning from getting splatted by an opponent:
* {{Ability|S2|Ink Recovery Up}}
* {{Ability|S2|Ink Recovery Up}}
* {{Ability|S2|Ink Saver (Main)}}
* {{Ability|S2|Ink Saver (Main)}}
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* {{Ability|S2|Swim Speed Up}}
* {{Ability|S2|Swim Speed Up}}
* {{Ability|S2|Special Charge Up}}
* {{Ability|S2|Special Charge Up}}
Both Ink Saver (Sub) and Special Charge Up provide the best benefits the aggressive N-ZAP '85 user, allowing them to pursue and pressure the opponent upon returning from spawn with the freedom to use both their main and sub weapons while building up their special gauge more quickly.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
Overall, a just-respawned N-ZAP '85 user can spam their bombs more often, farm Ink Armor more quickly, and more quickly respond to the opponents' push.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/><ref name="The BEST AND WORST Abilities - Headgear Exclusives (''Splatoon 2'' Gear Guide Pt 2)">[https://www.youtube.com/watch?v=Dw1B86DdxLc {{YT}} "The BEST AND WORST Abilities - Headgear Exclusives (''Splatoon 2'' Gear Guide Pt 2)"] by Chara, formerly of Prophecy and Climb</ref> While Comeback is not commonly used by most N-ZAP '85 users – only present on 17.10% of 1299 builds submitted to Sendou.ink<ref name="Sendou.ink N-ZAP '85 Builds">[https://sendou.ink/builds?weapon=N-ZAP+%2785 Sendou.ink N-ZAP '85 Builds]</ref> – due to the weapon's supportive nature, it can be useful for a more aggressive playstyle (e.g., for a second N-ZAP user on a team).


; {{Ability|S2|Ink Resistance Up}}
; {{Ability|S2|Ink Resistance Up}}
An N-ZAP '85 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''"/>
Every player, including an N-ZAP '85 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''"/>
{| class="wikitable sitecolor-s2"
{| class="wikitable sitecolor-s2"
! Ability<br>points !! Mains !! Subs !! Invulnera-<br>bility time<br>(frames) !! Rate of<br>damage<br>(HP/f) !! Maximum<br>damage<br>(HP) !! Run speed<br>in opposing<br>ink (DU/f) !! Jump height<br>in opposing<br>ink<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''"/>
! Ability<br>points !! Mains !! Subs !! Invulnera-<br>bility time<br>(frames) !! Rate of<br>damage<br>(HP/f) !! Maximum<br>damage<br>(HP) !! Run speed<br>in opposing<br>ink (DU/f) !! Jump height<br>in opposing<br>ink<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''"/>
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|}
|}
<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer">[https://sendou.ink/analyzer Sendou.ink ''Splatoon 2'' Build Analyzer]</ref>
<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer">[https://sendou.ink/analyzer Sendou.ink ''Splatoon 2'' Build Analyzer]</ref>
;{{Ability|S2|Ink Saver (Sub)}}
Ink Saver (Sub) allows more frequent use of Suction Bombs and saves ink for the main weapon after each Suction Bomb used. Having the ability to use Suction Bombs more often allows a supportive N-ZAP '85 user to more reliably slow the opponents' push.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/> For example, constantly tossing Suction Bombs onto the Tower can force opponents off of it, delaying their Tower push.
* 13 ability points, or one main and one sub, reduces the ink requirement per Suction Bomb to just above 60.6% for an N-ZAP '85 user.


; {{Ability|S2|Last-Ditch Effort}}
; {{Ability|S2|Last-Ditch Effort}}
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* 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.
* 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.
* 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 N-ZAP '85 can greatly benefit from the reduced ink consumption per Suction Bomb used, allowing a supportive N-ZAP '85 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)"/>
An N-ZAP '85 user benefits well from the reduced ink consumption per Suction Bomb used, allowing them 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)"/><ref name="The BEST AND WORST Abilities - Headgear Exclusives (''Splatoon 2'' Gear Guide Pt 2)"/> Thus, over 62% of 1297 N-ZAP '85 builds submitted to Sendou.ink include Last-Ditch Effort.<ref name="Sendou.ink N-ZAP '85 Builds"/>
 
; {{Ability|S2|Main Power Up}}
Main Power Up improves the performance of the N-ZAP '85 in two areas:<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/><ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''"/><ref>[https://www.youtube.com/watch?v=Xf3RQjoQI_E&t=82s {{YT}} "How Much EVERY WEAPON Needs Main Power Up"] by Chara, formerly of Prophecy and Climb</ref>
* It reduces the angle of deviation of the N-ZAP '85's shots when fired from the ground, increasing the main weapon's precision.
* It increases the N-ZAP '85's ink coverage, improving its already amazing turfing ability.
While the N-ZAP '85's damage cannot be increased, these two benefits still markedly improve the main weapon's capability as a support weapon. A large majority of N-ZAP '85 builds – 1036 out of 1299 – typically have 6-9 ability points of Main Power Up:<ref name="Sendou.ink N-ZAP '85 Builds"/>
{| class="wikitable sitecolor-s2"
! Ability<br>points !! Mains !! Subs !! Angle of devi-<br>ation, ground<br>(degrees) !! Increase in<br>ink coverage<br> per shot (%)
|-
|0 || 0 || 0 || 6.00 || 0.00
|-
|6 || 0 || 2 || 5.55 || 4.45
|-
|9 || 0 || 3 || 5.44 || 5.75
|-
|10 || 1 || 0 || 5.40 || 6.14
|-
|}
<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>


; {{Ability|S2|Object Shredder}}
; {{Ability|S2|Object Shredder}}
An ability exclusive to [[List of shoes in Splatoon 2|shoes]], Object Shredder provides an N-ZAP '85 user two specific benefits:<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
An ability exclusive to [[List of shoes in Splatoon 2|shoes]], Object Shredder provides an N-ZAP '85 user two specific benefits:<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/><ref>[https://www.youtube.com/watch?v=HIwon3rW5UM&t=183s {{YT}} "Some Of The Best Main Only Abilities - Shoe Exclusives (''Splatoon 2'' Gear Guide Pt 4)"] by Chara, formerly of Prophecy and Climb</ref>
* It triples the amount of damage inflicted onto armored opponents, allowing them to break an opponent's Ink Armor with one shot from their main weapon.
* It triples the amount of damage inflicted onto armored opponents, allowing them to break an opponent's Ink Armor with one shot from their main weapon.
* It also enables them to pop the Rainmaker shield more quickly with either their main weapon or Suction Bombs, allowing their team to start or restart a push more quickly while gaining a large amount of turf control in the immediate area.
* It also enables them to pop the Rainmaker shield more quickly with either their main weapon or Suction Bombs, allowing their team to start or restart a push more quickly while gaining a large amount of turf control in the immediate area.
Because Object Shredder occupies an entire main ability, its main drawback is that it reduces the amount of ability points allowed for other potentially important gear abilities, such as Ink Saver (Sub) and Special Charge Up. Last-Ditch Effort can be combined with Object Shredder to reduce the need for Ink Saver (Sub).
Because the N-ZAP '85's damage cannot be increased with Main Power Up, Object Shredder gives its user a better chance against Ink Armored opponents, making it a popular ability on over 82% of 1299 N-ZAP '85 builds submitted to Sendou.ink.<ref name="Sendou.ink N-ZAP '85 Builds"/>
 
; {{Ability|S2|Quick Respawn}}
Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging an aggressive N-ZAP '85 user to maintain pressure onto the opponent even after getting splatted.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
* 16 ability points – one main and two subs – are enough to reduce the respawn time from 8.5 seconds to 6.67 seconds.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>


; {{Ability|S2|Quick Super Jump}}
; {{Ability|S2|Quick Super Jump}}
Quick Super Jump decreases both the "charge" time before and the travel time of a Super Jump, helping its user escape unfavorable situations more quickly. While an N-ZAP '85 player can fight in one-on-one battles more effectively than a Splattershot Jr. user, they will still be outmatched by some opponents, and preserving valuable special gauge progress is often more important than splatting an opponent. Aggressive N-ZAP '85 users will also benefit since Quick Super Jump allows them to return to the front lines more quickly.<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''"/>
Quick Super Jump decreases both the "charge" time before and the travel time of a Super Jump, helping its user escape unfavorable situations more quickly. Because an N-ZAP '85 user is expected to reliably provide their team Ink Armor, having the ability to quickly retreat and preserve precious special gauge progress can mean the difference between victory and defeat.<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"/>
* Three ability points, or one sub, of Quick Super Jump decreases the "charge" time from 80 frames (1.33 seconds) to 58 frames (0.97 seconds).<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>


;{{Ability|S2|Run Speed Up}}
;{{Ability|S2|Run Speed Up}}
The N-ZAP '85, an already mobile weapon in humanoid form, can still benefit greatly from Run Speed Up, particularly while firing.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/> Having the ability to strafe more quickly increases an N-ZAP '85 user's survivability, allowing them to last longer in fights to either win them or stall them long enough until teammates arrive.
The N-ZAP '85, an already mobile weapon in humanoid form, can still benefit greatly from Run Speed Up, particularly while firing.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/> Having the ability to strafe more quickly increases an N-ZAP '85 user's survivability, allowing them to last longer in fights to either win them or at least stall them long enough until teammates arrive. Most N-ZAP '85 builds submitted to Sendou.ink that have Run Speed Up equipped have 6-10 ability points:<ref name="Sendou.ink N-ZAP '85 Builds"/>
* 13 ability points, or one main and one sub,…
{| class="wikitable sitecolor-s2"
** …increases an N-ZAP '85 user's running speed from 1.04 DU/f (distance units per frame) to 1.19 DU/f.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
! Ability<br>points !! Mains !! Subs !! Run speed<br>(DU/f) !! Run speed,<br>while firing<br>(DU/f)
** …increases running speed while firing from 0.84 DU/f to 0.92 DU/f.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
|-
|0 || 0 || 0 || 1.04 || 0.84
|-
|6 || 0 || 2 || 1.12 || 0.88
|-
|10 || 1 || 0 || 1.16 || 0.90
|-
|}
<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>


;{{Ability|S2|Special Charge Up}}
;{{Ability|S2|Special Charge Up}}
Special Charge Up accelerates building up the special gauge for Ink Armor. Since farming Ink Armor is one of a few roles of the N-ZAP '85, constantly having Ink Armor available for teammates ensures more successful pushes and counter-pushes.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
Special Charge Up accelerates building up the special gauge for Ink Armor, effectively reducing the turfing required. Since farming Ink Armor is one of a few roles of the N-ZAP '85, constantly having Ink Armor available for teammates ensures more successful pushes and counter-pushes.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
* Just six ability points, or two subs, are enough to reduce the special gauge requirement from 200p to 190p.
* Six ability points, or two subs, are enough to reduce the special gauge requirement from 200p to 190p.
* 13 ability points one main and one sub – further reduce the special gauge requirement to 180p.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
* Ten ability points, or one main, further reduce the special gauge requirement to 184p.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>


; {{Ability|S2|Special Saver}}
;{{Ability|S2|Swim Speed Up}}
When splatted, half of the special gauge progress is lost. For example, a player with 150p of special gauge out of 200p upon getting splatted will lose 75p of the special gauge. Special Saver allows its user to keep more of their special gauge progress whenever they are splatted. This allows an N-ZAP '85 user to more quickly build up Ink Armor after respawning.<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''"/>
A universally valuable ability for almost any weapon, Swim Speed Up is particularly useful for the lightweight, short-ranged N-ZAP '85. Defensively, a faster swim speed allows its user to more easily avoid opponents' attacks and retreat from unfavorable situations more quickly. Offensively, swimming faster enables one to rapidly provide support for teammates and more easily close the distance between themselves and a longer-ranged opponent.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
* 6 ability points two subs – are enough to increase the amount of special gauge progress saved from 50% to 64.6%.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
* Six ability points, or two subs, increase the swim speed from 2.02 DU/f to 2.09 DU/f.
<ref>[https://leanny.github.io/loadout/n_zap_'85.html Lean's Loadout Database - Usage of abilities in Ranked modes]</ref>
* Ten ability points, or one main, further increase the swim speed to 2.13 DU/f.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
<ref>[https://leanny.github.io/loadout/n_zap_'85.html Lean's Loadout Database - Usage of abilities in Ranked modes], data based on Version 5.2.0</ref>
{{clrns}}
{{clrns}}


===In competitive play===
===In competitive play===
The N-ZAP '85 even at the start of the game, was seen as the best weapon in the game. While its kill power is lower than others, having Ink Armor was a huge strength for the weapon with how strong Ink Armor was. The N-ZAP '85 was seen as the best weapon with Ink Armor at [[Version 2.0.0 (Splatoon 2)|version 2.0.0]]. The weapon was very strong in other areas such as its strafe speed and turfing making it a great support.<ref name="[''Splatoon 2''] Sendou's Tier List 1.0 - BEST and WORST weapons in the game">[https://www.youtube.com/watch?v=otBStfJ67xI&t=21m43s {{YT}} "''Splatoon 2'' Sendou's Tier List 1.0 - BEST and WORST weapons in the game"] by Sendou, formerly of Team Olive</ref> <ref name="Splatoon 2 in the Patch 2.0 - The Four Strongest Weapons (Why are they the best?)">[https://www.youtube.com/watch?v=mK6mWBQeQPA {{YT}} "Splatoon 2 in the Patch 2.0 - The Four Strongest Weapons (Why are they the best?)] by Sendou, formerly of Team Olive</ref>. In [[Version 3.0.0 (Splatoon 2)|version 3.0.0]], the N-ZAP '85 would no longer be seen as the best weapon in the game. It drops down slightly but still is seen as viable.<ref name="''SPLATOON 2'' - 3.0 WEAPON TIER LIST (In-depth Analysis)">[https://www.youtube.com/watch?v=rLfBE3OWBlQ&t=3m44s {{YT}} "''SPLATOON 2'' - 3.0 WEAPON TIER LIST (In-depth Analysis)"] by [https://www.youtube.com/channel/UC_4vw8WKzPOoKRVIjLT0lpw Sorin], formerly of Team Olive</ref> The N-ZAP '85 after its nerf that increased the special points from 190 to 210 in [[Version 2.2.0 (Splatoon 2)|version 2.2.0]] would drop more as competitive players as Sorin would put it lower in his tier list, as it cannot spam Ink Armor efficiently anymore.<ref name="''SPLATOON 2'' - 4.0 WEAPON TIER LIST (In-depth Analysis)">[https://www.youtube.com/watch?v=jNjjLG7UJjY&t=20m25s {{YT}} "''SPLATOON 2'' - 4.0 WEAPON TIER LIST (In-depth Analysis)"] by Sorin, formerly of Team Olive</ref>
Throughout ''Splatoon 2'''s lifespan, the N-ZAP '85 has competed with other Ink Armor support weapons such as the Splattershot Jr., H-3 Nozzlenose D, or Kensa Undercover Brella for a place on team compositions. The weapon has ultimately remained a decent pick throughout the game's many updates, even if it found itself outclassed by other options at times.<ref>https://twitter.com/ProChara/status/1489330646774280193</ref>
 
The N-ZAP '85 saw a decent amount use at the start of the game's lifespan despite the existence of the [[Competitive:Tri-Slosher|Tri-Slosher]], which had more range allowing it to bully short-range shooters like the N-ZAP.<ref name="meta history 1.0">[https://www.youtube.com/watch?v=CPX5yTTNPCA {{YT}} "The Horrible Start Of ''Splatoon 2'': The Dark Ages"] by Chara</ref> While the Tri-Slosher was slayer-oriented, the N-ZAP '85 slots into a support role, being more mobile and having better turfing allowing for more frequent Ink Armors - which was an even more powerful special back then due to having no knockback or damage piercing when broken, as well as a longer invulnerability window.<ref>Messages on the Inkademy Discord server</ref> The weapon therefore was nerfed to a 200p special gauge in {{Ver|S2|1.1.2}}, but this nerf was slightly undone to 190p in {{Ver|S2|1.3.0}}, though that patch also nerfed Ink Armor to compensate, making it more in line with the Ink Armor known today.
 
Version {{Ver|S2|1.4.0}} would bring buffs to the weapon's mobility, turning it into a lightweight weapon, giving it slightly higher strafing speed while firing, and allowing it to paint its feet better. This allowed it to see a major spike in usage in version {{Ver|S2|2.0.0}}, where competitive player Sendou considered it one of the best weapons in the game due to its versatility.<ref name="sendou tier list 2.0">[https://www.youtube.com/watch?v=otBStfJ67xI&t=21m43s {{YT}} "''Splatoon 2'' Sendou's Tier List 1.0 - BEST and WORST weapons in the game"] by Sendou, formerly of Team Olive</ref> In addition, Ink Armor was a strong counter to many of the top threats at the time, such as both versions of the [[Competitive:Blaster|Blaster]], the [[Competitive:Range Blaster|Range Blaster]], and the [[Competitive:Bubble Blower|Bubble Blower]].<ref name="splatoon 2 best 4 weapons">[https://www.youtube.com/watch?v=mK6mWBQeQPA {{YT}} "''Splatoon 2'' in the Patch 2.0 - The Four Strongest Weapons (Why are they the best?)] by Sendou, formerly of Team Olive</ref><ref name="meta history 2.0">[https://www.youtube.com/watch?v=uQMYhLVU8vM {{YT}} "Why Bubble Blower Was So Broken On Launch..."] by Chara</ref> Version {{Ver|S2|2.2.0}} would then nerf the N-ZAP '85's special gauge to 210p, ending its prevalence in the game's meta for the time.<ref name="meta history 2.0"></ref> Going into {{Ver|S2|3.0.0}}, the weapon was still seen as viable, and competitive player Sorin noted in his tier list that the N-ZAP '85 was particularly good on larger maps and [[Tower Control]], most likely due to the Suction Bomb, though eventually the H-3 Nozzlenose D became the superior Ink Armor support weapon.<ref name="sorin 3.0 tier list">[https://www.youtube.com/watch?v=rLfBE3OWBlQ&t=3m44s {{YT}} "''SPLATOON 2'' - 3.0 WEAPON TIER LIST (In-depth Analysis)"] by [https://www.youtube.com/channel/UC_4vw8WKzPOoKRVIjLT0lpw Sorin], formerly of Team Olive</ref><ref name="meta history 3.0">[https://www.youtube.com/watch?v=4gV4Sdx50zE&t=7m41s {{YT}} "This Was The BEST TIME To Play ''Splatoon 2''"] by Chara</ref>
 
The release of another Ink Armor support, the Kensa Undercover Brella, would further sour opinions on the N-ZAP '85. The Kensa Undercover Brella had a 180p special gauge with decent turfing, and Torpedo was a stronger sub weapon back then, dealing more damage and using up less ink. Furthermore, the addition of Main Power Up gave the H-3 Nozzlenose D the ability to reach 49.9 damage to potentially splat opponents in two hits.<ref name="meta history 4.0">[https://www.youtube.com/watch?v=CvS4WHWo23I {{YT}} "The Era Where ''Splatoon 2'' Balance Got DESTROYED..."] by Chara</ref> The N-ZAP '85 would receive buffs throughout the 4.0 patches such as decreased starting and ending lag from shooting and better feet paint, which when combined with nerfs to the H-3 Nozzlenose D such as higher points for special and requiring more Main Power Up to hit 49.9 damage, would slowly push the N-ZAP '85 back into relevance.<ref name="meta history 4.0"></ref>
 
Further nerfs to the Kensa Undercover Brella and Torpedoes would push the weapon out of the meta and see a new Ink Armor support rise up, the Splattershot Jr.<ref>https://twitter.com/ProChara/status/1352283159174365186</ref> During this time, the N-ZAP '85 was considered to be worse than the Splattershot Jr. as the latter weapon fits the support role better, with very good ink consumption thanks to its special ink tank allowing it to spam more bombs, have better turfing, and get Ink Armor faster, especially due to its 180p special gauge.<ref name="nzap vs jr">[https://www.youtube.com/watch?v=d3mXACrPwWs {{YT}} "''Splatoon 2'' - Is the N-Zap 85 Even a Good Support? (Comparing N-Zap Vs Splattershot Jr)"] by ThatSRB2Dude</ref> Some situations warranted the use of the N-ZAP '85 due to it being a better fighter, but as a pure support it was outclassed.<ref name="chara 4.8 tier list">[https://www.youtube.com/watch?v=qixirCRc04c&t=303s {{YT}} "''Splatoon'' 2 4.8 Tier List And Discussion"] by Chara</ref> The N-ZAP did get a buff from 210p for Ink Armor to 200p as well as the Last-Ditch Effort buff in {{Ver|S2|4.7.0}} where it starts to activate when the opponents scored 50 points in Ranked, however,<ref name="These Updates Took Splatoon 2 In An Unusual Direction">[https://www.youtube.com/watch?v=_6-Kz_D-en4&t=191s {{YT}} "These Updates Took ''Splatoon 2'' In An Unusual Direction"] by Chara</ref> which would become especially important later but did help it see more use.
 
By version {{Ver|S2|5.2.0}}, the N-ZAP '85 returned as a staple of the meta as it shifted to being more main weapon-oriented and being able to fight against the top threats, such as the Custom Dualie Squelchers, Bamboozler 14 Mk I, and Sorella Brella.<ref name="5.0 meta history">[https://www.youtube.com/watch?v=0R5o0j-LI8k&t=8m44s {{YT}} "The FINAL UPDATES Of ''Splatoon 2''"] by Chara</ref><ref>[https://www.youtube.com/watch?v=KvX1PiTX8RE&list=PLpB3cr3H5fPxTcjh05aWGkwJ-oUbKXCSB&index=5&t=1866s {{YT}} "''Splatoon 2'' 5.3 Tier List Part 5 (Main Weapons - Top Tiers) (Splat Zones Only)"] by Chara</ref> While it lacks the ink efficiency of the Splattershot Jr. and does not get as many Ink Armors, the former problem is largely mitigated by Last-Ditch Effort and the weapon has more overall strengths than the Splattershot Jr. such as having Suction Bombs, being better at fighting, and having good mobility.
 
Currently in [[Version 5.5.0 (Splatoon 2)|version 5.5.0]], where weapons such as the Kensa .52 Gal sit at the top, the N-ZAP '85 is still a strong support option in the quad shooter meta, lacking the weaknesses of other Ink Armor supports - the Splattershot Jr. and Kensa Undercover Brella lack fighting capabilities, the H-3 Nozzlenose D took a nerf to its ink efficiency in {{Ver|S2|5.4.0}} and has a high special gauge requirement for Ink Armor at 220p, and the [[Competitive:Rapid Blaster Pro Deco|Rapid Blaster Pro Deco]] is vulnerable to being rushed down.<ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"></ref> Having high object damage thanks to having gear space to use Last-Ditch Effort and Object Shredder is an important strength due to the prevalence of Splash Walls thanks to the Kensa .52 Gal, as well as for countering other Ink Armors.
 
==''Splatoon 3''==
 
{{Infobox/Weapon/Strategy
|game        = Splatoon 3
|image        = S3 Weapon Main N-ZAP '85 2D Current.png
|abbreviation = N-ZAP, Zap, Zap 85
|sub          = Suction Bomb
|special      = Tacticooler
|base        = 28
|ink          = 0.8%
|points      = 200
|role        = [[Community Glossary#Slayer|Slayer]]/[[Community Glossary#Support|Support]] [[Community Glossary#Flex|Flex]]
|strengths    = [[Mobility]], [[Community Glossary#Turfing|turfing]], rapid firing rate, ink efficiency, Suction Bomb [[Community Glossary#Spamming|spamming]], Tacticooler [[Community Glossary#Farming|farming]]
|weaknesses  = Weak damage, short range
}}
===In competitive play===
The N-ZAP '85 was projected to be one of the best weapons on ''Splatoon 3'''s launch.<ref>https://twitter.com/ProChara/status/1563930750373679104</ref> It is arguably the best weapon to have Tacticooler currently,<ref>https://twitter.com/AngleBagel/status/1563998306145009666</ref> and the special was assumed to be very strong even before players got to use it in the [[Splatoon 3 Splatfest World Premiere]] due to tweets from Nintendo mentioning how it shortens respawn time. It was then perceived as even stronger due to how many abilities it gives the player, and the fact that it gives 57 ability points of each non-movement ability.<ref>https://twitter.com/ProChara/status/1566158752880816128</ref> Chara predicted the N-ZAP '85 would play similarly to its ''Splatoon 2'' version at a competitive level.<ref>https://www.youtube.com/watch?v=U0xVb5T8lX8</ref>
 
In the [[Splatoon 3 Enter the Splatlands Invitational 2022]], the N-ZAP '85 was a very popular choice, with all the competing teams choosing to have one in their compositions on every mode.<ref>https://www.youtube.com/watch?v=ctul33e7BvU</ref> This happened again at Riptide 2022, with most of the competing teams choosing to run the N-ZAP '85.<ref>https://twitter.com/Mr_Popgun/status/1568584041674469378</ref>
 
However, the popularity of the N-ZAP '85 would quickly decrease as the first meta developed, which involved Ninja Squid and displacement specials such as Trizooka and Tenta Missiles to counter chargers (followed shortly Crab Tank once the [[Splash-o-matic]] caught players' attention), which were rising in popularity due primarily to the stage design. As such, Tacticooler became a very low-priority special, and the N-ZAP '85 was considered a niche weapon at best, especially having to compete with the more self-sufficient [[Tri-Slosher Nouveau]].


The N-ZAP '85 would still drop more into [[Version 4.6.0 (Splatoon 2)|version 4.6.0]] with Chara saying how other better options existing, such as the [[Competitive:Kensa Undercover Brella|Kensa Undercover Brella]] and [[Competitive:H-3 Nozzlenose D|H-3 Nozzlenose D]] which can spam just as well and are better in general. The N-ZAP '83 was ranked in the same place as the N-ZAP '85.<ref>[https://www.youtube.com/watch?v=uW4hz9_rry8&t=82s Splatoon 2: 4.6 Tier List Part 2 - Mid Tiers by Chara of Climb]</ref> The weapon at version [[Version 4.8.0 (Splatoon 2)|version 4.8.0]] would start to slowly rise. It would be higher in high tiers as it is a more aggressive support than the Kensa Undercover Brella or a [[Competitive:Splattershot Jr.|Splattershot Jr.]].<ref>[https://www.youtube.com/watch?v=qixirCRc04c&t=308s Splatoon 2 4.8 Tier List And Discussion by Chara, formerly of Climb]</ref>. With [[Version 4.7.0 (Splatoon 2)|version 4.7.0]]'s buff to Last-Ditch Effort and the N-ZAP '85's buff making it 200 points for Ink Armor instead of 210, the N-ZAP '85 became one of the main support weapons in the game.<ref name="These Updates Took Splatoon 2 In An Unusual Direction">[https://www.youtube.com/watch?v=_6-Kz_D-en4=191s {{YT}} "These Updates Took Splatoon 2 In An Unusual Direction"] by [https://www.youtube.com/channel/UC8oq21InluabCpgfuUg-Gcg Chara], formerly of [https://twitter.com/prophecy_spl Prophecy] and [https://twitter.com/Climb_Spl Climb]</ref> It rose to the top once again in [[Version 5.3.0 (Splatoon 2)|version 5.3.0]] with it being similar to Splattershot Jr. but with it being better at fighting, having the same mobility, and Last-Ditch Effort allowing for more frequent Suction Bombs, which are considered the better support bomb. However it does not farm as much Ink Armors as much as the Splattershot Jr..<ref>[https://www.youtube.com/watch?v=KvX1PiTX8RE&list=PLpB3cr3H5fPxTcjh05aWGkwJ-oUbKXCSB&index=5&t=1866s {{YT}} "''Splatoon 2'' 5.3 Tier List Part 5 (Main Weapons - Top Tiers) (Splat Zones Only)"] by Chara, formerly of Prophecy and Climb</ref> Even in [[Version 5.5.0 (Splatoon 2)|version 5.5.0]], where weapons such as the [[Competitive:Kensa .52 Gal|Kensa .52 Gal]] rose to the top, the N-ZAP '85 still is strong as a support with its versatility and with the other supports starting to fall.<ref name="The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)">[https://www.youtube.com/watch?v=uVcdKDVY65o&t=1298s {{YT}} "The BEST Weapons In ''Splatoon 2'' - Ver 5.5 Tier List (Top Tiers)"] by [https://www.youtube.com/channel/UC8oq21InluabCpgfuUg-Gcg Chara], formerly of [https://twitter.com/prophecy_spl Prophecy] and [https://twitter.com/Climb_Spl Climb]</ref>
It wouldn't be until a buff to the Tacticooler in [[Version 4.0.0 (Splatoon 3)|version 4.0.0]] of ''Splatoon 3'' alongside the [[Sizzle Season]] update that the gray N-ZAP would begin to see competitive use again. Now able to charge up its next Tacticooler while the effects of the first one are still active, it's become a staple support for more aggressive compositions, reflecting its predicted role when it was first revealed. While still being a strong pick, the N-ZAP has seen less use due to it being more or less replaced by the [[Competitive:Snipewriter 5H|Snipewriter 5H]] for Tacticooler output. It still is seen as a strong option for Tacticooler, especially with its damage buff in [[Version 6.1.0 (Splatoon 3)|version 6.1.0]].


==References==
==References==

Latest revision as of 14:50, 30 January 2024

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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 N-ZAP '85, see N-ZAP '85.

Splatoon 2

N-ZAP '85

N-ZAP '85

Abbreviations N-ZAP, Zap
Sub S2 Weapon Sub Suction Bomb.png Suction Bomb
Special S2 Weapon Special Ink Armor.png Ink Armor
Base damage 28
Base duration
Ink consumption 0.8%
Special points 200p
Special depletion
Role Slayer[1]/Support[2][3] Flex
Strengths Mobility, turfing, rapid firing rate, ink efficiency, Suction Bomb spamming, Ink Armor farming, flexible with abilities[1][2][3]
Weaknesses Weak damage, short range

The N-ZAP '85 is a mobile, versatile weapon that provides turfing, lethal bombs, and a global special weapon. While its damage is weak, it fires rapidly and accurately, giving its user better fighting capability than some other support weapons, such as the Splattershot Jr..

Use

The N-ZAP '85 is an all-rounded support weapon and a reasonably capable slayer weapon:

  • Its greatest advantage is its mobility, which – along with advanced movement techniques, such as sub strafing and ledge canceling – can be exploited to avoid incoming fire, pursue retreating opponents, and quickly respond to opposing pushes.[4][5][6]
  • It has a rapid rate of fire (5 frames between shots), which translates into two advantages:
    • It turfs territory quickly, allowing its user to maintain map control, cap Splat Zones, and farm Ink Armor quickly. Maximize the efficiency of your turfing by rocking your aim up and down while strafing sideways.[7]
    • It has a high enough damage rate (336 DPS) and good accuracy for its user to hold their own against some opponents.
  • Its low ink usage per shot (0.8%) makes it very efficient — more so than more offensively inclined support weapons, like the .96 Gal (2.5%) and the H-3 Nozzlenose D (2.25%). This also allows an N-ZAP '85 user to more liberally use their Suction Bombs.

Despite its versatility, the N-ZAP '85 still has some disadvantages:

  • Its damage per shot is low and – unlike the Neo Splash-o-matic – cannot be augmented with Main Power Up. The main weapon will have difficulty breaking through opponents' brella shields and Splash Walls.
  • Its short range (116.99 DU) puts its user at a disadvantage in a number of matchups, such as against an opposing user of a slosher (e.g., 120 DU for the Tri-Slosher), a Mini Splatling (130.1-154.1 DU), or Dualie Squelchers (160.396 DU).[8]
  • These two weaknesses make an opposing Kensa .52 Gal user (with 52 HP of damage per shot, a range of 124.944 DU,[8] and a Splash Wall) a difficult opponent to challenge. Try to avoid direct confrontations against them and instead focus on easier opponents or other tasks, such as Suction Bomb support or Ink Armor farming.

Suction Bombs are powerful lethal bombs with some unique applications, thanks to their ability to attach to surfaces:

  • They have higher lethal damage (220 HP) and a larger blast radius (80 DU) than Splat Bombs to offset their slower detonation time (two seconds), providing a few advantages:
    • They can deny larger areas from opponents, such as around a corner, beneath a ledge, or even behind a Tenta Brella shield (if thrown onto the very top of the shield)![5][9][10]
    • The extra damage gives their user a slightly quicker means to damage an opponent's brella shield or Splash Wall, particularly when Object Shredder is equipped (versus Splash Wall).
    • The larger blast radius also applies to turf inked, making Suction Bombs very effective at capping or holding a Splat Zone from a safe distance.
  • Their ability to attach to surfaces enables their user to plant them on (and deny opponents access to) walls, grate bridges and catwalks (by attaching one underneath), and the Tower.[5][11]
  • Like Splat Bombs, they can be used to poke at and zone out opponents during the neutral phase, flush out opposing anchors from perches, lead a push into opposing turf, 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.[1]
    • It will also inflate or pop a teammate's bubbles but deflate or diffuse an opponent's bubbles, while still detonating on contact.[12]
  • An opponent's Splashdown, Booyah Bomb, or Ultra Stamp will defuse any Suction Bombs it touches, so hold off using them until after their special weapon finishes.

Ink Armor enables its user's team to either push into opposing turf more aggressively or more staunchly hold its ground, such as while locking out the opponent:

  • Time the activation of Ink Armor carefully so that you and your teammates receive its protection before engaging the opponent.
  • Try to use Ink Armor when most or all teammates are active. Slayers, who risk getting splatted more often, benefit from Ink Armor more than anchors do.
  • Upon activation, Ink Armor will protect its user and their teammates except for those either carrying the Rainmaker or using either Baller or Booyah Bomb. Also, players protected by Ink Armor lose it upon gaining possession of the Rainmaker.
    • As a support player, an N-ZAP '85 user is often expected to carry the Rainmaker, usually following the path turfed by their slayer teammates, who push into opposing turf. Whenever possible, farm Ink Armor and use it just before picking up the Rainmaker.

Synergy

The N-ZAP '85's great turfing, Suction Bombs, and Ink Armor make it an excellent fit in many team compositions. However, make sure to include at least one longer-ranged weapon along with the short-ranged N-ZAP '85, as having a team composition with only short-ranged weapons is often disadvantageous for a number of reasons:[13]

  • 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.

Because an N-ZAP '85 user provides such valuable support for their team, they will always be a tactical target for the opposing team. Due to their weak damage, they would also benefit from having teammates wielding weapons that are effective at splatting opponents.[14]

  • Slayers using poor turfing or ink-guzzling weapons – such as blasters, sloshers, Dualie Squelchers, and the Foil Squeezer – would benefit from an N-ZAP '85 user's rapid turfing, which can pave escape lanes through which they can retreat whenever necessary.
  • Teammates using weapons that depend on map control to be effective – most rollers, Squiffers, and Nautiluses – would also benefit from a friendly N-ZAP '85 user's consistent turfing output.

While Ink Armor is a valuable global special weapon, having more than one reduces the number of unique special weapons your team can have. Plus, multiple Ink Armors used by the same team do not stack. Therefore, it would be redundant for a team to have more than two Ink Armor users.[13]

  • If another teammate has Ink Armor, they should at least provide something that the N-ZAP '85 is lacking. A friendly Tri-Slosher user would be a good example of this. Thus, while a second N-ZAP '85 user who is willing to adopt a more aggressive playstyle and loadout could be an effective teammate, a Splattershot Jr. or Kensa Undercover Brella user would not be as effective a teammate since both weapons are even less competent in one-on-one matchups.
  • An N-ZAP '85 user's Ink Armor can supplement that of a teammate whose weapon has difficulty farming Ink Armor consistently due to slow turfing (Rapid Blaster Pro Deco), a high special gauge requirement (H-3 Nozzlenose D), or both (Custom Hydra Splatling).

While special weapons used in combination are beneficial in general, a user of either Inkjet or Ultra Stamp would particularly benefit from the added survivability provided by Ink Armor:

  • An armored Inkjet pilot can fly more aggressively with less worry of getting splatted in one shot by an opponent's blaster, roller, or charger.
  • An armored Ultra Stamp wielder is less vulnerable to attacks from either the sides or behind. However, they are easier to spot when submerged in their ink.

Countermeasures

An opposing N-ZAP '85 user provides invaluable support – turfing, Suction Bombs, and Ink Armor – for their team. Eliminating them will cripple their team's ability to either push into your turf or repel your team's push. However, do not underestimate their fighting capability.

  • One-on-one matchups between N-ZAP '85 users on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates. However, the better N-ZAP '85 user is not always the one who wins one-on-one matchups over the other but the one who supports their team in a more frequent and more timely manner.
  • Users of slayer and support weapons with equal or better range and damage over an opposing N-ZAP '85 user usually have an advantage in a one-on-one matchup. However, users of slow-firing weapons (such as a blaster, slosher, or the H-3 Nozzlenose) should respect the opposing N-ZAP '85 user's rapid firing rate and not let them get too close.
  • If used skillfully, most brellas (namely, Splat or Tenta Brellas but not Undercover Brellas) and Splash Walls can limit the mobility and influence of an opposing N-ZAP '85 user. However, beware of any Suction Bombs they might throw at your brella shield or Splash Wall.[10]
  • The user of any long-ranged weapon, such as a charger or a Jet Squelcher, can not only fire upon an opposing N-ZAP '85 user with impunity but can also deprive the opposing team of Ink Armor. However, should the opposing N-ZAP '85 user sneak up, they can outmaneuver and outdraw their less mobile, slower firing opponent.
  • When pursuing an opposing N-ZAP '85 user, be wary of any Suction Bomb traps they might have planted, such as around a corner or under a grate.[9]
  • If an opposing N-ZAP '85 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 N-ZAP '85 user – who attempt to attack this other side.[15]
  • Keep an eye on the HUD to know when an opposing N-ZAP '85 user has Ink Armor ready to use, and both watch and listen for when it is activated.
    • Splatting an opposing N-ZAP '85 user before or while they activate their Ink Armor will prevent it from being applied to their teammates.
    • Fight fire with fire by having and using Ink Armor to counter the opposing N-ZAP '85 user's Armor.
    • Ink Armor can negate up to 30 HP of damage, so there are a few means to remove an opponent's Ink Armor in one hit:
      • Most rapid-firing weapons inflict at least 30 HP of damage per shot, and a few more can reach this threshold with enough Main Power Up.
      • Object Shredder triples damage inflicted onto armored opponents, allowing weapons that cannot otherwise inflict 30 HP of damage to remove an opponent's Ink Armor in one shot.[16][17] Combining Object Shredder with Ink Storm can nearly neutralize armored pushes by the opponent.
      • The splash damage of most bombs will destroy the Ink Armor of opponents who have no Bomb Defense Up DX equipped.[16][18][19][20] Burst Bombs are quite effective at this due to their instant explosion and low ink consumption.[21]

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

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. This is a useful ability for almost any player, including an N-ZAP '85 user. Just three ability points, or one sub, offer plenty of utility:[16][18][19][20]

  • 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,[18] enabling one to survive two hits from any of these specific means of special weapon damage.
S2 Ability Comeback.png Comeback

Comeback is a headgear-exclusive ability that, when equipped, grants 10 ability points of six different stackable abilities for twenty seconds after respawning from getting splatted by an opponent:

Overall, a just-respawned N-ZAP '85 user can spam their bombs more often, farm Ink Armor more quickly, and more quickly respond to the opponents' push.[16][22] While Comeback is not commonly used by most N-ZAP '85 users – only present on 17.10% of 1299 builds submitted to Sendou.ink[23] – due to the weapon's supportive nature, it can be useful for a more aggressive playstyle (e.g., for a second N-ZAP user on a team).

S2 Ability Ink Resistance Up.png Ink Resistance Up

Every player, including an N-ZAP '85 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:[16][19]

Ability
points
Mains Subs Invulnera-
bility time
(frames)
Rate of
damage
(HP/f)
Maximum
damage
(HP)
Run speed
in opposing
ink (DU/f)
Jump height
in opposing
ink[18]
0 0 0 0 0.3 40.0 0.24 0.800
3 0 1 10 0.2 38.0 0.33 0.854
6 0 2 15 0.2 36.2 0.39 0.888

[24]

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.

An N-ZAP '85 user benefits well from the reduced ink consumption per Suction Bomb used, allowing them to spam Suction Bombs during either a crucial defensive stand or a late attempt to reclaim the lead.[16][22] Thus, over 62% of 1297 N-ZAP '85 builds submitted to Sendou.ink include Last-Ditch Effort.[23]

S2 Ability Main Power Up.png Main Power Up

Main Power Up improves the performance of the N-ZAP '85 in two areas:[16][18][25]

  • It reduces the angle of deviation of the N-ZAP '85's shots when fired from the ground, increasing the main weapon's precision.
  • It increases the N-ZAP '85's ink coverage, improving its already amazing turfing ability.

While the N-ZAP '85's damage cannot be increased, these two benefits still markedly improve the main weapon's capability as a support weapon. A large majority of N-ZAP '85 builds – 1036 out of 1299 – typically have 6-9 ability points of Main Power Up:[23]

Ability
points
Mains Subs Angle of devi-
ation, ground
(degrees)
Increase in
ink coverage
per shot (%)
0 0 0 6.00 0.00
6 0 2 5.55 4.45
9 0 3 5.44 5.75
10 1 0 5.40 6.14

[24]

S2 Ability Object Shredder.png Object Shredder

An ability exclusive to shoes, Object Shredder provides an N-ZAP '85 user two specific benefits:[16][26]

  • It triples the amount of damage inflicted onto armored opponents, allowing them to break an opponent's Ink Armor with one shot from their main weapon.
  • It also enables them to pop the Rainmaker shield more quickly with either their main weapon or Suction Bombs, allowing their team to start or restart a push more quickly while gaining a large amount of turf control in the immediate area.

Because the N-ZAP '85's damage cannot be increased with Main Power Up, Object Shredder gives its user a better chance against Ink Armored opponents, making it a popular ability on over 82% of 1299 N-ZAP '85 builds submitted to Sendou.ink.[23]

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, helping its user escape unfavorable situations more quickly. Because an N-ZAP '85 user is expected to reliably provide their team Ink Armor, having the ability to quickly retreat and preserve precious special gauge progress can mean the difference between victory and defeat.[16][19]

  • Three ability points, or one sub, of Quick Super Jump decreases the "charge" time from 80 frames (1.33 seconds) to 58 frames (0.97 seconds).[24]
S2 Ability Run Speed Up.png Run Speed Up

The N-ZAP '85, an already mobile weapon in humanoid form, can still benefit greatly from Run Speed Up, particularly while firing.[16] Having the ability to strafe more quickly increases an N-ZAP '85 user's survivability, allowing them to last longer in fights to either win them or at least stall them long enough until teammates arrive. Most N-ZAP '85 builds submitted to Sendou.ink that have Run Speed Up equipped have 6-10 ability points:[23]

Ability
points
Mains Subs Run speed
(DU/f)
Run speed,
while firing
(DU/f)
0 0 0 1.04 0.84
6 0 2 1.12 0.88
10 1 0 1.16 0.90

[24]

S2 Ability Special Charge Up.png Special Charge Up

Special Charge Up accelerates building up the special gauge for Ink Armor, effectively reducing the turfing required. Since farming Ink Armor is one of a few roles of the N-ZAP '85, constantly having Ink Armor available for teammates ensures more successful pushes and counter-pushes.[16]

  • Six ability points, or two subs, are enough to reduce the special gauge requirement from 200p to 190p.
  • Ten ability points, or one main, further reduce the special gauge requirement to 184p.[24]
S2 Ability Swim Speed Up.png Swim Speed Up

A universally valuable ability for almost any weapon, Swim Speed Up is particularly useful for the lightweight, short-ranged N-ZAP '85. Defensively, a faster swim speed allows its user to more easily avoid opponents' attacks and retreat from unfavorable situations more quickly. Offensively, swimming faster enables one to rapidly provide support for teammates and more easily close the distance between themselves and a longer-ranged opponent.[16]

  • Six ability points, or two subs, increase the swim speed from 2.02 DU/f to 2.09 DU/f.
  • Ten ability points, or one main, further increase the swim speed to 2.13 DU/f.[24]

[27]

In competitive play

Throughout Splatoon 2's lifespan, the N-ZAP '85 has competed with other Ink Armor support weapons such as the Splattershot Jr., H-3 Nozzlenose D, or Kensa Undercover Brella for a place on team compositions. The weapon has ultimately remained a decent pick throughout the game's many updates, even if it found itself outclassed by other options at times.[28]

The N-ZAP '85 saw a decent amount use at the start of the game's lifespan despite the existence of the Tri-Slosher, which had more range allowing it to bully short-range shooters like the N-ZAP.[29] While the Tri-Slosher was slayer-oriented, the N-ZAP '85 slots into a support role, being more mobile and having better turfing allowing for more frequent Ink Armors - which was an even more powerful special back then due to having no knockback or damage piercing when broken, as well as a longer invulnerability window.[30] The weapon therefore was nerfed to a 200p special gauge in 1.1.2, but this nerf was slightly undone to 190p in 1.3.0, though that patch also nerfed Ink Armor to compensate, making it more in line with the Ink Armor known today.

Version 1.4.0 would bring buffs to the weapon's mobility, turning it into a lightweight weapon, giving it slightly higher strafing speed while firing, and allowing it to paint its feet better. This allowed it to see a major spike in usage in version 2.0.0, where competitive player Sendou considered it one of the best weapons in the game due to its versatility.[31] In addition, Ink Armor was a strong counter to many of the top threats at the time, such as both versions of the Blaster, the Range Blaster, and the Bubble Blower.[32][33] Version 2.2.0 would then nerf the N-ZAP '85's special gauge to 210p, ending its prevalence in the game's meta for the time.[33] Going into 3.0.0, the weapon was still seen as viable, and competitive player Sorin noted in his tier list that the N-ZAP '85 was particularly good on larger maps and Tower Control, most likely due to the Suction Bomb, though eventually the H-3 Nozzlenose D became the superior Ink Armor support weapon.[34][35]

The release of another Ink Armor support, the Kensa Undercover Brella, would further sour opinions on the N-ZAP '85. The Kensa Undercover Brella had a 180p special gauge with decent turfing, and Torpedo was a stronger sub weapon back then, dealing more damage and using up less ink. Furthermore, the addition of Main Power Up gave the H-3 Nozzlenose D the ability to reach 49.9 damage to potentially splat opponents in two hits.[36] The N-ZAP '85 would receive buffs throughout the 4.0 patches such as decreased starting and ending lag from shooting and better feet paint, which when combined with nerfs to the H-3 Nozzlenose D such as higher points for special and requiring more Main Power Up to hit 49.9 damage, would slowly push the N-ZAP '85 back into relevance.[36]

Further nerfs to the Kensa Undercover Brella and Torpedoes would push the weapon out of the meta and see a new Ink Armor support rise up, the Splattershot Jr.[37] During this time, the N-ZAP '85 was considered to be worse than the Splattershot Jr. as the latter weapon fits the support role better, with very good ink consumption thanks to its special ink tank allowing it to spam more bombs, have better turfing, and get Ink Armor faster, especially due to its 180p special gauge.[38] Some situations warranted the use of the N-ZAP '85 due to it being a better fighter, but as a pure support it was outclassed.[39] The N-ZAP did get a buff from 210p for Ink Armor to 200p as well as the Last-Ditch Effort buff in 4.7.0 where it starts to activate when the opponents scored 50 points in Ranked, however,[40] which would become especially important later but did help it see more use.

By version 5.2.0, the N-ZAP '85 returned as a staple of the meta as it shifted to being more main weapon-oriented and being able to fight against the top threats, such as the Custom Dualie Squelchers, Bamboozler 14 Mk I, and Sorella Brella.[41][42] While it lacks the ink efficiency of the Splattershot Jr. and does not get as many Ink Armors, the former problem is largely mitigated by Last-Ditch Effort and the weapon has more overall strengths than the Splattershot Jr. such as having Suction Bombs, being better at fighting, and having good mobility.

Currently in version 5.5.0, where weapons such as the Kensa .52 Gal sit at the top, the N-ZAP '85 is still a strong support option in the quad shooter meta, lacking the weaknesses of other Ink Armor supports - the Splattershot Jr. and Kensa Undercover Brella lack fighting capabilities, the H-3 Nozzlenose D took a nerf to its ink efficiency in 5.4.0 and has a high special gauge requirement for Ink Armor at 220p, and the Rapid Blaster Pro Deco is vulnerable to being rushed down.[3] Having high object damage thanks to having gear space to use Last-Ditch Effort and Object Shredder is an important strength due to the prevalence of Splash Walls thanks to the Kensa .52 Gal, as well as for countering other Ink Armors.

Splatoon 3

N-ZAP '85

N-ZAP '85

Abbreviations N-ZAP, Zap, Zap 85
Sub S3 Weapon Sub Suction Bomb Flat.png Suction Bomb
Special S3 Weapon Special Tacticooler.png Tacticooler
Base damage 28
Base duration
Ink consumption 0.8%
Special points 200p
Special depletion
Role Slayer/Support Flex
Strengths Mobility, turfing, rapid firing rate, ink efficiency, Suction Bomb spamming, Tacticooler farming
Weaknesses Weak damage, short range

In competitive play

The N-ZAP '85 was projected to be one of the best weapons on Splatoon 3's launch.[43] It is arguably the best weapon to have Tacticooler currently,[44] and the special was assumed to be very strong even before players got to use it in the Splatoon 3 Splatfest World Premiere due to tweets from Nintendo mentioning how it shortens respawn time. It was then perceived as even stronger due to how many abilities it gives the player, and the fact that it gives 57 ability points of each non-movement ability.[45] Chara predicted the N-ZAP '85 would play similarly to its Splatoon 2 version at a competitive level.[46]

In the Splatoon 3 Enter the Splatlands Invitational 2022, the N-ZAP '85 was a very popular choice, with all the competing teams choosing to have one in their compositions on every mode.[47] This happened again at Riptide 2022, with most of the competing teams choosing to run the N-ZAP '85.[48]

However, the popularity of the N-ZAP '85 would quickly decrease as the first meta developed, which involved Ninja Squid and displacement specials such as Trizooka and Tenta Missiles to counter chargers (followed shortly Crab Tank once the Splash-o-matic caught players' attention), which were rising in popularity due primarily to the stage design. As such, Tacticooler became a very low-priority special, and the N-ZAP '85 was considered a niche weapon at best, especially having to compete with the more self-sufficient Tri-Slosher Nouveau.

It wouldn't be until a buff to the Tacticooler in version 4.0.0 of Splatoon 3 alongside the Sizzle Season update that the gray N-ZAP would begin to see competitive use again. Now able to charge up its next Tacticooler while the effects of the first one are still active, it's become a staple support for more aggressive compositions, reflecting its predicted role when it was first revealed. While still being a strong pick, the N-ZAP has seen less use due to it being more or less replaced by the Snipewriter 5H for Tacticooler output. It still is seen as a strong option for Tacticooler, especially with its damage buff in version 6.1.0.

References

  1. 1.0 1.1 1.2 YouTube "How To Get Good Using The N-Zap 8X?! (+ Handcam) | Splatoon 2" by ThatSrb2DUDE, formerly of Team Olive
  2. 2.0 2.1 YouTube "Splatoon 2 - Weapon Roles and Playstyles (Classifying every Weapon)" by Wadsm
  3. 3.0 3.1 3.2 YouTube "The BEST Weapons In Splatoon 2 - Ver 5.5 Tier List (Top Tiers)" by Chara, formerly of Prophecy and Climb
  4. YouTube "Splatoon 2 - How To "Sub Strafe" (The Wave Dash of Splatoon)" by ThatSrb2DUDE, formerly of Team Olive
  5. 5.0 5.1 5.2 YouTube "Splatoon 2 - Advanced Techniques, Tips and Tricks (Ultimate Overview)" by Wadsm
  6. YouTube "Easy Tips To Move BETTER AND STEALTHIER" by Chara, formerly of Prophecy and Climb
  7. YouTube "An EASY Way To PAINT BETTER And Get FASTER SPECIAL In Splatoon 2 (Quick Tip)" by Chara of Climb
  8. 8.0 8.1 Splatoon 2 range list compiled by DrFetus
  9. 9.0 9.1 YouTube "PAX East Finals Pt. 3 | Splatoon 2 NA Inkling Open 2019" Game 3, Shak (FTWin) plants a Suction Bomb beneath a ledge, splatting his pursuer, Chara a.k.a. The One (Lowkey)
  10. 10.0 10.1 YouTube "25 USEFUL Splatoon FACTS You SHOULD Know" by Chara, formerly of Prophecy and Climb
  11. 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
  12. 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)
  13. 13.0 13.1 YouTube "Splatoon 2 - What is a good team comp? (TOP 6 mistakes)" by Sendou, formerly of Team Olive
  14. YouTube "How To Build An AMAZING Team Comp (Splatoon) Ft. Dr. Prodigy" by Chara, formerly of Prophecy and Climb
  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. 16.00 16.01 16.02 16.03 16.04 16.05 16.06 16.07 16.08 16.09 16.10 16.11 YouTube "Splatoon 2 - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)" by Wadsm
  17. YouTube "Some Of The Best Main Only Abilities - Shoe Exclusives (Splatoon 2 Gear Guide Pt 4)" by Chara, formerly of Prophecy and Climb
  18. 18.0 18.1 18.2 18.3 18.4 loadout.ink - Stat Calculator & Gear Planner for Splatoon 2, applicable for Version 4.8.0
  19. 19.0 19.1 19.2 19.3 YouTube "How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | Splatoon 2" by ThatSrb2DUDE, formerly of Team Olive
  20. 20.0 20.1 YouTube "Add 3 Abilities To EASILY Improve Your Gear on ANY Weapon (Splatoon 2 Gear Guide Pt 1)" by Chara, formerly of Prophecy and Climb
  21. YouTube "Splatoon 2: Educational Perfect Placement Matches (Splat Zones)" Kiver of Radiance (EU) destroys an opponent's Ink Armor with a Burst Bomb
  22. 22.0 22.1 YouTube "The BEST AND WORST Abilities - Headgear Exclusives (Splatoon 2 Gear Guide Pt 2)" by Chara, formerly of Prophecy and Climb
  23. 23.0 23.1 23.2 23.3 23.4 Sendou.ink N-ZAP '85 Builds
  24. 24.0 24.1 24.2 24.3 24.4 24.5 Sendou.ink Splatoon 2 Build Analyzer
  25. YouTube "How Much EVERY WEAPON Needs Main Power Up" by Chara, formerly of Prophecy and Climb
  26. YouTube "Some Of The Best Main Only Abilities - Shoe Exclusives (Splatoon 2 Gear Guide Pt 4)" by Chara, formerly of Prophecy and Climb
  27. Lean's Loadout Database - Usage of abilities in Ranked modes, data based on Version 5.2.0
  28. https://twitter.com/ProChara/status/1489330646774280193
  29. YouTube "The Horrible Start Of Splatoon 2: The Dark Ages" by Chara
  30. Messages on the Inkademy Discord server
  31. YouTube "Splatoon 2 Sendou's Tier List 1.0 - BEST and WORST weapons in the game" by Sendou, formerly of Team Olive
  32. YouTube "Splatoon 2 in the Patch 2.0 - The Four Strongest Weapons (Why are they the best?) by Sendou, formerly of Team Olive
  33. 33.0 33.1 YouTube "Why Bubble Blower Was So Broken On Launch..." by Chara
  34. YouTube "SPLATOON 2 - 3.0 WEAPON TIER LIST (In-depth Analysis)" by Sorin, formerly of Team Olive
  35. YouTube "This Was The BEST TIME To Play Splatoon 2" by Chara
  36. 36.0 36.1 YouTube "The Era Where Splatoon 2 Balance Got DESTROYED..." by Chara
  37. https://twitter.com/ProChara/status/1352283159174365186
  38. YouTube "Splatoon 2 - Is the N-Zap 85 Even a Good Support? (Comparing N-Zap Vs Splattershot Jr)" by ThatSRB2Dude
  39. YouTube "Splatoon 2 4.8 Tier List And Discussion" by Chara
  40. YouTube "These Updates Took Splatoon 2 In An Unusual Direction" by Chara
  41. YouTube "The FINAL UPDATES Of Splatoon 2" by Chara
  42. YouTube "Splatoon 2 5.3 Tier List Part 5 (Main Weapons - Top Tiers) (Splat Zones Only)" by Chara
  43. https://twitter.com/ProChara/status/1563930750373679104
  44. https://twitter.com/AngleBagel/status/1563998306145009666
  45. https://twitter.com/ProChara/status/1566158752880816128
  46. https://www.youtube.com/watch?v=U0xVb5T8lX8
  47. https://www.youtube.com/watch?v=ctul33e7BvU
  48. https://twitter.com/Mr_Popgun/status/1568584041674469378