Custom Jet Squelcher

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Revision as of 14:34, 30 June 2020 by Phon42 (talk | contribs) (→‎Demonstration: Added formatting. Added the Trivia section. Added a piece of trivia.)
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The Custom Jet Squelcher is a main weapon in Splatoon and Splatoon 2. It is the Custom version of the Jet Squelcher.

Splatoon

Custom Jet Squelcher

Custom Jet Squelcher

Basic information
Category Main
Class Shooter
Sub S Weapon Sub Burst Bomb.png Burst Bomb
Special S Weapon Special Kraken.png Kraken
Special points
Special depletion Special gauge 40%
Range
80 / 100
Damage
32 / 100
Impact
Fire rate
40 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 15
Cost Cash 7,900
Requirement
Added in
Specifications
Weight
Base damage 31
Base duration
Ink consumption 1.6%
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variant Jet Squelcher Jet Squelcher

The Custom Jet Squelcher is identical to the Jet Squelcher, but has the Burst Bomb as a sub weapon and the Kraken as a special.

Data

Template:Shooter data

Version history

Version Adjustments
2.2.0
  • Ink usage decreased by about 6%.
2.7.0
  • Movement speed while firing increased by about 50%.
  • Special gauge loss: 50% → as low as 40%

Quotes

S Sheldon Artwork.png
Sheldon's Introduction

The Custom Jet Squelcher is just a S Weapon Main Jet Squelcher.png Jet Squelcher with a custom appearance. No surprise there! It comes with S Weapon Sub Burst Bomb.png Burst Bombs to pin down your foes and the S Weapon Special Kraken.png Kraken to let you deal the finishing blow! If you like to keep your foes under pressure, this weapon set could be just what you're looking for!(NA)[a]

A custom S Weapon Main Jet Squelcher.png Jet Squelcher. The S Weapon Sub Burst Bomb.png sub weapon lets you corner your opponents, and the quirky S Weapon Special Kraken.png special weapon makes for a tricky package.
— In-Game Description
Notes
  1. North America

Gallery

Demonstration

Splatoon 2

Custom Jet Squelcher

Custom Jet Squelcher

Basic information
Category Main
Class Shooter
Sub S2 Weapon Sub Burst Bomb.png Burst Bomb
Special S2 Weapon Special Sting Ray.png Sting Ray
Special points 180p
Special depletion
Range
82 / 100
Damage
35 / 100
Impact
Fire rate
30 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 27
Cost Cash 15,900
Requirement
Added in
Specifications
Weight
Base damage 32
Base duration
Ink consumption 1.6%
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variant Jet Squelcher Jet Squelcher

The Custom Jet Squelcher returns in Splatoon 2 looking identical to how it did in the first game. It was released on 3 November 2017 at 02:00 UTC[1]. It comes with Burst Bombs and Sting Ray.

Quick facts

A.k.a.: Jet

Role: Anchor[2]

Strengths: Mobility, quicker draw than most other anchor's weapons

Weaknesses: less damage and range than chargers, less turfing than splatlings or Exploshers

Recommended abilities

Ability Purpose
S2 Ability Special Charge Up.png Special Charge Up Accelerates building up the special gauge for Sting Ray
S2 Ability Sub Power Up.png Sub Power Up Increases throwing range of Burst Bombs

[3]

Use

  • The long range and build of the Custom Jet Squelcher make it a backline anchor's weapon. While it lacks the one-hit-splat damage and range of a charger, the rapid turfing and firing rate of a splatling, and the heavy damage and turfing of an Explosher, the Custom Jet Squelcher's primary advantage over all three is its mobility.
    • Burst Bombs allow for quicker movement around the stage, especially when fleeing an opposing slayer.
    • The Custom Jet Squelcher fires at a much higher rate than an Explosher and, unlike a Charger or Splatling, does not need to charge, making it less vulnerable in close-quarters combat. Still, avoid close-quarters combat against a slayer's weapon.
    • As with most anchor's weapons, Quick Super Jump and Tenacity can be beneficial to the Custom Jet Squelcher.
  • The primary weaknesses of the Custom Jet Squelcher are its middling fire rate (no better than that of the Splattershot Pro), relatively low ink efficiency (worse than that of the .52 Gal), and mediocre turfing. Pay close attention to the ink tank, focus on splatting with the main weapon, and use Burst Bombs when turfing.
  • Thanks to their instant explosion and good ink efficiency, Burst Bombs have a variety of uses:
    • Quickly turfing various inkable surfaces for quick maneuvering and building of the special gauge.
    • Pelting opponents that get too close before splatting them with the main weapon. Sub Power Up can increase the throwing range, keeping opponents at bay.
  • The Sting Ray excels on stages that are long, narrow, closed, and relatively flat, especially Port Mackerel and Walleye Warehouse, particularly in Tower Control and Rainmaker. Special Charge Up and Tenacity can help hasten the building of the special gauge.
    • Before starting the Sting Ray, it is advised to keep a safe distance from battles, as firing a Sting Ray too close to an opponent can leave one vulnerable to attack.
      • While the Sting Ray cannot be fired from within the Spawn point as of Version 3.0.0, super jumping back there still offers a safer location from which to fire.
      • Quick Super Jump can not only hasten reaching the Spawn point, it can allow a faster escape from pursuing opponents.
    • When firing the Sting Ray, if an opponent escapes from the ray, bring up the map with X. An opponent who has taken any damage will be visible on the map until completely healed. Redirect the Sting Ray until the popping sound is heard.

Countermeasures

  • While less vulnerable than a charger, splatling, or Explosher at short range, the Custom Jet Squelcher is still at a disadvantage against a slayer's weapon in close-quarters combat, such as any variants of the Splattershot or the Splat Dualies. However, a slayer should be wary of any Burst Bombs the opponent might use.
  • Matchups between the Custom Jet Squelcher and other backline weapons are generally situational, due to the former's better mobility and slight advantage in close-quarters combat. Zoning out the opposing Custom Jet Squelcher is usually recommended.
    • All variants of the Splat Charger and E-liter 4K – with or without scope – both outrange and overpower the Custom Jet Squelcher.
    • Both variants each of the Hydra Splatling and the Ballpoint Splatling's second stage both outrange and outfire the Custom Jet Squelcher.
    • All variants of the Heavy Splatling outfire the Custom Jet Squelcher but are outranged and outmaneuvered by it.
  • Always be aware of when the opposing team's Custom Jet Squelcher has Sting Ray fully charged on the HUD, particularly when pushing the Tower or Rainmaker.
    • Fight fire with fire by using a Sting Ray against an opponent's.
    • Tenta Missiles are a quick way to either counter or disrupt an opposing Sting Ray user, as well as displace any anchor from an otherwise safe perch.
    • A properly launched and piloted Inkjet can splat an opposing Sting Ray user while being relatively safe from the beam.
    • Quickly swimming away from the Sting Ray's beam is generally the best way to avoid getting splatted without using Specials, as users turn relatively slowly while the Sting Ray is active. This is a useful tactic in Tower Control to maintain a Tower push.

Data

Template:Shooter data[4]

Version history

Version Adjustments
Base game
  • Base damage: 31 → 32
  • Increase in chance to shoot towards the outer reticle per shot: 10% → 1.5%
  • Range decreased by about 4%.
    • Initial bullet velocity: 22 → 24
    • Frames bullet flies straight through the air: 8 → 7
      • Effective range: 176 units → 168 units
      • Total range: 220.64 units → 212.64 units
  • Droplet rate: 3 → 2.4
  • Distance between droplets: 85 units → 100 units
  • Radius of paint droplets near the player: 19.2 units → 18 units
  • Radius of paint droplets far from the player: 18 units → 16 units
2.0.0
  • Increased shot speed by roughly 40%, while not changing shot range.
    • Initial bullet velocity: 24 units per frame → 33.6 units per frame
    • Frames bullet flies straight through the air: 7 → 5
    • Frames in the air before a bullet's damage starts decreasing: 11 → 9
    • Frames in the air where a bullet reaches minimum damage: 27 → 25
2.2.0
  • Increased accuracy of shot immediately after jumping by roughly 20%.: 10 degrees → 8 degrees
4.2.0
  • Reduce the interval between firing and when you're able to become a squid or use sub weapon by 2/60 of a second.
4.4.0
  • Reduced the time to shoot from squid form by 1/60 of a second.
  • In addition to the existing effect, Main Power Up will now also reduce shot scatter when shooting on the ground.
4.8.0
  • Increased painting radius of landing shots by 10%.

Quotes

S2 Sheldon Artwork.png
Sheldon's Introduction

The Custom Jet Squelcher is a customized Jet Squelcher made with official parts!
It boasts great range, and you can lay the splat down on enemies that get too close with the included Burst Bombs! Use the Sting Ray to deal with anyone out of the range of your main weapon. I recommend keeping your distance with this set.

Gallery

Demonstration

Trivia

Names in other languages

Template:Foreignname

References