Competitive:N-ZAP '85

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Unofficial!
This article discusses content that is not part of the official Splatoon series canon but is part of the community or competitive gaming space.
For information about the N-ZAP '85, see N-ZAP '85.

Splatoon

N-ZAP '85

N-ZAP '85

Abbreviations
Sub S Weapon Sub Splat Bomb.png Splat Bomb
Special S Weapon Special Echolocator.png Echolocator
Base damage 28
Base duration
Ink consumption 0.8%
Special points
Special depletion Specdep icon.png 40%
Role
Strengths
Weaknesses

Use

Countermeasures

Gear abilities

Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to gear abilities in relation to the weapon. Strategy, synergy, viability, and purpose may be written here.

Splatoon 2

N-ZAP '85

N-ZAP '85

Abbreviations
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 Support[1]
Strengths All-around capabilities, mobility, turfing, Suction Bombs spam, Ink Armor farming
Weaknesses Is not exceptionally strong in any one of its supportive capabilities[2], Requires steady aim.

Use

  • As an Ink Armor-based support weapon, the N-ZAP '85 is an all-rounder with no obvious weaknesses.
    • It outranges the Splattershot Jr. and outdamages the Kensa Undercover Brella, allowing it to be more aggressive against opposing slayers than either of the two.
    • It is more ink efficient than either the .96 Gal or the H-3 Nozzlenose D.
    • It is more accurate and mobile than the .96 and has Suction Bombs, while the .96 Gal has no bombs with which to either apply pressure or zone out opponents.
    • It has more mobility and a lower special gauge requirement than the H-3 Nozzlenose D (200 vs. 220).
  • The primary tradeoff for being a Jack-of-all-trades is the lack of a major strength among its supportive capabilities; it is not the most efficient at turfing, the most effective at providing support fire, or the fastest at building up Ink Armor.
    • Ink Saver (Sub) can allow for more frequent Suction Bomb use but not quite enough to spam bombs (without a very high investment).
    • Special Charge Up can speed up the process of building up the special gauge for Ink Armor but not as quickly as with some other Ink Armor-based weapons.
  • One unique advantage the N-ZAP '85 possesses over most other weapons it its inherent mobility, particularly while firing. Use this to strafe while firing to avoid opponents' shots, buying time to splat the opponent with a (usually) weaker main weapon. Run Speed Up can increase this mobility advantage even further.
  • Suction Bombs can be used similarly as Splat Bombs, including clearing areas, such as perches or the Tower, of opponents. However, there are key differences:
    • They can attach to surfaces, allowing both more room for error when aiming and the planting of craftier traps, such as underneath a grate.
    • They take two seconds after attaching to a surface to detonate, as opposed to one second for a Splat Bomb.
    • They inflict more damage from a direct hit and have a larger overall radius of damage.
  • Ink Armor allows its user's team to either initiate a push, to recapture a Splat Zone for example, or maintain one, such as while locking out the opponent.
    • Time the activation of Ink Armor carefully; it takes up to two seconds to activate Ink Armor, which lasts for at least six seconds.
    • 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 anchors do.

Countermeasures

  • Other Ink Armor-based support weapons each have at least one specific advantage over the N-ZAP '85:
    • The Splattershot Jr. has faster turfing, a lower special gauge requirement, and a larger ink tank, the latter which more easily enables bomb spamming.
    • Both the .96 Gal and H-3 Nozzlenose D outrange and overpower the N-ZAP '85. The .96 Gal also has a lower special gauge requirement.
    • The Kensa Undercover Brella has a shield for protection and Torpedoes for both zoning and distracting opponents.
  • 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.
  • 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.
    • 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.
    • Focus fire on armored opponents for longer than usual - preferably with everyone ganging up on one opponent at a time - to compensate for their armor.
    • Object Shredder allows a player to inflict three times damage onto armored opponents, as long as the armor is active. Combining this with Ink Storm can nearly neutralize armored pushes by the opponent.

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 Ink Saver (Sub).png Ink Saver (Sub)

Allows more frequent use of Suction Bombs.

S2 Ability Run Speed Up.png Run Speed Up

Increases running speed, particularly while firing.

S2 Ability Special Charge Up.png Special Charge Up

Accelerates building up the Special gauge for Ink Armor.

[3][4]

References