Custom Splattershot Jr.

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Revision as of 15:31, 20 May 2022 by Exaskliri (talk | contribs) (→‎Names in other languages: fixed Spanish meaning (translated literally rather than based on English name, see Splattershot's Spanish name) and capitalized Japanese romanization)
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The Custom Splattershot Jr. is a main weapon in Splatoon and Splatoon 2. It is a variant of the Splattershot Jr., equipped with a star-shaped sticker on the side and an alternate loadout.

Appearance

The Custom Splattershot Jr. is nearly identical in appearance to the Splattershot Jr. The only difference between the two is that the Custom Splattershot Jr. has a large sticker of a two-tone orange star with cartoon eyes similar to the "Jr. Mark" symbol seen on the Basic Tee.

In Splatoon 2, the Custom Splattershot Jr. and its variants also replace the user's standard ink tank with the one resembling baby bottles. It has a rounded rectangular shape and a round cap. For the Custom Splattershot Jr., an orange tag with the aforementioned two-tone orange star is attached around the bottle's neck.

Splatoon

Custom Splattershot Jr.

Custom Splattershot Jr.

Basic information
Category Main
Class Shooter
Sub S Weapon Sub Disruptor.png Disruptor
Special S Weapon Special Echolocator.png Echolocator
Special points
Special depletion Special gauge 40%
Range
32 / 100
Damage
27 / 100
Impact
Fire rate
75 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 2
Cost Cash 800
Requirement S Icon Sunken Scroll.png Octostomp
Introduced
Specifications
Weight
Base damage 28
Base duration
Ink consumption 0.5%
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variant Splattershot Jr. Splattershot Jr.

The Custom Splattershot Jr. is the first weapon unlocked from Octo Valley. It can only be purchased after collecting the Sunken Scroll from the mission The Mighty Octostomp!. It comes in a set with Disruptors and the Echolocator.

Data

  • The Custom Splattershot Jr. is a middleweight weapon.
  • Each shot consumes 0.5% of the ink tank capacity.
    • This allows players to fire 200 shots before needing to refill the ink supply.
    • This stat can be changed with Ink Saver (Main).
  • When firing continuously, it shoots a bullet every 5 frames (12 shots per second).
  • When firing while moving, the player's movement speed is set to 0.72 units per frame.
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • Each shot has a base damage of 28.
  • Shots travel straight for 3 frames. After that, they may lose damage. A shot will lose damage until it reaches 14 damage at frame 15.
  • Shots have a radius of 2 units.
  • The angle its shots can deviate while on the ground is 12 degrees.
  • The angle its shots can deviate while in the air is 18 degrees.
  • The outer reticle immediately expands after jumping. The outer reticle will finish shrinking after 60 frames.
  • The chance to shoot towards the outer reticle instead of the inner reticle increases by 10% per shot, and maximizes at a 40% chance to shoot towards the outer reticle.
    • This means that it takes 4 shots to reach minimum accuracy.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
  • Accuracy starts recovering 5 frames after the player stops shooting.
  • Shots initially travel straight at a rate of 22 units per frame for 3 frames. Shots travel straight for 66 distance units.
  • Ink droplets occur every 80 units.
  • The frequency at which ink drips from a shot occurs at a rate of 1.5 droplets per shot.
  • There are a total of 7 different droplet patterns that can be created while firing this weapon.
  • Droplets that occur within 11 units of the player have a radius of 21 units.
  • Droplets that occur when they travel past 200 units of the player have a radius of 18.5 units.
  • All other ink droplets have a radius of 13.2 units.

[1]

Version history

Version Adjustments
2.7.0
  • Special gauge loss: 50% → as low as 40%

Quotes

S Sheldon Artwork.png
Sheldon's Introduction

I took my inspiration for this weapon from a strange liquid that was stuck to my grandpappy's blueprints! Its main weapon is just like the Splattershot Jr., but this one lets you weaken your foes with Disruptors! It also comes with an Echolocator, so rally your team behind you and charge into the fray!

A new build of the Splattershot Jr., built by Sheldon after being inspired by some odd fluid he found stuck to the blueprints. Throw Disruptors at your opponents to slow them down.
— In-Game Description

Gallery

Demonstration

Splatoon 2

Custom Splattershot Jr.
S2 Weapon Main Custom Splattershot Jr..png
Basic information
Category Main
Class Shooter
Sub S2 Weapon Sub Autobomb.png Autobomb
Special S2 Weapon Special Ink Storm.png Ink Storm
Special points 160p
Special depletion
Range
35 / 100
Damage
22 / 100
Impact
Fire rate
75 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 4
Cost Cash 1,900
Requirement
Introduced
Specifications
Weight
Base damage 28
Base duration
Ink consumption 0.43%
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variants Splattershot Jr. Splattershot Jr.
Kensa Splattershot Jr. Kensa Splattershot Jr.

The Custom Splattershot Jr. was released on 9 September 2017 at 02:00 UTC. It comes with Autobombs and Ink Storm.

The Custom Splattershot Jr. was enhanced in Splatoon 2 with a 110% capacity ink tank. The high-capacity ink tank is unique to the Splattershot Jr. and its variants. This allows players to throw two Autobombs consecutively without having to refill the ink between throws. Activating the Ink Storm special refills the ink tank, so players can then throw two more Autobombs in a short time.

Data

  • The Custom Splattershot Jr. is a lightweight weapon.
  • The matchmaking range is 110. The game's matchmaking system looks at a team's average matchmaking range value, and matches them against a team with a similar average.
  • The ink consumption of 0.43% and ink tank capacity of 110% allows players to fire 255 shots before needing to refill the ink supply.
  • When initially firing the weapon in humanoid form, the first shot takes 3 frames to come out.
  • When firing from swim form, the first shot takes 10 frames to come out.
  • The interval between firing and when the player is able to enter swim form or use a sub weapon is 2 frames.
  • When firing continuously, it shoots a bullet every 5 frames (12 shots per second).
  • When firing while moving, the player's movement speed is set to 0.72 units per frame.
  • After firing, there is a 15 frame cooldown before the ink tank starts refilling.
  • Each shot has a base damage of 28.
  • If a shot is in the air for more than 8 frames after being fired, it loses 0.875 damage per frame until it reaches 14 damage at frame 24.
  • The bullet hitbox has a radius of 2 units.
  • The angle its shots can deviate while on the ground is 12 degrees.
  • The angle its shots can deviate while in the air is 15 degrees.
  • The outer reticle immediately expands after jumping. After 25 frames, the outer reticle will start shrinking, and will finish shrinking after 70 frames.
  • The Custom Splattershot Jr. starts off having a 4% chance to shoot towards the outer reticle instead of the inner reticle.
    • This chance increases by 2% per shot, and maximizes at a 40% chance to shoot towards the outer reticle, meaning that it takes 18 shots to reach minimum accuracy.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
  • Accuracy starts recovering 5 frames after the player stops shooting. The chance to shoot towards the outer reticle decreases by 1% per frame, if the chance is not already at the minimum, meaning that it takes 41 frames to reach maximum accuracy.
  • Shots initially travel straight at a rate of 22 units per frame for 3 frames. Shots travel straight for 66 distance units.
    • After that, the shot's velocity is set to 18.945 units per frame if it is not already lower than the listed value, and decreases further as it travels.
  • Ink droplets occur every 95 units.
  • The frequency at which ink drips from a shot occurs at a rate of 1.4 droplets per shot.
  • There are a total of 7 different droplet patterns that can be created while firing this weapon.
  • Droplets that occur within 11 units of the player have a radius of 19.7 units, and a width of 12 units.
    • These droplets have their radius multiplied by a value ranging from 1.2 if they fell from a height above 100 units to 1.4 if they fell from a height below 30 units.
  • Droplets that occur when they travel past 200 units of the player have a radius of 16.5 units.
  • All other ink droplets have a radius of 12.9 units.
  • Droplets that are far from the player and all other droplets have their radius multiplied by a value ranging from 1 if they fell from a height above 100 units to 1.2 if they fell from a height below 30 units.
  • If no ink droplets have occurred within 11 units of the player for 3 shots, the next shot the player makes will force a paint droplet to appear at the player's feet.

[2][3]

Version history

Version Adjustments
Base game
  • Weight class: Middleweight → lightweight
  • Increase in chance to shoot towards the outer reticle per shot: 10% → 2%
  • Shot deviation angle while jumping: 18 degrees → 15 degrees
  • Droplet rate: 1.5 → 1.4
  • Distance between droplets: 80 units → 95 units
  • Near droplet paint radius: 21 units → 19.7 units
  • Far droplet paint radius: 18.5 units → 16.5 units
  • Droplet paint radius: 13.2 units → 12.9 units
2.2.0
  • Made it easier to paint the floor at the player's feet
    • If a paint droplet has not fallen within 11 units of the player for 2 shots, the next shot will force a paint droplet to appear at the player's feet.
2.3.0
3.2.0
  • ⁠Now uses a special ink tank with 10% increased ink capacity.
4.1.0
  • When shots hit, their ink splatter will now extend further forward than it did previously.
4.2.0
  • Reduce the interval between firing and when you're able to become a squid or use sub weapon by 4/60 of a second.
  • Points to fill special gauge: 180 → 170
4.4.0
  • Reduced the time to shoot from squid form by 2/60 of a second.
4.5.0
  • Reduced the time to begin recovering ink after shooting by 5/60 of a second.
  • Points to fill special gauge: 170 → 160
4.6.0
  • Ink consumption: 0.5 → 0.43
4.9.0
5.0.0
  • Increased damage dealt to the Booyah Bomb armor by roughly 17%.

Quotes

S2 Sheldon Artwork.png
Sheldon's Introduction

The Custom Splattershot Jr. offers the same functions as the Splattershot Jr. but with a twist on how you battle! Smoke out your opponents with Autobombs and splat them when they pop up! They can be combined with the Ink Storm special to smoke out opponents from a large area. I recommend this for players who like moving together as a team!

Gallery

Demonstration

Strategy

For competitive tips about the Custom Splattershot Jr.

Click to view the strategy for Custom Splattershot Jr.. View the strategy page.

Trivia

  • The Custom Splattershot Jr. is the only weapon with the "custom" prefix not made by the Custom brand. As such, it is the only one with a unique sticker; the rest all have the Custom logo. This is likely due to a mistranslation since the Japanese prefix for it is different from the suffix for the Custom-branded weapon variants.
  • The unique ink tank given to the Custom Splattershot Jr. allows the player to throw two Autobombs in a row without refilling ink or using any Ink Saver (Sub).

Etymology

"Custom Splattershot Jr." is a combination of "Splatter" (as well as "Splat"), "Shot" and the shortened form of "Junior" ("Jr.") at the end. It also has "Custom" as a prefix to differentiate it from the Splattershot Jr. Despite its name, it is not part of the Custom brand.

Names in other languages

Template:Foreignname

Translation notes


References