Competitive:Splattershot: Difference between revisions

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{{Unofficial}}
{{Unofficial}}
{{For|information about the Splattershot|Splattershot}}
{{For|information about the Splattershot|Splattershot}}
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The '''Splattershot''' (as well as the '''[[Hero Shot Replica|Hero]]''' and '''[[Order Shot Replica|Order]]''' Shot Replicas) is the second available weapon in every game of the ''[[Splatoon (series)|Splatoon]]'' series. As an all-around, short-ranged shooter with a moderate fire rate, a three-shot-[[Splat (occurrence)|splat]], good accuracy, and good mobility, it can quickly splat opponents and ink [[surface]]s to maintain [[Community Glossary#Map control|map control]] or [[Community Glossary#Farming|farm]] its special weapon. Depending on its provided [[Community Glossary#Loadout (Kit)|kit]], it can potentially fit in many different team [[Community Glossary#Composition|compositions]].
==''Splatoon''==
==''Splatoon''==
{{Infobox/Weapon/Strategy
{{Infobox/Weapon/Strategy
|game        = Splatoon
|game        = Splatoon
|image        = Splattershot.png
|image        = S Splattershot promo render.jpg
|abbreviation = Splattershot
|abbreviation = Shot, Vshot
|sub          = Burst Bomb
|sub          = Burst Bomb
|special      = Bomb Rush
|special      = Bomb Rush
Line 13: Line 13:
|ink          = 0.9%
|ink          = 0.9%
|depletion    = 40%
|depletion    = 40%
|role        =
|role        = [[Community Glossary#Slayer|Slayer]]/[[Community Glossary#Support|Support]]
|strengths    =
|strengths    = [[Splat (occurrence)|Splatting]], mobility, [[Community Glossary#Turfing|turfing]], Burst Bomb spamming
|weaknesses  =
|weaknesses  = Short range, lack of lethal [[bomb]]s
}}
}}
{{stub}}
The '''Splattershot''' has Burst Bombs and Burst Bomb Rush to supplement its already great mobility and effectiveness on offense. However, the absence of a lethal bomb reduces its user's ability to [[Community Glossary#Area denial|deny space]], and the inability to extend the throwing range of Burst Bomb Rush reduces its utility.<ref>[https://www.youtube.com/watch?v=bgK5wbt5W3c {{YT}} "This Game Is BROKEN - The Ultimate ''Splatoon 1'' Tier List (Weapons/Abilities/Subs/Specials)"] by [[Competitive:ProChara|ProChara]]</ref>
 
===Use===
===Use===
* The Splattershot is a slayer that uses its rapid fire to splat opponents, though it is also effective at turfing.
Compared to its ''Splatoon 2'' appearance, the Splattershot has some minor tweaks that slightly hurt its performance, though the weapon itself is still solid:
<!--
* The Splattershot deals 35 damage instead of 36.
* The weapon also has weaker falloff damage, making splats outside of effective range less consistent than in ''Splatoon 2''.
* While jumping, the weapon is slightly less accurate than in ''Splatoon 2''.
* Mobility is slightly worse, as there is more endlag when switching between swimming to shooting, or using a sub weapon (3 frames).
* Ink will be less likely to appear at the player's feet compared to ''Splatoon 2''.
* The weapon is slightly more ink efficient, consuming 0.9% of the ink tank per shot while in ''Splatoon 2'', it consumes 0.92%, though this is a largely negligible difference.
Burst Bombs function exactly the same as they do in ''Splatoon 2'', except for [[Ink Saver (Sub)]] having better stacking on them in this game.
 
Like most of its variants, the '''[[Bomb Rush]]''' is designed to either help push into a highly contested area or help repel the opponent's push:
* Using any Bomb Rush too close to an opponent will leave its user vulnerable to attack, so activate it outside the range of the opponent.
*[[Bomb Range Up]] can increase the distance of every Burst Bomb thrown during the Bomb Rush.
* Do not forget that the main weapon may still be used during the duration of the special. Not only is this a useful self-defense tactic in case an opponent gets close, it is also a very effective means for creating combos, particularly to make up for the lower damage inflicted by Burst Bombs compared to other bombs.
* Because Burst Bombs have less damage and turfing ability than most other bombs, a Burst Bomb Rush does not create space or push into contested turf through sheer damage or turfing but through the pressure created by its higher fire rate.<ref>[https://www.youtube.com/watch?v=wPYQSd_26so {{YT}} "''Splatoon 2'' 5.3 Tier List Part 2 (Specials) (Splat Zones Only)"] by ProChara, formerly named as Chara of Climb</ref>
* An opponent's [[Inkstrike]] will defuse any of your Burst Bombs it comes in contact with, so hold off on activating Bomb Rush until after the opponent's special weapon finishes.
 
===Synergy===
===Synergy===
The Burst Bomb Rush can help a Splattershot user in contesting territory, such as Splat Zones. However, it is not as reliable at turfing territory compared to other Bomb Launcher variants. Moreover, a Splattershot user who attempts to pursue certain opponents with Burst Bomb Rush risks getting splatted. Therefore, it is advised for the Splattershot user's teammates to have other special weapons available to complement Burst Bomb Rush, as having too many users of any Bomb Rush variant (no more than two) in a team composition will limit a team's arsenal of weapons:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
* Other than the launched bombs, a Bomb Launcher user has no means of protection and is particularly vulnerable to long-ranged fire.
* Other special weapons intended for splatting opponents, such as [[Kraken]] or [[Killer Wail]], can do this with less risk of getting splatted.


===Countermeasures===
===Countermeasures===
-->
* Keep an eye on the HUD to check when an opposing Splattershot user has their Bomb Rush ready to avoid getting caught in surprise.
* Long-ranged weapons, such as [[chargers]] can pick off opposing Bomb Rush users who recklessly come within range.
* Certain special weapons, such as Inkstrike can negate the opponents' bombs if timed properly.
* A counter Bomb Rush can nullify the effects of the opponent's Bomb Rush, preventing its user's team from either capping a zone or continuing a push.
 
===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.<!--
Editor note:
Editor note:
This guide is for all abilities, to avoid conflict and to be more useful for everyone.
This guide is for all abilities, to avoid conflict and to be more useful for everyone.
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-->
-->
{{clrns}}
{{clrns}}
;{{Ability|S|Bomb Range Up}}
Bomb Range Up is the bread and butter of a vanilla Splattershot build, allowing it to perform its role as a support with long-range Burst Bombs.<ref name="hitzel"></ref> This ability also affects Burst Bombs thrown from a Bomb Rush.
;{{Ability|S|Damage Up}}
Damage Up increases damage of the main, sub, and special weapons. Damage Up can increase damage to allow the user to combo with their Burst Bombs more often and to increase the Burst Bombs in their Bomb Rush, making the special more lethal.
* 6 ability points, or two subs, will increase the weapon's damage to 36.98 and direct Burst Bomb hits to 63.39, making a direct hit from a Burst Bomb and one shot from the main weapon splat an opponent without Defense Up.<ref>https://calc.splatoon.ink/</ref>
;{{Ability|S|Ink Saver (Sub)}}
A pure of this ability will allow its user to throw three Burst Bombs from a full ink tank.
;{{Ability|S|Quick Respawn}}
Quick Respawn always shortens the time taken to respawn, allow a Splattershot user to be aggressive without much consequences.
===In competitive play===
In competitive, the vanilla Splattershot saw use mainly as a Burst Bomb spammer, poking at the opponents and even their anchors while using [[Bomb Range Up]].<ref name="hitzel"></ref> This is due to its other two variants having better kits for a slayer role, and the [[Refurbished Mini Splatling]], which shares the same kit as this weapon, lacking gear space to perform this role.<ref name="hitzel">Messages from Hitzel on the Inkademy Discord server</ref>


==''Splatoon 2''==
==''Splatoon 2''==
{{Infobox/Weapon/Strategy
{{Infobox/Weapon/Strategy
|game        = Splatoon 2
|game        = Splatoon 2
|abbreviation = Splattershot, V-shot
|abbreviation = Shot, Vshot
|sub          = Burst Bomb
|sub          = Burst Bomb
|special      = Splashdown
|special      = Splashdown
|base        = 35
|base        = 36
|ink          = 0.92%
|ink          = 0.92%
|points      = 170
|points      = 170
|role        = [[Community Glossary#Slayer|Slayer]]<ref>[https://www.youtube.com/watch?v=Kwh8m8JSczc&t=359s {{YT}} "''Splatoon 2'' - Weapon Roles and Playstyles (Classifying every Weapon)"] by [https://www.youtube.com/user/TheWadsm Wadsm]</ref><ref>[https://www.youtube.com/watch?v=lcMPryjYblQ {{YT}} "''Splatoon 2'' - Quick Tip Analysis: 'Splattershot'"] by [https://www.youtube.com/user/ThatSrb2DUDE ThatSrb2DUDE], formerly of Team Olive</ref>
|role        = [[Community Glossary#Slayer|Slayer]]<ref>[https://www.youtube.com/watch?v=Kwh8m8JSczc&t=359s {{YT}} "''Splatoon 2'' - Weapon Roles and Playstyles (Classifying every Weapon)"] by [https://www.youtube.com/user/TheWadsm Wadsm]</ref><ref>[https://www.youtube.com/watch?v=lcMPryjYblQ {{YT}} "''Splatoon 2'' - Quick Tip Analysis: 'Splattershot'"] by [https://www.youtube.com/user/ThatSrb2DUDE ThatSrb2DUDE], formerly of Team Olive</ref>
|strengths    = [[Splat (occurrence)|Splatting]], mobility, [[Community Glossary#Turfing|turfing]], flexible with abilities<ref>[https://www.youtube.com/watch?v=hWirqi8VPD4 {{YT}} "How To Get Good Using Splattershot?! (+ Handcam) | ''Splatoon 2''"] by ThatSrb2DUDE, formerly of Team Olive</ref>
|strengths    = [[Splat (occurrence)|Splatting]], mobility, [[Community Glossary#Turfing|turfing]], flexible with abilities<ref>[https://www.youtube.com/watch?v=hWirqi8VPD4 {{YT}} "How To Get Good Using Splattershot?! (+ Handcam) | ''Splatoon 2''"] by ThatSrb2DUDE, formerly of Team Olive</ref>
|weaknesses  = Slightly short range compared to some other slayer's weapons, lack of lethal [[bomb]]s, unable to pressure [[Community Glossary#Anchor|anchors]] from afar
|weaknesses  = Slightly short range compared to some other slayer weapons, lack of lethal [[bomb]]s, unable to pressure [[Community Glossary#Anchor|anchors]] from afar
}}
}}
The '''Splattershot''' is the second available weapon in the game only to the [[Splattershot Jr.]] (not counting the [[Octo Shot Replica]], which requires the completion of ''[[Octo Expansion]]''). Compared to the Splattershot Jr., the Splattershot has higher [[damage]], a slightly longer range, and nearly as good a firing rate and turfing ability but has less versatile sub and special weapons.
The '''Splattershot''' – as well as the '''[[Hero Shot Replica]]''' – is the second available weapon in {{S2}} only to the [[Competitive:Splattershot Jr.|Splattershot Jr.]] (not counting the [[Competitive:Octo Shot Replica|Octo Shot Replica]], which can be acquired after the completion of ''[[Octo Expansion]]''). Compared to the Splattershot Jr., the Splattershot has higher [[damage]], a slightly longer range, and nearly as good a fire rate and turfing ability but has a different sub weapon and a less versatile special weapon.<ref>[https://www.youtube.com/watch?v=gsQxJDOklzg&t=392s {{YT}} "''Splatoon 2'' 5.3 Tier List Part 3 (Main Weapons - Mid And Low Tiers) (Splat Zones Only)"] by ProChara</ref>


===Use===
===Use===
The Splattershot fires rapidly and turfs very well, but its higher damage and slightly longer range than a Splattershot Jr. makes it a slayer's weapon:
The Splattershot fires rapidly and turfs very well, but its higher damage and slightly longer range than a Splattershot Jr. makes it a slayer weapon:
* Its damage per shot (35 HP, or health points) is considerably higher than that of the Splattershot Jr. (28 HP), allowing it to splat most opponents in just three hits.
* Its damage per shot (36 HP, or health points) is considerably higher than that of the Splattershot Jr. (28 HP), allowing it to splat most opponents in just three hits.
** However, shots that travel further than its effective range (see below) will suffer [[Damage#Falloff damage|falloff]] until it reaches 17.5 HP of damage after 24 frames, requiring up to six hits to splat opponents.
** However, shots that travel further than its effective range (see below) will suffer [[Damage#Falloff damage|falloff]] until it reaches 17.5 HP of damage after 24 frames, requiring up to six hits to splat opponents.
** It is still usually more advantageous to fire at opponents from an elevated position – despite any resulting damage falloff – than it is to drop down and engage them at their level. Otherwise, fire at opponents when they are within the effective range to maximize damage output.
** It is still usually more advantageous to fire at opponents from an elevated position – despite any resulting damage falloff – than it is to drop down and engage them at their level. Otherwise, fire at opponents when they are within the effective range to maximize damage output.
* Its range (116.99 DU<ref name="''Splatoon 2'' range list">[https://pastebin.com/QdQDD9Ch ''Splatoon 2'' range list] compiled by DrFetus</ref>, or [[distance unit]]s, or over two distance lines away in the [[Shooting Range]]) is slightly longer than that of the Splattershot Jr. (103.89 DU<ref name="''Splatoon 2'' range list"/>), giving its user an inherent advantage over shorter-ranged weapons, such as most [[roller]]s. Simply maintain your distance from a shorter-ranged opponent while firing at them to minimize the damage taken from them.
* Its range (116.99 DU, or [[distance unit]]s, or over two distance lines away in the [[test range]])<ref name="''Splatoon 2'' range list">[https://pastebin.com/QdQDD9Ch ''Splatoon 2'' range list] compiled by DrFetus</ref> is slightly longer than that of the Splattershot Jr. (103.89 DU),<ref name="''Splatoon 2'' range list"/> giving its user an inherent advantage over shorter-ranged weapons, such as most [[roller]]s. Simply maintain your distance from a shorter-ranged opponent while firing at them to minimize the damage taken from them.
* While [[weight class|middleweight]] weapons such as the Splattershot generally have average mobility – 0.96 DU/f, or distance units per frame, while running<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer">[https://sendou.ink/analyzer Sendou.ink ''Splatoon 2'' Build Analyzer]</ref>, 1.92 DU/f while swimming<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/> – the Splattershot is very mobile in two other ways:
* While [[Mobility|middleweight]] weapons such as the Splattershot generally have average mobility – 0.96 DU/f, or distance units per frame, while running, 1.92 DU/f while swimming<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer">[https://sendou.ink/analyzer Sendou.ink ''Splatoon 2'' Build Analyzer]</ref> – the Splattershot is very mobile in two other ways:
** Its running speed while firing (0.72 DU/f) is above average among shooters.
** Its running speed while firing (0.72 DU/f) is above average among shooters.
** It has a short interval between firing and either using a sub weapon or morphing into squid or octopus form (4 frames).
** It has a short interval between firing and either using a sub weapon or morphing into squid or octopus form (4 frames).
** This extra mobility allows its user to apply pressure onto the opponent — whether head-on or through timely [[Community Glossary#Flanking|flanking]], more quickly respond on defense, and more easily dodge opposing fire.
** This extra mobility allows its user to apply pressure onto the opponent — whether head-on or through timely [[Community Glossary#Flanking|flanking]], more quickly respond on defense, and more easily dodge opposing fire.
* The Splattershot is also faster and more efficient at turfing than most other slayer's weapons, allowing its user to both maintain map control and build up its special weapon more quickly than most other weapons can.
* The Splattershot is also faster and more efficient at turfing than most other slayer weapons, allowing its user to both maintain map control and build up its special weapon more quickly than most other weapons can.
* The Splattershot has shorter range than most other weapons, such as the [[Splattershot Pro]], [[Slosher (weapon class)|sloshers]], and especially [[charger]]s and [[splatling]]s, all which can fire upon a Splattershot user before the latter has a chance to land a shot. Therefore, a Splattershot user has to attack them in a different way than a head-on approach:
* The Splattershot has shorter range than most other weapons, such as the [[Competitive:Splattershot Pro|Splattershot Pro]], [[Slosher (weapon class)|sloshers]], and especially [[charger]]s and [[splatling]]s, all which can fire upon a Splattershot user before the latter has a chance to land a shot. Therefore, a Splattershot user has to attack them in a different way than a head-on approach:
** One way to effectively attack an opponent with a longer ranged weapon is to flank them, or approach them from either the side or behind, while their attention is towards the front lines. If performed correctly, this can either catch the opponent by surprise or at least divert their attention away from the front, allowing your teammate to splat them.
** One way to effectively attack an opponent with a longer ranged weapon is to flank them, or approach them from either the side or behind, while their attention is towards the front lines. If performed correctly, this can either catch the opponent by surprise or at least divert their attention away from the front, allowing one of your teammates to splat them.
** Another method to attack a longer-ranged opponent is [[Community Glossary#Sharking|sharking]], or hiding – usually in friendly [[ink]] out of the opponents' sight – until the opponent gets within your range before attacking. Sharking can work against any opponent – regardless of their weapon's range – who is caught unawares.
** Another method to attack a longer-ranged opponent is [[Community Glossary#Sharking|sharking]], or hiding – usually in friendly [[ink]] out of the opponents' sight – until the opponent gets within your range before attacking. Sharking can work against any opponent – regardless of their weapon's range – who is caught unawares.
Burst Bombs provide good utility for the Splattershot but function differently from [[Splat Bomb]]s:
'''[[Competitive:Burst Bomb|Burst Bombs]]''' provide good utility for the Splattershot but function differently from [[Splat Bomb]]s:
* They instantly explode upon contact with any [[Surfaces|surface]] – such as a wall or floor – or another player — whether a teammate or an opponent. This provides two advantages over Splat Bombs:
* They instantly explode upon contact with any [[Surfaces|surface]] – such as a wall or floor – or another player — whether a teammate or an opponent. This provides a few advantages over Splat Bombs:
** They can more quickly damage opponents, which makes them suitable for either leading off attacks or finishing off injured opponents who attempt to flee.
** They can more quickly damage opponents, which makes them suitable for leading off attacks, breaking opponents' [[Competitive:Ink Armor|Ink Armor]], or finishing off injured opponents who attempt to flee. This provides the Splattershot good combo potential with Burst Bombs.
** They instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation. Also, any opponents hit by Burst Bombs will be surrounded by your team's ink, further crippling their health and mobility.
** They effectively extend the range at which their user can quickly damage their opponents. The Splattershot user benefits again due to the short range of their main weapon.
** They instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation. This trait further increases the high mobility of a Splattershot user. Also, any opponents hit by Burst Bombs will be surrounded by your team's [[ink]], further crippling their health and mobility.
* However, their resulting explosion is both weaker and smaller than those of Splat Bombs:
* However, their resulting explosion is both weaker and smaller than those of Splat Bombs:
** Only direct hits will inflict 60 HP of damage, while splash damage will only deliver 25-35 HP. Always go for direct hits whenever possible.
** Only direct hits will inflict 60 HP of damage, while splash damage will only deliver 25-35 HP. Always go for direct hits whenever possible.
** Their blast radius is only 30 DU — equal to the lethal blast radius of Splat Bombs. Targets within 25 DU to the Burst Bomb's explosion will take 35 HP of damage, while farther ones will take 25 HP.
** Their blast radius is only 30 DU — equal to the lethal blast radius of Splat Bombs. Targets within 25 DU to the Burst Bomb's explosion will take 35 HP of damage, while farther ones will take 25 HP.
* While Burst Bombs are less effective at area denial than Splat Bombs, their reduced ink consumption (40% of the [[ink tank]] per use versus 70%) makes them more readily available to poke at and zone out opponents during the [[Community Glossary#Phases|neutral phase]] or provide cover while fleeing.
* Although less powerful than other bombs, a Burst Bomb can still damage or even destroy an opponent's [[brella]] shield, [[Competitive:Splash Wall|Splash Wall]], or [[Competitive:Baller|Baller]] or the [[Rainmaker shield]], while detonating on contact.
Splashdown can be useful for various purposes, from instantly turfing territory to pushing back opponents, but only if it is used properly at the right time:
** Any opponents caught within the Burst Bomb's explosion will get damaged or splatted.<ref>[https://www.youtube.com/watch?v=7fJQ5uQc_I4&t=350s {{YT}} "How To Get Good Using The N-Zap 8X?! (+ Handcam) | ''Splatoon 2''"] ThatSrb2DUDE, formerly of Team Olive, splats an opposing Tenta Brella user by throwing a Suction Bomb into the rear of their brella shield</ref>
* It can be executed from the ground, while in midair after jumping or dropping from an elevated position, or during a [[Super Jump]].
** It will also inflate or pop a teammate's [[Competitive:Bubble Blower|bubbles]] but deflate or diffuse an opponent's bubbles, while still detonating on contact.<ref>[https://www.youtube.com/watch?v=56qTKIPl5hQ&t=382s {{YT}} "Qualifier Finals Part 2 | ''Splatoon 2'' North America Inkling Open 2019"] Game 2, Ross (ɪик Sigma) splats Arashi (Lowkey) with a Fizzy Bomb thrown onto bubbles launched by Astrocities (ɪик Sigma)</ref>
** To perform a Splashdown from a Super Jump, press {{Button|RS}} after selecting a Super Jump destination but before landing.
* An opponent's Splashdown or [[Competitive:Booyah Bomb|Booyah Bomb]] will defuse any Burst Bombs it comes in contact with, so hold off throwing them until after the special weapon finishes.
* While Burst Bombs are less effective at area denial and zoning than Splat Bombs, their reduced ink consumption (40% of the [[ink tank]] per use versus 70%) makes them more readily available to pressure opponents during a push.
* Using any special weapon also provides a free ink tank refill. Therefore, a Splattershot user can throw Burst Bombs before and after using Splashdown to confirm a splat.
'''[[Competitive:Splashdown|Splashdown]]''' can be useful for various purposes, from instantly turfing territory to destroying non-player objects, but only if it is used properly at the right time:
* A normal Splashdown can be performed from the ground or while in midair after either jumping or dropping from an elevated position. A [[Super Jump]]ing Splashdown is executed by pressing {{Button|RS}} in the middle of a Super Jump.
** Pressing {{Button|RS}} before or at the apex of the Super Jump will execute Splashdown immediately upon landing, while pressing {{Button|RS}} after the Super Jump apex will delay the Splashdown. While the former method is quicker, the latter provides the flexibility of holding onto Splashdown in case it is not needed.
** Pressing {{Button|RS}} before or at the apex of the Super Jump will execute Splashdown immediately upon landing, while pressing {{Button|RS}} after the Super Jump apex will delay the Splashdown. While the former method is quicker, the latter provides the flexibility of holding onto Splashdown in case it is not needed.
* As of Version {{Ver|S2|1.3.0}}, the windup delay from the time {{Button|RS}} is pressed to the moment Splashdown is detonated is 0.8 seconds if executed during a Super Jump and 1.2 seconds for all other instances.
* As of Version {{Ver|S2|1.3.0}}, the windup delay from the time {{Button|RS}} is pressed to the moment Splashdown is detonated is 1.2 seconds for a normal Splashdown and 0.8 seconds for a Super Jump Splashdown.
* A player performing a Splashdown that is not executed during a Super Jump is invincible during the first five frames, or 0.083 seconds, but vulnerable to attack during rest of the special until they land, at which they are invincible again for 30 frames, or 0.5 seconds. Opponents will have this brief window of vulnerability to attack the player performing Splashdown – with ranged weapons, bombs (if thrown in advance), and some special weapons.
** Performing a normal Splashdown while underneath an obstacle (e.g. the grate walkways in [[Kelp Dome]], the grate surrounding the Tower in [[Tower Control]]) will reduce the height of the player's jump during the windup but will not affect its duration.
** The further an opponent is from a player performing Splashdown (not during a Super Jump), the easier it is for the former to adjust their aim upward to splat the latter,<ref>[https://www.youtube.com/watch?v=56qTKIPl5hQ&t=626s {{YT}} "Qualifier Finals Part 2 | ''Splatoon 2'' North America Inkling Open 2019"] Game 3, Gamer (Lowkey) splats Kraken Mare (ɪик Sigma) out of a Splashdown attempt</ref> and the less likely they will take significant damage (see below).
* A player performing a normal Splashdown is invincible both during the first five frames, or 0.083 seconds, and upon landing for 30 frames, or 0.5 seconds, but is vulnerable to attack during the rest of the special. Opponents will have this brief window of vulnerability to attack the player performing Splashdown – with ranged weapons, bombs (if thrown in advance), and some special weapons.
** The further an opponent is from a player performing a normal Splashdown, the easier it is for the former to adjust their aim upward to splat the latter<ref>[https://www.youtube.com/watch?v=56qTKIPl5hQ&t=626s {{YT}} "Qualifier Finals Part 2 | ''Splatoon 2'' North America Inkling Open 2019"] Game 3, Gamer (Lowkey) splats Kraken Mare (ɪик Sigma) out of a Splashdown attempt</ref> and the less likely they will take significant damage (see below).
** Starting from Version {{Ver|S2|4.1.0}}, a player who is splatted in the middle of attempting to perform Splashdown will only suffer a special gauge reduction of 25% (with no [[Special Saver]]). However, if splatted by an opponent equipped with either [[Haunt]] (when active) or [[Respawn Punisher]], then the special gauge penalty is 40%.
** Starting from Version {{Ver|S2|4.1.0}}, a player who is splatted in the middle of attempting to perform Splashdown will only suffer a special gauge reduction of 25% (with no [[Special Saver]]). However, if splatted by an opponent equipped with either [[Haunt]] (when active) or [[Respawn Punisher]], then the special gauge penalty is 40%.
** Therefore, if you intend to use Splashdown within the range of an opponent, generally do so when close to them.
** Therefore, if you intend to use Splashdown within the range of an opponent, generally do so when close to them.
* A player executing a Splashdown during a Super Jump is invulnerable during its entire duration, making it fully safe if performed in this manner.
* A player executing a Super Jumping Splashdown is invulnerable during its entire duration, making it fully safe if performed in this manner.
** While using Super Jump can surprise and splat some opponents who attempt to [[Community Glossary#Camping|camp]] the Super Jump marker, those who pay attention to the HUD will keep their distance from the marker. Super Jumping into Splashdown can still be used to push back the opponents and gain space for teammates.
** While this can surprise and splat some opponents who attempt to [[Community Glossary#Camping|camp]] the Super Jump marker, those who pay attention to the HUD will keep their distance from the marker. Super Jumping into Splashdown can still be used to push back the opponents and gain space for teammates.
* The amount of damage Splashdown inflicts onto a target depends on its distance from the epicenter of the explosion:
* The amount of damage Splashdown inflicts onto a target depends on its distance from the epicenter of the explosion:
** As a player initiates Splashdown, a bright circle marking the lethal splash radius about 70 DU – will appear. This radius widens as the player activates Splashdown from a higher elevation. Targets within this radius receive 180 HP of damage, most likely splatting those not protected by [[Ink Armor]], [[Baller]], or [[Booyah Bomb]] armor.
** Targets within the lethal splash radius of about 70 DU – marked by a bright circle that appears as a player initiates Splashdown receive 180 HP of damage, most likely splatting those not protected by [[Ink Armor]], [[Baller]], or [[Booyah Bomb]] armor. The higher Splashdown is activated, the wider the lethal splash radius.
** Targets that are just outside the splash radius – up to about 100 DU from the center – receive 70 damage, while those that are even further – about 145 DU – receive 55 damage as of Version {{Ver|S2|1.3.0}}. These distances are not affected by the height at which Splashdown is activated.
** Targets that are just outside the splash radius – up to about 100 DU from the center – receive 70 damage, while those that are even further – about 145 DU – receive 55 damage as of Version {{Ver|S2|1.3.0}}. These distances are not affected by the height at which Splashdown is activated.
** In addition, opponents that survive the Splashdown might suffer knockback, especially if they are either wearing Ink Armor or using Baller.
** In addition, opponents that survive the Splashdown might suffer knockback, especially if they are either wearing Ink Armor or using Baller.
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** Turfing a path with the main weapon, Burst Bombs, or a combination of the two can enable one to quickly reach the zone for an instant Splashdown. Coordinate with teammates to gain an opportunity to reach the zone, as opponents will quickly splat anyone attempting to rush the zone.
** Turfing a path with the main weapon, Burst Bombs, or a combination of the two can enable one to quickly reach the zone for an instant Splashdown. Coordinate with teammates to gain an opportunity to reach the zone, as opponents will quickly splat anyone attempting to rush the zone.
** Super Jumping to a teammate who manages to get to the middle of the zone can provide a safer, more guaranteed means to cap it.
** Super Jumping to a teammate who manages to get to the middle of the zone can provide a safer, more guaranteed means to cap it.
* Besides splatting or pushing back opponents, turfing territory, and gaining space for teammates to operate in, Splashdown can be used for other purposes:
* Besides splatting or pushing back opponents, turfing territory, and gaining space for teammates, Splashdown can be used for other purposes, such as…
** Destroying the opponent's various means of protection, such as [[brella]] shields, [[Splash Wall]]s, Ballers, and [[Bubble Blower|bubbles]].
** …destroying the opponent's various means of protection, such as brella shields, Splash Walls, Ballers, and bubbles.
** Securing possession of the Tower in [[Tower Control]], especially at a checkpoint.<ref>[https://www.youtube.com/watch?v=kBvBNyzd8ao&t=441s {{YT}} "PAX East Finals Part 2 | ''Splatoon'' 2 North America Inkling Open 2019"] Game 1, Kyo (FTWin) uses Splashdown to secure the Tower at checkpoint 3</ref>
** …securing possession of the Tower in Tower Control, especially at a checkpoint.<ref>[https://www.youtube.com/watch?v=kBvBNyzd8ao&t=441s {{YT}} "PAX East Finals Part 2 | ''Splatoon'' 2 North America Inkling Open 2019"] Game 1, Kyo (FTWin) uses Splashdown to secure the Tower at checkpoint 3</ref>
** Instantly bursting the [[Rainmaker shield]] to start or restart a [[Rainmaker]] push.
** …instantly bursting the [[Rainmaker shield]] to start or restart a [[Rainmaker]] push.
 
===Synergy===
While a team might get away with having one or two users of short-ranged weapons, such as the Splattershot, having a team [[Community Glossary#Composition|composition]] with too many short-ranged weapons and no longer-ranged weapons to provide support fire is often disadvantageous for a number of reasons:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)">[https://www.youtube.com/watch?v=S1nk1nxrMlg {{YT}} "''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"] by [https://www.youtube.com/channel/UCWbJLXByvsfQvTcR4HLPs5Q Sendou], formerly of Team Olive</ref>
* An opponent with a long-ranged weapon can more aggressively position themselves to zone out the entire shorter-ranged team.
* The opposing slayers can play more aggressively, knowing that there is no long-ranged threat to pick them off from afar.
While the Splattershot's Burst Bombs are versatile, they lack certain advantages offered by lethal bombs — particularly either Splat or [[Competitive:Suction Bomb|Suction Bombs]], which provide their user's team a couple 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 chances 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.
The specific weaknesses Splashdown has compared to other special weapons reduces its effectiveness if possessed by more than one player in a team:<ref name="''Splatoon 2'' - What is a good team comp? (TOP 6 mistakes)"/>
* Without a teammate or [[Competitive:Squid Beakon|Squid Beakon]] to Super Jump to, Splashdown is relatively static. It cannot push back opponents as effectively as Baller, [[Competitive:Bomb Launcher|Bomb Launcher]], Booyah Bomb, or even [[Competitive:Ink Storm|Ink Storm]] can.
* An opponent who is skilled at splatting Splashdown attempts could effectively neutralize the special weapon of anyone with Splashdown due to its mostly consistent height, duration, and pattern.
If you regularly keep track of your teammates' locations with the [[map]] (by pressing {{Button|X}}), you might find opportune moments to use a Super Jumping Splashdown to secure control of important areas, such as onto the Tower or just underneath the opponents' [[Clam Blitz|clam basket]].


===Countermeasures===
===Countermeasures===
 
* Matchups between Splattershots on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates.
* Use a Charger to outrange a Splattershot.
* Any weapon that has a combination of longer range, better accuracy, or higher damage output without sacrificing too much mobility can counter a Splattershot. For example, the Splattershot Pro, the [[Competitive:L-3 Nozzlenose|L-3 Nozzlenose]], the [[Competitive:Dualie Squelchers|Dualie Squelchers]] and their respective variants meet all of these requirements. However, watch out for any Burst Bombs the opposing Splattershot user might throw.
* The Splattershot cannot jump while shooting as this significantly lowers the accuracy. This gives you a large advantage in close-range combat.
* If using a shorter ranged weapon against an opposing Splattershot user, such as a [[Competitive:Splat Roller|Splat Roller]], rely on flanking or sharking them instead of a direct attack.
* Weapons such a the Splat-o-matic have much better accuracy, allowing you to most likely kill the splattershot first.
* A long-ranged weapon, such as a [[charger]] or most [[splatling]]s, can attack an opposing Splattershot user from long distance with impunity. However, once the latter gets close, they can outmaneuver and outdraw its less mobile, slower firing opponent.
* Watch for when the Splattershot's special is charged, because a Splashdown will kill you if you are surprised by it.
* A competent Splattershot user is likely capable at both flanking and sharking:
* Weapons such as the [[Dapple Dualies]] have higher damage per second and can kill a Splattershot faster in close range combat.
** 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 make them an easier target for long-ranged teammates to pick off.
* When pursued by an opposing Splattershot user, using almost any sub weapon (except for Squid Beakons) can either delay their pursuit or deter them from chasing.
* Keep an eye on the HUD to know when an opposing Splattershot user has Splashdown ready to use, and be ready for activation when fighting them.
* If you have good aim, you can try to shoot the Splashdown out of the air:
** Short-ranged weapons – such as the [[Competitive:Inkbrush|Inkbrush]] or the [[Competitive:Sploosh-o-matic|Sploosh-o-matic]] – or slower weapons – such as the [[Competitive:Dynamo Roller|Dynamo Roller]] or the [[Competitive:Explosher|Explosher]] – will struggle to do so, in which case it is better to simply back off instead.
* Watch out for any suspicious Super Jump markers. If a Super Jump marker appears in a risky spot, such as on the front lines, it is likely that the opponent is attempting a Super Jumping Splashdown. Instead of camping it with your main weapon, toss a bomb over to the marker instead if you have one.
* Protective special weapons, such as [[Competitive:Ink Armor|Ink Armor]] and Baller, can reduce or mitigate the damage taken from an opponent's Splashdown, but be wary of the large knockback.


===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 ability|gear abilities]] in relation to the weapon. Strategy, synergy, viability, and purpose may be written here.<!--
Editor note:
Editor note:
This guide is for all abilities, to avoid conflict and to be more useful for everyone.
This guide is for all abilities, to avoid conflict and to be more useful for everyone.
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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.
-->
-->
{{clrns}}
; {{Ability|S2|Bomb Defense Up DX}}
Ever since its introduction in Version {{Ver|S2|4.3.0}}, Bomb Defense Up DX will not only reduce the damage taken from opposing sub and special weapons that are not one-hit-splat but will also reduce the duration of the tracking effects of certain opponent's sub and special weapons, such as [[Point Sensor]]s and [[Ink Mine]]s, allowing the user of this ability to evade detection more easily. Because the Splattershot works optimally at short range, its user risks damage from both bombs and special weapons and can greatly benefit from reducing the damage taken from them. Just three [[ability point]]s, or one [[Community Glossary#Main and Sub|sub]], offer plenty of utility:<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)">[https://www.youtube.com/watch?v=3Ygwtq03MrM&t=1177s {{YT}} "''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"] by Wadsm</ref><ref name="How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''">[https://www.youtube.com/watch?v=Nk_N7VDQxiY&t=304s {{YT}} "How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''"] by ThatSrb2DUDE, formerly of Team Olive</ref>
* The splash damage of most bombs is reduced from 30 HP to 28.6 HP. This reduction in damage provides two benefits:
** It prevents its user from being exposed on their opponents' [[map]] by the splash damage of most single bombs.
** Ink Armor will not break due to splash damage from a single bomb whose splash damage normally inflicts 30 HP of damage.
* The splash damage of near-misses from either [[Competitive:Tenta Missiles|Tenta Missiles]] or Inkjet, the minimum splash damage of bubbles, and the collision damage from Baller are all reduced from 50 HP to 48.3 HP,<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''">[https://selicia.github.io/en_US/#000b000000000000000000000 loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''], applicable for Version 4.8.0</ref> enabling one to survive two hits from any of these specific means of special weapon damage.
 
; {{Ability|S2|Comeback}}
As a slayer, a Splattershot user has to risk getting splatted often. When equipped, Comeback grants 10 [[ability point]]s of six different stackable abilities for twenty seconds after respawning from getting splatted by an opponent:
* {{Ability|S2|Ink Recovery Up}}
* {{Ability|S2|Ink Saver (Main)}}
* {{Ability|S2|Ink Saver (Sub)}}
* {{Ability|S2|Run Speed Up}}
* {{Ability|S2|Swim Speed Up}}
* {{Ability|S2|Special Charge Up}}
Ink Saver (Sub) and Swim Speed Up are particularly useful for the Splattershot, allowing its user to consume less ink and maintain pressure on the opponent upon returning from spawn.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
 
; {{Ability|S2|Ink Resistance Up}}
A Splattershot user can expect to come in contact with the opponent's ink on various surfaces, which can both be damaging and reduce mobility. Ink Resistance Up not only partially offsets the reduction in mobility but also delays the damage taken from contact with opposing ink.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/><ref name="How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | ''Splatoon 2''"/>
* Just three ability points, or one sub,…
** …delays the damage taken from opposing ink by 10 frames.
** …reduces the damage taken from 0.3 HP/f (health points per frame) to 0.2 HP/f.
** …lowers the limit on the amount of damage opposing ink on surfaces can inflict from 40 HP to 38 HP.
** …increases the normal running speed in opposing ink from 0.24 DU/f to 0.33 DU/f.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
** …increases the jumping height in opposing ink from 0.8 to 0.854.<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''"/>
* Six ability points, or two subs,…
** …delays the damage taken from opposing ink by 15 frames.
** …reduces the damage taken to 0.2 HP/f.
** …lowers the damage limit of opposing ink to 36.2 HP.
** …increases the normal running speed in opposing ink to 0.39 DU/f.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
** …increases the jumping height in opposing ink to 0.888.<ref name="loadout.ink - Stat Calculator & Gear Planner for ''Splatoon 2''"/>
 
; {{Ability|S2|Main Power Up}}
Main Power Up increases accuracy while either on the ground or in midair, allowing a Splattershot user to maintain some accuracy while jumping.<ref name="''Splatoon 2'' - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)"/>
 
; {{Ability|S2|Quick Respawn}}
Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Splattershot user to remain aggressive even after getting splatted.
* 16 ability points – one main and two subs – are enough to reduce the respawn time from 8.5 seconds to 6.67 seconds.
* 26 ability points – two mains and two subs – are enough to reduce the respawn time from 8.5 seconds to 5.8 seconds.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
 
; {{Ability|S2|Stealth Jump}}
[[Super Jump]]ing 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.
 
; {{Ability|S2|Swim Speed Up}}
A self-explanatory ability, Swim Speed Up enables an already mobile Splattershot user to more rapidly 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 1.92 to 2.14 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 Splattershot user to fully offset the swimming speed penalty of Ninja Squid.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
* Therefore, a Splattershot 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 Splattershot user with Ninja Squid to 1.92 units per frame.<ref name="Sendou.ink ''Splatoon 2'' Build Analyzer"/>
<ref>[https://leanny.github.io/loadout/splattershot.html Lean's Loadout Database - Useage of abilities in Ranked modes]</ref>
 
==''Splatoon 3''==
{{Infobox/Weapon/Strategy
|game        = Splatoon 3
|image        = S3 Splattershot Promotional 3D Render.jpg
|abbreviation = Shot, Vshot
|sub          = Suction Bomb
|special      = Trizooka
|base        = 36
|ink          = 0.92%
|points      = 200
|role        = [[Community Glossary#Slayer|Slayer]]
|strengths    = [[Splat (occurrence)|Splatting]], [[Community Glossary#Turfing|turfing]], [[mobility]], flexible with abilities and [[Community Glossary#Composition|compositions]]<ref name="How To Get Better at ''Splatoon 3'' Ranked: Splattershot">[https://www.youtube.com/watch?v=E2D4bQh-YN4 {{YT}} "How To Get Better at ''Splatoon 3'' Ranked: Splattershot"] by ThatSrb2DUDE</ref><ref name="Ver. 4.1.0 Tier List">[https://www.youtube.com/watch?v=vL2azUObQDY&t=682s {{YT}} "Ver. 4.1.0 Tier List"] by Squid School</ref>
|weaknesses  = Slightly short range compared to some other slayer weapons, slightly slower fire rate
}}
The iconic '''Splattershot''' once again returns in {{S3}} with a new design and the same sub and similar special weapon as the [[Competitive:Tentatek Splattershot|Tentatek Splattershot]] in the original {{S}}, allowing its user to play either aggressively or defensively depending on the situation.
 
===Use===
The Splattershot is primarily a slayer but also has the tools to play supportively as well:
* Its good damage, good accuracy (improved further in Version {{Ver|S3|4.1.0}}), and rapid fire rate make it very effective at quickly splatting opponents.
** Automatic shooters like the Splattershot tend to be most accurate when the user starts to fire, losing accuracy and increasing its spread as the fire button is held, and resetting its accuracy after a certain amount of time where the weapon is not being fired. In the Splattershot's case, it takes 22 frames, or under half a second, to restore the weapon's precision after firing.
*** When fighting opponents, it is recommended to take advantage of the good starting accuracy and take the initiative on opponents to splat them quickly and efficiently.
*** Otherwise, in drawn-out firefights, reset the accuracy every so often by swimming or even squid rolling for brief moments to reposition.
*** Losing accuracy isn't necessarily a downside outside of combat, as the increased spread will further improve the weapon's turfing. Just make sure to reset the accuracy before getting into a fight.
** It does 36 damage per shot, once again allowing it to splat opponents in three hits.
* Due to good ink efficiency at 0.92% per shot, a good fire rate, and Suction Bombs, the Splattershot is good at turfing, allowing it to get its special weapon more easily than some other slayer weapons.
* Its good mobility allows its user to apply pressure onto the opponent – whether head-on or through timely [[Community Glossary#Flanking|flanking]] – eliminating key defenders during a push.
* Defensively, its rapid rate of fire makes it great at both [[Community Glossary#Sharking|sharking]] to pick off unaware opponents and turfing to maintain [[Community Glossary#Map control|map control]]. Its good [[ink]] efficiency also allows its user to more readily use Suction Bombs to keep opponents at bay.
* The Splattershot is faster and more efficient at turfing than most other weapons, allowing its user to both maintain map control and build up the [[special gauge]] for its Trizooka more quickly than most other weapons.
Despite its many strengths, the Splattershot still has a few weaknesses its user has to account for:
* Its short range (116.99 [[Distance unit|DU]]) puts its user at a disadvantage against opponents with longer ranged weapons, such as a [[Slosher (weapon class)|slosher]], a [[splatana]], the [[Competitive:.52 Gal|.52 Gal]] (124.944 DU), or the [[Competitive:Dark Tetra Dualies|Dark Tetra Dualies]] (132.5 DU).<ref>[https://pastebin.com/QdQDD9Ch ''Splatoon 2'' range list] compiled by DrFetus</ref> Avoid head-on encounters against these opponents and instead rely more on flanking or sharking.
**However, the range gives the weapon an advantage over shorter-ranged weapons like rollers and the [[Competitive:Splattershot Jr.|Splattershot Jr.]].
* While the Splattershot fires rapidly, should an opponent armed with a [[Competitive:Splash-o-matic|Splash-o-matic]] or [[Competitive:N-ZAP '85|N-ZAP '85]] land their first two shots before getting hit, they would be at an advantage due to their even higher firing rate.
'''[[Competitive:Suction Bomb|Suction Bombs]]''' can be used in a similar fashion to [[Competitive:Splat Bomb|Splat Bombs]], with a few differences:
* They can attach to [[surfaces]], which both allows more room for error when aiming and enables the planting of craftier traps, such as underneath a [[grate]].
* They take two seconds after attaching to a surface to detonate, as opposed to one second for a Splat Bomb, so plant Suction Bombs earlier than usual.
* They have a larger overall radius of damage (80 [[Distance unit|DU]]).
* They can be thrown to lead a push into a [[Splat Zones|Splat Zone]] or any other important area of the stage, such as the opponents' [[Competitive:Callouts#Location naming|street]] or platform.
* They can also flush out opposing [[Community Glossary#Anchor|anchors]] from perches and clear other critical areas, such as the [[Tower Control|Tower]].<ref>[https://www.youtube.com/watch?v=t_I1cz7ktFY&t=3986s {{YT}} "''Splatoon 2'' North American Open September 2020 - Finals - Part 3"] Game 5, Burstie (FTWin) throws a Suction Bomb onto the Tower, splatting Jared (Starburst) and forcing Ice and Ant (Starburst) to reposition themselves</ref>
* They can also be used to poke at and zone out opponents during the [[Community Glossary#Phases|neutral phase]], stall an opponent's push, or provide space to escape.
* A Suction Bomb can damage or destroy an opponent's [[brella]] shield, [[Competitive:Splash Wall|Splash Wall]], or the [[Rainmaker shield]], while detonating on contact.
** Any opponents caught within the Suction Bomb's explosion will get damaged or splatted.<ref>[https://www.youtube.com/watch?v=7fJQ5uQc_I4&t=350s {{YT}} "How To Get Good Using The N-Zap 8X?! (+ Handcam) | ''Splatoon 2''"] ThatSrb2DUDE, formerly of Team Olive, splats an opposing Tenta Brella user by throwing a Suction Bomb into the rear of their brella shield</ref>
* Some opposing special weapons, such as [[Competitive:Triple Inkstrike|Triple Inkstrike]] or [[Competitive:Booyah Bomb|Booyah Bomb]], can defuse any Suction Bombs they touch, so hold off throwing them until after the special weapon finishes.
 
===Synergy===
*The Splattershot works well with many weapon classes. For example, the Splattershot's [[Competitive:Trizooka|Trizooka]] works well with the [[Competitive:Wave Breaker|Wave Breaker]] because the Wave Breaker locates opponents, so E-liter would be a good choice with the Splattershot; or any other weapon as useful.
 
===Countermeasures===
 
===Gear abilities===
Some gear abilities that work well with the Splattershot are Comeback, Swim Speed Up, Special Charge Up, Intensify Action Up, Quick Super Jump, Quick Respawn, and Stealth Jump.
 
===In competitive play===
The Splattershot was projected to be a strong weapon, even before the game's release.<ref>https://twitter.com/ProChara/status/1562898355251920896</ref> It has an aggressive kit that echoes that of the ubiquitous [[Competitive:Tentatek Splattershot|Tentatek Splattershot]] in the first ''Splatoon'', while also presumably carrying over the many buffs it received in ''Splatoon 2''. At first it seemed to be a correct prediction from the competitive community and the Splattershot remained a popular pick in tournaments; some players, such as Chara, considered the Splattershot to be the best weapon in the game at one point.<ref>https://twitter.com/ProChara/status/1575240777701085184</ref> Trizooka was considered one of the best specials in the game at the time due to being good for both displacement and splatting opponents, even hitting opponents hiding behind cover if angled correctly.


;{{Ability|S2|Ninja Squid}}
As the meta of the Drizzle Season 2022 progressed however, the Splattershot began falling off in favor of the Splash-o-matic. Some players considered Trizooka to be more unreliable and harder to use than the Splash-o-matic's Crab Tank, which applies pressure for a longer amount of time.<ref>https://twitter.com/Mayuran_spl/status/1592951070673997824</ref>
Allows its user to swim at full speed undetected to help sneak up to longer ranged opponents but also reduces the maximum swimming speed.
;{{Ability|S2|Comeback}}, {{Ability|S2|Quick Respawn}}, {{Ability|S2|Quick Super Jump}}, and {{Ability|S2|Stealth Jump}}
These are abilities that allow a slayer to play more aggressively.
;{{Ability|S2|Main Power Up}}
This ability can increase the Splattershot's accuracy, particularly while jumping, preserving more accuracy while jump strafing.


==References==
==References==
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{{Navbox/Weapon Strategy}}
{{Navbox/Weapon Strategy}}
[[Category:Slayers]]

Revision as of 19:33, 13 March 2024

Splatoon "S" icon.svg
Splatoon 2 "2" icon.svg
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 Splattershot, see Splattershot.

The Splattershot (as well as the Hero and Order Shot Replicas) is the second available weapon in every game of the Splatoon series. As an all-around, short-ranged shooter with a moderate fire rate, a three-shot-splat, good accuracy, and good mobility, it can quickly splat opponents and ink surfaces to maintain map control or farm its special weapon. Depending on its provided kit, it can potentially fit in many different team compositions.

Splatoon

Splattershot

Splattershot

Abbreviations Shot, Vshot
Sub S Weapon Sub Burst Bomb.png Burst Bomb
Special S Weapon Special Bomb Rush Burst Bomb.png Bomb Rush
Base damage 35
Base duration
Ink consumption 0.9%
Special points
Special depletion Specdep icon.png 40%
Role Slayer/Support
Strengths Splatting, mobility, turfing, Burst Bomb spamming
Weaknesses Short range, lack of lethal bombs

The Splattershot has Burst Bombs and Burst Bomb Rush to supplement its already great mobility and effectiveness on offense. However, the absence of a lethal bomb reduces its user's ability to deny space, and the inability to extend the throwing range of Burst Bomb Rush reduces its utility.[1]

Use

Compared to its Splatoon 2 appearance, the Splattershot has some minor tweaks that slightly hurt its performance, though the weapon itself is still solid:

  • The Splattershot deals 35 damage instead of 36.
  • The weapon also has weaker falloff damage, making splats outside of effective range less consistent than in Splatoon 2.
  • While jumping, the weapon is slightly less accurate than in Splatoon 2.
  • Mobility is slightly worse, as there is more endlag when switching between swimming to shooting, or using a sub weapon (3 frames).
  • Ink will be less likely to appear at the player's feet compared to Splatoon 2.
  • The weapon is slightly more ink efficient, consuming 0.9% of the ink tank per shot while in Splatoon 2, it consumes 0.92%, though this is a largely negligible difference.

Burst Bombs function exactly the same as they do in Splatoon 2, except for Ink Saver (Sub) having better stacking on them in this game.

Like most of its variants, the Bomb Rush is designed to either help push into a highly contested area or help repel the opponent's push:

  • Using any Bomb Rush too close to an opponent will leave its user vulnerable to attack, so activate it outside the range of the opponent.
  • Bomb Range Up can increase the distance of every Burst Bomb thrown during the Bomb Rush.
  • Do not forget that the main weapon may still be used during the duration of the special. Not only is this a useful self-defense tactic in case an opponent gets close, it is also a very effective means for creating combos, particularly to make up for the lower damage inflicted by Burst Bombs compared to other bombs.
  • Because Burst Bombs have less damage and turfing ability than most other bombs, a Burst Bomb Rush does not create space or push into contested turf through sheer damage or turfing but through the pressure created by its higher fire rate.[2]
  • An opponent's Inkstrike will defuse any of your Burst Bombs it comes in contact with, so hold off on activating Bomb Rush until after the opponent's special weapon finishes.

Synergy

The Burst Bomb Rush can help a Splattershot user in contesting territory, such as Splat Zones. However, it is not as reliable at turfing territory compared to other Bomb Launcher variants. Moreover, a Splattershot user who attempts to pursue certain opponents with Burst Bomb Rush risks getting splatted. Therefore, it is advised for the Splattershot user's teammates to have other special weapons available to complement Burst Bomb Rush, as having too many users of any Bomb Rush variant (no more than two) in a team composition will limit a team's arsenal of weapons:[3]

  • Other than the launched bombs, a Bomb Launcher user has no means of protection and is particularly vulnerable to long-ranged fire.
  • Other special weapons intended for splatting opponents, such as Kraken or Killer Wail, can do this with less risk of getting splatted.

Countermeasures

  • Keep an eye on the HUD to check when an opposing Splattershot user has their Bomb Rush ready to avoid getting caught in surprise.
  • Long-ranged weapons, such as chargers can pick off opposing Bomb Rush users who recklessly come within range.
  • Certain special weapons, such as Inkstrike can negate the opponents' bombs if timed properly.
  • A counter Bomb Rush can nullify the effects of the opponent's Bomb Rush, 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.

S Ability Bomb Range Up.png Bomb Range Up

Bomb Range Up is the bread and butter of a vanilla Splattershot build, allowing it to perform its role as a support with long-range Burst Bombs.[4] This ability also affects Burst Bombs thrown from a Bomb Rush.

S Ability Damage Up.png Damage Up

Damage Up increases damage of the main, sub, and special weapons. Damage Up can increase damage to allow the user to combo with their Burst Bombs more often and to increase the Burst Bombs in their Bomb Rush, making the special more lethal.

  • 6 ability points, or two subs, will increase the weapon's damage to 36.98 and direct Burst Bomb hits to 63.39, making a direct hit from a Burst Bomb and one shot from the main weapon splat an opponent without Defense Up.[5]
S Ability Ink Saver (Sub).png Ink Saver (Sub)

A pure of this ability will allow its user to throw three Burst Bombs from a full ink tank.

S Ability Quick Respawn.png Quick Respawn

Quick Respawn always shortens the time taken to respawn, allow a Splattershot user to be aggressive without much consequences.

In competitive play

In competitive, the vanilla Splattershot saw use mainly as a Burst Bomb spammer, poking at the opponents and even their anchors while using Bomb Range Up.[4] This is due to its other two variants having better kits for a slayer role, and the Refurbished Mini Splatling, which shares the same kit as this weapon, lacking gear space to perform this role.[4]

Splatoon 2

Splattershot

Splattershot

Abbreviations Shot, Vshot
Sub S2 Weapon Sub Burst Bomb.png Burst Bomb
Special S2 Weapon Special Splashdown.png Splashdown
Base damage 36
Base duration
Ink consumption 0.92%
Special points 170p
Special depletion
Role Slayer[6][7]
Strengths Splatting, mobility, turfing, flexible with abilities[8]
Weaknesses Slightly short range compared to some other slayer weapons, lack of lethal bombs, unable to pressure anchors from afar

The Splattershot – as well as the Hero Shot Replica – is the second available weapon in Splatoon 2 only to the Splattershot Jr. (not counting the Octo Shot Replica, which can be acquired after the completion of Octo Expansion). Compared to the Splattershot Jr., the Splattershot has higher damage, a slightly longer range, and nearly as good a fire rate and turfing ability but has a different sub weapon and a less versatile special weapon.[9]

Use

The Splattershot fires rapidly and turfs very well, but its higher damage and slightly longer range than a Splattershot Jr. makes it a slayer weapon:

  • Its damage per shot (36 HP, or health points) is considerably higher than that of the Splattershot Jr. (28 HP), allowing it to splat most opponents in just three hits.
    • However, shots that travel further than its effective range (see below) will suffer falloff until it reaches 17.5 HP of damage after 24 frames, requiring up to six hits to splat opponents.
    • It is still usually more advantageous to fire at opponents from an elevated position – despite any resulting damage falloff – than it is to drop down and engage them at their level. Otherwise, fire at opponents when they are within the effective range to maximize damage output.
  • Its range (116.99 DU, or distance units, or over two distance lines away in the test range)[10] is slightly longer than that of the Splattershot Jr. (103.89 DU),[10] giving its user an inherent advantage over shorter-ranged weapons, such as most rollers. Simply maintain your distance from a shorter-ranged opponent while firing at them to minimize the damage taken from them.
  • While middleweight weapons such as the Splattershot generally have average mobility – 0.96 DU/f, or distance units per frame, while running, 1.92 DU/f while swimming[11] – the Splattershot is very mobile in two other ways:
    • Its running speed while firing (0.72 DU/f) is above average among shooters.
    • It has a short interval between firing and either using a sub weapon or morphing into squid or octopus form (4 frames).
    • This extra mobility allows its user to apply pressure onto the opponent — whether head-on or through timely flanking, more quickly respond on defense, and more easily dodge opposing fire.
  • The Splattershot is also faster and more efficient at turfing than most other slayer weapons, allowing its user to both maintain map control and build up its special weapon more quickly than most other weapons can.
  • The Splattershot has shorter range than most other weapons, such as the Splattershot Pro, sloshers, and especially chargers and splatlings, all which can fire upon a Splattershot user before the latter has a chance to land a shot. Therefore, a Splattershot user has to attack them in a different way than a head-on approach:
    • One way to effectively attack an opponent with a longer ranged weapon is to flank them, or approach them from either the side or behind, while their attention is towards the front lines. If performed correctly, this can either catch the opponent by surprise or at least divert their attention away from the front, allowing one of your teammates to splat them.
    • Another method to attack a longer-ranged opponent is sharking, or hiding – usually in friendly ink out of the opponents' sight – until the opponent gets within your range before attacking. Sharking can work against any opponent – regardless of their weapon's range – who is caught unawares.

Burst Bombs provide good utility for the Splattershot but function differently from Splat Bombs:

  • They instantly explode upon contact with any surface – such as a wall or floor – or another player — whether a teammate or an opponent. This provides a few advantages over Splat Bombs:
    • They can more quickly damage opponents, which makes them suitable for leading off attacks, breaking opponents' Ink Armor, or finishing off injured opponents who attempt to flee. This provides the Splattershot good combo potential with Burst Bombs.
    • They effectively extend the range at which their user can quickly damage their opponents. The Splattershot user benefits again due to the short range of their main weapon.
    • They instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation. This trait further increases the high mobility of a Splattershot user. Also, any opponents hit by Burst Bombs will be surrounded by your team's ink, further crippling their health and mobility.
  • However, their resulting explosion is both weaker and smaller than those of Splat Bombs:
    • Only direct hits will inflict 60 HP of damage, while splash damage will only deliver 25-35 HP. Always go for direct hits whenever possible.
    • Their blast radius is only 30 DU — equal to the lethal blast radius of Splat Bombs. Targets within 25 DU to the Burst Bomb's explosion will take 35 HP of damage, while farther ones will take 25 HP.
  • Although less powerful than other bombs, a Burst Bomb can still damage or even destroy an opponent's brella shield, Splash Wall, or Baller or the Rainmaker shield, while detonating on contact.
    • Any opponents caught within the Burst Bomb's explosion will get damaged or splatted.[12]
    • It will also inflate or pop a teammate's bubbles but deflate or diffuse an opponent's bubbles, while still detonating on contact.[13]
  • An opponent's Splashdown or Booyah Bomb will defuse any Burst Bombs it comes in contact with, so hold off throwing them until after the special weapon finishes.
  • While Burst Bombs are less effective at area denial and zoning than Splat Bombs, their reduced ink consumption (40% of the ink tank per use versus 70%) makes them more readily available to pressure opponents during a push.
  • Using any special weapon also provides a free ink tank refill. Therefore, a Splattershot user can throw Burst Bombs before and after using Splashdown to confirm a splat.

Splashdown can be useful for various purposes, from instantly turfing territory to destroying non-player objects, but only if it is used properly at the right time:

  • A normal Splashdown can be performed from the ground or while in midair after either jumping or dropping from an elevated position. A Super Jumping Splashdown is executed by pressing Right Stick in the middle of a Super Jump.
    • Pressing Right Stick before or at the apex of the Super Jump will execute Splashdown immediately upon landing, while pressing Right Stick after the Super Jump apex will delay the Splashdown. While the former method is quicker, the latter provides the flexibility of holding onto Splashdown in case it is not needed.
  • As of Version 1.3.0, the windup delay from the time Right Stick is pressed to the moment Splashdown is detonated is 1.2 seconds for a normal Splashdown and 0.8 seconds for a Super Jump Splashdown.
    • Performing a normal Splashdown while underneath an obstacle (e.g. the grate walkways in Kelp Dome, the grate surrounding the Tower in Tower Control) will reduce the height of the player's jump during the windup but will not affect its duration.
  • A player performing a normal Splashdown is invincible both during the first five frames, or 0.083 seconds, and upon landing for 30 frames, or 0.5 seconds, but is vulnerable to attack during the rest of the special. Opponents will have this brief window of vulnerability to attack the player performing Splashdown – with ranged weapons, bombs (if thrown in advance), and some special weapons.
    • The further an opponent is from a player performing a normal Splashdown, the easier it is for the former to adjust their aim upward to splat the latter[14] and the less likely they will take significant damage (see below).
    • Starting from Version 4.1.0, a player who is splatted in the middle of attempting to perform Splashdown will only suffer a special gauge reduction of 25% (with no Special Saver). However, if splatted by an opponent equipped with either Haunt (when active) or Respawn Punisher, then the special gauge penalty is 40%.
    • Therefore, if you intend to use Splashdown within the range of an opponent, generally do so when close to them.
  • A player executing a Super Jumping Splashdown is invulnerable during its entire duration, making it fully safe if performed in this manner.
    • While this can surprise and splat some opponents who attempt to camp the Super Jump marker, those who pay attention to the HUD will keep their distance from the marker. Super Jumping into Splashdown can still be used to push back the opponents and gain space for teammates.
  • The amount of damage Splashdown inflicts onto a target depends on its distance from the epicenter of the explosion:
    • Targets within the lethal splash radius of about 70 DU – marked by a bright circle that appears as a player initiates Splashdown – receive 180 HP of damage, most likely splatting those not protected by Ink Armor, Baller, or Booyah Bomb armor. The higher Splashdown is activated, the wider the lethal splash radius.
    • Targets that are just outside the splash radius – up to about 100 DU from the center – receive 70 damage, while those that are even further – about 145 DU – receive 55 damage as of Version 1.3.0. These distances are not affected by the height at which Splashdown is activated.
    • In addition, opponents that survive the Splashdown might suffer knockback, especially if they are either wearing Ink Armor or using Baller.
  • The resulting explosion from Splashdown turfs a large area, which is sometimes large enough to instantly cap a single zone in Splat Zones — or at least uncap it from the opposing team.
    • Turfing a path with the main weapon, Burst Bombs, or a combination of the two can enable one to quickly reach the zone for an instant Splashdown. Coordinate with teammates to gain an opportunity to reach the zone, as opponents will quickly splat anyone attempting to rush the zone.
    • Super Jumping to a teammate who manages to get to the middle of the zone can provide a safer, more guaranteed means to cap it.
  • Besides splatting or pushing back opponents, turfing territory, and gaining space for teammates, Splashdown can be used for other purposes, such as…
    • …destroying the opponent's various means of protection, such as brella shields, Splash Walls, Ballers, and bubbles.
    • …securing possession of the Tower in Tower Control, especially at a checkpoint.[15]
    • …instantly bursting the Rainmaker shield to start or restart a Rainmaker push.

Synergy

While a team might get away with having one or two users of short-ranged weapons, such as the Splattershot, having a team composition with too many short-ranged weapons and no longer-ranged weapons to provide support fire is often disadvantageous for a number of reasons:[3]

  • 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.

While the Splattershot's Burst Bombs are versatile, they lack certain advantages offered by lethal bombs — particularly either Splat or Suction Bombs, which provide their user's team a couple advantages over another team that has no lethal bombs in its composition:[3]

  • Their one-hit-splat offers its user's team chances 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.

The specific weaknesses Splashdown has compared to other special weapons reduces its effectiveness if possessed by more than one player in a team:[3]

  • Without a teammate or Squid Beakon to Super Jump to, Splashdown is relatively static. It cannot push back opponents as effectively as Baller, Bomb Launcher, Booyah Bomb, or even Ink Storm can.
  • An opponent who is skilled at splatting Splashdown attempts could effectively neutralize the special weapon of anyone with Splashdown due to its mostly consistent height, duration, and pattern.

If you regularly keep track of your teammates' locations with the map (by pressing X), you might find opportune moments to use a Super Jumping Splashdown to secure control of important areas, such as onto the Tower or just underneath the opponents' clam basket.

Countermeasures

  • Matchups between Splattershots on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates.
  • Any weapon that has a combination of longer range, better accuracy, or higher damage output without sacrificing too much mobility can counter a Splattershot. For example, the Splattershot Pro, the L-3 Nozzlenose, the Dualie Squelchers and their respective variants meet all of these requirements. However, watch out for any Burst Bombs the opposing Splattershot user might throw.
  • If using a shorter ranged weapon against an opposing Splattershot user, such as a Splat Roller, rely on flanking or sharking them instead of a direct attack.
  • A long-ranged weapon, such as a charger or most splatlings, can attack an opposing Splattershot user from long distance with impunity. However, once the latter gets close, they can outmaneuver and outdraw its less mobile, slower firing opponent.
  • A competent Splattershot user is likely capable at both flanking and 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 make them an easier target for long-ranged teammates to pick off.
  • When pursued by an opposing Splattershot user, using almost any sub weapon (except for Squid Beakons) can either delay their pursuit or deter them from chasing.
  • Keep an eye on the HUD to know when an opposing Splattershot user has Splashdown ready to use, and be ready for activation when fighting them.
  • If you have good aim, you can try to shoot the Splashdown out of the air:
  • Watch out for any suspicious Super Jump markers. If a Super Jump marker appears in a risky spot, such as on the front lines, it is likely that the opponent is attempting a Super Jumping Splashdown. Instead of camping it with your main weapon, toss a bomb over to the marker instead if you have one.
  • Protective special weapons, such as Ink Armor and Baller, can reduce or mitigate the damage taken from an opponent's Splashdown, but be wary of the large knockback.

Gear abilities

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

S2 Ability Bomb Defense Up DX.png Bomb Defense Up DX

Ever since its introduction in Version 4.3.0, Bomb Defense Up DX will not only reduce the damage taken from opposing sub and special weapons that are not one-hit-splat but will also reduce the duration of the tracking effects of certain opponent's sub and special weapons, such as Point Sensors and Ink Mines, allowing the user of this ability to evade detection more easily. Because the Splattershot works optimally at short range, its user risks damage from both bombs and special weapons and can greatly benefit from reducing the damage taken from them. Just three ability points, or one sub, offer plenty of utility:[16][17]

  • The splash damage of most bombs is reduced from 30 HP to 28.6 HP. This reduction in damage provides two benefits:
    • It prevents its user from being exposed on their opponents' map by the splash damage of most single bombs.
    • Ink Armor will not break due to splash damage from a single bomb whose splash damage normally inflicts 30 HP of damage.
  • The splash damage of near-misses from either Tenta Missiles or Inkjet, the minimum splash damage of bubbles, and the collision damage from Baller are all reduced from 50 HP to 48.3 HP,[18] enabling one to survive two hits from any of these specific means of special weapon damage.
S2 Ability Comeback.png Comeback

As a slayer, a Splattershot user has to risk getting splatted often. When equipped, Comeback grants 10 ability points of six different stackable abilities for twenty seconds after respawning from getting splatted by an opponent:

Ink Saver (Sub) and Swim Speed Up are particularly useful for the Splattershot, allowing its user to consume less ink and maintain pressure on the opponent upon returning from spawn.[16]

S2 Ability Ink Resistance Up.png Ink Resistance Up

A Splattershot user can expect to come in contact with the opponent's ink on various surfaces, which can both be damaging and reduce mobility. Ink Resistance Up not only partially offsets the reduction in mobility but also delays the damage taken from contact with opposing ink.[16][17]

  • Just three ability points, or one sub,…
    • …delays the damage taken from opposing ink by 10 frames.
    • …reduces the damage taken from 0.3 HP/f (health points per frame) to 0.2 HP/f.
    • …lowers the limit on the amount of damage opposing ink on surfaces can inflict from 40 HP to 38 HP.
    • …increases the normal running speed in opposing ink from 0.24 DU/f to 0.33 DU/f.[11]
    • …increases the jumping height in opposing ink from 0.8 to 0.854.[18]
  • Six ability points, or two subs,…
    • …delays the damage taken from opposing ink by 15 frames.
    • …reduces the damage taken to 0.2 HP/f.
    • …lowers the damage limit of opposing ink to 36.2 HP.
    • …increases the normal running speed in opposing ink to 0.39 DU/f.[11]
    • …increases the jumping height in opposing ink to 0.888.[18]
S2 Ability Main Power Up.png Main Power Up

Main Power Up increases accuracy while either on the ground or in midair, allowing a Splattershot user to maintain some accuracy while jumping.[16]

S2 Ability Quick Respawn.png Quick Respawn

Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Splattershot user to remain aggressive even after getting splatted.

  • 16 ability points – one main and two subs – are enough to reduce the respawn time from 8.5 seconds to 6.67 seconds.
  • 26 ability points – two mains and two subs – are enough to reduce the respawn time from 8.5 seconds to 5.8 seconds.[11]
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

A self-explanatory ability, Swim Speed Up enables an already mobile Splattershot user to more rapidly 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 1.92 to 2.14 units per frame.[11]
  • 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 Splattershot user to fully offset the swimming speed penalty of Ninja Squid.[11]
  • Therefore, a Splattershot 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 Splattershot user with Ninja Squid to 1.92 units per frame.[11]

[19]

Splatoon 3

Splattershot

Splattershot

Abbreviations Shot, Vshot
Sub S3 Weapon Sub Suction Bomb Flat.png Suction Bomb
Special S3 Weapon Special Trizooka.png Trizooka
Base damage 36
Base duration
Ink consumption 0.92%
Special points 200p
Special depletion
Role Slayer
Strengths Splatting, turfing, mobility, flexible with abilities and compositions[20][21]
Weaknesses Slightly short range compared to some other slayer weapons, slightly slower fire rate

The iconic Splattershot once again returns in Splatoon 3 with a new design and the same sub and similar special weapon as the Tentatek Splattershot in the original Splatoon, allowing its user to play either aggressively or defensively depending on the situation.

Use

The Splattershot is primarily a slayer but also has the tools to play supportively as well:

  • Its good damage, good accuracy (improved further in Version 4.1.0), and rapid fire rate make it very effective at quickly splatting opponents.
    • Automatic shooters like the Splattershot tend to be most accurate when the user starts to fire, losing accuracy and increasing its spread as the fire button is held, and resetting its accuracy after a certain amount of time where the weapon is not being fired. In the Splattershot's case, it takes 22 frames, or under half a second, to restore the weapon's precision after firing.
      • When fighting opponents, it is recommended to take advantage of the good starting accuracy and take the initiative on opponents to splat them quickly and efficiently.
      • Otherwise, in drawn-out firefights, reset the accuracy every so often by swimming or even squid rolling for brief moments to reposition.
      • Losing accuracy isn't necessarily a downside outside of combat, as the increased spread will further improve the weapon's turfing. Just make sure to reset the accuracy before getting into a fight.
    • It does 36 damage per shot, once again allowing it to splat opponents in three hits.
  • Due to good ink efficiency at 0.92% per shot, a good fire rate, and Suction Bombs, the Splattershot is good at turfing, allowing it to get its special weapon more easily than some other slayer weapons.
  • Its good mobility allows its user to apply pressure onto the opponent – whether head-on or through timely flanking – eliminating key defenders during a push.
  • Defensively, its rapid rate of fire makes it great at both sharking to pick off unaware opponents and turfing to maintain map control. Its good ink efficiency also allows its user to more readily use Suction Bombs to keep opponents at bay.
  • The Splattershot is faster and more efficient at turfing than most other weapons, allowing its user to both maintain map control and build up the special gauge for its Trizooka more quickly than most other weapons.

Despite its many strengths, the Splattershot still has a few weaknesses its user has to account for:

  • Its short range (116.99 DU) puts its user at a disadvantage against opponents with longer ranged weapons, such as a slosher, a splatana, the .52 Gal (124.944 DU), or the Dark Tetra Dualies (132.5 DU).[22] Avoid head-on encounters against these opponents and instead rely more on flanking or sharking.
    • However, the range gives the weapon an advantage over shorter-ranged weapons like rollers and the Splattershot Jr..
  • While the Splattershot fires rapidly, should an opponent armed with a Splash-o-matic or N-ZAP '85 land their first two shots before getting hit, they would be at an advantage due to their even higher firing rate.

Suction Bombs can be used in a similar fashion to Splat Bombs, with a few differences:

  • They can attach to surfaces, which both allows more room for error when aiming and enables the planting of craftier traps, such as underneath a grate.
  • They take two seconds after attaching to a surface to detonate, as opposed to one second for a Splat Bomb, so plant Suction Bombs earlier than usual.
  • They have a larger overall radius of damage (80 DU).
  • They can be thrown to lead a push into a Splat Zone or any other important area of the stage, such as the opponents' street or platform.
  • They can also flush out opposing anchors from perches and clear other critical areas, such as the Tower.[23]
  • They can also be used to poke at and zone out opponents during the neutral phase, stall an opponent's push, or provide space to escape.
  • A Suction Bomb can damage or destroy an opponent's brella shield, Splash Wall, or the Rainmaker shield, while detonating on contact.
    • Any opponents caught within the Suction Bomb's explosion will get damaged or splatted.[24]
  • Some opposing special weapons, such as Triple Inkstrike or Booyah Bomb, can defuse any Suction Bombs they touch, so hold off throwing them until after the special weapon finishes.

Synergy

  • The Splattershot works well with many weapon classes. For example, the Splattershot's Trizooka works well with the Wave Breaker because the Wave Breaker locates opponents, so E-liter would be a good choice with the Splattershot; or any other weapon as useful.

Countermeasures

Gear abilities

Some gear abilities that work well with the Splattershot are Comeback, Swim Speed Up, Special Charge Up, Intensify Action Up, Quick Super Jump, Quick Respawn, and Stealth Jump.

In competitive play

The Splattershot was projected to be a strong weapon, even before the game's release.[25] It has an aggressive kit that echoes that of the ubiquitous Tentatek Splattershot in the first Splatoon, while also presumably carrying over the many buffs it received in Splatoon 2. At first it seemed to be a correct prediction from the competitive community and the Splattershot remained a popular pick in tournaments; some players, such as Chara, considered the Splattershot to be the best weapon in the game at one point.[26] Trizooka was considered one of the best specials in the game at the time due to being good for both displacement and splatting opponents, even hitting opponents hiding behind cover if angled correctly.

As the meta of the Drizzle Season 2022 progressed however, the Splattershot began falling off in favor of the Splash-o-matic. Some players considered Trizooka to be more unreliable and harder to use than the Splash-o-matic's Crab Tank, which applies pressure for a longer amount of time.[27]

References

  1. YouTube "This Game Is BROKEN - The Ultimate Splatoon 1 Tier List (Weapons/Abilities/Subs/Specials)" by ProChara
  2. YouTube "Splatoon 2 5.3 Tier List Part 2 (Specials) (Splat Zones Only)" by ProChara, formerly named as Chara of Climb
  3. 3.0 3.1 3.2 3.3 YouTube "Splatoon 2 - What is a good team comp? (TOP 6 mistakes)" by Sendou, formerly of Team Olive
  4. 4.0 4.1 4.2 Messages from Hitzel on the Inkademy Discord server
  5. https://calc.splatoon.ink/
  6. YouTube "Splatoon 2 - Weapon Roles and Playstyles (Classifying every Weapon)" by Wadsm
  7. YouTube "Splatoon 2 - Quick Tip Analysis: 'Splattershot'" by ThatSrb2DUDE, formerly of Team Olive
  8. YouTube "How To Get Good Using Splattershot?! (+ Handcam) | Splatoon 2" by ThatSrb2DUDE, formerly of Team Olive
  9. YouTube "Splatoon 2 5.3 Tier List Part 3 (Main Weapons - Mid And Low Tiers) (Splat Zones Only)" by ProChara
  10. 10.0 10.1 Splatoon 2 range list compiled by DrFetus
  11. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 Sendou.ink Splatoon 2 Build Analyzer
  12. YouTube "How To Get Good Using The N-Zap 8X?! (+ Handcam) | Splatoon 2" ThatSrb2DUDE, formerly of Team Olive, splats an opposing Tenta Brella user by throwing a Suction Bomb into the rear of their brella shield
  13. YouTube "Qualifier Finals Part 2 | Splatoon 2 North America Inkling Open 2019" Game 2, Ross (ɪик Sigma) splats Arashi (Lowkey) with a Fizzy Bomb thrown onto bubbles launched by Astrocities (ɪик Sigma)
  14. YouTube "Qualifier Finals Part 2 | Splatoon 2 North America Inkling Open 2019" Game 3, Gamer (Lowkey) splats Kraken Mare (ɪик Sigma) out of a Splashdown attempt
  15. YouTube "PAX East Finals Part 2 | Splatoon 2 North America Inkling Open 2019" Game 1, Kyo (FTWin) uses Splashdown to secure the Tower at checkpoint 3
  16. 16.0 16.1 16.2 16.3 YouTube "Splatoon 2 - The Ultimate Gear Guide! (Tips and Tricks + all Abilities explained)" by Wadsm
  17. 17.0 17.1 YouTube "How To Make A PERFECT Gear Build for ALL WEAPONS?! (Gear Building Guide) | Splatoon 2" by ThatSrb2DUDE, formerly of Team Olive
  18. 18.0 18.1 18.2 loadout.ink - Stat Calculator & Gear Planner for Splatoon 2, applicable for Version 4.8.0
  19. Lean's Loadout Database - Useage of abilities in Ranked modes
  20. YouTube "How To Get Better at Splatoon 3 Ranked: Splattershot" by ThatSrb2DUDE
  21. YouTube "Ver. 4.1.0 Tier List" by Squid School
  22. Splatoon 2 range list compiled by DrFetus
  23. YouTube "Splatoon 2 North American Open September 2020 - Finals - Part 3" Game 5, Burstie (FTWin) throws a Suction Bomb onto the Tower, splatting Jared (Starburst) and forcing Ice and Ant (Starburst) to reposition themselves
  24. YouTube "How To Get Good Using The N-Zap 8X?! (+ Handcam) | Splatoon 2" ThatSrb2DUDE, formerly of Team Olive, splats an opposing Tenta Brella user by throwing a Suction Bomb into the rear of their brella shield
  25. https://twitter.com/ProChara/status/1562898355251920896
  26. https://twitter.com/ProChara/status/1575240777701085184
  27. https://twitter.com/Mayuran_spl/status/1592951070673997824