Competitive:Neo Splash-o-matic: Difference between revisions

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(Removed Table of Contents (article is too short to need one). Cleaned up links to references, adding a link to an author's YouTube page. Added correct range data and source. Moved most Ability-based advice to "Gear abilities". Added "Synergy" section. Cleaned up "Gear abilities" section.)
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{{Unofficial}}
{{Unofficial}}
{{For|information about the Neo Splash-o-matic|Neo Splash-o-matic}}
{{For|information about the Neo Splash-o-matic|Neo Splash-o-matic}}
__NOTOC__
==''Splatoon''==
==''Splatoon''==
{{Infobox/Weapon/Strategy
{{Infobox/Weapon/Strategy
|game=Splatoon
|game         = Splatoon
|abbreviation=Splash
|abbreviation = Splash
|sub=Burst Bomb
|sub         = Burst Bomb
|special=Inkzooka
|special     = Inkzooka
|base=28
|base         = 28
|ink=0.7%
|ink         = 0.7%
|depletion=40%
|depletion   = 40%
|role        =
|strengths    =
|weaknesses  =
}}
}}
===Use===
===Synergy===
===Countermeasures===
===Gear abilities===
===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. <!--
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. <!--
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== ''Splatoon 2'' ==
==''Splatoon 2''==
{{Infobox/Weapon/Strategy
{{Infobox/Weapon/Strategy
|game=Splatoon 2
|game         = Splatoon 2
|abbreviation=Splash
|abbreviation = Splash
|sub=Burst Bomb
|sub         = Burst Bomb
|special=Suction-Bomb Launcher
|special     = Suction-Bomb Launcher
|base=28
|base         = 28
|ink=0.8%
|ink         = 0.8%
|points=210
|points       = 210
|role=[[Community Glossary#Slayer|Slayer]]<ref>[https://www.youtube.com/watch?v=Kwh8m8JSczc {{YT}} "''Splatoon 2'' - Weapon Roles and Playstyles (Classifying every Weapon)" by Wadsm]</ref>/[[Community Glossary#Support|Support]] [[Community Glossary#Flex|Flex]]
|role         = [[Community Glossary#Slayer|Slayer]]/[[Community Glossary#Support|Support]] [[Community Glossary#Flex|Flex]]<ref>[https://www.youtube.com/watch?v=Kwh8m8JSczc&t=414s {{YT}} "''Splatoon 2'' - Weapon Roles and Playstyles (Classifying every Weapon)"] by [https://www.youtube.com/user/TheWadsm Wadsm]</ref>
|strengths=Accuracy, mobility, [[Community Glossary#Turfing|turfing]], Bomb Launcher farming<ref>[https://www.youtube.com/watch?v=OLN_XL-X-bE {{YT}} "How To Get Good Using Splash-O-Matic?! (+ Handcam) | ''Splatoon 2''" by ThatSrb2DUDE, formerly of Team Olive]</ref>
|strengths   = Accuracy, mobility, [[Community Glossary#Turfing|turfing]], Suction-Bomb Launcher [[Community Glossary#Farming|farming]]<ref>[https://www.youtube.com/watch?v=OLN_XL-X-bE {{YT}} "How To Get Good Using Splash-O-Matic?! (+ Handcam) | ''Splatoon 2''"] by [https://www.youtube.com/user/ThatSrb2DUDE ThatSrb2DUDE], formerly of Team Olive</ref>
|weaknesses=Short range, dependent on abilities to increase either damage or special usage rate
|weaknesses   = Short range, dependent on abilities to increase either damage or special usage rate
}}
}}
Like the [[Community Glossary#Vanilla|Vanilla]] [[Splash-o-matic]], the '''Neo Splash-o-matic''' is a short-ranged, rapid firing weapon with the best accuracy among all shooters — its shots never deviate from the inner reticle. However, its kit provides it more versatility than its Vanilla variant.
===Use===
===Use===
* The Neo Splash-o-matic has elements of both a slayer's and support weapon:
The Neo Splash-o-matic has elements of both a slayer's and support weapon:
** Its near-perfect accuracy and high rate of fire make it very efficient at splatting opponents within its range.
* Its near-perfect accuracy and high rate of fire make it very efficient at [[Splat (occurrence)|splatting]] opponents within its range.
** Its lightweight nature and [[Burst Bomb]]s make it very mobile, more so than the [[Splash-o-matic]] in {{S}}.
* Its lightweight nature and [[Burst Bomb]]s make it very mobile, more so than the Splash-o-matic in {{S}}, allowing its user to more effectively [[Community Glossary#Flanking|flank]] their opponents.
** The rapid firing rate and excellent ink coverage of the Neo Splash-o-matic make it an excellent turfing weapon, allowing it to more easily maintain [[Community Glossary#Map control|map control]], capture [[Splat Zones]], and build up the [[special gauge]].
* The rapid firing rate and excellent ink coverage of the Neo Splash-o-matic make it an excellent turfing weapon, allowing it to more easily maintain [[Community Glossary#Map control|map control]], capture [[Splat Zones]], and build up its [[special gauge]] for Suction-Bomb Launcher.
* However, the Neo Splash-o-matic cannot excel as either a slayer or a support without a significant investment in [[Ability|abilities]]:
* However, the Neo Splash-o-matic cannot excel as either a slayer or a support without a significant investment in specific [[Ability|abilities]]:
** Compared to most other slayer's weapons, the Neo Splash-o-matic is lacking in both damage and range:
* However, compared to most other slayer's weapons, the Neo Splash-o-matic is lacking in both [[damage]] (28 HP per shot) and range (110.03 [[Distance unit|DU]]<ref>[https://pastebin.com/QdQDD9Ch Splatoon 2 range list] compiled by DrFetus</ref>, particularly compared to the [[Kensa Splattershot]] (35 HP per shot, 116.99 DU).
*** [[Main Power Up]] can increase the damage of the Neo Splash-o-matic, capping off at 33.3 health points (HP) with 31 [[ability point]]s — achievable with either one [[Community Glossary#Main and Sub|main]] and seven subs or two mains and four subs. For a smaller but nearly-effective investment, 21 ability points – reached with seven subs, one main and four subs, or two mains and one sub – are enough to exceed 32 HP of damage, while 10 ability points, or one main, will exceed 30 HP.<ref>[https://selicia.github.io/en_US/#0000000000000000000000000 Stat Calculator & Gear Planner for ''Splatoon 2'']</ref>
** [[Main Power Up]] can increase the damage of the Neo Splash-o-matic up to 33.3 HP but will require a substantial amount of [[ability point]]s (see below).
*** To offset the Neo Splash-o-matic's short range, it user will have to rely more on [[Community Glossary#Flanking|flanking]] and [[Community Glossary#Sharking|sharking]] rather than charging opponents head-on. [[Swim Speed Up]] can help either close the distance towards an opponent or flee from an unfavorable matchup, while [[Ninja Squid]] allows its user to swim along non-vertical surfaces at full speed undetected at the cost of some swimming speed.
** To offset the lack of range, refrain from engaging most opponents head-on and rely more on flanking and [[Community Glossary#Sharking|sharking]] to sneak up close to your opponents.
*** While it can benefit from [[Comeback]], [[Quick Respawn]], and [[Stealth Jump]], Main Power Up and Swim Speed up are a higher priority for the Neo Splash-o-matic to keep up with other typical slayer's weapons.
* The Neo Splash-o-matic also has a higher special gauge requirement (210p) than most other support weapons, offsetting its rapid turfing. [[Special Charge Up]] can further hasten building up the special gauge, allowing for more Suction-Bomb Launcher use.
** The Neo Splash-o-matic has a higher special gauge requirement than most other slayer's weapons, offsetting its rapid turfing. [[Special Charge Up]] can further hasten building up the special gauge, allowing for more Suction-Bomb Launcher use.
* Because of its heavy dependence on specific [[Ability|abilities]], it is generally recommended to focus on one role – slayer or support – and plan a gear build based off of its playing style. A Neo Splash-o-matic user who attempts to fill both roles simultaneously will be outclassed by other slayer's and support weapons.
** It is recommended to choose one role – slayer or support – and plan a build based off of its playstyle. A Neo Splash-o-matic user who attempts to fill both roles simultaneously will be outclassed by other slayer's and support weapons.
The instant explosion and good ink efficiency of Burst Bombs offer plenty of uses:
* The instant explosion and good ink efficiency of Burst Bombs offer plenty of uses:
* The quick explosion of ink will instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation.
** The quick explosion of ink will instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation.
* Their quick damage makes them suitable for either leading off attacks or finishing off injured opponents who attempt to flee.
** Their quick damage makes them suitable for either leading off attacks or finishing off injured opponents who attempt to flee.
* Opponents hit by Burst bombs will be surrounded by friendly ink (which is hostile to the opponent), further crippling the opponent's health and mobility.
** Opponents hit by Burst bombs will be surrounded by friendly ink (which is hostile to the opponent), further crippling the opponent's health and mobility.
* Direct hits will inflict 60 health points (HP) of [[damage]], while splash damage will only deliver 25-35 HP. Always go for direct hits whenever possible.
** Direct hits will inflict 60 health points (HP) of [[damage]], while splash damage will only deliver 25-35 HP. Always go for direct hits whenever possible.
When used at the right time, the Suction-Bomb Launcher can turn the tide of a battle:
** [[Ink Saver (Sub)]] allows the player to throw bombs more often and conserve more ink for the main weapon.
* Using any Bomb Launcher too close to an opponent will leave its user vulnerable to attack, so activate it outside the range of (most of) the opponents' main weapons. Don't forget that the main weapon may still be used during the duration of the special in case an opponent does get close.
** [[Sub Power Up]] can increase the throwing range of Burst Bombs, compensating for the short range of the Neo Splash-o-matic.
* Either capturing or holding onto a zone or other important area of the map while forcing opponents away.
* When used at the right time, the Suction-Bomb Launcher can turn the tide of a battle:
* Either leading or stopping a [[Tower Control|Tower]], [[Rainmaker]], or [[Clam Blitz|Power Clam]] push by clearing opponents out of the way.
** Using any Bomb Launcher too close to an opponent will leave its user vulnerable to attack, so activate Bomb Launcher outside the range of (most of) the opponents' main weapons. Don't forget that the main weapon may still be used during the duration of the special in case an opponent does get close.
* Quickly popping the [[Rainmaker (weapon)|Rainmaker]]'s shield to instantly start or restart a Rainmaker push.
** Either capturing or holding onto a zone or other important area of the map while forcing opponents away.
 
** Either leading or stopping a [[Tower Control|Tower]], [[Rainmaker]], or [[Clam Blitz|Power Clam]] push by clearing opponents out of the way.
===Synergy===
** Quickly popping the [[Rainmaker (weapon)|Rainmaker]]'s shield to instantly start or restart a Rainmaker push.
While one user of a short-ranged weapon such as the Neo Splash-o-matic might be able to do without significant range, having too many short-ranged weapons on a team without a longer-ranged weapon to provide support fire is often disadvantageous for a number of reasons:<ref>[https://www.youtube.com/watch?v=S1nk1nxrMlg&t=104s "''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"] by [https://www.youtube.com/channel/UCWbJLXByvsfQvTcR4HLPs5Q Sendou], formerly of Team Olive</ref>
* An opponent with a long-ranged weapon can more aggressively position themselves to zone out the entire shorter-ranged team.
* The opposing slayers can play more aggressively, knowing that there is no long-ranged threat to pick them off from afar.
The Neo Splash-o-matic is great at turfing but lacking in range. Therefore, it makes a great complement to – and is well complemented by – a medium-ranged slayer that has trouble turfing, such as a [[Splattershot Pro]] or a blaster.
* Turfing while following a teammate builds up Suction-Bomb Launcher and provides friendly turf to which a teammate can retreat whenever needed.
* Cooperate with the teammate using primarily Burst 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 the opponent(s) is/are 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 Suction-Bomb Launcher progress.


===Countermeasures===
===Countermeasures===
* Having shorter range and weaker damage than most other typical slayer's weapons, the Neo Splash-o-matic would be at a disadvantage against them:
* Having shorter range and weaker damage than most other typical slayer's weapons, the Neo Splash-o-matic would be at a disadvantage against them:
** All variants of the [[Splattershot]], the [[N-ZAP '85]], the [[L-3 Nozzlenose]], and the [[Splattershot Pro]] outrange the Neo Splash-o-matic.
** All variants of the [[Splattershot]], the [[L-3 Nozzlenose]], and the [[Splattershot Pro]] outrange the Neo Splash-o-matic. Most [[Slosher (weapon class)|slosher]]s and some blasters also have longer range than the Neo Splash-o-matic.
** Blasters, [[roller]]s, and [[Slosher (weapon class)|slosher]]s easily overpower the Neo Splash-o-matic.
** [[Roller]]s and most blasters overpower the Neo Splash-o-matic. However, they each require its user to get get within range and land their shots.
** However, do not overlook its Burst Bombs, as they can provide its user more damage and range than expected from the main weapon.
** However, do not overlook its Burst Bombs, as they can provide its user more damage and range than expected from the main weapon.
* Any mid-ranged or long-ranged weapon, such as [[charger]]s and [[splatling]]s, can fire upon the Neo Splash-o-matic with impunity unless it gets too close.
* Any mid-ranged or long-ranged weapon, such as [[charger]]s and [[splatling]]s, can fire upon the Neo Splash-o-matic with impunity unless it gets too close.
* Check the [[map]] periodically for opposing ink forming around flanks to anticipate a flanking attack.
* A competent Neo Splash-o-matic user will likely attack its longer-ranged opponents through either flanking or sharking:
* To prevent sharking, keep track of all four opponents – particularly which ones have neither been splatted nor super jumped to their [[spawn point]] – and turf suspicious puddles of opposing ink, preferably with a sub weapon. [[Point Sensor]]s, while unable to turf, can expose any sharking opponents.
** Keep track of all four members of the opposing team – which ones are present, which ones are splatted, and which ones are back at their spawn point.
** Check the [[map]] periodically for opposing ink forming around flanks to anticipate a flanking attack.
** To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
** Weapons that track opponents, such as [[Point Sensor]]s, temporarily prevent an opponent from sharking and makes them an easier target for long-ranged teammates to pick off.
* [[Splashdown]] and [[Booyah Bomb]], if timed properly, can negate the Suction Bombs of a Suction-Bomb Launcher.
* [[Splashdown]] and [[Booyah Bomb]], if timed properly, can negate the Suction Bombs of a Suction-Bomb Launcher.
* A counter Bomb Launcher can nullify the effects of Suction-Bomb Launcher, preventing its user's team from either capping a zone or continuing a push.
* A counter Bomb Launcher can nullify the effects of Suction-Bomb Launcher, preventing its user's team from either capping a zone or continuing a push.
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If you believe that an ability is particularly good, it would be best if you added a citation to support your opinion. Citations to Top 500 or tournament winning players are best.
If you believe that an ability is particularly good, it would be best if you added a citation to support your opinion. Citations to Top 500 or tournament winning players are best.
-->
-->
; {{Ability|S2|Bomb Defense Up DX}}
If used by a slayer, the Neo Splash-o-matic, due to its short range, requires its user to be in close quarters with the opponent, who might be inclined to use bombs for zoning out the Neo Splash-o-matic user. Ever since its introduction in [[Version 4.3.0 (Splatoon 2)|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 Sensor]]s and [[Ink Mine]]s, allowing the user of this ability to evade detection more easily.
; {{Ability|S2|Ink Resistance Up}}
Any good slayer using a short-ranged weapon like the Neo Splash-o-matic 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.
; {{Ability|S2|Ink Saver (Sub)}}
Ink Saver (Sub) allows more frequent use of Burst Bombs and saves ink for the main weapon after each Burst Bomb used. A Neo Splash-o-matic user depends on their Burst Bombs on both offense and defense to compensate for the main weapon's short range, so having the ability to more frequently use Burst Bombs is often valuable.
* Just 10 [[ability point]]s – one [[Community Glossary#Main and Sub|main]] – reduce the ink consumption per Burst Bomb from 40% of the [[ink tank]] to 37.58%.
; {{Ability|S2|Main Power Up}}
; {{Ability|S2|Main Power Up}}
Main Power Up increases main weapon damage up to 33.3. This is useful in a slayer build.
With a base damage of just 28 HP per shot, the Neo Splash-o-matic is one of the weakest weapons in {{S2}}. Fortunately, it is also one of the few weapons whose damage can be increased with Main Power Up, increasing its effectiveness.
; {{Ability|S2|Swim Speed Up}}
* 31 ability points – achievable with either one main and seven subs or two mains and four subs – are enough to reach the Neo Splash-o-matic's [[Main Power Up#Damage cap|damage cap]] of 33.3 HP. 30 ability points – three mains – increase the Neo Splash-o-matic's damage output to 33.2 HP.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer">[https://sendou.ink/analyzer Sendou.ink ''Splatoon 2'' Build Analyzer]</ref>
Swim Speed Up increases swimming speed for both pursuing and fleeing from opponents. This is useful in a slayer build.
* For a smaller but nearly-effective investment, 21 ability points – reached with seven subs, one main and four subs, or two mains and one sub – are enough to exceed 32 HP of damage, while 15 ability points – either five subs or one main and two subs – will exceed 30 HP.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
; {{Ability|S2|Ink Saver (Sub)}}
* While slayers should definitely invest a good portion of their allotted ability points – at least 21 – into Main Power Up to shorten splatting times, a player in a support role can also benefit from inflicting extra damage.
Ink Saver (Sub) allows more frequent use of Burst Bombs. This is useful in a support build.
 
; {{Ability|S2|Ninja Squid}}
Ninja Squid reduces detection by opponents while swimming on non-vertical surfaces. It allows its user to swim at full speed undetected at the cost of about 20% of the maximum swimming speed as of [[Version 3.0.0 (Splatoon 2)|Version 3.0.0]]. Because a Neo Splash-o-matic user has difficulty attacking most opponents head-on, Ninja Squid can make it easier for its user to shark and more safely approach opponents.
* As of Version 3.0.0, Ninja Squid reduces the maximum swim speed of the Neo Splash-o-matic from 2.02 units per frame to 1.81 units per frame.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
 
; {{Ability|S2|Quick Respawn}}
Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a slayer using the Neo Splash-o-matic to remain aggressive even after getting splatted.
* 16 ability points – two mains 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|Special Charge Up}}
; {{Ability|S2|Special Charge Up}}
Special Charge Up accelerates building up the [[special gauge]] for Suction-Bomb Launcher. This is useful in a support build.
Special Charge Up accelerates building up the [[special gauge]] for Suction-Bomb Launcher. In order for a support player using the Neo Splash-o-matic to have Suction-Bomb Launcher available for pushes and counter-pushes, they have to devote a sizable portion of their available ability points to Special Charge Up to offset the high special gauge requirement.
* 20 ability points – two mains – are enough to reduce the special gauge requirement to below 181p.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
 
; {{Ability|S2|Special Saver}}
When splatted, half of the special gauge progress is lost. For example, a player with 140p of special gauge out of 210p upon getting splatted will lose 70p of the special gauge. Special Saver allows its user to keep more of their special gauge progress whenever they are splatted. This allows a support player using the Neo Splash-o-matic to more quickly build up Suction-Bomb Launcher after respawning.
* 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"/>
 
; {{Ability|S2|Stealth Jump}}
Super Jumping to a teammate after respawning carries the risk of getting splatted upon landing, due to the appearance of a Super Jump indicator. When equipped, Stealth Jump better covers this indicator from long distance opponents, allowing its user to more safely return to the front lines and maintain pressure on the opponent.


<ref>[https://sendou.ink/builds Sendou.ink Weapon Builds]</ref><ref>[https://leanny.github.io/loadout/neo_splash_o_matic.html Lean's Loadout Database - Useage of abilities in Ranked modes]</ref>
; {{Ability|S2|Swim Speed Up}}
As a short-ranged weapon that excels at flanking, the Neo Splash-o-matic greatly benefits if it is able to swim faster. Swim Speed Up enables its user to more quickly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.
* 16 ability points – one main and two subs – increase the swim speed from 2.02 to 2.19 units per frame.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
* Swim Speed Up can reduce the swim speed penalty from Ninja Squid. However, it takes at least 28 ability points – either one main and six subs or about two mains and three subs – of Swim Speed Up for a Neo Splash-o-matic user to fully offset the swimming speed penalty of Ninja Squid.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
* Therefore, a Neo Splash-o-matic user with Ninja Squid will have to decide between either having fewer ability points available for other abilites or swimming at less than the base maximum speed. For example, just 13 ability points – one main and one sub – are enough to restore the swim speed of a Neo Splash-o-matic user with Ninja Squid to 1.92 units per frame.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
<ref>[https://leanny.github.io/loadout/neo_splash_o_matic.html Lean's Loadout Database - Useage of abilities in Ranked modes]</ref>
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Revision as of 02:15, 4 February 2021

Splatoon "S" icon.svg
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Splatoon 3 "3" icon.svg
OC Icon Enemy Octoling.png
Unofficial!
This article discusses content that is not part of the official Splatoon series but is part of the community or competitive gaming space.
For information about the Neo Splash-o-matic, see Neo Splash-o-matic.

Splatoon

Neo Splash-o-matic

Neo Splash-o-matic

Abbreviations Splash
Sub S Weapon Sub Burst Bomb.png Burst Bomb
Special S Weapon Special Inkzooka.png Inkzooka
Base damage 28
Base duration
Ink consumption 0.7%
Special points
Special depletion Specdep icon.png 40%
Role
Strengths
Weaknesses

Use

Synergy

Countermeasures

Gear abilities

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

S Ability Bomb Range Up.png Bomb Range Up

Equipping Bomb Range Up to extend distant with Burst Bombs to close the distant against long range weapons, due to the short range of the Neo Splash-o-matic .

S Ability Damage Up.png Damage Up

Increasing damage allows users to splat opponents easier with Burst Bombs.

S Ability Ink Saver (Sub).png Ink Saver (Sub)

With Ink Saver (Sub), Users are able to throw Burst Bombs at a more frequent rate during combat.

S Ability Special Charge Up.png Special Charge Up

Increasing Special Charge Up allows users to more frequently pull out the inkzooka to take out opponents from range.

Splatoon 2

Neo Splash-o-matic

Neo Splash-o-matic

Abbreviations Splash
Sub S2 Weapon Sub Burst Bomb.png Burst Bomb
Special S2 Weapon Special Suction-Bomb Launcher.png Suction-Bomb Launcher
Base damage 28
Base duration
Ink consumption 0.8%
Special points 210p
Special depletion
Role Slayer/Support Flex[1]
Strengths Accuracy, mobility, turfing, Suction-Bomb Launcher farming[2]
Weaknesses Short range, dependent on abilities to increase either damage or special usage rate

Like the Vanilla Splash-o-matic, the Neo Splash-o-matic is a short-ranged, rapid firing weapon with the best accuracy among all shooters — its shots never deviate from the inner reticle. However, its kit provides it more versatility than its Vanilla variant.

Use

The Neo Splash-o-matic has elements of both a slayer's and support weapon:

  • Its near-perfect accuracy and high rate of fire make it very efficient at splatting opponents within its range.
  • Its lightweight nature and Burst Bombs make it very mobile, more so than the Splash-o-matic in Splatoon, allowing its user to more effectively flank their opponents.
  • The rapid firing rate and excellent ink coverage of the Neo Splash-o-matic make it an excellent turfing weapon, allowing it to more easily maintain map control, capture Splat Zones, and build up its special gauge for Suction-Bomb Launcher.
  • However, the Neo Splash-o-matic cannot excel as either a slayer or a support without a significant investment in specific abilities:
  • However, compared to most other slayer's weapons, the Neo Splash-o-matic is lacking in both damage (28 HP per shot) and range (110.03 DU[3], particularly compared to the Kensa Splattershot (35 HP per shot, 116.99 DU).
    • Main Power Up can increase the damage of the Neo Splash-o-matic up to 33.3 HP but will require a substantial amount of ability points (see below).
    • To offset the lack of range, refrain from engaging most opponents head-on and rely more on flanking and sharking to sneak up close to your opponents.
  • The Neo Splash-o-matic also has a higher special gauge requirement (210p) than most other support weapons, offsetting its rapid turfing. Special Charge Up can further hasten building up the special gauge, allowing for more Suction-Bomb Launcher use.
  • Because of its heavy dependence on specific abilities, it is generally recommended to focus on one role – slayer or support – and plan a gear build based off of its playing style. A Neo Splash-o-matic user who attempts to fill both roles simultaneously will be outclassed by other slayer's and support weapons.

The instant explosion and good ink efficiency of Burst Bombs offer plenty of uses:

  • The quick explosion of ink will instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation.
  • Their quick damage makes them suitable for either leading off attacks or finishing off injured opponents who attempt to flee.
  • Opponents hit by Burst bombs will be surrounded by friendly ink (which is hostile to the opponent), further crippling the opponent's health and mobility.
  • Direct hits will inflict 60 health points (HP) of damage, while splash damage will only deliver 25-35 HP. Always go for direct hits whenever possible.

When used at the right time, the Suction-Bomb Launcher can turn the tide of a battle:

  • Using any Bomb Launcher too close to an opponent will leave its user vulnerable to attack, so activate it outside the range of (most of) the opponents' main weapons. Don't forget that the main weapon may still be used during the duration of the special in case an opponent does get close.
  • Either capturing or holding onto a zone or other important area of the map while forcing opponents away.
  • Either leading or stopping a Tower, Rainmaker, or Power Clam push by clearing opponents out of the way.
  • Quickly popping the Rainmaker's shield to instantly start or restart a Rainmaker push.

Synergy

While one user of a short-ranged weapon such as the Neo Splash-o-matic might be able to do without significant range, having too many short-ranged weapons on a team without a longer-ranged weapon to provide support fire is often disadvantageous for a number of reasons:[4]

  • 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 Neo Splash-o-matic is great at turfing but lacking in range. Therefore, it makes a great complement to – and is well complemented by – a medium-ranged slayer that has trouble turfing, such as a Splattershot Pro or a blaster.

  • Turfing while following a teammate builds up Suction-Bomb Launcher and provides friendly turf to which a teammate can retreat whenever needed.
  • Cooperate with the teammate using primarily Burst 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 the opponent(s) is/are 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 jumping if necessary – to maintain Suction-Bomb Launcher progress.

Countermeasures

  • Having shorter range and weaker damage than most other typical slayer's weapons, the Neo Splash-o-matic would be at a disadvantage against them:
    • All variants of the Splattershot, the L-3 Nozzlenose, and the Splattershot Pro outrange the Neo Splash-o-matic. Most sloshers and some blasters also have longer range than the Neo Splash-o-matic.
    • Rollers and most blasters overpower the Neo Splash-o-matic. However, they each require its user to get get within range and land their shots.
    • However, do not overlook its Burst Bombs, as they can provide its user more damage and range than expected from the main weapon.
  • Any mid-ranged or long-ranged weapon, such as chargers and splatlings, can fire upon the Neo Splash-o-matic with impunity unless it gets too close.
  • A competent Neo Splash-o-matic user will likely attack its longer-ranged opponents through either flanking or sharking:
    • Keep track of all four members of the opposing team – which ones are present, which ones are splatted, and which ones are back at their spawn point.
    • Check the map periodically for opposing ink forming around flanks to anticipate a flanking attack.
    • To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
    • Weapons that track opponents, such as Point Sensors, temporarily prevent an opponent from sharking and makes them an easier target for long-ranged teammates to pick off.
  • Splashdown and Booyah Bomb, if timed properly, can negate the Suction Bombs of a Suction-Bomb Launcher.
  • A counter Bomb Launcher can nullify the effects of Suction-Bomb Launcher, preventing its user's team from either capping a zone or continuing a push.

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

If used by a slayer, the Neo Splash-o-matic, due to its short range, requires its user to be in close quarters with the opponent, who might be inclined to use bombs for zoning out the Neo Splash-o-matic user. 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.

S2 Ability Ink Resistance Up.png Ink Resistance Up

Any good slayer using a short-ranged weapon like the Neo Splash-o-matic 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.

S2 Ability Ink Saver (Sub).png Ink Saver (Sub)

Ink Saver (Sub) allows more frequent use of Burst Bombs and saves ink for the main weapon after each Burst Bomb used. A Neo Splash-o-matic user depends on their Burst Bombs on both offense and defense to compensate for the main weapon's short range, so having the ability to more frequently use Burst Bombs is often valuable.

S2 Ability Main Power Up.png Main Power Up

With a base damage of just 28 HP per shot, the Neo Splash-o-matic is one of the weakest weapons in Splatoon 2. Fortunately, it is also one of the few weapons whose damage can be increased with Main Power Up, increasing its effectiveness.

  • 31 ability points – achievable with either one main and seven subs or two mains and four subs – are enough to reach the Neo Splash-o-matic's damage cap of 33.3 HP. 30 ability points – three mains – increase the Neo Splash-o-matic's damage output to 33.2 HP.[5]
  • For a smaller but nearly-effective investment, 21 ability points – reached with seven subs, one main and four subs, or two mains and one sub – are enough to exceed 32 HP of damage, while 15 ability points – either five subs or one main and two subs – will exceed 30 HP.[5]
  • While slayers should definitely invest a good portion of their allotted ability points – at least 21 – into Main Power Up to shorten splatting times, a player in a support role can also benefit from inflicting extra damage.
S2 Ability Ninja Squid.png Ninja Squid

Ninja Squid reduces detection by opponents while swimming on non-vertical surfaces. It allows its user to swim at full speed undetected at the cost of about 20% of the maximum swimming speed as of Version 3.0.0. Because a Neo Splash-o-matic user has difficulty attacking most opponents head-on, Ninja Squid can make it easier for its user to shark and more safely approach opponents.

  • As of Version 3.0.0, Ninja Squid reduces the maximum swim speed of the Neo Splash-o-matic from 2.02 units per frame to 1.81 units per frame.[5]
S2 Ability Quick Respawn.png Quick Respawn

Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a slayer using the Neo Splash-o-matic to remain aggressive even after getting splatted.

  • 16 ability points – two mains and two subs – are enough to reduce the respawn time from 8.5 seconds to 6.67 seconds.[5]
S2 Ability Special Charge Up.png Special Charge Up

Special Charge Up accelerates building up the special gauge for Suction-Bomb Launcher. In order for a support player using the Neo Splash-o-matic to have Suction-Bomb Launcher available for pushes and counter-pushes, they have to devote a sizable portion of their available ability points to Special Charge Up to offset the high special gauge requirement.

  • 20 ability points – two mains – are enough to reduce the special gauge requirement to below 181p.[5]
S2 Ability Special Saver.png Special Saver

When splatted, half of the special gauge progress is lost. For example, a player with 140p of special gauge out of 210p upon getting splatted will lose 70p of the special gauge. Special Saver allows its user to keep more of their special gauge progress whenever they are splatted. This allows a support player using the Neo Splash-o-matic to more quickly build up Suction-Bomb Launcher after respawning.

  • 6 ability points – two subs – are enough to increase the amount of special gauge progress saved from 50% to 64.6%.[5]
S2 Ability Stealth Jump.png Stealth Jump

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

S2 Ability Swim Speed Up.png Swim Speed Up

As a short-ranged weapon that excels at flanking, the Neo Splash-o-matic greatly benefits if it is able to swim faster. Swim Speed Up enables its user to more quickly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.

  • 16 ability points – one main and two subs – increase the swim speed from 2.02 to 2.19 units per frame.[5]
  • Swim Speed Up can reduce the swim speed penalty from Ninja Squid. However, it takes at least 28 ability points – either one main and six subs or about two mains and three subs – of Swim Speed Up for a Neo Splash-o-matic user to fully offset the swimming speed penalty of Ninja Squid.[5]
  • Therefore, a Neo Splash-o-matic user with Ninja Squid will have to decide between either having fewer ability points available for other abilites or swimming at less than the base maximum speed. For example, just 13 ability points – one main and one sub – are enough to restore the swim speed of a Neo Splash-o-matic user with Ninja Squid to 1.92 units per frame.[5]

[6]

References