Competitive:Snipewriter 5H: Difference between revisions

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{{Unofficial}}
{{Unofficial}}
{{For|information about the Snipewriter 5H|Snipewriter 5H}}
{{For|information about the Snipewriter 5H|Snipewriter 5H}}
First introduced in {{S3}} at the start of [[Chill Season 2022]], the '''Snipewriter 5H''' is a new type of charger with the unique mechanic of loading five nonlethal rounds per full charge, allowing its user to hit more targets and turf more efficiently than conventional chargers. Its good mobility and supportive weapon set enable its user to team up with more mobile, aggressive teammates.<ref name="How Pencil SPEEDRAN From Bottom To Top Tier">[https://www.youtube.com/watch?v=jWc9XfCgLMM {{YT}} "How Pencil SPEEDRAN From Bottom To Top Tier"] by [[Competitive:ProChara|ProChara]]</ref><ref name="Why is Snipewriter 5H so good? (Guide Part 1)">[https://www.youtube.com/watch?v=tfxVtbsTcsM {{YT}} "Why is Snipewriter 5H so good? (Guide Part 1)"] by [[Competitive:Latias|Latias]]</ref><ref name="Ver. 6.1.0 Tier List">[https://www.youtube.com/watch?v=dP32QJWGJgc {{YT}} "Ver. 6.1.0 Tier List"] by Squid School</ref>
__NOTOC__
__NOTOC__
==''Splatoon 3''==
==''Splatoon 3''==
{{Infobox/Weapon/Strategy
{{Infobox/Weapon/Strategy
|game=Splatoon 3
|game         = Splatoon 3
|abbreviation=Snipewriter, Pencil  
|abbreviation = Snipewriter, Pencil  
|image=S3 Snipewriter 5H Promotional 3D Render.jpg
|image       = S3 Snipewriter 5H Promotional 3D Render.jpg
|sub=Sprinkler
|sub         = Sprinkler
|special=Tacticooler
|special     = Tacticooler
|base=40–68 (Partial charge)<br> 68 (Full charge)
|base         = 40–68 (Partial charge)<br> 68 (Full charge)
|ink=35%
|ink         = 35%
|points=200
|points       = 210
|role=[[Community Glossary#Support|Support]]/[[Community Glossary#Anchor|Anchor]]
|role         = [[Community Glossary#Anchor|Anchor]]/[[Community Glossary#Support|Support]]
|strengths=Range, mobility
|strengths   = Range, [[Community Glossary#Turfing|turfing]], larger hitbox, mobility, Tacticooler [[Community Glossary#Farming|farming]], five shots per charge, lower gear dependency<ref name="How Pencil SPEEDRAN From Bottom To Top Tier"/><ref name="Why is Snipewriter 5H so good? (Guide Part 1)"/><ref name="Ver. 6.1.0 Tier List"/>
|weaknesses=High ink consumption, vulnerable to being rushed down, cannot store a charge
|weaknesses   = High ink consumption per full charge, lower damage, longer charge time, unable to store charges, unable to pierce targets<ref name="How Pencil SPEEDRAN From Bottom To Top Tier"/><ref name="Why is Snipewriter 5H so good? (Guide Part 1)"/>
}}
}}
The Snipwriter 5H is a charger with the unique gimmick of having five shots with one full charge, at the cost of lower shot power. Its mobility lets the weapon play similarly to the [[Competitive:Bamboozler 14 Mk I|Bamboozler 14 Mk I]] although with more range and higher ink consumption.  
The Snipewriter 5H debuted at Chill Season 2022 with a synergistically supportive weapon set, enabling its user to fill two roles within a team [[Community Glossary#Composition|composition]].<ref name="How Pencil SPEEDRAN From Bottom To Top Tier"/>
 
===Use===
===Use===
The Snipewriter 5H's range allows the user to assume an anchor role, with the turf and chip damage also making way for a supportive playstyle.
The Snipewriter 5H's long range, thorough turfing, and Tacticooler enables its user to fill both the anchor and support roles:
 
* When fully charged, it loads five rounds, providing multiple opportunities to hit targets or turf [[surface]]s:
*Being a charger, the Snipewriter 5H has to charge before firing.
** Tap shots and partially charged shots only provide single shots that have less damage and range than those fired from a full charge. They can still be used to [[Splat (occurrence)|splat]] a weakened opponent at closer range. Otherwise, flee to safety – by [[Super Jump]]ing if necessary – if pursued by rushing opponents.
**While partial charges outrange some weapons, they do not deal maximum damage or give the user five shots. Partial charges should only be used when under fire or when following up on an opponent hit by a fully charged shot.
** After fully charging, releasing {{Button|ZR|Switch}} fires the first of five rounds. Each subsequent press of {{Button|ZR|Switch}} fires another round until you run out.
**The Snipewriter 5H has about the same charge time as the Splat Charger. Full charges are the only way to get the five shots, but charging also leaves the user vulnerable. Stay away from enemy fire to charge safely.
** While each shot inflicts less damage than shots from other chargers, since Version {{Ver|S3|3.1.0}}, it can combo with a wide variety of other weapons, from one [[Competitive:Splattershot|Splattershot]] shot to [[Damage#Splash damage|splash damage]] from some [[Blaster (weapon class)|blasters]] and bombs.<ref name="How Pencil SPEEDRAN From Bottom To Top Tier"/><ref name="Why is Snipewriter 5H so good? (Guide Part 1)"/>
*The Snipewriter 5H gets five shots after fully charging, giving the weapon some unique strengths.
* The Snipewriter 5H shares some characteristics with the [[Competitive:Bamboozler 14 Mk I|Bamboozler 14 Mk I]]:<ref name="Why is Snipewriter 5H so good? (Guide Part 1)"/>
**Its five shots allow the user to splat multiple far-off opponents with a single charge.
** Its shots have a larger hitbox than those of most other chargers, making it easier to hit targets.
**The abundance of shots per charge lets the user afford to miss some shots, as only two are needed to splat an opponent.
** However, these shots cannot pierce targets. This also means that a teammate can body block your shots if either of you is not careful.
**More shots means more damage to objects.
** The Snipewriter 5H cannot store a charge while submerged in [[ink]]. Changing to swim form or using either the sub or special weapon will unload any unused rounds but will replenish the [[ink tank]] with 7% of the ink tank per remaining round (e.g., three remaining rounds will restore 21%, or 3 × 7%, of ink).
**The five shots means it can quickly ink long lines of turf, allowing the user to contest areas such as the Splat Zone if the user has charged it already.
* The Snipewriter 5H's range matches that of the [[Competitive:Splatterscope|Splatterscope]], enabling it to cover wide areas and long paths and pick off opponents using [[Competitive:Inkjet|Inkjet]]s.<ref name="How Pencil SPEEDRAN From Bottom To Top Tier"/><ref name="Why is Snipewriter 5H so good? (Guide Part 1)"/><ref name="Ver. 6.1.0 Tier List"/>
*Another strength of the Snipewriter 5H is its mobility.
* Its range and multiple rounds enable it to turf more safely than other support weapons (such as the [[Competitive:N-ZAP '85|N-ZAP '85]]) and more efficiently than other chargers, which also builds up the [[special gauge]] more quickly.<ref name="How Pencil SPEEDRAN From Bottom To Top Tier"/><ref name="Why is Snipewriter 5H so good? (Guide Part 1)"/><ref name="Ver. 6.1.0 Tier List"/>
**Said mobility allows the user to follow up on damaged opponents.
* The Snipewriter 5H provides good mobility during or after charging while either strafing or jumping, especially compared to most other chargers.
*It is important to not position like a [[Competitive:Splatterscope|Splatterscope]] or [[Competitive:Hydra Splatling|Hydra Splatling]].
Even with its unique advantages, the Snipewriter 5H does come with other tradeoffs besides those already mentioned:
**Opponents hit at the edge of the Snipewriter 5H's range can easily escape from a second shot, making splatting more difficult.
* The Snipewriter 5H's full charge has the highest ink requirement among all chargers. While this is offset by the low ink consumption per shot, your [[Community Glossary#Uptime and Downtime|uptime]] will still be reduced.
**The Snipewriter 5H user should position near the front lines where it can consistently affect the opponents.
* It requires 72 frames, or 1.2 seconds, to fully charge, which is longer than for most other chargers.<ref name="Why is Snipewriter 5H so good? (Guide Part 1)"/>
**Being closer to opponents can also add to chip damage and assist teammates in finishing off a damaged enemy.
* Besides having nonlethal damage, it inflicts reduced damage against objects, particularly the [[Competitive:Crab Tank|Crab Tank]] and the armor of a [[Competitive:Booyah Bomb|Booyah Bomb]] user.<ref name="How Pencil SPEEDRAN From Bottom To Top Tier"/>
*The Snipwriter 5H cannot store a charge, leaving the user reliant on strafing if they want to move with a charge.
* Its ability to fill two roles on a team composition also puts extra responsibility on its user, which includes avoiding getting splatted. A Snipewriter 5H user's removal deprives their teammates long range support and Tacticooler and leaves them vulnerable to a [[Community Glossary#Wipe|wipeout]], as the opposing team is free to push and position more aggressively.
*Along with being unable to store a charge, the Snipewriter 5H has some other weaknesses.
The '''[[Competitive:Sprinkler|Sprinkler]]''' supplements the playstyle of a Snipewriter 5H user:<ref name="Why is Snipewriter 5H so good? (Guide Part 1)"/>
**It takes 40% of the ink tank to fully charge, meaning the user will quickly run out of ink during a match.
* While bombs provide instant burst turfing, a Sprinkler provides steady turfing over time:
**The damage dealt to objects such as the [[Competitive:Crab Tank|Crab Tank]] and [[Competitive:Big Bubbler|Big Bubbler]] is low. While the Snipewriter 5H can deal damage to said objects from a distance, it will take a long time to break them.
** Placing it around a less relevant part of the stage enables its user to devote their main weapon more to contesting more important areas.
**Its long charge times leaves the user vulnerable to opponents. Be aware of opponents and be sure to check the map for flanks.
** Creative Sprinkler placement, especially on a difficult spot for opponents to reach, can continuously ink a contested area, providing passive [[Community Glossary#Area denial|area denial]] and forcing opponents to either go out of their way to destroy the Sprinkler or avoid the area altogether.<ref>[https://twitter.com/AngleBagel/status/1731807139616768459 {{TWI}} Bagel (Starburst) places a Sprinkler high onto the corner of a building to maintain turf control on Inkblot Art Academy]</ref>
 
** Its turfing output supplements that of your main weapon, which increases your Tacticooler output.
The Sprinkler can be used in a variety of ways to help a Snipewriter 5H user:
* If the surface upon which it is attached is inkable, a Sprinkler immediately forms a sizable spot of ink around its base. This can enable one to quickly climb short, inkable walls.
* Turfing areas that are either out of reach or unsafe to approach.
* If placed nearby the [[Rainmaker (weapon)|Rainmaker]], a Sprinkler can help pop the [[Rainmaker shield]] (or prevent the opponents from popping it). It works most effectively when placed next to the Rainmaker just before its shield resets.
* Maintaining turf in highly contested areas, such as on the [[Tower Control|Tower]]. A Sprinkler placed high on a wall or ceiling can also be a distraction for an opponent.
* A Sprinkler can also act as a light shield in a pinch, especially while fleeing from pursuing opponents.
* Acting as a light shield in a pinch. Sprinklers have 120 hit points but can be easily destroyed by opponents with [[Object Shredder]].
If deployed properly, the '''[[Competitive:Tacticooler|Tacticooler]]''' can enhance a team's [[Community Glossary#Lockout|lockout]] or push, or counter the opponents' push:<ref name="Why is Snipewriter 5H so good? (Guide Part 1)"/><ref>[https://www.youtube.com/watch?v=tFZI3jWhNys {{YT}} "A (rough) Guide to Tacticooler Placement"] by Puma</ref>
 
* It is recommended to deploy your Tacticooler just before engaging the opposing team if at least two team members (including yourself) can collect a drink.
'''Tacticooler''' can help the user and their team push in.
* In general, the most optimal Tacticooler location is either around the area your team is staging a lockout or along the objective's path through which your team is pushing:
*Place a Tacticooler where most of the team can get to it. Placing it too far back or forward will not help the team as much since not as many people can access it.
** Remember that, as a Snipewriter 5H user, you tend to position yourself behind your teammates, so advance closer to the frontline before you deploy your Tacticooler.<ref>[https://www.youtube.com/shorts/5DXCyDf8oTw {{YT}} "Where Not to Put Your Tacticooler"] by Squid School</ref>
*When equipped, Tacticooler provides many different abilities, all of which help a team push in.
* While the cooler itself can be used as a temporary shield against opposing fire, its presence might invite opponents to fire sub or special weapons at its location.
**[[Run Speed Up]], [[Swim Speed Up]], and [[Ink Resistance Up]] helps the user move faster and evade enemy attacks. This in particular benefits the Snipewriter user the most as the user already has decent mobility.
* Do not forget to grab a drink for yourself! While mobile, aggressive weapon users tend to benefit the most from Tacticooler, a Snipewriter 5H user also has much to gain from it:
**[[Intensify Action]] helps most weapons be more mobile and consistent, reducing jump spread significantly.
** Both [[Run Speed Up]] and [[Swim Speed Up]] enhance your already good mobility, allowing you to more quickly strafe around opposing fire and pursue targets.
**[[Special Saver]] and [[Quick Respawn]] both reduce the punishment of getting splatted, allowing the users to push in without worrying about losing special progress or being out of the battle for too long.
** A maxed out [[Quick Super Jump]] ability helps you nearly instantly escape from bad situations or advance forward much faster.
**[[Quick Super Jump]] allows one to jump out of sticky situations or to reposition more quickly..
*When under the effect of Tacticooler, be aware that arrows will reveal your location while swimming. If attempting to [[Community Glossary#Sharking|shark]], it may be better to not get the effects of a Tacticooler in order to stay hidden.
*The Tacticooler itself can be used as a mini shield, helping the Snipewriter 5H user stay safer if in the frontlines.
*When trying to get a Tacticooler, it may be best to get the effects at a later time after the cooldown has run out to allow the Special Saver effects to be more useful than getting it immediately.  


===Synergy===
===Synergy===
Like other, more conventional chargers, the Snipewriter 5H can provide support fire and help maintain spatial control, but its mobility allows its user to more easily either push forward with the rest of the team or retreat from an advancing opponent. Nevertheless, it can still be redundant to have one or two more long-ranged weapons on a team for a few 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>
The Snipewriter 5H provides a few valuable components to a successful team composition: range, turfing, and Tacticooler. Its user will require teammates using aggressive weapons, at least one other efficient turfing weapon, a throwable bomb or two, and some displacement or aggressive special weapons:<ref>[https://www.youtube.com/watch?v=S1nk1nxrMlg {{YT}} "''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"] by [[Competitive:Sendou|Sendou]]</ref>
* A team with too many long-ranged weapons will have fewer mobile weapons that can more quickly capture turf and take control of the objective, hindering said team's ability to begin an effective push into the opponents' territory. Such a team will also have difficulty breaking out of an opponent's [[Community Glossary#Camping|spawn camp]].
* Filling the rest of the team composition with a good balance of [[Community Glossary#Skirmisher|skirmishers]] and [[Community Glossary#Slayer|slayers]] benefits the Snipewriter 5H user and maximizes the use of Tacticooler:<ref name="How Pencil SPEEDRAN From Bottom To Top Tier"/>
* Longer-ranged weapons, including the Snipewriter 5H, are generally less effective at close range, so a team with too many long-ranged weapons is prone to getting flanked and [[Community Glossary#Sharking|sharked]] by the opponent.
** Short- to medium-ranged weapon users can capture turf more quickly than long-ranged weapon users.
Although the Snipewriter 5H is better at turfing than traditional chargers, it is still less efficient than other weapons, due to its high ink consumption and charge time. A Snipewriter 5H user will have to rely on their teammates to maintain [[Community Glossary#Map control|map control]]. Not having enough turfing ability usually from having too many blasters and chargers presents its own set of problems:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
** Their main and sub weapons generally combo well with the Snipewriter 5H to confirm splats.
* A team whose composition lacks enough turfing ability can be rendered immobile if the other team dominates map control.
** Their presence creates a protective shell around the Snipewriter 5H user, making it harder for opponents to reach them.
* A lack of turfing also makes it difficult to alter the course of a game, even after wiping out the other team.
** Including at least one other weapon that is efficient at turfing will lighten the turfing and map control load for the Snipewriter 5H user.
* Having at least one throwable bomb provides the team a means of poking, [[Community Glossary#Spacing (Zoning)|spacing]], and active area denial.
* While Tacticooler is great for both starting pushes and repelling opposing pushes, it can neither displace or splat opponents by itself. However, it can complement – and be complemented by special weapons that can either displace or directly splat opponents:<ref name="Ver. 6.1.0 Tier List"/>
** [[Competitive:Trizooka|Trizooka]], [[Competitive:Crab Tank|Crab Tank]], and [[Competitive:Booyah Bomb|Booyah Bomb]] can target and displace–if not outright splat–specific opponents, such as the opposing anchor or support.
** [[Competitive:Triple Inkstrike|Triple Inkstrike]], [[Competitive:Ink Storm|Ink Storm]], and [[Competitive:Tenta Missiles|Tenta Missiles]] can force multiple opponents out of position.


The Snipewriter 5H's lack of lethal bombs – particularly either [[Competitive:Splat Bomb|Splat]] or [[Competitive:Suction Bomb|Suction Bombs]] – generally necessitates its user's teammates to equip weapons that include them. Lethal bombs provide their user's team a couple of advantages over another team that has no lethal bombs in its composition:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
* Their one-hit-splat offers its user's team the chance of instantly gaining a numbers advantage, from which a game-winning push can arise.
* Their lethal explosion provides space for its user's team to either push into an area held by the opponent or stall an opponent's push.
While Tacticooler can benefit an entire team, it may not be worth it to have more than one in a comp for a few reasons:
*Tacticooler cannot move the enemy team the way other specials such as the Crab Tank or Tenta Missiles can.
*While a team with it may have an advantage, Tacticooler cannot splat opponents as efficiently as Inkjet or other aggresive specials can.
*A Tacticooler forces a team to have to go to a specific area in order to get the effects. Having multiple can disrupt a team's push and allow opponents to predict where a team will be.
===Countermeasures===
===Countermeasures===
* Users of other anchor weapons each have to confront an opposing Snipewriter user differently:
An opposing Snipewriter 5H user is often the heart of their team's composition, providing support fire, turfing, and a steady supply of Tacticoolers to keep their teammates active and fighting. Eliminating them will disrupt their team's ability to maintain pressure, but trying to reach and splat them can be a challenge.
** Traditional chargers such as the Splatterscope and the E-liter 4K and longer-range splatlings – namely the Ballpoint Splatling and the Hydra Splatling – clearly outrange the Bamboozler 14 Mk I and can simply zone out an opposing Snipewriter user.
* Having a source of Tacticooler on your team can even the odds against an opposing Snipewriter 5H user's team:<ref name="Ver. 6.1.0 Tier List"/>
*** Focus more on turfing and providing support fire for your teammates while keeping an eye on the opposing Snipewriter user's position.
** Direct matchups between Snipewriter 5H users on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates.
*** Only challenge the opposing Snipewriter user if your position is more advantageous or if you need to distract them from firing at an important teammate, such as the Tower rider or Rainmaker carrier.
** The [[Competitive:N-ZAP '85|N-ZAP '85]] provides as much turfing and Tacticooler output but trades range for mobility, allowing for a more aggressive playstyle when necessary.
** While the [[Competitive:Flingza Roller|Flingza Roller]] (212.64 DU)<ref name="''Splatoon 2'' range list">[https://pastebin.com/QdQDD9Ch ''Splatoon 2'' range list] compiled by DrFetus</ref> cannot outrange the Snipewriter, it can simply [[Community Glossary#Farming|farm]] [[Competitive:Tenta Missiles|Tenta Missiles]] and use it to harass the opposing Snipewriter user.
** The [[Competitive:Tri-Slosher Nouveau|Tri-Slosher Nouveau]] is potent at splatting opponents but forces its user to decide between playing aggressively at the risk of reduced Tacticooler output or playing supportively at the cost of splatting potential.
** Thanks to charge storing, both the [[Competitive:Classic Squiffer|Classic Squiffer]] (167.65 DU)<ref name="''Splatoon 2'' range list"/> and the [[Competitive:Nautilus 47|Nautilus 47]] (165 DU) are more mobile than the Snipewriter to compensate for their relative lack of range.
** The [[Competitive:Heavy Edit Splatling|Heavy Edit Splatling]] is faster while running and is more effective at taking out short- and medium-ranged opponents but struggles against chargers.
* The quick, powerful shots of the Snipewriter effectively prohibit shorter-ranged weapon users from rushing an opposing Snipewriter user. Rely on flanking or sharking to get within range of an opposing Snipewriter user if it has its shots, or flank them while they're charging.  
* Users of other anchor weapons each have to confront an opposing Snipewriter 5H user differently:
* Throwing bombs or Toxic Mist at an opposing Snipewriter user can briefly force them out of position and throw off their aim and charges. While Toxic Mist does not damage the opponent, it drains their ink tank and cripples their movement, making them more vulnerable to a direct assault.
** The [[Competitive:E-liter 4K|E-liter 4K]] has a one-shot splat, longer range, and the ability to store a charge but a longer charge time, less efficient turfing, and less mobility.
** Both variants of the [[Competitive:Splatterscope|Splatterscope]] have a one-shot splat and a shorter charge time but less efficient turfing and less mobility.
** [[Splatling]]s generally fare poorly against the longer-ranged, quick firing Snipewriter 5H and should avoid direct confrontations.
* Shorter-ranged weapon users should rely more on [[Community Glossary#Flanking|flanking]] or [[Community Glossary#Sharking|sharking]] to pick off an opposing Snipewriter 5H user.
** Users of weapons with an [[Community Glossary#Area of effect|AoE]] (e.g., blasters), a large hitbox, or an arc trajectory (e.g., [[Slosher (weapon class)|sloshers]]) can exploit cover, such as beneath a ledge, to not only avoid the opposing Snipewriter 5H user's line of sight but also damage their opponent without having to expose themselves.<ref name="Ver. 6.1.0 Tier List"/>
* With its high amount of HP, a [[Competitive|Splash Wall]] or a [[Competitive:Tenta Sorella Brella|Tenta Brella's]] shield can reduce the range of influence of an opposing Snipewriter 5H.
* Certain sub and special weapons launched at an opposing Snipewriter 5H user can briefly force them out of position and throw off their aim and charges.
** While Toxic Mist does not damage the opponent, it drains their ink tank and cripples their movement, making them more vulnerable to a direct assault.
* The Trizooka is one of the few anti-Snipewriter 5H weapons that has a longer range. Even an indirect hit's splash damage weakens them enough to get splatted by another shot or a teammate's follow up attack.
* Clear out any nearby opponents (by either splatting them or forcing them to retreat) before destroying their Sprinklers.
* Keep an eye on the HUD to know when an opposing Snipewriter 5H user has their Tacticooler ready, and both watch for when it is deployed and listen to its jingle.
** If you can splat–or at least trade with–the opposing Snipewriter 5H user just before they have their Tacticooler ready, then you could relieve your team of the pressure it would otherwise face from a fully enhanced opposing team.
** Certain sub and special weapons can temporarily deny your opponents access to their Tacticooler (or splat them as they attempt to collect a drink) if it is ever misplaced.
** Sharking around their cooler can also provide an opportunity to pick off opponents and remove their enhancements.
** If your team does not have a Tacticooler ready (or has no Tacticoolers in its composition) when your opponents are under the effects of Tacticooler, then your team will need to win the first overall team fight outright, then win or trade the second overall team fight to prevent your opponents from sustaining a long lockout or push.
** If positioned carefully, a Crab Tank can stall an opposing Tacticooler push, which can buy time for your team to respawn or prepare a counter-push of your own.<ref name="Ver. 6.1.0 Tier List"/>


While a Tacticooler buffs a team, there are ways to deal with them.
*Be aware of where a Tacticooler is placed. Teammates will have to group up around that area to get the effects.
**Throwing bombs can throw opponents off from getting the drink and splat unaware opponents.
**Sharking around the cooler itself can be valuable as opponents are likely to get around the drink.
*The arrows from the effects prevent opponents from being able to shark. Be especially aware of any signs of arrows to prevent getting snuck up on.
*A Snipewriter user under the effects of Tacticooler will have their strafe speed increased drastically. Knowing where the user will strafe can prevent them from dodging shots or escaping.
*Specials such as Crab Tank or Booyah Bomb can prevent a team with Tacticooler to be able to push up, limiting the effect's time.
*Be aware of the Quick Respawn that it provides. Splatted opponents will come back quicker than normal allowing them to reposition more easily.
===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.
Users of the Snipewriter 5H, a charger with an invaluable special weapon, benefit mostly from abilities that increase both special weapon output and duration, improve ink efficiency, and hasten escapes. Thanks to the Snipewriter 5H's lower gear dependency versus other Tacticooler-based weapons, its user will have little trouble fulfilling their specific needs.<ref name="Why is Snipewriter 5H so good? (Guide Part 1)"/><ref>[https://sendou.ink/builds/snipewriter-5h Snipewriter 5H Builds] on [https://sendou.ink/ sendou.ink]</ref>
<!--
<!--Editor note: This guide is for all abilities, to avoid conflict and to be more useful for everyone. Please do not remove any ability that was added. You may add reasoning for why other abilities are more strategically desirable. If an opinion is questionable, discuss its content on the talk page.
Editor note:
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.-->
This guide is for all abilities, to avoid conflict and to be more useful for everyone.
 
Please do not remove any ability that was added. You may add reasoning for why other abilities are more strategically desirable. If an opinion is questionable, discuss its content on the talk page.  
; {{Ability|S3|Ink Resistance Up}}
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.
Every player is expected to come in contact with opposing ink on many surfaces, which can both be damaging and reduce mobility. Ink Resistance Up delays the time when damage is taken from contact with opposing ink and partially offsets the reduction in mobility, the latter trait being crucial when fleeing rushing opponents.<ref name="Build Analyzer">[https://sendou.ink/analyzer Build Analyzer] on sendou.ink</ref>
-->
{| class="wikitable sitecolor-s3"
! [[Ability point|AP]] !! [[Community Glossary#Main and sub|Mains]] !! Subs !! Run speed<br>in opposing<br>ink ([[Distance unit|DU]]/f) !! Invulnera-<br>bility time<br>(frames) !! Rate of<br>damage<br>(HP/s) !! Maximum<br>damage<br>(HP)
|-
| 0 || 0 || 0 || 0.240 || 0 || 18 || 40.0
|-
| 3 || 0 || 1 || 0.334 || 10 || 12 || 38.0
|-
| 6 || 0 || 2 || 0.394 || 15 || 12 || 36.2
|-
|}
 
; {{Ability|S3|Ink Saver (Main)}}
; {{Ability|S3|Ink Saver (Main)}}
The Snipewriter 5H consumes a lot of ink. Normally, the Snipewriter 5H can charge 2 times without slowing down.  
Even after its ink efficiency was [[Community Glossary#Buff and Nerf|buffed]] in Version {{Ver|S3|4.0.0}}, the Snipewriter 5H still requires over one-third of an ink tank to fully charge. Improving the main weapon's ink efficiency will increase its uptime, allowing its user to use their main and sub weapons more often and spend less time refilling their ink tank.<ref name="How Pencil SPEEDRAN From Bottom To Top Tier"/>
* 3 ability points - 1 sub gives the user just around 3 full charges without running out of ink.  
* Two secondary abilities or subs, which equal 6 ability points (AP), guarantees its user three full charges per ink tank. Even one sub, or 3 AP, improves the ink efficiency very close to the three-full-charge threshold.<ref name="Build Analyzer"/>
* Even if using Last-Ditch Effort, increasing uptime from the beginning of a battle can pay off. If secondary abilities are not disabled (i.e., in certain tournament settings), one or two subs of Ink Saver (Main) are a great investment.


; {{Ability|S3|Last-Ditch Effort}}
; {{Ability|S3|Last-Ditch Effort}}
Snipewriters are an ink-hungry weapon. When equipped, Last-Ditch Effort grants 24 [[ability point]]s of three different stackable abilities for the last 30 seconds, or when the ranked score is 50 or below. These abilities include:
The high ink consumption of a Snipewriter 5H's full charge is often too great to offset with Ink Saver (Main) alone without compromising other gear abilities. Even after receiving a nerf in Version {{Ver|S3|5.0.0}}, Last-Ditch Effort is still a cost-efficient means of improving overall ink efficiency, allowing its user to better maintain uptime in clutch situations.
* {{Ability|S3|Ink Recovery Up}}
* Last-Ditch Effort combined with two subs (6 AP) of Ink Saver (Main) provides a Snipewriter 5H user to fully charge their weapon four times when the game clock has 30 or fewer seconds left or, in an [[Anarchy Battle]], either the opposing team's countdown has 30 or fewer points remaining or [[Overtime]] has begun.<ref name="Build Analyzer"/>
* {{Ability|S3|Ink Saver (Main)}}
 
* {{Ability|S3|Ink Saver (Sub)}}
; {{Ability|S3|Quick Super Jump}}
Ink Saver (Main) and Ink Recovery Up is the most useful for the wielder, allowing them reduce the amount of ink consumed by using the weapon in general and more quickly pressure the opponents or ink turf quicker.
There will likely be moments when a Snipewriter 5H user will be forced to [[Super Jump]] to flee from rushing opponents. Quick Super Jump shortens the vulnerability time at the start of performing a Super Jump, increasing their likelihood of escape.<ref name="Build Analyzer"/>
{| class="wikitable sitecolor-s3"
! AP !! Mains !! Subs !! Vulnerabi-<br>lity frames !! Vulnerabi-<br>lity time (s) !! Total Super<br>Jump time (s)
|-
| 0 || 0 || 0 || 80 || 1.333 || 3.633
|-
| 3 || 0 || 1 || 58 || 0.967 || 3.267
|-
| 6 || 0 || 2 || 50 || 0.833 || 3.133
|-
| 10 || 1 || 0 || 44 || 0.733 || 3.017
|-
|}
* While every player is recommended to have at least one sub (3 AP) of Quick Super Jump, a Snipewriter 5H player would be more inclined to have two subs (6 AP) to increase their survivability, which better ensures that their team will have a long-ranged presence and a constant Tacticooler supply.
* If secondary abilities are disabled (e.g., in certain tournament settings), then it might be worthwhile for a Snipewriter 5H player to devote one of their three primary abilities to Quick Super Jump since their team role requires them to avoid getting splatted more so than other weapon users.


; {{Ability|S3|Special Charge Up}}
; {{Ability|S3|Special Charge Up}}
Having the Tacticooler as the Snipewriter 5H's special helps it be a good support weapon. It takes the Snipewriter 12 shots on empty turf to activate the Tacticooler without any Special Charge Up.
Having a Tacticooler ready when needed can be the difference between sustaining a long, productive lockout or push or withdrawing as too many players get splatted. Therefore, it would be in a Snipewriter 5H user's best interest to reduce their special gauge requirement for Tacticooler.<ref name="Build Analyzer"/>
Having Special Charge Up helps the player use the Tacticooler as many times as possible so that they can support their teammates.
{| class="wikitable sitecolor-s3"
* 6 ability points - 2 subs makes your Points for Special go down from 200 to 190
! AP !! Mains !! Subs !! Special gauge<br>requirement (p)
* 10 ability points - 1 main makes your Points for Special go down to 184
|-
* 13 ability points - 1 main 1 sub makes your Points for Special go down to 180.
| 0 || 0 || 0 || 200
|-
| 10 || 1 || 0 || 184
|-
| 16 || 1 || 2 || 176
|-
| 22 || 1 || 4 || 170
|-
|}
* The frequency of Tacticooler usage is generally more important than its duration per use since not every player who receives its enhancements will survive its entire duration. If you have to decide between Special Charge Up and Special Power Up, prioritize Special Charge Up.


; {{Ability|S3|Special Power Up}}
; {{Ability|S3|Special Power Up}}
Special Power Up increases the duration of the effects from Tacticooler. Unlike other specials, the duration increase is noticeable in smaller amounts, allowing the user to have more gear freedom while also being able to have an increased duration, allowing a team more time to be able to push without worry.
Whenever your team is enhanced with Tacticooler, opponents might attempt to stall your push with longer-ranged main weapons, bombs, or certain special weapons, such as Crab Tank. To counter this tactic, Special Power Up increases the duration of Tacticooler's effects with Special Power Up, which reduces the chance of the effects wearing off too early.<ref name="Build Analyzer"/>
* 6 ability points - 2 subs increases the duration from 17 seconds to 19 seconds
{| class="wikitable sitecolor-s3"
* 10 ability points - 1 main increases the duration to around 20 seconds
! AP !! Mains !! Subs !! Tacticooler<br>effects<br>duration (s)
 
|-
; {{Ability|S3|Swim Speed Up}}
| 0 || 0 || 0 || 17.000
Swim Speed Up helps boost swim speed of the user, allowing the user to get quickly to the frontlines, or escape sticky situations.
* 6 ability points - 2 subs makes your swimming speed go from 1.92 du/f to 2.01 du/f
* 16 ability points - 1 main 2 subs makes your swimming speed go to 2.14 du/f
 
;{{Ability|S3|Run Speed Up}}
Due to not having a charge hold, running is the only way the user can move while having a charge. Being already mobile, Run Speed Up can boost the user's mobility, allowing the user to follow up to opponents.
* 6 ability points - 2 subs lets you strafe at 0.63 du/f as compared to 0.6
* 16 ability points - 1 main 2 subs lets you strafe at 0.67 du/f as compared to 0.6
* 26 ability points - 2 mains 2 subs lets you strafe at 0.7 du/f as compared to 0.6
 
; {{Ability|S3|Sub Resistance Up}}
Sub Resistance Up will only reduce the damage taken from opposing sub 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.
* 3 [[ability point]]s - one [[Community Glossary#Main and Sub|sub]] - has a lot of utility and therefore should be ran on any weapon.
** Getting hit by splash damage from a bomb will not make the user visible on the map.
** Three Burst Bomb indirects or three indirects from a Fizzy bomb will not splat the user.
; {{Ability|S3|Quick Super Jump}}
Using Quick Super Jump allows Snipewriter users to more easily return and retreat to or from the battles.
* 3 ability points - 1 sub decreases the Super Jump time from 1.33 seconds to 0.97 seconds.
 
; {{Ability|S3|Ink Resistance Up}}
Every player, including an Snipewriter 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:
{| 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
|-
|-
|0 || 0 || 0 || 0 || 0.3 || 40.0 || 0.24 || 0.800
| 6 || 0 || 2 || 19.017
|-
|-
|3 || 0 || 1 || 10 || 0.2 || 38.0 || 0.33 || 0.854
| 10 || 1 || 0 || 19.983
|-
|-
|6 || 0 || 2 || 15 || 0.2 || 36.2 || 0.39 || 0.888
| 16 || 1 || 2 || 21.200
|-
|-
|}
|}


; {{Ability|S3|Thermal Ink}}
===Competitive history===
With multiple shots that can hit opponents, it is possible that they can escape while being hit once. Thermal Ink can take advantage of this to allow the user to know where they are, preventing flanks from that opponent.
When the Snipewriter 5H was released after its introduction in Chill Season 2022, competitive players were less than enthusiastic about it. The [[Competitive:Splash-o-matic|Splash-o-matic]] and [[Competitive:Sloshing Machine|Sloshing Machine]], equipped with the Crab Tank and the Booyah Bomb respectively (both of which Snipewriter 5H had trouble damaging), were prevalent in the meta, and Tacticooler – initially thought to be powerful at the start – proved to be underwhelming. However, the Snipewriter 5H's weapon set had great synergy, which would serve it well as further updates arrived and the meta shifted.<ref name="How Pencil SPEEDRAN From Bottom To Top Tier"/>
 
However, the changes from Version {{Ver|S3|2.1.0}} (released the following January) to Version {{Ver|S3|4.0.0}} (released before June that year) would aid both Snipewriter 5H and Tacticooler, nerf both Splash-o-matic (and its sub and special weapons) and Sloshing Machine, and buff both [[Competitive:Ballpoint Splatling|Ballpoint Splatling]] and Inkjet. The overall rise of the Ballpoint Splatling and its Inkjet, along with the drop of the Splash-o-matic and Sloshing Machine, made Tacticooler weapons more attractive as a means to reduce the impact of an Inkjet. The Snipewriter 5H had the bonus of already having a good matchup against both the Ballpoint Splatling and its Inkjet.<ref name="How Pencil SPEEDRAN From Bottom To Top Tier"/> However, other Tacticooler-based weapons, particularly the N-ZAP '85 and the Tri-Slosher Nouveau, were still favored in the west at this point.<ref>[https://www.youtube.com/watch?v=Mf7qQ_zhppg {{YT}} "Ver. 4.0.2 Tier List"] by Squid School</ref><ref>[https://www.youtube.com/watch?v=dvg9eKIgaNE {{YT}} "These Are The BEST Weapons In Splatoon 3"] by ProChara</ref>
 
It was not until Version {{Ver|S3|4.1.0}} that western competitive players began to consider Snipewriter 5H in their compositions. Ballpoint Splatling and Inkjet each received a nerf. However, Snipewriter 5H's use in the late-June 2023 edition of Area Cup in Japan demonstrated its strengths, encouraging western competitive players to consider adding it to their compositions.<ref>[https://www.youtube.com/watch?v=vL2azUObQDY {{YT}} "Ver. 4.1.0 Tier List"] by Squid School</ref><ref>[https://www.youtube.com/watch?v=bEGvGyQRvtE {{YT}} "【スプラトゥーン3】第2回エリア杯(AREA CUP) 実況解説配信"] by
Splat_zone.jp</ref> Two official Nintendo competitions in the west, the [[Splatoon 3 Championship 2023]] in North America and the [[Splatoon 3 European Championship 2023]], featured the Snipewriter 5H being used.<ref>[https://www.youtube.com/watch?v=ecsVny3ebQ0 {{YT}} "''Splatoon 3'' Championship 2023 - Nintendo Live 2023"]</ref><ref>[https://www.youtube.com/watch?v=9yanCmgx2wI&t=2234s {{YT}} "Nintendo European Championships 2023 – Day 1"]</ref>


; {{Ability|S3|Respawn Punisher}}
From Version {{Ver|S3|5.0.0}} (released at the end of August) to Version {{Ver|S3|6.1.0}} (released near the end of January 2024), a nerf to [[Last-Ditch Effort]] and subsequent increases to special gauge requirements for the N-ZAP '85, Tri-Slosher Nouveau, and the Heavy Edit Splatling have further helped Snipewriter 5H become arguably the most meta-defining weapon in the game. Typically, a competitive team will run one of three compositions: (a) the Snipewriter 5H with three frontline weapons, (b) an alternative anchor and an alternative Tacticooler-based weapon with two frontline weapons, or (c) an alternative Tacticooler-based weapon with three frontline weapons.<ref name="Ver. 6.1.0 Tier List"/> In the ninth edition of Area Cup, a top competitive Splat Zones-only tournament, two of the top four, four of the top eight, and seven of the top sixteen teams used the Snipewriter 5H in their compositions.<ref name="Why is Snipewriter 5H so good? (Guide Part 1)"/> Likewise, in the [[Splatoon 3 World Championship 2024]], four of the six competing teams used the Snipewriter 5H at least once.<ref>[https://www.youtube.com/watch?v=Hd1fVkY_-KA {{YT}} "''Splatoon 3'' World Championship 2024 Day One - Preliminary Rounds"]</ref> Even after Version {{Ver|S3|7.2.0}} increased the special gauge requirement for Snipewriter 5H, it is still expected to provide a steady supply of Tacticooler thanks to its great turfing output.<ref>[https://www.youtube.com/watch?v=IdupraUo-OM {{YT}} "Ver. 7.2.0 Patch Notes"] by Squid School</ref>
Not recommended. A Snipewriter 5H user will not be as safe and far back from enemy fire often, meaning it can get splatted more times than splatting others. Snipewriters also generally get assists more often than splats, which Respawn Punisher does not affect.


==References==
==References==
<references/>
<references/>
{{Navbox/Weapon Strategy}}
{{Navbox/Weapon Strategy}}
[[Category:Support]]
[[Category:Anchors]]

Latest revision as of 21:42, 18 April 2024

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 Snipewriter 5H, see Snipewriter 5H.

First introduced in Splatoon 3 at the start of Chill Season 2022, the Snipewriter 5H is a new type of charger with the unique mechanic of loading five nonlethal rounds per full charge, allowing its user to hit more targets and turf more efficiently than conventional chargers. Its good mobility and supportive weapon set enable its user to team up with more mobile, aggressive teammates.[1][2][3]

Splatoon 3

Snipewriter 5H

Snipewriter 5H

Abbreviations Snipewriter, Pencil
Sub S3 Weapon Sub Sprinkler Flat.png Sprinkler
Special S3 Weapon Special Tacticooler.png Tacticooler
Base damage 40–68 (Partial charge)
68 (Full charge)
Base duration
Ink consumption 35%
Special points 210p
Special depletion
Role Anchor/Support
Strengths Range, turfing, larger hitbox, mobility, Tacticooler farming, five shots per charge, lower gear dependency[1][2][3]
Weaknesses High ink consumption per full charge, lower damage, longer charge time, unable to store charges, unable to pierce targets[1][2]

The Snipewriter 5H debuted at Chill Season 2022 with a synergistically supportive weapon set, enabling its user to fill two roles within a team composition.[1]

Use

The Snipewriter 5H's long range, thorough turfing, and Tacticooler enables its user to fill both the anchor and support roles:

  • When fully charged, it loads five rounds, providing multiple opportunities to hit targets or turf surfaces:
    • Tap shots and partially charged shots only provide single shots that have less damage and range than those fired from a full charge. They can still be used to splat a weakened opponent at closer range. Otherwise, flee to safety – by Super Jumping if necessary – if pursued by rushing opponents.
    • After fully charging, releasing fires the first of five rounds. Each subsequent press of fires another round until you run out.
    • While each shot inflicts less damage than shots from other chargers, since Version 3.1.0, it can combo with a wide variety of other weapons, from one Splattershot shot to splash damage from some blasters and bombs.[1][2]
  • The Snipewriter 5H shares some characteristics with the Bamboozler 14 Mk I:[2]
    • Its shots have a larger hitbox than those of most other chargers, making it easier to hit targets.
    • However, these shots cannot pierce targets. This also means that a teammate can body block your shots if either of you is not careful.
    • The Snipewriter 5H cannot store a charge while submerged in ink. Changing to swim form or using either the sub or special weapon will unload any unused rounds but will replenish the ink tank with 7% of the ink tank per remaining round (e.g., three remaining rounds will restore 21%, or 3 × 7%, of ink).
  • The Snipewriter 5H's range matches that of the Splatterscope, enabling it to cover wide areas and long paths and pick off opponents using Inkjets.[1][2][3]
  • Its range and multiple rounds enable it to turf more safely than other support weapons (such as the N-ZAP '85) and more efficiently than other chargers, which also builds up the special gauge more quickly.[1][2][3]
  • The Snipewriter 5H provides good mobility during or after charging while either strafing or jumping, especially compared to most other chargers.

Even with its unique advantages, the Snipewriter 5H does come with other tradeoffs besides those already mentioned:

  • The Snipewriter 5H's full charge has the highest ink requirement among all chargers. While this is offset by the low ink consumption per shot, your uptime will still be reduced.
  • It requires 72 frames, or 1.2 seconds, to fully charge, which is longer than for most other chargers.[2]
  • Besides having nonlethal damage, it inflicts reduced damage against objects, particularly the Crab Tank and the armor of a Booyah Bomb user.[1]
  • Its ability to fill two roles on a team composition also puts extra responsibility on its user, which includes avoiding getting splatted. A Snipewriter 5H user's removal deprives their teammates long range support and Tacticooler and leaves them vulnerable to a wipeout, as the opposing team is free to push and position more aggressively.

The Sprinkler supplements the playstyle of a Snipewriter 5H user:[2]

  • While bombs provide instant burst turfing, a Sprinkler provides steady turfing over time:
    • Placing it around a less relevant part of the stage enables its user to devote their main weapon more to contesting more important areas.
    • Creative Sprinkler placement, especially on a difficult spot for opponents to reach, can continuously ink a contested area, providing passive area denial and forcing opponents to either go out of their way to destroy the Sprinkler or avoid the area altogether.[4]
    • Its turfing output supplements that of your main weapon, which increases your Tacticooler output.
  • If the surface upon which it is attached is inkable, a Sprinkler immediately forms a sizable spot of ink around its base. This can enable one to quickly climb short, inkable walls.
  • If placed nearby the Rainmaker, a Sprinkler can help pop the Rainmaker shield (or prevent the opponents from popping it). It works most effectively when placed next to the Rainmaker just before its shield resets.
  • A Sprinkler can also act as a light shield in a pinch, especially while fleeing from pursuing opponents.

If deployed properly, the Tacticooler can enhance a team's lockout or push, or counter the opponents' push:[2][5]

  • It is recommended to deploy your Tacticooler just before engaging the opposing team if at least two team members (including yourself) can collect a drink.
  • In general, the most optimal Tacticooler location is either around the area your team is staging a lockout or along the objective's path through which your team is pushing:
    • Remember that, as a Snipewriter 5H user, you tend to position yourself behind your teammates, so advance closer to the frontline before you deploy your Tacticooler.[6]
  • While the cooler itself can be used as a temporary shield against opposing fire, its presence might invite opponents to fire sub or special weapons at its location.
  • Do not forget to grab a drink for yourself! While mobile, aggressive weapon users tend to benefit the most from Tacticooler, a Snipewriter 5H user also has much to gain from it:
    • Both Run Speed Up and Swim Speed Up enhance your already good mobility, allowing you to more quickly strafe around opposing fire and pursue targets.
    • A maxed out Quick Super Jump ability helps you nearly instantly escape from bad situations or advance forward much faster.

Synergy

The Snipewriter 5H provides a few valuable components to a successful team composition: range, turfing, and Tacticooler. Its user will require teammates using aggressive weapons, at least one other efficient turfing weapon, a throwable bomb or two, and some displacement or aggressive special weapons:[7]

  • Filling the rest of the team composition with a good balance of skirmishers and slayers benefits the Snipewriter 5H user and maximizes the use of Tacticooler:[1]
    • Short- to medium-ranged weapon users can capture turf more quickly than long-ranged weapon users.
    • Their main and sub weapons generally combo well with the Snipewriter 5H to confirm splats.
    • Their presence creates a protective shell around the Snipewriter 5H user, making it harder for opponents to reach them.
    • Including at least one other weapon that is efficient at turfing will lighten the turfing and map control load for the Snipewriter 5H user.
  • Having at least one throwable bomb provides the team a means of poking, spacing, and active area denial.
  • While Tacticooler is great for both starting pushes and repelling opposing pushes, it can neither displace or splat opponents by itself. However, it can complement – and be complemented by – special weapons that can either displace or directly splat opponents:[3]

Countermeasures

An opposing Snipewriter 5H user is often the heart of their team's composition, providing support fire, turfing, and a steady supply of Tacticoolers to keep their teammates active and fighting. Eliminating them will disrupt their team's ability to maintain pressure, but trying to reach and splat them can be a challenge.

  • Having a source of Tacticooler on your team can even the odds against an opposing Snipewriter 5H user's team:[3]
    • Direct matchups between Snipewriter 5H users on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates.
    • The N-ZAP '85 provides as much turfing and Tacticooler output but trades range for mobility, allowing for a more aggressive playstyle when necessary.
    • The Tri-Slosher Nouveau is potent at splatting opponents but forces its user to decide between playing aggressively at the risk of reduced Tacticooler output or playing supportively at the cost of splatting potential.
    • The Heavy Edit Splatling is faster while running and is more effective at taking out short- and medium-ranged opponents but struggles against chargers.
  • Users of other anchor weapons each have to confront an opposing Snipewriter 5H user differently:
    • The E-liter 4K has a one-shot splat, longer range, and the ability to store a charge but a longer charge time, less efficient turfing, and less mobility.
    • Both variants of the Splatterscope have a one-shot splat and a shorter charge time but less efficient turfing and less mobility.
    • Splatlings generally fare poorly against the longer-ranged, quick firing Snipewriter 5H and should avoid direct confrontations.
  • Shorter-ranged weapon users should rely more on flanking or sharking to pick off an opposing Snipewriter 5H user.
    • Users of weapons with an AoE (e.g., blasters), a large hitbox, or an arc trajectory (e.g., sloshers) can exploit cover, such as beneath a ledge, to not only avoid the opposing Snipewriter 5H user's line of sight but also damage their opponent without having to expose themselves.[3]
  • With its high amount of HP, a Splash Wall or a Tenta Brella's shield can reduce the range of influence of an opposing Snipewriter 5H.
  • Certain sub and special weapons launched at an opposing Snipewriter 5H user can briefly force them out of position and throw off their aim and charges.
    • While Toxic Mist does not damage the opponent, it drains their ink tank and cripples their movement, making them more vulnerable to a direct assault.
  • The Trizooka is one of the few anti-Snipewriter 5H weapons that has a longer range. Even an indirect hit's splash damage weakens them enough to get splatted by another shot or a teammate's follow up attack.
  • Clear out any nearby opponents (by either splatting them or forcing them to retreat) before destroying their Sprinklers.
  • Keep an eye on the HUD to know when an opposing Snipewriter 5H user has their Tacticooler ready, and both watch for when it is deployed and listen to its jingle.
    • If you can splat–or at least trade with–the opposing Snipewriter 5H user just before they have their Tacticooler ready, then you could relieve your team of the pressure it would otherwise face from a fully enhanced opposing team.
    • Certain sub and special weapons can temporarily deny your opponents access to their Tacticooler (or splat them as they attempt to collect a drink) if it is ever misplaced.
    • Sharking around their cooler can also provide an opportunity to pick off opponents and remove their enhancements.
    • If your team does not have a Tacticooler ready (or has no Tacticoolers in its composition) when your opponents are under the effects of Tacticooler, then your team will need to win the first overall team fight outright, then win or trade the second overall team fight to prevent your opponents from sustaining a long lockout or push.
    • If positioned carefully, a Crab Tank can stall an opposing Tacticooler push, which can buy time for your team to respawn or prepare a counter-push of your own.[3]

Gear abilities

Users of the Snipewriter 5H, a charger with an invaluable special weapon, benefit mostly from abilities that increase both special weapon output and duration, improve ink efficiency, and hasten escapes. Thanks to the Snipewriter 5H's lower gear dependency versus other Tacticooler-based weapons, its user will have little trouble fulfilling their specific needs.[2][8]

S3 Ability Ink Resistance Up.png Ink Resistance Up

Every player is expected to come in contact with opposing ink on many surfaces, which can both be damaging and reduce mobility. Ink Resistance Up delays the time when damage is taken from contact with opposing ink and partially offsets the reduction in mobility, the latter trait being crucial when fleeing rushing opponents.[9]

AP Mains Subs Run speed
in opposing
ink (DU/f)
Invulnera-
bility time
(frames)
Rate of
damage
(HP/s)
Maximum
damage
(HP)
0 0 0 0.240 0 18 40.0
3 0 1 0.334 10 12 38.0
6 0 2 0.394 15 12 36.2
S3 Ability Ink Saver (Main).png Ink Saver (Main)

Even after its ink efficiency was buffed in Version 4.0.0, the Snipewriter 5H still requires over one-third of an ink tank to fully charge. Improving the main weapon's ink efficiency will increase its uptime, allowing its user to use their main and sub weapons more often and spend less time refilling their ink tank.[1]

  • Two secondary abilities or subs, which equal 6 ability points (AP), guarantees its user three full charges per ink tank. Even one sub, or 3 AP, improves the ink efficiency very close to the three-full-charge threshold.[9]
  • Even if using Last-Ditch Effort, increasing uptime from the beginning of a battle can pay off. If secondary abilities are not disabled (i.e., in certain tournament settings), one or two subs of Ink Saver (Main) are a great investment.
S3 Ability Last-Ditch Effort.png Last-Ditch Effort

The high ink consumption of a Snipewriter 5H's full charge is often too great to offset with Ink Saver (Main) alone without compromising other gear abilities. Even after receiving a nerf in Version 5.0.0, Last-Ditch Effort is still a cost-efficient means of improving overall ink efficiency, allowing its user to better maintain uptime in clutch situations.

  • Last-Ditch Effort combined with two subs (6 AP) of Ink Saver (Main) provides a Snipewriter 5H user to fully charge their weapon four times when the game clock has 30 or fewer seconds left or, in an Anarchy Battle, either the opposing team's countdown has 30 or fewer points remaining or Overtime has begun.[9]
S3 Ability Quick Super Jump.png Quick Super Jump

There will likely be moments when a Snipewriter 5H user will be forced to Super Jump to flee from rushing opponents. Quick Super Jump shortens the vulnerability time at the start of performing a Super Jump, increasing their likelihood of escape.[9]

AP Mains Subs Vulnerabi-
lity frames
Vulnerabi-
lity time (s)
Total Super
Jump time (s)
0 0 0 80 1.333 3.633
3 0 1 58 0.967 3.267
6 0 2 50 0.833 3.133
10 1 0 44 0.733 3.017
  • While every player is recommended to have at least one sub (3 AP) of Quick Super Jump, a Snipewriter 5H player would be more inclined to have two subs (6 AP) to increase their survivability, which better ensures that their team will have a long-ranged presence and a constant Tacticooler supply.
  • If secondary abilities are disabled (e.g., in certain tournament settings), then it might be worthwhile for a Snipewriter 5H player to devote one of their three primary abilities to Quick Super Jump since their team role requires them to avoid getting splatted more so than other weapon users.
S3 Ability Special Charge Up.png Special Charge Up

Having a Tacticooler ready when needed can be the difference between sustaining a long, productive lockout or push or withdrawing as too many players get splatted. Therefore, it would be in a Snipewriter 5H user's best interest to reduce their special gauge requirement for Tacticooler.[9]

AP Mains Subs Special gauge
requirement (p)
0 0 0 200
10 1 0 184
16 1 2 176
22 1 4 170
  • The frequency of Tacticooler usage is generally more important than its duration per use since not every player who receives its enhancements will survive its entire duration. If you have to decide between Special Charge Up and Special Power Up, prioritize Special Charge Up.
S3 Ability Special Power Up.png Special Power Up

Whenever your team is enhanced with Tacticooler, opponents might attempt to stall your push with longer-ranged main weapons, bombs, or certain special weapons, such as Crab Tank. To counter this tactic, Special Power Up increases the duration of Tacticooler's effects with Special Power Up, which reduces the chance of the effects wearing off too early.[9]

AP Mains Subs Tacticooler
effects
duration (s)
0 0 0 17.000
6 0 2 19.017
10 1 0 19.983
16 1 2 21.200

Competitive history

When the Snipewriter 5H was released after its introduction in Chill Season 2022, competitive players were less than enthusiastic about it. The Splash-o-matic and Sloshing Machine, equipped with the Crab Tank and the Booyah Bomb respectively (both of which Snipewriter 5H had trouble damaging), were prevalent in the meta, and Tacticooler – initially thought to be powerful at the start – proved to be underwhelming. However, the Snipewriter 5H's weapon set had great synergy, which would serve it well as further updates arrived and the meta shifted.[1]

However, the changes from Version 2.1.0 (released the following January) to Version 4.0.0 (released before June that year) would aid both Snipewriter 5H and Tacticooler, nerf both Splash-o-matic (and its sub and special weapons) and Sloshing Machine, and buff both Ballpoint Splatling and Inkjet. The overall rise of the Ballpoint Splatling and its Inkjet, along with the drop of the Splash-o-matic and Sloshing Machine, made Tacticooler weapons more attractive as a means to reduce the impact of an Inkjet. The Snipewriter 5H had the bonus of already having a good matchup against both the Ballpoint Splatling and its Inkjet.[1] However, other Tacticooler-based weapons, particularly the N-ZAP '85 and the Tri-Slosher Nouveau, were still favored in the west at this point.[10][11]

It was not until Version 4.1.0 that western competitive players began to consider Snipewriter 5H in their compositions. Ballpoint Splatling and Inkjet each received a nerf. However, Snipewriter 5H's use in the late-June 2023 edition of Area Cup in Japan demonstrated its strengths, encouraging western competitive players to consider adding it to their compositions.[12][13] Two official Nintendo competitions in the west, the Splatoon 3 Championship 2023 in North America and the Splatoon 3 European Championship 2023, featured the Snipewriter 5H being used.[14][15]

From Version 5.0.0 (released at the end of August) to Version 6.1.0 (released near the end of January 2024), a nerf to Last-Ditch Effort and subsequent increases to special gauge requirements for the N-ZAP '85, Tri-Slosher Nouveau, and the Heavy Edit Splatling have further helped Snipewriter 5H become arguably the most meta-defining weapon in the game. Typically, a competitive team will run one of three compositions: (a) the Snipewriter 5H with three frontline weapons, (b) an alternative anchor and an alternative Tacticooler-based weapon with two frontline weapons, or (c) an alternative Tacticooler-based weapon with three frontline weapons.[3] In the ninth edition of Area Cup, a top competitive Splat Zones-only tournament, two of the top four, four of the top eight, and seven of the top sixteen teams used the Snipewriter 5H in their compositions.[2] Likewise, in the Splatoon 3 World Championship 2024, four of the six competing teams used the Snipewriter 5H at least once.[16] Even after Version 7.2.0 increased the special gauge requirement for Snipewriter 5H, it is still expected to provide a steady supply of Tacticooler thanks to its great turfing output.[17]

References