Competitive:Nautilus 79

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Revision as of 19:07, 24 February 2021 by DaDoc540 (talk | contribs) (→‎Splatoon 2: While the Nautilus 79 can act like a slayer while in Inkjet, the main weapon itself is not mobile enough to be a slayer. It is more suited for a support in longer range comps (e.g. Leafy of Jackpot) and an anchor for mobile, shorter-ranged comps (e.g. Biscuit of FTWin).)
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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 Nautilus 79, see Nautilus 79.

Splatoon 2

Nautilus 79

Nautilus 79

Abbreviations Nautilus, Naut
Sub S2 Weapon Sub Suction Bomb.png Suction Bomb
Special S2 Weapon Special Inkjet.png Inkjet
Base damage 32
Base duration
Ink consumption 15% (Full charge)
Special points 180p
Special depletion
Role Support[1]/Anchor Flex
Strengths Ability to store charge and charge while firing, Strong kit, High DPS and bullet velocity
Weaknesses Very low mobility while charging, Short range compared to other Splatlings,

Use

When playing competitively for kills and Ranked battles the most effective strategy for the Nautilus 79 is to play a shark style. You will want Swim Speed Up to get around quickly. You must remember that you can store a charge because the Nautilus 79 does not wield very good range. If you store the charge however, you can sneak up on opponents and take them by surprise. The sub the Suction bomb detonates it two seconds so enemies can more easily get out of range. This can be used to divert the opponent to an area to splat them. Also, if there is a scoped charger then they will have more trouble locating the bomb getting you an easy splat. The special, Inkjet, can be used well with good aim so if you want to use this special, you want a well practiced aim. If when using this special a Charger wishes to splat you, you can swim up close to them through the ink and surprise attack them.

Synergy

Countermeasures

  • Since approaching a Nautilus head-on results in quickly being shredded by its high bullet velocity, flanking it is the safer option.
  • A long-ranged weapon, such as a charger or most splatlings, can attack a Nautilus from long distance with impunity. However, once the Nautilus gets close, the tables are turned, as it can outdraw its less mobile, slower firing opponent.
  • The Nautilus user requires friendly ink to function. Since it lacks range when compared to other splatlings, it needs to use its unique held charge mechanic to swim up and get into range to fire. Maintaining map control and painting over areas will hinder its ability to get picks.
  • When pursuing an opposing Nautilus 79, be wary of any Suction Bomb traps the opponent may have planted, such as around a corner or under a grate.

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 Main Power Up.png Main Power Up

Recommended to use 1 main and 1 sub. This increases the duration of firing in a burst. This amount of Main Power Up provides a burst of just over 2 seconds (2.03 seconds)

S2 Ability Run Speed Up.png Run Speed Up

Recommended to use around 1 main and 1-2 subs. this improves your strafing speed when firing making you less vulnerable.

S2 Ability Ninja Squid.png Ninja Squid

Not recommended. Ninja Squid does not hide the glow from a held charge, lowering the usefulness of no ripples. [2]

References