Order Slosher Replica
This article is about the replica weapon, unlockable for use in versus battles. For the weapon used inside Side Order, see Order Slosher.
The Order Slosher Replica is a main weapon in Splatoon 3. It is a reskin of the Slosher and a direct successor to the Splatoon 2 Hero Slosher Replica.
Appearance
The Order Slosher Replica is designed to look like a simplified version of the Slosher, containing only white and gray colors.
Splatoon 3
Basic information | |
---|---|
Category | Main |
Class | Slosher |
Sub | Splat Bomb |
Special | Triple Inkstrike |
Special points | 200p |
Range | |
Damage | |
Fire rate | |
Obtainable at | |
Level | 1 |
Added in | Side Order (7.0.0) |
Specifications | |
Base damage | 70 (Direct Hit) 50 (Base Trail) |
Other variants | Slosher Slosher Deco |
The Order Slosher Replica comes with Splat Bombs and Triple Inkstrike. The Order Slosher Replica's stats, sub weapon, and special weapon are identical to those of the Slosher.
Unlocking
To unlock the Order Slosher Replica, the player must complete Side Order with Big Man's Palette.
Data
- The Order Slosher Replica is a middleweight weapon.
- The matchmaking range is 14.5. 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 7% per shot allows the user to fire 14 times on a full ink tank.
- After firing, there is a 40 frame cooldown before ink starts refilling.
- When initially attacking in humanoid form, the first shot takes 12 frames to come out.
- When initially attacking from swim form, the first shot takes 18 frames to come out.
- The movement speed while firing is set to 0.04 units per frame.
- The time between consecutive swings is 29 frames.
- The interval between firing and being able to enter swim form or use a sub weapon is 16 frames.
- The effective range is about 13.27 units while grounded and 12.7 while airborne.
- This is the distance in which the crosshair will change shape when looking at an opponent and is otherwise arbitrary since sloshers do not use traditional falloff mechanics.
Big ink glob
- The group contains 4 projectiles that spawn consecutively 1 frame apart from each other.
- The group starts spawning as soon as the lifting animation ends.
- The first projectile spawns with an initial speed of 1.7609 units per frame while grounded, and 1.6852 units per frame while airborne. It flies straight at this speed for 2 frames.
- After this, the velocity is set to 10.0 units per frame if it is not already below this number, and decreases by 10% every frame, including the first frame in which it stops flying straight. Once the shot velocity decreases below a certain threshold, it will begin to be slowed more and fall faster.
- Each subsequent projectile spawns with an initial speed that is 0.16 units per frame slower than the last.
- The projectiles deal 70 damage.
- Damage falloff starts when a projectile falls 1.5 units below its initial spawning point. It will lose damage the further it falls until it has fallen to 7.625 units below its spawning point, at which point it will deal 50 damage.
- The first projectile spawns with an initial collision radius of 0.085 units for players and 0.08 units for the stage. Over the course of 5 frames, the collision radius for players changes to 0.85 units, and over the course of 4 frames, the collision radius for the stage changes to 0.8 units.
- For subsequent projectiles, the initial collision radius is 0.012 units smaller than the previous projectile for players, and 0.012 units smaller for the stage. After the collision size changes, the radius is 0.12 units smaller than the previous projectile for players, and 0.12 units smaller for the stage.
Tail end
- The group contains 5 projectiles that spawn consecutively 2 frames apart from each other.
- The group starts spawning 4 frames after the lifting animation ends.
- The first projectile spawns with an initial speed of 1.1 units per frame while grounded, and 1.0 units per frame while airborne. It flies straight at this speed for 2 frames.
- After this, the velocity is set to 10.0 units per frame if it is not already below this number, and decreases by 10% every frame, including the first frame in which it stops flying straight. Once the shot velocity decreases below a certain threshold, it will begin to be slowed more and fall faster.
- Each subsequent projectile spawns with an initial speed that is 0.2 units per frame slower than the last.
- The projectiles deal 50 damage.
- The damage is not reduced by the projectile falling.
- The first projectile spawns with an initial collision radius of 0.045 units for players and 0.04 units for the stage. Over the course of 5 frames, the collision radius for players changes to 0.45 units, and over the course of 4 frames, the collision radius for the stage changes to 0.4 units.
- For subsequent projectiles, the initial collision radius is 0.005 units smaller than the previous projectile for players, and 0.005 units smaller for the stage. After the collision size changes, the radius is 0.05 units smaller than the previous projectile for players, and 0.05 units smaller for the stage.
Badges
- Main article: Badge#Weapon freshness
Reaching certain Freshness levels with the Order Slosher Replica will reward the player with special badges that they can use on their Splashtag.
Order Slosher Replica Badges | ||
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4★ Order Slosher Replica User | ||
5★ Order Slosher Replica User |
Gallery
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2D icon
Strategy
For competitive tips about the Order Slosher Replica
View the strategy page. |
Note: The strategy advice for Slosher also applies to Order Slosher Replica, because of this, they share the same strategy page.
Names in other languages
Language | Name | Meaning |
---|---|---|
Dutch | Ordemorser (replica) | Order spiller (replica) |
French | Seau d'Ordre (réplique) | Order Bucket (replica) |
Russian | Ведроган Порядка (клон) Vedrogan Poryadka (klon) |
Bucketgun of Order (clone) |
Internal | Slosher_Strong_O[2] |