Slosher: Difference between revisions

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The '''Slosher''' is a [[Main Weapon]] in ''[[Splatoon]]'', made available in the [[Version 2.0.0|2.0.0 August Update]]. It was available from the start in ''[[Splatoon 2]]''.
{{InfoboxGobbler}}
{{For|the [[main weapon]] type|Slosher (weapon class)}}
{{For|other items commonly referred to as buckets|bucket}}


{{For|the Main Weapon type|Slosher (Type)}}
The '''Slosher''' is a [[main weapon]] in the {{Ss}}.


== Splatoon 2 ==
<section begin="lead" />It is a bucket of ink that can be swung to throw out globs of ink that leave trails behind them. The trajectory of the ink can be adjusted by aiming higher or lower than horizontally. Its globs do enough damage to splat opponents in two shots.<section end="lead" />
{{Infobox/Weapon
|game      = Splatoon 2
|category  = Main
|class    = Slosher
|sub      = Suction Bomb
|special  = Tenta Missiles
|level    = 5
|cost      = 2,500
|base      = 70
|points    = 180p
|range    = 58
|damage    = 85
|handling  = 50
}}
In [[Splatoon 2]] the '''Slosher''' returns with a new design that's primarily orange instead of pink. It is described as having redesigned handle and suspension.<ref>[https://twitter.com/SplatoonJP/status/823835602172817410]</ref>


{{SheldonsIntroduction|The '''Slosher''' can be a brutal weapon in the right hands. It's basically a bucket of ink that you can toss straight at an opponent! [[Slosher-type]] weapons can do things other weapons only wish they could. It’s great for attacking elevated positions behind walls. It can’t fire rapidly, but if you combine it with the {{Weapon|Sub|Suction Bomb|game=Splatoon 2}}’s explosion, you can defeat opponents without being seen! Reveal your opponents' locations with the {{Weapon|Special|Tenta Missiles|game=Splatoon 2}}, and then fire away! It’s a great weapon for Slosher newbs!}}
The Slosher deals constant damage no matter how far away the ink travels, as opposed to most other classes dealing less damage as ink travels farther due to [[Damage#Types of Damage|fall-off damage]]. However, there is still fall-off damage when targeting opponents below the player, dealing less than maximum damage.


===Demonstration===
==Appearance==
<embedvideo service="youtube">https://www.youtube.com/watch?v=2xO1s6HC_1E</embedvideo>
The Slosher is a black bucket surrounded by metal supports that double as handles. Two springs are included in this structure, one on each side of the bucket. There is a flat arch shape attached to the back of the bucket, which conforms to its shape.


=== Version history ===
In {{S}}, the supports are dark pink-purple with lighter oval spots, and a black arrow design and [[Language in the Splatoon series|Inkling text]] on the side; the springs are orange-yellow, with a black plastic mechanism attached to it and the supports, which does not return in the other games, and the arch on the back of the bucket is black. In {{S2}}, the supports are glossy reddish-orange, the springs are black, and the arch is silver. In {{S3}}, the supports are glossy, have reflective sparkles, and appear to be [[wikipedia:iridescence|iridescent]], changing to the user's ink color at extreme viewing angles, and otherwise have a gradient from the user's current ink color tinted pink on the handle-side, to purplish magenta, to pastel dark blue on the bucket-side. How visible the color on the handle-side of the gradient is depends on the hue, intensity, and lightness of the color: some lighter and less intense colors appear almost white, while some darker colors are very intense. The springs of the Slosher in ''Splatoon 3'' are a metallic silver, the arch on the back is black, and uniquely, the small metal loops on the supports that connect to either end of the springs are a red-orange, rather than being the same color as the rest of the frame.
==== Base game ====
*{{nerf|Movement speed while firing|0.50|0.40}}
==== [[List of updates in Splatoon 2/Version 1.1.2|1.1.2]] ====
*{{nerf|Points to fill special gauge|180|190}}
==== [[List of updates in Splatoon 2/Version 1.4.0|1.4.0]] ====
*{{buff|Points to fill special gauge|190|180}}
*'''{{color|—|gray}}''' Fixed an issue causing [[Slosher (type)|Slosher]]-type weapons to shoot ink from a higher position than they appeared to.


=== Gallery ===
In all three games, the main handle is silver, but in {{S2}} and {{S3}}, there is some black padding that covers the main part of the handle. There is a reservoir of ink inside the bucket itself that changes color to match that of the user. There is a [[Weapon brand#Deco|Deco]] logo in white on the back of the top of the bucket.
<gallery>
S2_Slosher_Twitter_SplatoonJP_Image1.jpg|Promo image.
S2_Slosher_Twitter_SplatoonJP_Image2.jpg|Holding the {{PAGENAME}}.
S2_Slosher_Twitter_SplatoonJP_Image3.jpg|Throwing [[Ink]].
File:S2_Slosher.png|The first image released for the new {{PAGENAME}}.
File:S2_Slosher_artwork.png|Official artwork for the new {{PAGENAME}}.
</gallery>
=== Similar weapons ===
*{{Weapon|Main|Hero Slosher Replica|30px|game=Splatoon 2}}
{{clr}}


== Splatoon ==
==''Splatoon''==
{{Retired|section}}
{{Infobox/Weapon
{{Infobox/Weapon
|game      = Splatoon
|game      = Splatoon
Line 56: Line 27:
|cost      = 2,500
|cost      = 2,500
|base      = 70
|base      = 70
|points    = 180p
|ink      = 7%
|depletion = 40%
|depletion = 40%
|range    = 52
|range    = 52
|damage    = 90
|damage    = 90
|handling  = 54
|handling  = 54
|alt1      = Slosher Deco
|alt2      = Soda Slosher
|introduced={{Ver|S|2.0.0}}
}}
}}
In [[Splatoon]] the Slosher is a bucket of [[ink]] that can be swung to splatter turf and enemies in a straight line. The trajectory of the ink can be adjusted to strike enemies behind walls. It's strong enough to splat opponents in only two shots, and comes in a set with the {{Weapon|Sub|Burst Bomb|game=Splatoon}} and {{Weapon|Special|Inkstrike|game=Splatoon}}.
The Slosher was made available with the {{Ver|S|2.0.0}} update on {{date|2015-08-06}} at {{time|2015-08-06 02:00 UTC}}.<ref>{{TWI}} [[Inkipedia:Twitter archive/2015/July#626329571227373568|@SplatoonJP on Twitter]]</ref><ref>[http://splatoonus.tumblr.com/post/125934983629 {{SRL}} Live from Squid Research Lab: Also entering the game at 7 PM PT tonight is the...]</ref> Its kit consists of [[Burst Bomb]] and [[Inkstrike]]. The Slosher deals a constant 70 damage no matter how far away the ink travels, or what part of the ink opponent is hit by.


{{Quote|A weapons-grade bucket that hurls ink straight ahead over an impressive range. By adjusting the angle, it can be used to hit opponents who are up high or even on the other side of a wall.|In-Game Description}}
===Data===
<section begin="data1" />{{Slosher data S
| mobility class = middle
| first attack group = the thick part of the trail
| second attack group = Big ink glob
| third attack group = Thin part of the trail
| mSwingLiftFrame = 12
| mSwingRepeatFrame = 30
| mFirstGroupBulletNum = 2
| mFirstGroupBulletFirstInitSpeedBase = 12.00000000
| mFirstGroupBulletFirstInitSpeedJumpingBase = 10.00000000
| mFirstGroupBulletAfterInitSpeedOffset = 4.00000000
| mFirstGroupBulletInitSpeedRandomZ = 0.00000000
| mFirstGroupBulletInitSpeedRandomX = 0.00000000
| mFirstGroupBulletInitVecYRate = 0.10000000
| mFirstGroupBulletFirstDrawRadius = 12.00000000
| mFirstGroupBulletAfterDrawRadiusOffset = 4.00000000
| mFirstGroupBulletFirstPaintNearD = 50.00000000
| mFirstGroupBulletFirstPaintNearR = 13.00000000
| mFirstGroupBulletFirstPaintNearRate = 1.20000005
| mFirstGroupBulletFirstPaintFarD = 150.00000000
| mFirstGroupBulletFirstPaintFarR = 13.00000000
| mFirstGroupBulletFirstPaintFarRate = 1.20000005
| mFirstGroupBulletSecondAfterPaintNearD = 50.00000000
| mFirstGroupBulletSecondAfterPaintNearR = 19.00000000
| mFirstGroupBulletSecondAfterPaintNearRate = 1.00000000
| mFirstGroupBulletSecondAfterPaintFarD = 150.00000000
| mFirstGroupBulletSecondAfterPaintFarR = 19.00000000
| mFirstGroupBulletSecondAfterPaintFarRate = 1.00000000
| mFirstGroupBulletFirstCollsionRadiusForField = 5.00000000
| mFirstGroupBulletAfterCollsionRadiusForFieldOffset = 1.00000000
| mFirstGroupBulletFirstCollsionRadiusForPlayer = 7.00000000
| mFirstGroupBulletAfterCollsionRadiusForPlayerOffset = 1.00000000
| mFirstGroupBulletFirstDamageMaxValue = 0.69999999
| mFirstGroupBulletFirstDamageMinValue = 0.30000001
| mFirstGroupBulletDamageRateBias = 1.00000000
| mFirstGroupBulletAfterDamageRateOffset = 0.00000000
| mFirstGroupSplashFirstOccur = 0
| mFirstGroupSplashFromSecondToLastOneOccur = 0
| mFirstGroupSplashLastOccur = 0
| mFirstGroupSplashMaxNum = 0
| mFirstGroupSplashDrawRadius = 3.00000000
| mFirstGroupSplashColRadius = 1.50000000
| mFirstGroupSplashPaintRadius = 9.00000000
| mFirstGroupSplashDepthScaleRateByWidth = 2.00000000
| mFirstGroupSplashBetween = 25.00000000
| mFirstGroupSplashFirstDropRandomRateMin = 0.50000000
| mFirstGroupSplashFirstDropRandomRateMax = 0.55000001
| mFirstGroupBulletUnuseOneEmitterBulletNum = 0
| mFirstGroupCenterLine = 1
| mFirstGroupSideLine = 0
| mSecondGroupBulletNum = 3
| mSecondGroupBulletFirstInitSpeedBase = 18.00000000
| mSecondGroupBulletFirstInitSpeedJumpingBase = 16.00000000
| mSecondGroupBulletAfterInitSpeedOffset = -3.50000000
| mSecondGroupBulletInitSpeedRandomZ = 0.00000000
| mSecondGroupBulletInitSpeedRandomX = 0.00000000
| mSecondGroupBulletInitVecYRate = 0.10000000
| mSecondGroupBulletFirstDrawRadius = 21.00000000
| mSecondGroupBulletAfterDrawRadiusOffset = -6.50000000
| mSecondGroupBulletFirstPaintNearD = 50.00000000
| mSecondGroupBulletFirstPaintNearR = 37.00000000
| mSecondGroupBulletFirstPaintNearRate = 1.00000000
| mSecondGroupBulletFirstPaintFarD = 150.00000000
| mSecondGroupBulletFirstPaintFarR = 32.00000000
| mSecondGroupBulletFirstPaintFarRate = 1.00000000
| mSecondGroupBulletSecondAfterPaintNearD = 85.00000000
| mSecondGroupBulletSecondAfterPaintNearR = 12.00000000
| mSecondGroupBulletSecondAfterPaintNearRate = 1.29999995
| mSecondGroupBulletSecondAfterPaintFarD = 120.00000000
| mSecondGroupBulletSecondAfterPaintFarR = 16.00000000
| mSecondGroupBulletSecondAfterPaintFarRate = 1.20000005
| mSecondGroupBulletFirstCollsionRadiusForField = 8.00000000
| mSecondGroupBulletAfterCollsionRadiusForFieldOffset = -2.00000000
| mSecondGroupBulletFirstCollsionRadiusForPlayer = 10.00000000
| mSecondGroupBulletAfterCollsionRadiusForPlayerOffset = -2.00000000
| mSecondGroupBulletFirstDamageMaxValue = 0.69999999
| mSecondGroupBulletFirstDamageMinValue = 0.30000001
| mSecondGroupBulletDamageRateBias = 1.00000000
| mSecondGroupBulletAfterDamageRateOffset = 0.00000000
| mSecondGroupSplashFirstOccur = 1
| mSecondGroupSplashFromSecondToLastOneOccur = 0
| mSecondGroupSplashLastOccur = 0
| mSecondGroupSplashMaxNum = 4
| mSecondGroupSplashDrawRadius = 3.00000000
| mSecondGroupSplashColRadius = 1.50000000
| mSecondGroupSplashPaintRadius = 0.00000000
| mSecondGroupSplashDepthScaleRateByWidth = 1.00000000
| mSecondGroupSplashBetween = 1000.00000000
| mSecondGroupSplashFirstDropRandomRateMin = 1.00000000
| mSecondGroupSplashFirstDropRandomRateMax = 1.00000000
| mSecondGroupBulletUnuseOneEmitterBulletNum = 1
| mSecondGroupCenterLine = 1
| mSecondGroupSideLine = 0
| mThirdGroupBulletNum = 4
| mThirdGroupBulletFirstInitSpeedBase = 9.00000000
| mThirdGroupBulletFirstInitSpeedJumpingBase = 8.50000000
| mThirdGroupBulletAfterInitSpeedOffset = -2.00000000
| mThirdGroupBulletInitSpeedRandomZ = 0.00000000
| mThirdGroupBulletInitSpeedRandomX = 0.00000000
| mThirdGroupBulletInitVecYRate = 0.10000000
| mThirdGroupBulletFirstDrawRadius = 6.00000000
| mThirdGroupBulletAfterDrawRadiusOffset = -1.00000000
| mThirdGroupBulletFirstPaintNearD = 20.00000000
| mThirdGroupBulletFirstPaintNearR = 10.00000000
| mThirdGroupBulletFirstPaintNearRate = 1.39999998
| mThirdGroupBulletFirstPaintFarD = 80.00000000
| mThirdGroupBulletFirstPaintFarR = 10.00000000
| mThirdGroupBulletFirstPaintFarRate = 1.39999998
| mThirdGroupBulletSecondAfterPaintNearD = 20.00000000
| mThirdGroupBulletSecondAfterPaintNearR = 8.00000000
| mThirdGroupBulletSecondAfterPaintNearRate = 1.39999998
| mThirdGroupBulletSecondAfterPaintFarD = 80.00000000
| mThirdGroupBulletSecondAfterPaintFarR = 9.50000000
| mThirdGroupBulletSecondAfterPaintFarRate = 1.39999998
| mThirdGroupBulletFirstCollsionRadiusForField = 4.00000000
| mThirdGroupBulletAfterCollsionRadiusForFieldOffset = -1.00000000
| mThirdGroupBulletFirstCollsionRadiusForPlayer = 6.00000000
| mThirdGroupBulletAfterCollsionRadiusForPlayerOffset = -1.00000000
| mThirdGroupBulletFirstDamageMaxValue = 0.40000001
| mThirdGroupBulletFirstDamageMinValue = 0.20000000
| mThirdGroupBulletDamageRateBias = 1.00000000
| mThirdGroupBulletAfterDamageRateOffset = 0.00000000
| mThirdGroupSplashFirstOccur = 0
| mThirdGroupSplashFromSecondToLastOneOccur = 0
| mThirdGroupSplashLastOccur = 1
| mThirdGroupSplashMaxNum = 2
| mThirdGroupSplashDrawRadius = 3.00000000
| mThirdGroupSplashColRadius = 1.50000000
| mThirdGroupSplashPaintRadius = 7.00000000
| mThirdGroupSplashDepthScaleRateByWidth = 2.00000000
| mThirdGroupSplashBetween = 15.00000000
| mThirdGroupSplashFirstDropRandomRateMin = 0.00000000
| mThirdGroupSplashFirstDropRandomRateMax = 0.30000001
| mThirdGroupBulletUnuseOneEmitterBulletNum = 0
| mThirdGroupCenterLine = 1
| mThirdGroupSideLine = 0
| mFirstGroupBulletAfterFrameOffset = 1
| mSecondGroupBulletFirstFrameOffset = 2
| mSecondGroupBulletAfterFrameOffset = 1
| mThirdGroupBulletFirstFrameOffset = 6
| mThirdGroupBulletAfterFrameOffset = 2
| mFrameOffsetMaxMoveLength = 30.00000000
| mFrameOffsetMaxDegree = 10.00000000
| mLineNum = 1
| mLineDegree = 0.00000000
| mGuideCenterGroup = 2
| mGuideCenterBulletNumInGroup = 1
| mGuideCenterCheckCollisionFrame = 12
| mGuideSideGroup = 1
| mGuideSideBulletNumInGroup = 1
| mGuideSideCheckCollisionFrame = 8
| mShotRandomDegreeExceptBulletForGuide = 4.50000000
| mShotRandomBiasExceptBulletForGuide = 0.40000001
| mFreeStateGravity = 0.50000000
| mFreeStateAirResist = 0.12000000
| mDropSplashDrawRadius = 2.00000000
| mDropSplashColRadius = 2.00000000
| mDropSplashPaintRadius = 0.00000000
| mDropSplashPaintRate = 3.00000000
| mDropSplashOffsetX = 3.00000000
| mDropSplashOffsetZ = -7.00000000
| mTailSolidFrame = 5
| mTailMaxLength = 40.00000000
| mTailMinLength = 5.00000000
| mSpiralSplashGroup = 0
| mSpiralSplashBulletNumInGroup = 1
| mSpiralSplashInitSpeed = 5.00000000
| mSpiralSplashSpeedBaseDist = -15.00000000
| mSpiralSplashSpeedMaxDist = -85.00000000
| mSpiralSplashSpeedMaxRate = 1.00000000
| mSpiralSplashLifeFrame = 7
| mSpiralSplashMinSpanFrame = 1
| mSpiralSplashMinSpanBulletCounter = 40
| mSpiralSplashMaxSpanFrame = 1
| mSpiralSplashMaxSpanBulletCounter = 1
| mSpiralSplashSameTimeBulletNum = 2
| mSpiralSplashRoundSplitNum = 8
| mSpiralSplashColRadiusForField = 3.00000000
| mScatterSplashGroup = 0
| mScatterSplashBulletNumInGroup = 1
| mScatterSplashInitSpeed = 5.00000000
| mScatterSplashMinSpanBulletCounter = 1
| mScatterSplashMinSpanFrame = 1
| mScatterSplashMaxSpanBulletCounter = 1
| mScatterSplashMaxSpanFrame = 2
| mScatterSplashMaxNum = 25
| mScatterSplashUpDegree = 60.00000000
| mScatterSplashDownDegree = 70.00000000
| mScatterSplashDegreeBias = 0.50000000
| mScatterSplashColRadius = 3.00000000
| mScatterSplashPaintRadius = 6.00000000
| mScatterSplashInitPosMinOffset = 2.00000000
| mScatterSplashInitPosMaxOffset = 15.00000000
| mInkConsume = 0.07000000
| mInkRecoverStop = 40.00000000
| mMoveSpeed = 0.50000000
| mBulletStraightFrame = 2
| mBulletPaintBaseDist = -15.00000000
| mBulletPaintMaxDist = -85.00000000
| mBulletPaintMaxRate = 0.80000001
| mPaintTextureCenterOffsetRate = 0.00000000
| mBulletDamageMaxDist = -15.00000000
| mBulletDamageMinDist = -85.00000000
| mBulletCollisionRadiusForPlayerInitRate = 0.10000000
| mBulletCollisionRadiusForPlayerSwellFrame = 5
| mBulletCollisionPlayerSameTeamNotHitFrame = 2
| mBulletCollisionRadiusForFieldInitRate = 0.10000000
| mBulletCollisionRadiusForFieldSwellFrame = 4
| mHitWallSplashOnlyCenter = 1
| mHitWallSplashFirstLength = 24.00000000
| mHitWallSplashBetweenLength = 13.00000000
| mHitWallSplashMinusYRate = 0.44999999
| mHitWallSplashDistanceRate = 1.33329999
| mHitPlayerDrapDrawRadius = 6.00000000
| mHitPlayerDrapCollisionRadius = 4.00000000
| mHitPlayerDrapPaintRadiusRate = 0.00000000
| mHitPlayerDrapHitPlayerOffset = 10.00000000
| mHitPlayerDrapHitObjectOffset = 0.00000000
| mPostDelayFrm_Main = 5
}}<ref>''Splatoon'' - BigBallStrong.params</ref><section end="data1" />


{{Quote|This might look like an ordinary bucket, but it’s actually a weapons-grade bucket! Hurl ink straight ahead over an impressive range, and adjust your angles to hit opponents above you or behind walls. The Slosher comes with Burst Bombs and the special is a hot pastrami on rye! Er, wait. Sorry. I mean Inkstrike. Got a little excited about today’s lunch delivery.|[[Live from the Squid Research Lab]]}}
===Version history===
 
{{version history box|S|
{{SheldonsIntroduction|The '''Slosher''' is the most basic [[Slosher-type]] weapon, able to filling a large amount of ink directly ahead.
{{version history item|S|2.2.0|
It's also remarkably effective at splatting opponents who are up high or behind a wall! The Slosher lacks rapid-fire capabiliteis, so the {{Weapon|Sub|Burst Bomb|game=Splatoon}}s should help out there! And the {{Weapon|Special|Inkstrike|game=Splatoon}} '''special''' can deliver a powerful blow to unsuspecting opponents as well.{{NA}}}}
 
{{SheldonsIntroduction|The '''Slosher''' is the most basic [[Slosher-type]] weapon, able to fling a large amount of ink directly ahead.
This weapon type is remarkably effective at splatting opponents who are up high or behind walls! However, they don't have any rapid fire capabilities, so the {{Weapon|Sub|Burst Bomb|game=Splatoon}}s should help out there! And with the {{Weapon|Special|Inkstrike|game=Splatoon}}, you can deliver a powerful attack to far-off opponents as well!{{EUOC}}}}
 
=== Note ===
*The Slosher deals more damage the farther away the ink travels, as opposed to Rollers and Shooters dealing less damage the farther the ink goes. In addition to this, more ink will be spread the farther away the ink travels, allowing for an easier time to hit targets. A close arched shot will deal 40 damage with no Defense Up or Attack Up perks, and a far arched shot will deal 70 damage. However, the Slosher will always deal 70 damage no matter the range if a direct shot is hit.
=== Demonstration ===
<embedvideo service="youtube">https://www.youtube.com/watch?v=NGDEz7IfcK8</embedvideo>
=== Version history ===
==== [[List of updates in Splatoon/Version 2.2.0|2.2.0]] ====
*{{buff|Damage against Rainmaker shields increased by about 33%.}}
*{{buff|Damage against Rainmaker shields increased by about 33%.}}
==== [[List of updates in Splatoon/Version 2.7.0|2.7.0]] ====
}}
{{version history item|S|2.7.0|
*{{buff|Special gauge loss|50%|as low as 40%}}
*{{buff|Special gauge loss|50%|as low as 40%}}
*{{buff|Reduced time needed to fire by about 20%.}}
*{{buff|Reduced time needed to fire by about 20%.}}
*{{buff|Reduced the amount of time a player suffers reduced movement after firing a shot by 26%.}}
*{{buff|Reduced the amount of time a player suffers reduced movement after firing a shot by 26%.}}
=== Gallery ===
}}}}
 
===Quotes===
{{SheldonsIntroduction|game=Splatoon|The '''Slosher''' is the most basic [[Slosher-type]] weapon, able to fling a large amount of ink directly ahead.
It's also remarkably effective at splatting opponents who are up high or behind a wall! The Slosher lacks rapid-fire capabiliteis, so the [[Burst Bomb]]s should help out there! And the [[Inkstrike]] '''special''' can deliver a powerful blow to unsuspecting opponents as well.{{NA}}}}
 
{{SheldonsIntroduction|game=Splatoon|The '''Slosher''' is the most basic [[Slosher-type]] weapon, able to fling a large amount of ink directly ahead.
This weapon type is remarkably effective at splatting opponents who are up high or behind walls! However, they don't have any rapid fire capabilities, so the Burst Bombs should help out there! And with the Inkstrike, you can deliver a powerful attack to far-off opponents as well!{{EUOC}}}}
 
{{QuoteW|A weapons-grade [[Slosher (weapon class)|bucket]] that hurls ink straight ahead over an impressive range. By adjusting the angle, it can be used to hit opponents who are up high or even on the other side of a wall.|In-Game Description}}
 
{{QuoteW|This might look like an ordinary bucket, but it's actually a weapons-grade bucket! Hurl ink straight ahead over an impressive range, and adjust your angles to hit opponents above you or behind walls. The Slosher comes with Burst Bombs and the special is a hot pastrami on rye! Er, wait. Sorry. I mean Inkstrike. Got a little excited about today's lunch delivery.|[[Squid Research Lab]]}}
 
; Notes
{{note list}}
 
===Gallery===
<gallery>
<gallery>
S Weapon Slosher Splatoonus Tumblr Image.jpg|Promo image.
S Slosher promo render.jpg|Promo image
Slosher.jpg|A promo image showing off the Slosher.
S Inkling with Slosher.jpg|A promo image showing off the Slosher.
Slosher2.jpg|A Slosher user pouring [[ink]] down through the grates to attack an enemy [[Inkling]] below.
Slosher2.jpg|A Slosher user pouring [[ink]] down through the grates to attack an enemy [[Inkling]] below.
Slosher3.jpg|Throwing globs of ink at an enemy from a ledge above.
Slosher3.jpg|Throwing globs of ink at an enemy from a ledge above.
Slosher4.jpg|Tossing a torrent of ink toward an enemy from mid-range.
Slosher4.jpg|Tossing a torrent of ink toward an enemy from mid-range.
Slosher sloshing.gif|Animated GIF of an Inkling boy throwing Ink.
Slosher sloshing.gif|Animated GIF of an Inkling boy throwing Ink.
InkBucketp1.jpg|Still image.
InkBucketp1.jpg|Still image
InkBucketp2.jpg|
InkBucketp2.jpg|
InkBucketp3.jpg|
InkBucketp3.jpg|
InkBucketp4.jpg|Alternate angle.
InkBucketp4.jpg|Alternate angle
Slosher finger spin.gif|An Inkling spinning the {{PAGENAME}} on her finger.
Slosher finger spin.gif|An Inkling spinning the Slosher on her finger.
JPTSlosher.png|Official art of an Inkling holding the {{PAGENAME}}.
JPTSlosher.png|Official art of an Inkling holding the Slosher.
2015 Christmas Card.jpg|Official art of a female Inkling holding a {{PAGENAME}}.
2015 Christmas Card.jpg|Official art of a female Inkling holding a Slosher.
SplatoonEarlySlosher.jpg|Early design of the Slosher.
</gallery>
 
===Demonstration===
<embedvideo service="youtube">https://www.youtube.com/watch?v=NGDEz7IfcK8</embedvideo>
{{clrns}}
 
==''Splatoon 2''==
{{Infobox/Weapon
|game      = Splatoon 2
|3d-image-1= S2 Weapon Main Slosher
|category  = Main
|class    = Slosher
|sub      = Suction Bomb
|special  = Tenta Missiles
|level    = 5
|cost      = 2,500
|base      = 70 (Direct hit)<br>50 (Base trail)
|ink      = 7%
|points    = 190
|range    = 58
|damage    = 85
|handling  = 50
|alt1      = Slosher Deco
|alt2      = Soda Slosher
|alt3      = Hero Slosher Replica
|introduced=''Initial Release'' ({{ver|S2|1.0.0}})
}}
In {{S2}}, the Slosher returns with a new design that is primarily orange instead of pink and has a redesigned handle and suspension.<ref>[https://twitter.com/SplatoonJP/status/823835602172817410 {{TWI}} @SplatoonJP Twitter]</ref> Its kit consists of [[Suction Bomb]] and [[Tenta Missiles]]. As of [[Version 4.0.0 (Splatoon 2)|Version 4.0.0]], the weapon no longer does a constant 70 damage, but will deal a maximum of 50 damage if they're hit from above by the trail of ink between the primary glob and the player.
 
It appears in seven ''[[Octo Expansion]]'' Stations:
*{{OctoExpansionStation|B|16}} [[Pop Rock Station]]
*{{OctoExpansionStation|C|06}} [[Bust 'n' Move Station]]
*{{OctoExpansionStation|D|06}} {{OctoExpansionStation|C|01}} [[Radical Rails Station]]
*{{OctoExpansionStation|E|11}} [[Bodacious Rotation Station]]
*{{OctoExpansionStation|J|03}} {{OctoExpansionStation|D|08}} [[Girl Power Station]] ([[Canned weapon|canned]])
*{{OctoExpansionStation|J|06}} {{OctoExpansionStation|D|11}} [[Ink & Watch Station]]
*{{OctoExpansionStation|J|07}} [[Outrageous Station]]
 
===Data===
<section begin="data2" />{{Slosher data S2
| ink saver level = middle
| mobility class = middle
| stealth acceleration = middle
| main power up effect = Increases maximum damage range.
| shoot move velocity type = B
| matchmaking range = 145
| first attack group = the thick part of the trail
| second attack group = Big ink glob
| third attack group = Thin part of the trail
| BoundCount = 0
| BoundMaxDegToHorizonOnUpHillAndSlopeOnDownHill = 70
| BoundMinDegToSlopeDownHillMin = -45
| BoundMinDegToSlopeOnHorizonOnDownHill = 5
| BoundMinDegToSlopeOnUpHill = 30
| BrakeStateAirResistXZ = 0.1
| BrakeStateAirResistY = 0.1
| BrakeStateGravity = 0.4
| BringCloseRateCrossVec = 0.8
| BringCloseRateMoveVec = 0.8
| BugFix_SwingRepeatAndMoveLmt = FALSE
| BulletCollisionPlayerSameTeamNotHitFrame = 2
| BulletCollisionRadiusForFieldInitRate = 0.1
| BulletCollisionRadiusForFieldSwellFrame = 4
| BulletCollisionRadiusForPlayerInitRate = 0.1
| BulletCollisionRadiusForPlayerSwellFrame = 5
| BulletDamageMaxDist = -15
| BulletDamageMaxDist_MWPUG_High = -55
| BulletDamageMaxDist_MWPUG_Mid = -35
| BulletDamageMaxDist_MWPUG_Use = TRUE
| BulletDamageMinDist = -76.25
| BulletDamageMinDist_MWPUG_High = -116.25
| BulletDamageMinDist_MWPUG_Mid = -96.25
| BulletDamageMinDist_MWPUG_Use = TRUE
| BulletDrawRadiusInitRate = 1
| BulletDrawRadiusSwellFrame = 1
| BulletPaintBaseDist = -15
| BulletPaintMaxDist = -120
| BulletPaintMaxRate = 0.7
| BulletPierceFieldEnemy = FALSE
| BulletStraightFrame = 2
| CoopFirstGroupBulletAfterDamageRateOffset = 0
| CoopFirstGroupBulletDamageRateBias = 1
| CoopFirstGroupBulletFirstDamageMaxValue = 1000
| CoopFirstGroupBulletFirstDamageMinValue = 1000
| CoopFirstGroupBurst_Damage_Far = 0
| CoopFirstGroupBurst_Damage_Middle = 0
| CoopFirstGroupBurst_Damage_Near = 0
| CoopInkConsume = 0.055
| CoopSecondGroupBulletAfterDamageRateOffset = 0
| CoopSecondGroupBulletDamageRateBias = 1
| CoopSecondGroupBulletFirstDamageMaxValue = 1000
| CoopSecondGroupBulletFirstDamageMinValue = 1000
| CoopSecondGroupBurst_Damage_Far = 0
| CoopSecondGroupBurst_Damage_Middle = 0
| CoopSecondGroupBurst_Damage_Near = 0
| CoopThirdGroupBulletAfterDamageRateOffset = 0
| CoopThirdGroupBulletDamageRateBias = 1
| CoopThirdGroupBulletFirstDamageMaxValue = 1000
| CoopThirdGroupBulletFirstDamageMinValue = 1000
| CoopThirdGroupBurst_Damage_Far = 0
| CoopThirdGroupBurst_Damage_Middle = 0
| CoopThirdGroupBurst_Damage_Near = 0
| DropSplashColRadius = 2
| DropSplashDrawRadius = 2
| DropSplashOffsetX = 3
| DropSplashOffsetZ = -16
| DropSplashPaintRadius = 13
| DropSplashPaintRadiusRate_MWPUG_High = 1
| DropSplashPaintRadiusRate_MWPUG_Mid = 1
| DropSplashPaintRate = 1.2
| EachGroupAfter_WallDropPaintFallRadius = 10
| EachGroupAfter_WallDropPaintGroundRadius = 7
| EachGroupAfter_WallDropPaintShockRadius = 20
| EachGroupAfter_WallDropPaintTarget0Alpha = 1
| EachGroupAfter_WallDropPaintTarget0FrameMax = 40
| EachGroupAfter_WallDropPaintTarget0FrameMin = 20
| EachGroupAfter_WallDropPaintTarget0Speed = 0.5
| EachGroupAfter_WallDropPaintTarget1Alpha = 1
| EachGroupAfter_WallDropPaintTarget1Frame = 20
| EachGroupAfter_WallDropPaintTarget1Speed = 0.6
| EachGroupAfter_WallDropPaintTarget2AlphaEnd = 1
| EachGroupAfter_WallDropPaintTarget2AlphaMid = 0.1
| EachGroupAfter_WallDropPaintTarget2AlphaRate = 0.9
| EachGroupAfter_WallDropPaintTarget2FrameMax = 35
| EachGroupAfter_WallDropPaintTarget2FrameMin = 15
| EachGroupFirst_WallDropPaintFallRadius = 10
| EachGroupFirst_WallDropPaintGroundRadius = 7
| EachGroupFirst_WallDropPaintShockRadius = 20
| EachGroupFirst_WallDropPaintTarget0Alpha = 1
| EachGroupFirst_WallDropPaintTarget0FrameMax = 40
| EachGroupFirst_WallDropPaintTarget0FrameMin = 20
| EachGroupFirst_WallDropPaintTarget0Speed = 0.5
| EachGroupFirst_WallDropPaintTarget1Alpha = 1
| EachGroupFirst_WallDropPaintTarget1Frame = 20
| EachGroupFirst_WallDropPaintTarget1Speed = 0.6
| EachGroupFirst_WallDropPaintTarget2AlphaEnd = 1
| EachGroupFirst_WallDropPaintTarget2AlphaMid = 0.1
| EachGroupFirst_WallDropPaintTarget2AlphaRate = 0.9
| EachGroupFirst_WallDropPaintTarget2FrameMax = 35
| EachGroupFirst_WallDropPaintTarget2FrameMin = 15
| FirstGroupAfterBulletBoundPaintRadiusOffset = 0
| FirstGroupAfterGroundAddSpeedOffset = 0
| FirstGroupAfterGroundCrossBoundRateOffset = 0
| FirstGroupAfterGroundMaxSpeedOffset = 0
| FirstGroupAfterGroundNrmBoundRateOffset = 0
| FirstGroupAfterWallCrossBoundRateOffset = 0
| FirstGroupAfterWallNrmBoundRateOffset = 0
| FirstGroupBaseSpeedComeOverRate = 1
| FirstGroupBaseSpeedComeUnderRate = 1
| FirstGroupBulletAfterCollsionRadiusForFieldOffset = 1
| FirstGroupBulletAfterCollsionRadiusForPlayerOffset = 1
| FirstGroupBulletAfterDamageRateOffset = 0
| FirstGroupBulletAfterDrawRadiusOffset = 4
| FirstGroupBulletAfterFrameOffset = 1
| FirstGroupBulletAfterInitSpeedOffset = 3.4
| FirstGroupBulletBoundCollisionDrawRadiusRateEachBound = 1
| FirstGroupBulletBoundPaintRadius = 0
| FirstGroupBulletBoundPaintRadiusRateEachBound = 1
| FirstGroupBulletBoundPaintRadiusRate_MWPUG_High = 1
| FirstGroupBulletBoundPaintRadiusRate_MWPUG_Mid = 1
| FirstGroupBulletDamageRateBias = 1
| FirstGroupBulletDamageRate_MWPUG_High = 1
| FirstGroupBulletDamageRate_MWPUG_Mid = 1
| FirstGroupBulletFirstCollsionRadiusForField = 5
| FirstGroupBulletFirstCollsionRadiusForPlayer = 6
| FirstGroupBulletFirstDamageMaxValue = 700
| FirstGroupBulletFirstDamageMinValue = 350
| FirstGroupBulletFirstDrawRadius = 12
| FirstGroupBulletFirstInitSpeedBase = 12.2
| FirstGroupBulletFirstInitSpeedJumpingBase = 11.4
| FirstGroupBulletFirstPaintFarD = 150
| FirstGroupBulletFirstPaintFarR = 13
| FirstGroupBulletFirstPaintFarRate = 1.2
| FirstGroupBulletFirstPaintNearD = 50
| FirstGroupBulletFirstPaintNearR = 13
| FirstGroupBulletFirstPaintNearRate = 1.2
| FirstGroupBulletFirstPaintRRate_MWPUG_High = 1
| FirstGroupBulletFirstPaintRRate_MWPUG_Mid = 1
| FirstGroupBulletInitSpeedRandomX = 0
| FirstGroupBulletInitSpeedRandomZ = 0
| FirstGroupBulletInitVecYRate = 0.1
| FirstGroupBulletNum = 2
| FirstGroupBulletPiercePlayer = FALSE
| FirstGroupBulletSecondAfterPaintFarD = 150
| FirstGroupBulletSecondAfterPaintFarR = 19
| FirstGroupBulletSecondAfterPaintFarRate = 1
| FirstGroupBulletSecondAfterPaintNearD = 50
| FirstGroupBulletSecondAfterPaintNearR = 19
| FirstGroupBulletSecondAfterPaintNearRate = 1
| FirstGroupBulletStraightFrame = -1
| FirstGroupBulletUnuseOneEmitterBulletNum = 0
| FirstGroupBurst_Damage_Far = 0
| FirstGroupBurst_Damage_Middle = 0
| FirstGroupBurst_Damage_Near = 0
| FirstGroupBurst_KnockBackCoreImpact = 2
| FirstGroupBurst_KnockBackKb = 0.8
| FirstGroupBurst_KnockBackRadius = 80
| FirstGroupBurst_PaintR = 0
| FirstGroupBurst_Radius_Far = 0
| FirstGroupBurst_Radius_Middle = 0
| FirstGroupBurst_Radius_Near = 0
| FirstGroupCenterLine = TRUE
| FirstGroupFreeStateGravity = -1
| FirstGroupGroundAddSpeed = 0
| FirstGroupGroundAddSpeedUpHillMax = 0
| FirstGroupGroundCrossBoundRate = 1
| FirstGroupGroundCrossBoundRateUpHillMax = 1
| FirstGroupGroundMaxSpeed = 100
| FirstGroupGroundNrmBoundRate = 1
| FirstGroupGroundNrmBoundRateUpHillMax = 1
| FirstGroupGroundUpHillMax = 10
| FirstGroupSideLine = FALSE
| FirstGroupSplashBetween = 25
| FirstGroupSplashColRadius = 1.5
| FirstGroupSplashDepthScaleRateByWidth = 2
| FirstGroupSplashDrawRadius = 3
| FirstGroupSplashFirstDropRandomRateMax = 0.55
| FirstGroupSplashFirstDropRandomRateMin = 0.5
| FirstGroupSplashFirstOccur = FALSE
| FirstGroupSplashFromSecondToLastOneOccur = FALSE
| FirstGroupSplashLastOccur = FALSE
| FirstGroupSplashMaxNum = 0
| FirstGroupSplashPaintRadius = 9
| FirstGroupSplashPaintRadiusRate_MWPUG_High = 1
| FirstGroupSplashPaintRadiusRate_MWPUG_Mid = 1
| FirstGroupTargetSpeedXZ = 0
| FirstGroupWallCrossBoundRate = 0
| FirstGroupWallNrmBoundRate = 0
| FrameOffsetMaxDegree = 10
| FrameOffsetMaxMoveLength = 30
| FreeStateAirResist = 0.12
| FreeStateGravity = 0.5
| GuideCenterBulletNumInGroup = 1
| GuideCenterCheckCollisionFrame = 12
| GuideCenterGroup = 2
| GuideSideBulletNumInGroup = 1
| GuideSideGroup = 0
| HitPlayerDrapCollisionRadius = 4
| HitPlayerDrapDrawRadius = 6
| HitPlayerDrapHitObjectOffset = 0
| HitPlayerDrapHitPlayerOffset = 10
| HitPlayerDrapPaintRadiusRate = 0
| HitWallSplashBetweenLength = 13
| HitWallSplashDistanceRate = 1.3333
| HitWallSplashFirstLength = 24
| HitWallSplashMinusYRate = 0.45
| HitWallSplashOnlyCenter = TRUE
| InkConsume = 0.07
| InkRecoverStop = 40
| LineDegree = 0
| LineNum = 1
| MoveLmtFrame = 30
| MoveSpeed = 0.4
| PlayerRotRate = 1
| PlayerVelAddRate = 0.4,1,2
| PlayerVelAddRateY = 1
| PostDelayFrm_Main = 6
| ScatterSplashBulletNumInGroup = 1
| ScatterSplashColRadius = 3
| ScatterSplashDegreeBias = 0.5
| ScatterSplashDownDegree = 70
| ScatterSplashGroup = 0
| ScatterSplashInitPosMaxOffset = 15
| ScatterSplashInitPosMinOffset = 2
| ScatterSplashInitSpeed = 5
| ScatterSplashMaxNum = 25
| ScatterSplashMaxSpanBulletCounter = 1
| ScatterSplashMaxSpanFrame = 2
| ScatterSplashMinSpanBulletCounter = 1
| ScatterSplashMinSpanFrame = 1
| ScatterSplashPaintRadius = 6
| ScatterSplashUpDegree = 60
| SecondGroupAfterBulletBoundPaintRadiusOffset = 0
| SecondGroupAfterGroundAddSpeedOffset = 0
| SecondGroupAfterGroundCrossBoundRateOffset = 0
| SecondGroupAfterGroundMaxSpeedOffset = 0
| SecondGroupAfterGroundNrmBoundRateOffset = 0
| SecondGroupAfterWallCrossBoundRateOffset = 0
| SecondGroupAfterWallNrmBoundRateOffset = 0
| SecondGroupBaseSpeedComeOverRate = 1
| SecondGroupBaseSpeedComeUnderRate = 1
| SecondGroupBulletAfterCollsionRadiusForFieldOffset = -1.8
| SecondGroupBulletAfterCollsionRadiusForPlayerOffset = -1.8
| SecondGroupBulletAfterDamageRateOffset = 0
| SecondGroupBulletAfterDrawRadiusOffset = -6.5
| SecondGroupBulletAfterFrameOffset = 1
| SecondGroupBulletAfterInitSpeedOffset = -3.5
| SecondGroupBulletBoundCollisionDrawRadiusRateEachBound = 1
| SecondGroupBulletBoundPaintRadius = 0
| SecondGroupBulletBoundPaintRadiusRateEachBound = 1
| SecondGroupBulletBoundPaintRadiusRate_MWPUG_High = 1
| SecondGroupBulletBoundPaintRadiusRate_MWPUG_Mid = 1
| SecondGroupBulletDamageRateBias = 1
| SecondGroupBulletDamageRate_MWPUG_High = 1
| SecondGroupBulletDamageRate_MWPUG_Mid = 1
| SecondGroupBulletFirstCollsionRadiusForField = 8
| SecondGroupBulletFirstCollsionRadiusForPlayer = 8.5
| SecondGroupBulletFirstDamageMaxValue = 700
| SecondGroupBulletFirstDamageMinValue = 350
| SecondGroupBulletFirstDrawRadius = 21
| SecondGroupBulletFirstFrameOffset = 1
| SecondGroupBulletFirstInitSpeedBase = 17.609
| SecondGroupBulletFirstInitSpeedJumpingBase = 16.852
| SecondGroupBulletFirstPaintFarD = 150
| SecondGroupBulletFirstPaintFarR = 32
| SecondGroupBulletFirstPaintFarRate = 1
| SecondGroupBulletFirstPaintNearD = 50
| SecondGroupBulletFirstPaintNearR = 37
| SecondGroupBulletFirstPaintNearRate = 1
| SecondGroupBulletFirstPaintRRate_MWPUG_High = 1
| SecondGroupBulletFirstPaintRRate_MWPUG_Mid = 1
| SecondGroupBulletInitSpeedRandomX = 0
| SecondGroupBulletInitSpeedRandomZ = 0
| SecondGroupBulletInitVecYRate = 0.1
| SecondGroupBulletNum = 3
| SecondGroupBulletPiercePlayer = FALSE
| SecondGroupBulletSecondAfterPaintFarD = 120
| SecondGroupBulletSecondAfterPaintFarR = 16
| SecondGroupBulletSecondAfterPaintFarRate = 1.2
| SecondGroupBulletSecondAfterPaintNearD = 85
| SecondGroupBulletSecondAfterPaintNearR = 12
| SecondGroupBulletSecondAfterPaintNearRate = 1.3
| SecondGroupBulletStraightFrame = -1
| SecondGroupBulletUnuseOneEmitterBulletNum = 1
| SecondGroupBurst_Damage_Far = 0
| SecondGroupBurst_Damage_Middle = 0
| SecondGroupBurst_Damage_Near = 0
| SecondGroupBurst_KnockBackCoreImpact = 2
| SecondGroupBurst_KnockBackKb = 0.8
| SecondGroupBurst_KnockBackRadius = 80
| SecondGroupBurst_PaintR = 0
| SecondGroupBurst_Radius_Far = 0
| SecondGroupBurst_Radius_Middle = 0
| SecondGroupBurst_Radius_Near = 0
| SecondGroupCenterLine = TRUE
| SecondGroupFreeStateGravity = -1
| SecondGroupGroundAddSpeed = 0
| SecondGroupGroundAddSpeedUpHillMax = 0
| SecondGroupGroundCrossBoundRate = 1
| SecondGroupGroundCrossBoundRateUpHillMax = 1
| SecondGroupGroundMaxSpeed = 100
| SecondGroupGroundNrmBoundRate = 1
| SecondGroupGroundNrmBoundRateUpHillMax = 1
| SecondGroupGroundUpHillMax = 10
| SecondGroupSideLine = FALSE
| SecondGroupSplashBetween = 1000
| SecondGroupSplashColRadius = 1.5
| SecondGroupSplashDepthScaleRateByWidth = 1
| SecondGroupSplashDrawRadius = 3
| SecondGroupSplashFirstDropRandomRateMax = 1
| SecondGroupSplashFirstDropRandomRateMin = 1
| SecondGroupSplashFirstOccur = TRUE
| SecondGroupSplashFromSecondToLastOneOccur = FALSE
| SecondGroupSplashLastOccur = FALSE
| SecondGroupSplashMaxNum = 4
| SecondGroupSplashPaintRadius = 0
| SecondGroupSplashPaintRadiusRate_MWPUG_High = 1
| SecondGroupSplashPaintRadiusRate_MWPUG_Mid = 1
| SecondGroupTargetSpeedXZ = 0
| SecondGroupWallCrossBoundRate = 0
| SecondGroupWallNrmBoundRate = 0
| ShotRandomBiasExceptBulletForGuide = 0.4
| ShotRandomDegreeExceptBulletForGuide = 4.5
| SleepMoveDistance = -1
| SleepMoveDistanceType = 0
| SpiralSplashBulletNumInGroup = 1
| SpiralSplashColRadiusForField = 3
| SpiralSplashGroup = 0
| SpiralSplashInitSpeed = 5
| SpiralSplashLifeFrame = 7
| SpiralSplashMaxSpanBulletCounter = 1
| SpiralSplashMaxSpanFrame = 1
| SpiralSplashMinSpanBulletCounter = 40
| SpiralSplashMinSpanFrame = 1
| SpiralSplashRoundSplitNum = 8
| SpiralSplashSameTimeBulletNum = 2
| SpiralSplashSpeedBaseDist = -15
| SpiralSplashSpeedMaxDist = -85
| SpiralSplashSpeedMaxRate = 1
| SplashSplitNum = 1
| SwingLiftFrame = 12
| SwingRepeatFrame = 30
| TailMaxLength = 40
| TailMinLength = 5
| TailSolidFrame = 5
| ThirdGroupAfterBulletBoundPaintRadiusOffset = 0
| ThirdGroupAfterGroundAddSpeedOffset = 0
| ThirdGroupAfterGroundCrossBoundRateOffset = 0
| ThirdGroupAfterGroundMaxSpeedOffset = 0
| ThirdGroupAfterGroundNrmBoundRateOffset = 0
| ThirdGroupAfterWallCrossBoundRateOffset = 0
| ThirdGroupAfterWallNrmBoundRateOffset = 0
| ThirdGroupBaseSpeedComeOverRate = 1
| ThirdGroupBaseSpeedComeUnderRate = 1
| ThirdGroupBulletAfterCollsionRadiusForFieldOffset = -0.5
| ThirdGroupBulletAfterCollsionRadiusForPlayerOffset = -0.5
| ThirdGroupBulletAfterDamageRateOffset = 0
| ThirdGroupBulletAfterDrawRadiusOffset = -1
| ThirdGroupBulletAfterFrameOffset = 2
| ThirdGroupBulletAfterInitSpeedOffset = -2
| ThirdGroupBulletBoundCollisionDrawRadiusRateEachBound = 1
| ThirdGroupBulletBoundPaintRadius = 0
| ThirdGroupBulletBoundPaintRadiusRateEachBound = 1
| ThirdGroupBulletBoundPaintRadiusRate_MWPUG_High = 1
| ThirdGroupBulletBoundPaintRadiusRate_MWPUG_Mid = 1
| ThirdGroupBulletDamageRateBias = 1
| ThirdGroupBulletDamageRate_MWPUG_High = 1
| ThirdGroupBulletDamageRate_MWPUG_Mid = 1
| ThirdGroupBulletFirstCollsionRadiusForField = 4
| ThirdGroupBulletFirstCollsionRadiusForPlayer = 4.5
| ThirdGroupBulletFirstDamageMaxValue = 500
| ThirdGroupBulletFirstDamageMinValue = 250
| ThirdGroupBulletFirstDrawRadius = 6
| ThirdGroupBulletFirstFrameOffset = 4
| ThirdGroupBulletFirstInitSpeedBase = 9.25
| ThirdGroupBulletFirstInitSpeedJumpingBase = 8.58
| ThirdGroupBulletFirstPaintFarD = 80
| ThirdGroupBulletFirstPaintFarR = 10
| ThirdGroupBulletFirstPaintFarRate = 1.4
| ThirdGroupBulletFirstPaintNearD = 20
| ThirdGroupBulletFirstPaintNearR = 10
| ThirdGroupBulletFirstPaintNearRate = 1.4
| ThirdGroupBulletFirstPaintRRate_MWPUG_High = 1
| ThirdGroupBulletFirstPaintRRate_MWPUG_Mid = 1
| ThirdGroupBulletInitSpeedRandomX = 0
| ThirdGroupBulletInitSpeedRandomZ = 0
| ThirdGroupBulletInitVecYRate = 0.1
| ThirdGroupBulletNum = 4
| ThirdGroupBulletPiercePlayer = FALSE
| ThirdGroupBulletSecondAfterPaintFarD = 80
| ThirdGroupBulletSecondAfterPaintFarR = 9.5
| ThirdGroupBulletSecondAfterPaintFarRate = 1.4
| ThirdGroupBulletSecondAfterPaintNearD = 20
| ThirdGroupBulletSecondAfterPaintNearR = 8
| ThirdGroupBulletSecondAfterPaintNearRate = 1.4
| ThirdGroupBulletStraightFrame = -1
| ThirdGroupBulletUnuseOneEmitterBulletNum = 0
| ThirdGroupBurst_Damage_Far = 0
| ThirdGroupBurst_Damage_Middle = 0
| ThirdGroupBurst_Damage_Near = 0
| ThirdGroupBurst_KnockBackCoreImpact = 2
| ThirdGroupBurst_KnockBackKb = 0.8
| ThirdGroupBurst_KnockBackRadius = 80
| ThirdGroupBurst_PaintR = 0
| ThirdGroupBurst_Radius_Far = 0
| ThirdGroupBurst_Radius_Middle = 0
| ThirdGroupBurst_Radius_Near = 0
| ThirdGroupCenterLine = TRUE
| ThirdGroupFreeStateGravity = -1
| ThirdGroupGroundAddSpeed = 0
| ThirdGroupGroundAddSpeedUpHillMax = 0
| ThirdGroupGroundCrossBoundRate = 1
| ThirdGroupGroundCrossBoundRateUpHillMax = 1
| ThirdGroupGroundMaxSpeed = 100
| ThirdGroupGroundNrmBoundRate = 1
| ThirdGroupGroundNrmBoundRateUpHillMax = 1
| ThirdGroupGroundUpHillMax = 10
| ThirdGroupSideLine = FALSE
| ThirdGroupSplashBetween = 15
| ThirdGroupSplashColRadius = 1.5
| ThirdGroupSplashDepthScaleRateByWidth = 2
| ThirdGroupSplashDrawRadius = 3
| ThirdGroupSplashFirstDropRandomRateMax = 0.9
| ThirdGroupSplashFirstDropRandomRateMin = 0.7
| ThirdGroupSplashFirstOccur = FALSE
| ThirdGroupSplashFromSecondToLastOneOccur = FALSE
| ThirdGroupSplashLastOccur = TRUE
| ThirdGroupSplashMaxNum = 1
| ThirdGroupSplashPaintRadius = 7
| ThirdGroupSplashPaintRadiusRate_MWPUG_High = 1
| ThirdGroupSplashPaintRadiusRate_MWPUG_Mid = 1
| ThirdGroupTargetSpeedXZ = 0
| ThirdGroupWallCrossBoundRate = 0
| ThirdGroupWallNrmBoundRate = 0
| WrongCalcBringCloseRateNoMoveBullet = TRUE
}}<ref>[https://leanny.github.io/splat2new/parameters.html ''Splatoon 2'' - Parameter Database]</ref><section end="data2" />
 
===Version history===
{{version history box|S2|
{{version history item|S2|base|
* {{nerf|Movement speed while firing|0.50|0.40}}}}
 
{{version history item|S2|1.1.2|
* {{nerf|Points to fill [[special gauge]]|180|190}}}}
 
{{version history item|S2|1.2.0|
* [[Salmon Run]] worker's Slosher:
** Fixed an issue where the Slosher dealt significantly different damage to [[Salmonid]]s when standing in slightly different positions.}}
 
{{version history item|S2|1.4.0|
* {{buff|Points to fill special gauge|190|180}}
* '''{{color|—|gray}}''' Fixed an issue causing [[Slosher (weapon class)|Slosher]]-type weapons to shoot [[ink]] from a higher position than they appeared to.}}
 
{{version history item|S2|2.2.0|
* {{buff|Reduced movement penalty after firing by 4/60 of a second.}}
* {{buff|Increased the size of the closest ink generated, and the likelihood that it will be generated at the players' feet.}}}}
 
{{version history item|S2|3.2.0|
* {{nerf|Points to fill special gauge|180|190}}}}
 
{{version history item|S2|4.0.0|
* {{nerf|Reduced maximum damage when hitting a target with the base of the ink from 70.0 to 50.0.}}}}
}}
 
===Quotes===
{{SheldonsIntroduction|game=Splatoon 2|The '''Slosher''' can be a brutal weapon in the right hands. It's basically a bucket of ink that you can toss straight at an opponent! [[Slosher-type]] weapons can do things other weapons only wish they could. It's great for attacking elevated positions behind walls. It can't fire rapidly, but if you combine it with the [[Suction Bomb]]'s explosion, you can defeat opponents without being seen! Reveal your opponents' locations with the [[Tenta Missiles]], and then fire away! It's a great weapon for Slosher newbs!}}
 
===Gallery===
<gallery>
Slosher Splatoon 2 promo image 1.jpg|Official artwork for the Slosher.
S2 green Inkling girl leaning forward and holding Slosher.png
S2 yellow-green Inkling girl smiling while swinging Slosher.png
Slosher Splatoon 2 promo image 2.jpg|The first image released for the Slosher.
S2 Slosher Twitter SplatoonJP Image1.jpg|Promo image.
S2 Slosher Twitter SplatoonJP Image2.jpg|Holding the Slosher.
S2 Slosher Twitter SplatoonJP Image3.jpg|Throwing [[Ink]].
</gallery>
 
===Demonstration===
<embedvideo service="youtube">https://youtu.be/jSNOGDvERU0</embedvideo>
{{clrns}}
 
==''Splatoon 3''==
{{Infobox/Weapon
|game    = Splatoon 3
|category = Main
|size    = 256px
|class    = Slosher
|sub      = Splat Bomb
|special  = Triple Inkstrike
|level    = 3
|base    = 70 (Direct Hit) <br> 50 (Base Trail) <br> 140 ([[File:S3_Icon_Mr_Grizz.png|24px|link=Salmon Run (series)]] [[Salmon_Run_Next_Wave|SRNW]] Direct Hit) <br> 140 ([[File:S3_Icon_Mr_Grizz.png|24px|link=Salmon Run (series)]] [[Salmon_Run_Next_Wave|SRNW]] Base Trail)
|points  = 200
|range    = 58
|damage  = 85
|handling = 50
|alt1    = Slosher Deco
|alt2    = Order Slosher Replica
|introduced=[[Drizzle Season 2022]] ({{Ver|S3|1.1.0}})
}}
 
The Slosher returns to {{S3}} with a slightly updated design, with its primary color now being purple rather than orange. Its kit consists of [[Splat Bomb]] and [[Triple Inkstrike]].
 
It appears in 3 missions in [[Alterna]]:
*{{RotMMission|02|04}} [[Splitting Crosshairs]]
*{{RotMMission|03|05}} [[Conveyor-Belt Tightening]]
*{{RotMMission|04|02}} [[Octohoppers Don't Have a Sense of Humor (and They Hate Puns)!]]
 
===Data===
<section begin="data3" />{{Slosher data S3
| matchmaking range = 14.5
| mobility class = middle
| primary group name = Big ink glob
| secondary group name = Tail end
| show secondary stats = True
| show tertiary stats = False
| BaseDistance = 14.0
| EndRadiusForPlayer = 0.0
| InitRadiusForPlayer = 0.0
| PaintDepthScale = 1.2
| PaintWidthHalf = 1.56
| X = 0.25
| Y = 0.0
| UnusedAddSpawnSpeedYRateByXZ = 0.1
| UnusedAfterOffsetDelayFrame = 1
| UnusedAfterOffsetSpawnSpeed = 0.34
| UnusedAfterDepthScaleFar = 1.0
| UnusedAfterDepthScaleNear = 1.0
| UnusedAfterDistanceXZFar = 15.0
| UnusedAfterDistanceXZNear = 5.0
| UnusedAfterScaleEndFallDistance = 12.0
| UnusedAfterScaleStartFallDistance = 1.5
| UnusedAfterWidthDepthScaleFall = 0.7
| UnusedAfterWidthHalfFar = 1.9
| UnusedAfterWidthHalfNear = 1.9
| UnusedAfterFallPeriodFirstSecondTargetAlp = 1.0
| UnusedAfterPaintRadiusFall = 1.0
| UnusedAfterPaintRadiusGround = 0.7
| UnusedAfterPaintRadiusShock = 2.0
| UnusedAfterFallPeriodFirstFrameMax = 40
| UnusedAfterFallPeriodFirstFrameMin = 20
| UnusedAfterFallPeriodFirstTargetSpeed = 0.05
| UnusedAfterFallPeriodLastFrameMax = 35
| UnusedAfterFallPeriodLastFrameMin = 15
| UnusedAfterFallPeriodSecondFrame = 20
| UnusedAfterFallPeriodSecondTargetSpeed = 0.06
| UnusedAfterFreeGravityType = value_0_008
| UnusedBaseRotateYDegree = 0.0
| UnusedBulletNum = 0
| UnusedAfterOffsetEndRadiusForField = 0.1
| UnusedAfterOffsetEndRadiusForPlayer = 0.1
| UnusedAfterOffsetInitRadiusForField = 0.01
| UnusedAfterOffsetInitRadiusForPlayer = 0.01
| UnusedChangeFrameForField = 4
| UnusedChangeFrameForPlayer = 5
| UnusedEndRadiusForField = 0.5
| UnusedEndRadiusForPlayer = 0.6
| UnusedFriendThroughFrameForPlayer = 2
| UnusedInitRadiusForField = 0.05
| UnusedInitRadiusForPlayer = 0.06
| UnusedGroupNum = 0
| UnusedReduceEndFallDistance = 7.625
| UnusedReduceStartFallDistance = 1.5
| UnusedValueMax = 700
| UnusedValueMin = 500
| UnusedAfterOffsetEndRadius = 0.4
| UnusedAfterOffsetInitRadius = 0.4
| UnusedChangeFrame = 0
| UnusedEndRadius = 1.2
| UnusedInitRadius = 1.2
| UnusedTailID = 0
| UnusedTailLengthMax = 4.0
| UnusedTailLengthMin = 0.5
| UnusedTailSolidFrame = 5
| UnusedBrakeAirResist = 0.1
| UnusedBrakeGravity = 0.04
| UnusedBrakeToFreeStateFrame = 1
| UnusedBrakeToFreeVelocityXZ = 20.0
| UnusedBrakeToFreeVelocityY = 10.0
| UnusedFreeAirResist = 0.12
| UnusedFreeGravity = 0.05
| UnusedGoStraightStateEndMaxSpeed = 10.0
| UnusedGoStraightToBrakeStateFrame = 2
| UnusedSpawnSpeed = 0.0
| UnusedDepthScaleFar = 1.2
| UnusedDepthScaleNear = 1.2
| UnusedDistanceXZFar = 15.0
| UnusedDistanceXZNear = 5.0
| UnusedScaleEndFallDistance = 12.0
| UnusedScaleStartFallDistance = 1.5
| UnusedWidthDepthScaleFall = 0.7
| UnusedWidthHalfFar = 1.3
| UnusedWidthHalfNear = 1.3
| UnusedRandomRotateYBias = 0.4
| UnusedRandomRotateYDegree = 4.5
| UnusedSpawnSpeedAir = 1.14
| UnusedSpawnSpeedGround = 1.22
| UnusedUnitDelayFrame = 0
| UnusedFallPeriodFirstSecondTargetAlp = 1.0
| UnusedPaintRadiusFall = 1.0
| UnusedPaintRadiusGround = 0.7
| UnusedPaintRadiusShock = 2.0
| UnusedFallPeriodFirstFrameMax = 40
| UnusedFallPeriodFirstFrameMin = 20
| UnusedFallPeriodFirstTargetSpeed = 0.05
| UnusedFallPeriodLastFrameMax = 35
| UnusedFallPeriodLastFrameMin = 15
| UnusedFallPeriodSecondFrame = 20
| UnusedFallPeriodSecondTargetSpeed = 0.06
| UnusedFreeGravityType = value_0_008
| PrimaryAddSpawnSpeedYRateByXZ = 0.1
| PrimaryAfterOffsetDelayFrame = 1
| PrimaryAfterOffsetSpawnSpeed = -0.16
| PrimaryAfterDepthScaleFar = 1.2
| PrimaryAfterDepthScaleNear = 1.3
| PrimaryAfterDistanceXZFar = 12.0
| PrimaryAfterDistanceXZNear = 8.5
| PrimaryAfterScaleEndFallDistance = 12.0
| PrimaryAfterScaleStartFallDistance = 1.5
| PrimaryAfterWidthDepthScaleFall = 0.7
| PrimaryAfterWidthHalfFar = 1.92
| PrimaryAfterWidthHalfNear = 1.44
| PrimaryAfterFallPeriodFirstSecondTargetAlp = 1.0
| PrimaryAfterPaintRadiusFall = 1.0
| PrimaryAfterPaintRadiusGround = 0.7
| PrimaryAfterPaintRadiusShock = 2.585
| PrimaryAfterFallPeriodFirstFrameMax = 40
| PrimaryAfterFallPeriodFirstFrameMin = 20
| PrimaryAfterFallPeriodFirstTargetSpeed = 0.05
| PrimaryAfterFallPeriodLastFrameMax = 35
| PrimaryAfterFallPeriodLastFrameMin = 15
| PrimaryAfterFallPeriodSecondFrame = 20
| PrimaryAfterFallPeriodSecondTargetSpeed = 0.06
| PrimaryAfterFreeGravityType = value_0_008
| PrimaryBaseRotateYDegree = 0.0
| PrimaryBulletNum = 4
| PrimaryAfterOffsetEndRadiusForField = -0.12
| PrimaryAfterOffsetEndRadiusForPlayer = -0.12
| PrimaryAfterOffsetInitRadiusForField = -0.012
| PrimaryAfterOffsetInitRadiusForPlayer = -0.012
| PrimaryChangeFrameForField = 4
| PrimaryChangeFrameForPlayer = 5
| PrimaryEndRadiusForField = 0.8
| PrimaryEndRadiusForPlayer = 0.85
| PrimaryFriendThroughFrameForPlayer = 2
| PrimaryInitRadiusForField = 0.08
| PrimaryInitRadiusForPlayer = 0.085
| PrimaryGroupNum = 0
| PrimaryReduceEndFallDistance = 7.625
| PrimaryReduceStartFallDistance = 1.5
| PrimaryValueMax = 700
| PrimaryValueMin = 500
| PrimaryAfterOffsetEndRadius = -0.03
| PrimaryAfterOffsetInitRadius = -0.05
| PrimaryChangeFrame = 0
| PrimaryEndRadius = 1.0
| PrimaryInitRadius = 0.5625
| PrimaryTailID = 0
| PrimaryTailLengthMax = 4.0
| PrimaryTailLengthMin = 0.5
| PrimaryTailSolidFrame = 5
| 0_HitEffectBigOrderNum = 0
| PrimaryBrakeAirResist = 0.1
| PrimaryBrakeGravity = 0.04
| PrimaryBrakeToFreeStateFrame = 1
| PrimaryBrakeToFreeVelocityXZ = 20.0
| PrimaryBrakeToFreeVelocityY = 10.0
| PrimaryFreeAirResist = 0.12
| PrimaryFreeGravity = 0.05
| PrimaryGoStraightStateEndMaxSpeed = 10.0
| PrimaryGoStraightToBrakeStateFrame = 2
| PrimarySpawnSpeed = 0.0
| PrimaryDepthScaleFar = 1.0
| PrimaryDepthScaleNear = 1.0
| PrimaryDistanceXZFar = 15.0
| PrimaryDistanceXZNear = 5.0
| PrimaryScaleEndFallDistance = 12.0
| PrimaryScaleStartFallDistance = 1.5
| PrimaryWidthDepthScaleFall = 0.7
| PrimaryWidthHalfFar = 3.84
| PrimaryWidthHalfNear = 4.44
| PrimaryRandomRotateYBias = 0.65
| PrimaryRandomRotateYDegree = 4.5
| 0_RandomRotateYOffOrderNum = 0
| PrimarySpawnSpeedAir = 1.6852
| PrimarySpawnSpeedGround = 1.7609
| Primary0_OrderNum = 0
| Primary0_SplashArrayOrderNum = -1
| Primary0_SplashWallHitArrayOrderNum = 0
| Primary0_TotalNum = 4
| Primary0_BetweenDistance = 1.3
| Primary0_DistanceXZRate = 1.33333
| Primary0_FirstDistance = 2.4
| Primary0_VelocityMinusYRate = 0.45
| Primary0_FallPeriodFirstSecondTargetAlp = 1.0
| Primary0_PaintRadiusFall = 0.65
| Primary0_PaintRadiusGround = 0.4
| Primary0_PaintRadiusShock = 0.9
| Primary0_FallPeriodFirstFrameMax = 40
| Primary0_FallPeriodFirstFrameMin = 20
| Primary0_FallPeriodFirstTargetSpeed = 0.05
| Primary0_FallPeriodLastFrameMax = 35
| Primary0_FallPeriodLastFrameMin = 20
| Primary0_FallPeriodSecondFrame = 10
| Primary0_FallPeriodSecondTargetSpeed = 0.04
| Primary0_FreeGravityType = value_0_008
| PrimaryUnitDelayFrame = 0
| PrimaryFallPeriodFirstSecondTargetAlp = 1.0
| PrimaryPaintRadiusFall = 1.0
| PrimaryPaintRadiusGround = 0.7
| PrimaryPaintRadiusShock = 2.585
| PrimaryFallPeriodFirstFrameMax = 40
| PrimaryFallPeriodFirstFrameMin = 20
| PrimaryFallPeriodFirstTargetSpeed = 0.05
| PrimaryFallPeriodLastFrameMax = 35
| PrimaryFallPeriodLastFrameMin = 15
| PrimaryFallPeriodSecondFrame = 20
| PrimaryFallPeriodSecondTargetSpeed = 0.06
| PrimaryFreeGravityType = value_0_008
| SecondaryAddSpawnSpeedYRateByXZ = 0.1
| SecondaryAfterOffsetDelayFrame = 2
| SecondaryAfterOffsetSpawnSpeed = -0.2
| SecondaryAfterDepthScaleFar = 1.4
| SecondaryAfterDepthScaleNear = 1.4
| SecondaryAfterDistanceXZFar = 8.0
| SecondaryAfterDistanceXZNear = 2.0
| SecondaryAfterScaleEndFallDistance = 12.0
| SecondaryAfterScaleStartFallDistance = 1.5
| SecondaryAfterWidthDepthScaleFall = 0.7
| SecondaryAfterWidthHalfFar = 1.14
| SecondaryAfterWidthHalfNear = 0.96
| SecondaryAfterFallPeriodFirstSecondTargetAlp = 1.0
| SecondaryAfterPaintRadiusFall = 1.0
| SecondaryAfterPaintRadiusGround = 0.7
| SecondaryAfterPaintRadiusShock = 2.0
| SecondaryAfterFallPeriodFirstFrameMax = 40
| SecondaryAfterFallPeriodFirstFrameMin = 20
| SecondaryAfterFallPeriodFirstTargetSpeed = 0.05
| SecondaryAfterFallPeriodLastFrameMax = 35
| SecondaryAfterFallPeriodLastFrameMin = 15
| SecondaryAfterFallPeriodSecondFrame = 20
| SecondaryAfterFallPeriodSecondTargetSpeed = 0.06
| SecondaryAfterFreeGravityType = value_0_008
| SecondaryBaseRotateYDegree = 0.0
| SecondaryBulletNum = 5
| SecondaryAfterOffsetEndRadiusForField = -0.05
| SecondaryAfterOffsetEndRadiusForPlayer = -0.05
| SecondaryAfterOffsetInitRadiusForField = -0.005
| SecondaryAfterOffsetInitRadiusForPlayer = -0.005
| SecondaryChangeFrameForField = 4
| SecondaryChangeFrameForPlayer = 5
| SecondaryEndRadiusForField = 0.4
| SecondaryEndRadiusForPlayer = 0.45
| SecondaryFriendThroughFrameForPlayer = 2
| SecondaryInitRadiusForField = 0.04
| SecondaryInitRadiusForPlayer = 0.045
| SecondaryGroupNum = 0
| SecondaryReduceEndFallDistance = 7.625
| SecondaryReduceStartFallDistance = 1.5
| SecondaryValueMax = 500
| SecondaryValueMin = 500
| SecondaryAfterOffsetEndRadius = -0.1
| SecondaryAfterOffsetInitRadius = -0.1
| SecondaryChangeFrame = 0
| SecondaryEndRadius = 0.6
| SecondaryInitRadius = 0.6
| SecondaryTailID = 0
| SecondaryTailLengthMax = 4.0
| SecondaryTailLengthMin = 0.5
| SecondaryTailSolidFrame = 5
| SecondaryBrakeAirResist = 0.1
| SecondaryBrakeGravity = 0.04
| SecondaryBrakeToFreeStateFrame = 1
| SecondaryBrakeToFreeVelocityXZ = 20.0
| SecondaryBrakeToFreeVelocityY = 10.0
| SecondaryFreeAirResist = 0.12
| SecondaryFreeGravity = 0.05
| SecondaryGoStraightStateEndMaxSpeed = 10.0
| SecondaryGoStraightToBrakeStateFrame = 2
| SecondarySpawnSpeed = 0.0
| SecondaryDepthScaleFar = 1.4
| SecondaryDepthScaleNear = 1.4
| SecondaryDistanceXZFar = 8.0
| SecondaryDistanceXZNear = 2.0
| SecondaryScaleEndFallDistance = 12.0
| SecondaryScaleStartFallDistance = 1.5
| SecondaryWidthDepthScaleFall = 0.7
| SecondaryWidthHalfFar = 1.2
| SecondaryWidthHalfNear = 1.2
| SecondaryRandomRotateYBias = 0.65
| SecondaryRandomRotateYDegree = 4.5
| SecondarySpawnSpeedAir = 1.0
| SecondarySpawnSpeedGround = 1.1
| Secondary0_OrderNum = 3
| Secondary0_SplashArrayOrderNum = 0
| Secondary0_SplashWallHitArrayOrderNum = 0
| Secondary0_TotalNum = 1
| Secondary0_ChangeFrameForField = 0
| Secondary0_ChangeFrameForPlayer = 0
| Secondary0_EndRadiusForField = 0.15
| Secondary0_EndRadiusForPlayer = 0.0
| Secondary0_FriendThroughFrameForPlayer = 0
| Secondary0_InitRadiusForField = 0.15
| Secondary0_InitRadiusForPlayer = 0.0
| Secondary0_DrawRadius = 0.3
| Secondary0_PaintDepthScale = 2.0
| Secondary0_PaintWidthHalf = 0.7
| Secondary0_FirstSplashRateForLengthMax = 0.9
| Secondary0_FirstSplashRateForLengthMin = 0.7
| Secondary0_SpawnBetweenLength = 1.5
| Secondary0_SpawnNum = 1
| Secondary0_BetweenDistance = 1.3
| Secondary0_DistanceXZRate = 1.33333
| Secondary0_FirstDistance = 2.4
| Secondary0_VelocityMinusYRate = 0.45
| Secondary0_FallPeriodFirstSecondTargetAlp = 1.0
| Secondary0_PaintRadiusFall = 0.65
| Secondary0_PaintRadiusGround = 0.4
| Secondary0_PaintRadiusShock = 0.9
| Secondary0_FallPeriodFirstFrameMax = 40
| Secondary0_FallPeriodFirstFrameMin = 20
| Secondary0_FallPeriodFirstTargetSpeed = 0.05
| Secondary0_FallPeriodLastFrameMax = 35
| Secondary0_FallPeriodLastFrameMin = 20
| Secondary0_FallPeriodSecondFrame = 10
| Secondary0_FallPeriodSecondTargetSpeed = 0.04
| Secondary0_FreeGravityType = value_0_008
| SecondaryUnitDelayFrame = 4
| SecondaryFallPeriodFirstSecondTargetAlp = 1.0
| SecondaryPaintRadiusFall = 1.0
| SecondaryPaintRadiusGround = 0.7
| SecondaryPaintRadiusShock = 2.0
| SecondaryFallPeriodFirstFrameMax = 40
| SecondaryFallPeriodFirstFrameMin = 20
| SecondaryFallPeriodFirstTargetSpeed = 0.05
| SecondaryFallPeriodLastFrameMax = 35
| SecondaryFallPeriodLastFrameMin = 15
| SecondaryFallPeriodSecondFrame = 20
| SecondaryFallPeriodSecondTargetSpeed = 0.06
| SecondaryFreeGravityType = value_0_008
| InkConsume = 0.07
| InkRecoverStop = 40
| MoveSpeed = 0.04
| RepeatFrame = 29
| BulletOrderNumInUnit = 0
| Frame = 13
| UnitOrderNum = 1
| SwingLiftFrame = 12
| GuideYMinusZero = True
| YMinusRate = 1.0
| ZRate = 2.0
}}<ref>[https://leanny.github.io/splat3/parameters.html ''Splatoon 3'' - Parameter Database]</ref><section end="data3" />
 
===Version history===
{{version history box|S3|{{version history item|S3|2.1.1|
* '''{{color|—|gray}}''' Fixed an issue that caused [[ink]] to be displayed incorrectly if a Slosher and a [[Tri-Slosher]] both attacked at the same time.}}
 
{{Version history item|S3|3.1.0|
* {{buff|Adjusted the damage-falloff rate when a player attacks someone vertically lower than them, making it more difficult for damage to decrease.}}
** Due to this change, the minimum amount of damage dealt to an opponent will be 50.0.}}
 
{{version history item|S3|4.0.0|[[Salmon Run Next Wave]]:
*{{buff|Increased damage dealt by approximately 40%.}}}}
}}
 
===Quotes===
{{SheldonsIntroduction|game=Splatoon 3|The '''Slosher''' is one of the most technologically advanced [[weapon]]s I have had the privilege of demoing. I'm kidding! It's a bucket of [[ink]]! But that doesn't mean it can't be absolutely brutal in the right hands. See, [[Slosher (weapon class)|slosher]]-type weapons are perfect for attacking enemies in elevated positions or hiding behind walls. They think they're safe, and then... SPLOOOSH! You can't rapid-fire a bucket, of course, but in conjunction with [[Splat Bomb]]s, you can stop almost anyone in their tracks. And with the [[Triple Inkstrike]] [[special weapon|special]], you have the ability to blindside the other team before moving in for the [[Splat (occurrence)|splat]]. This loadout is a bucketload of fun!}}
 
===Badges===
{{Main|Badge#Weapon freshness}}
Reaching certain [[Freshness (stars)|Freshness]] levels with the Slosher will reward the player with special [[badge]]s that they can use on their [[Splashtag]].
{| class="wikitable sitecolor-s3"
! colspan="3" |Slosher [[Badge]]s
|-
|[[File:S3 Badge Slosher 4.png|32x32px]]||4★ Slosher User
|-
|[[File:S3 Badge Slosher 5.png|32x32px]]||5★ Slosher User
|}
 
===Gallery===
<gallery>
File:S3 Inkling with Slosher.png|An Inkling holding the Slosher.
File:Slosher Promo Image.jpg|An [[Inkling]] using the Slosher
File:S3 Weapon Main Slosher 2D Current.png|2D icon
File:S3 Tableturf Battle card Slosher.png|The [[Tableturf Battle|Tableturf]] [[List of Tableturf Battle cards in Splatoon 3|card]] icon of the Slosher
NSO icon S3 Tableturf Battle card Slosher Early.png|[[Unused content in Splatoon 3#Early Tableturf Battle icons|Unused]] early version of the Slosher's Tableturf Battle card. In it, the Slosher features its {{S2}} color scheme
</gallery>
 
<gallery widths="320px" heights="180px">
S3 About videos 02 - Slosher.mp4|Inkling with a Slosher swinging ink ([[:File:S3 About videos 02 - Slosher.mp4|link to file]])
</gallery>
</gallery>
=== Similar weapons ===
*{{Weapon|Main|Slosher Deco|30px|game=Splatoon}}
*{{Weapon|Main|Soda Slosher|30px|game=Splatoon}}
{{clr}}


== Trivia ==
==Strategy==
=== Splatoon ===
''For competitive tips about the Slosher''
*The Slosher was first discovered in the June 24th [[Rumors and leaks|datamine]].
{{Strategy}}
*This weapon was later shown in a Japanese trailer detailing future ''[[Splatoon]]'' updates.
 
=== Splatoon 2 ===
==''Super Smash Bros. Ultimate''==
*The weapon was first revealed to be returning in a tweet from the official Splatoon [https://twitter.com/SplatoonJP/status/823835602172817410 Twitter] account on the 24th January 2017.
The Slosher appears as [[Inkling (Super Smash Bros. Ultimate)|Inkling]]'s down smash attack in {{SSBU}}, alongside a variety of other [[weapon]]s that are used in their attacks.
 
When attacking, they charge up and swing the Slosher to the left and right to deal damage. This also coats opponents in [[ink]] but does not ink the ground. It deals much lower damage if Inkling is out of ink. In a victory scene, Inkling spins the Slosher like in {{S}}.
 
==Trivia==
*In {{S}},
**The Slosher was first discovered in the June 24th [[Rumors and leaks|datamine]].
**The Slosher, alongside the [[Heavy Splatling]], would be the first entirely new weapons to be added into the ''Splatoon'' franchise, making their debut on {{date|2015-08-06}} at {{time|2015-08-06 02:00 UTC}}, with the release of Version {{Ver|S|2.0.0}}.
**The Slosher shares its kit with the [[Bamboozler 14 Mk III]].
*In {{S2}},
** The Slosher shares its kit with the [[Kensa Splattershot]] and the [[Foil Flingza Roller]].
*In {{S3}},
**The Slosher is one of the weapons available to use in the ''[[Splatoon 3 Splatfest World Premiere]]''.
** The Slosher shares its kit with the [[Tentatek Splattershot]].
 
* The Slosher was one of the weapons to be included in the "Best Splatoon Weapons" list on page 35 of Scholastic's "Game On 2017." It is the third weapon to be listed and includes the description: "Simple but extremely effective when used correctly, the Slosher delivers a heavy dose of paint that, unlike most other weapons in ''Splatoon'', deals more damage the further it travels."


== Etymology ==
==Etymology==
Slosher is derived from the verb ''to slosh''.
Slosher is derived from the verb ''to slosh''.


Line 119: Line 1,261:


===Names in other languages===
===Names in other languages===
{{Foreignname
{{Localized name
|color={{SiteColor|Generic}}
|Jap=バケットスロッシャー
|Jap=バケットスロッシャー
|JapR=baketto surosshā
|JapR=baketto surosshā
|JapM=Bucket Slosher
|JapM=Bucket Slosher
|Dut=Morser
|Dut=Morser
|DutM=Someone who spills for instance a drink
|DutM=From ''morsen'' ("to spill") + ''-er''.
|Fre=Seauceur
|Fre=Seauceur
|FreM=Drencher. From "seau" (bucket) and "sauce" (drenching in this context)
|FreM=Drencher, from ''seau'' ("bucket") + ''sauce'' ("drenching" in this context).
|Ger=Schwapper
|Ger=Schwapper
|GerM=Slosher
|GerM=Slosher
|Ita=Secchiostro
|Ita=Secchiostro
|ItaM=From ''secchio'' (bucket) and ''inchiostro'' (ink)
|ItaM=From ''secchio'' ("bucket") + ''inchiostro'' ("ink").
|Rus=Ведроган
|Rus=Ведроган
|RusR=Vedrogan
|RusR=Vedrogan
|RusM=From ведро ''vedro'', bucket, and gun
|RusM=Bucketgun<br>From ведро ''vedro'' (bucket) and ган ''gan'' (gun)
|Spa=Derramatic
|Spa=Derramatic
|SpaM=Portmanteau of ''derramar'' (to pour) and ''automático'' (Automatic)
|SpaM=From ''derramar'' ("to spill") + ''automático'' ("automatic").
|ChiS=飞溅泼桶
|ChiSR=fēijiàn pōtǒng (Mandarin)
|ChiSM=Splash Bucket
|ChiT=飛濺潑桶
|ChiTR=fēijiàn pōtǒng (Mandarin)
|ChiTM=Splash Bucket
|Kor=버킷 슬로셔
|KorR=beokis seullosyeo
|KorM=Same as Japanese name
|Internal=Slosher_Strong_00<ref>[https://github.com/Leanny/splat3/blob/main/data/language/USen.json#L5078 {{GH}} Leanny on GitHub]</ref>
|InternalM=
}}
}}


{{refs}}
==References==
<references />


== See Also ==
{{Navbox/S Weapons}}
*[[List of Weapons in Splatoon]]
{{Navbox/S2 Weapons}}
*[[List of Weapons in Splatoon 2]]
{{Navbox/S3 Weapons}}
*[[Main Weapon]]


[[Category:Splatoon Version 2.0.0]]
[[Category:Splatoon Version 2.0.0]]
[[Category:Splatoon 2 Version 1.0.0]]
[[Category:Splatoon 2 Version 1.0.0]]
[[Category:Splatoon 3 Version 1.0.0]]
[[Category:Super Smash Bros. Ultimate]]
[[Category:Post-release content]]

Latest revision as of 15:16, 9 April 2024

Splatoon "S" icon.svg
Splatoon 2 "2" icon.svg
Splatoon 3 "3" icon.svg
For the main weapon type, see Slosher (weapon class).
For other items commonly referred to as buckets, see bucket.

The Slosher is a main weapon in the Splatoon series.

It is a bucket of ink that can be swung to throw out globs of ink that leave trails behind them. The trajectory of the ink can be adjusted by aiming higher or lower than horizontally. Its globs do enough damage to splat opponents in two shots.

The Slosher deals constant damage no matter how far away the ink travels, as opposed to most other classes dealing less damage as ink travels farther due to fall-off damage. However, there is still fall-off damage when targeting opponents below the player, dealing less than maximum damage.

Appearance

The Slosher is a black bucket surrounded by metal supports that double as handles. Two springs are included in this structure, one on each side of the bucket. There is a flat arch shape attached to the back of the bucket, which conforms to its shape.

In Splatoon, the supports are dark pink-purple with lighter oval spots, and a black arrow design and Inkling text on the side; the springs are orange-yellow, with a black plastic mechanism attached to it and the supports, which does not return in the other games, and the arch on the back of the bucket is black. In Splatoon 2, the supports are glossy reddish-orange, the springs are black, and the arch is silver. In Splatoon 3, the supports are glossy, have reflective sparkles, and appear to be iridescent, changing to the user's ink color at extreme viewing angles, and otherwise have a gradient from the user's current ink color tinted pink on the handle-side, to purplish magenta, to pastel dark blue on the bucket-side. How visible the color on the handle-side of the gradient is depends on the hue, intensity, and lightness of the color: some lighter and less intense colors appear almost white, while some darker colors are very intense. The springs of the Slosher in Splatoon 3 are a metallic silver, the arch on the back is black, and uniquely, the small metal loops on the supports that connect to either end of the springs are a red-orange, rather than being the same color as the rest of the frame.

In all three games, the main handle is silver, but in Splatoon 2 and Splatoon 3, there is some black padding that covers the main part of the handle. There is a reservoir of ink inside the bucket itself that changes color to match that of the user. There is a Deco logo in white on the back of the top of the bucket.

Splatoon

RotM Icon Cuttlefish square.png
Retired.
This section describes content that may be partly or wholly inaccessible due to its removal or the discontinuation of online services.
Slosher

Slosher

Basic information
Category Main
Class Slosher
Sub S Weapon Sub Burst Bomb.png Burst Bomb
Special S Weapon Special Inkstrike.png Inkstrike
Special points
Special depletion Special gauge 40%
Range
52 / 100
Damage
90 / 100
Impact
Fire rate
Charge speed
Ink speed
Mobility
Durability
Handling
54 / 100
Obtainable at
Level 5
Cost Cash 2,500
Requirement
Added in 2.0.0
Specifications
Weight
Base damage 70
Base duration
Ink consumption 7%
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variants Slosher Deco Slosher Deco
Soda Slosher Soda Slosher

The Slosher was made available with the 2.0.0 update on 6 August 2015 at 02:00 UTC.[1][2] Its kit consists of Burst Bomb and Inkstrike. The Slosher deals a constant 70 damage no matter how far away the ink travels, or what part of the ink opponent is hit by.

Data

  • The Slosher is a middleweight weapon.
  • Each attack consumes 7% of the ink tank capacity.
    • This allows players to attack 14 times before needing to refill the ink supply.
    • This stat can be changed with Ink Saver (Main).
  • When initially attacking in humanoid form, the first shot takes 12 frames to come out.
  • When attacking from squid form, the first shot takes 18 frames to come out.
  • The interval at which the player can repeatedly swing is 30 frames.
  • When attacking while moving, the player's movement speed is set to 0.5 units per frame.
  • After firing, there is a 40 frame cooldown before the ink tank starts refilling.
  • The maximum damage of the thick part of the trail is 70.
    • Big ink glob: 70
    • Thin part of the trail: 40
  • The minimum damage of the thick part of the trail is 30.
    • Big ink glob: 30
    • Thin part of the trail: 20
  • The collision radius of the thick part of the trail against the environment is 5 units.
    • Big ink glob: 8 units
    • Thin part of the trail: 4 units
  • The collision radius of the thick part of the trail against players is 7 units.
    • Big ink glob: 10 units
    • Thin part of the trail: 6 units
  • Projectiles travel straight for 2 frames.
  • The draw radius of the thick part of the trail is 12 units.
    • Big ink glob: 21 units
    • Thin part of the trail: 6 units
  • The paint radius of the thick part of the trail scales from 13 units at a distance of 50 units to 13 units at a distance of 150 units.
    • Big ink glob: 37 units at a distance of 50 units to 32 units at a distance of 150 units.
    • Thin part of the trail: 10 units at a distance of 20 units to 10 units at a distance of 80 units.
  • All other paint splashes have a radius of 0 units.

[3]

Version history

Version Adjustments
2.2.0
  • Damage against Rainmaker shields increased by about 33%.
2.7.0
  • Special gauge loss: 50% → as low as 40%
  • Reduced time needed to fire by about 20%.
  • Reduced the amount of time a player suffers reduced movement after firing a shot by 26%.

Quotes

S Sheldon Artwork.png
Sheldon's Introduction

The Slosher is the most basic Slosher-type weapon, able to fling a large amount of ink directly ahead. It's also remarkably effective at splatting opponents who are up high or behind a wall! The Slosher lacks rapid-fire capabiliteis, so the Burst Bombs should help out there! And the Inkstrike special can deliver a powerful blow to unsuspecting opponents as well.(NA)[a]

S Sheldon Artwork.png
Sheldon's Introduction

The Slosher is the most basic Slosher-type weapon, able to fling a large amount of ink directly ahead. This weapon type is remarkably effective at splatting opponents who are up high or behind walls! However, they don't have any rapid fire capabilities, so the Burst Bombs should help out there! And with the Inkstrike, you can deliver a powerful attack to far-off opponents as well!(EU/OC)[b]

A weapons-grade bucket that hurls ink straight ahead over an impressive range. By adjusting the angle, it can be used to hit opponents who are up high or even on the other side of a wall.
— In-Game Description
This might look like an ordinary bucket, but it's actually a weapons-grade bucket! Hurl ink straight ahead over an impressive range, and adjust your angles to hit opponents above you or behind walls. The Slosher comes with Burst Bombs and the special is a hot pastrami on rye! Er, wait. Sorry. I mean Inkstrike. Got a little excited about today's lunch delivery.
Notes
  1. North America
  2. Europe and Oceania

Gallery

Demonstration

Splatoon 2

Slosher
S2 Weapon Main Slosher.png
Basic information
Category Main
Class Slosher
Sub S2 Weapon Sub Suction Bomb.png Suction Bomb
Special S2 Weapon Special Tenta Missiles.png Tenta Missiles
Special points 190p
Special depletion
Range
58 / 100
Damage
85 / 100
Impact
Fire rate
Charge speed
Ink speed
Mobility
Durability
Handling
50 / 100
Obtainable at
Level 5
Cost Cash 2,500
Requirement
Added in Initial Release (1.0.0)
Specifications
Weight
Base damage 70 (Direct hit)
50 (Base trail)
Base duration
Ink consumption 7%
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variants Slosher Deco Slosher Deco
Soda Slosher Soda Slosher
Hero Slosher Replica Hero Slosher Replica

In Splatoon 2, the Slosher returns with a new design that is primarily orange instead of pink and has a redesigned handle and suspension.[4] Its kit consists of Suction Bomb and Tenta Missiles. As of Version 4.0.0, the weapon no longer does a constant 70 damage, but will deal a maximum of 50 damage if they're hit from above by the trail of ink between the primary glob and the player.

It appears in seven Octo Expansion Stations:

Data

  • The Slosher is a middleweight weapon.
  • The matchmaking range is 145. 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% allows players to attack 14 times before needing to refill the ink supply.
  • When initially attacking in humanoid form, the first shot takes 12 frames to come out.
  • When attacking from swim form, the first shot takes 18 frames to come out.
  • The interval between firing and when the player is able to enter swim form or use a sub weapon is 16 frames.
  • The interval at which the player can repeatedly swing is 30 frames.
    • While this is the number displayed in the game's internal parameter files, actual fire rate may vary by differing amounts depending on the slosher type.
  • When attacking while moving, the player's movement speed is set to 0.4 units per frame.
  • After firing, there is a 40 frame cooldown before the ink tank starts refilling.
  • The maximum damage of the thick part of the trail is 70.
    • Big ink glob: 70
    • Thin part of the trail: 50
  • The minimum damage of the thick part of the trail is 35.
    • Big ink glob: 35
    • Thin part of the trail: 25
  • Main Power Up can improve damage output when attacking from higher ground.
  • The collision radius of the thick part of the trail against the environment is 5 units.
    • Big ink glob: 8 units
    • Thin part of the trail: 4 units
  • The collision radius of the thick part of the trail against players is 6 units.
    • Big ink glob: 8.5 units
    • Thin part of the trail: 4.5 units
  • Projectiles travel straight for 2 frames.
  • The draw radius of the thick part of the trail is 12 units.
    • Big ink glob: 21 units
    • Thin part of the trail: 6 units
  • The paint radius of the thick part of the trail scales from 13 units at a distance of 50 units to 13 units at a distance of 150 units.
    • Big ink glob: 37 units at a distance of 50 units to 32 units at a distance of 150 units.
    • Thin part of the trail: 10 units at a distance of 20 units to 10 units at a distance of 80 units.
  • All other paint splashes have a radius of 13 units.

[5]

Version history

Version Adjustments
Base game
  • Movement speed while firing: 0.50 → 0.40
1.1.2
1.2.0
  • Salmon Run worker's Slosher:
    • Fixed an issue where the Slosher dealt significantly different damage to Salmonids when standing in slightly different positions.
1.4.0
  • Points to fill special gauge: 190 → 180
  • Fixed an issue causing Slosher-type weapons to shoot ink from a higher position than they appeared to.
2.2.0
  • Reduced movement penalty after firing by 4/60 of a second.
  • Increased the size of the closest ink generated, and the likelihood that it will be generated at the players' feet.
3.2.0
  • Points to fill special gauge: 180 → 190
4.0.0
  • Reduced maximum damage when hitting a target with the base of the ink from 70.0 to 50.0.

Quotes

S2 Sheldon Artwork.png
Sheldon's Introduction

The Slosher can be a brutal weapon in the right hands. It's basically a bucket of ink that you can toss straight at an opponent! Slosher-type weapons can do things other weapons only wish they could. It's great for attacking elevated positions behind walls. It can't fire rapidly, but if you combine it with the Suction Bomb's explosion, you can defeat opponents without being seen! Reveal your opponents' locations with the Tenta Missiles, and then fire away! It's a great weapon for Slosher newbs!

Gallery

Demonstration

Splatoon 3

Slosher

Slosher

Basic information
Category Main
Class S3 Icon Slosher.png Slosher
Sub S3 Weapon Sub Splat Bomb Flat.png Splat Bomb
Special S3 Weapon Special Triple Inkstrike.png Triple Inkstrike
Special points 200p
Special depletion
Range
58 / 100
Damage
85 / 100
Impact
Fire rate
Charge speed
Ink speed
Mobility
Durability
Handling
50 / 100
Obtainable at
Level 3
Cost
Requirement
Added in Drizzle Season 2022 (1.1.0)
Specifications
Weight
Base damage 70 (Direct Hit)
50 (Base Trail)
140 (S3 Icon Mr Grizz.png SRNW Direct Hit)
140 (S3 Icon Mr Grizz.png SRNW Base Trail)
Base duration
Ink consumption
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variants Slosher Deco Slosher Deco
Order Slosher Replica Order Slosher Replica

The Slosher returns to Splatoon 3 with a slightly updated design, with its primary color now being purple rather than orange. Its kit consists of Splat Bomb and Triple Inkstrike.

It appears in 3 missions in Alterna:

Data

  • The Slosher 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. After 5 frames, the collision radius for players changes to 0.85 units, and after 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. After 5 frames, the collision radius for players changes to 0.45 units, and after 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.

[6]

Version history

Version Adjustments
2.1.1
  • Fixed an issue that caused ink to be displayed incorrectly if a Slosher and a Tri-Slosher both attacked at the same time.
3.1.0
  • Adjusted the damage-falloff rate when a player attacks someone vertically lower than them, making it more difficult for damage to decrease.
    • Due to this change, the minimum amount of damage dealt to an opponent will be 50.0.
4.0.0 Salmon Run Next Wave:
  • Increased damage dealt by approximately 40%.

Quotes

S3 Sheldon Artwork.png
Sheldon's Introduction

The Slosher is one of the most technologically advanced weapons I have had the privilege of demoing. I'm kidding! It's a bucket of ink! But that doesn't mean it can't be absolutely brutal in the right hands. See, slosher-type weapons are perfect for attacking enemies in elevated positions or hiding behind walls. They think they're safe, and then... SPLOOOSH! You can't rapid-fire a bucket, of course, but in conjunction with Splat Bombs, you can stop almost anyone in their tracks. And with the Triple Inkstrike special, you have the ability to blindside the other team before moving in for the splat. This loadout is a bucketload of fun!

Badges

Main article: Badge#Weapon freshness

Reaching certain Freshness levels with the Slosher will reward the player with special badges that they can use on their Splashtag.

Slosher Badges
S3 Badge Slosher 4.png 4★ Slosher User
S3 Badge Slosher 5.png 5★ Slosher User

Gallery

Strategy

For competitive tips about the Slosher

Click to view the strategy for Slosher. View the strategy page.

Super Smash Bros. Ultimate

The Slosher appears as Inkling's down smash attack in Super Smash Bros. Ultimate, alongside a variety of other weapons that are used in their attacks.

When attacking, they charge up and swing the Slosher to the left and right to deal damage. This also coats opponents in ink but does not ink the ground. It deals much lower damage if Inkling is out of ink. In a victory scene, Inkling spins the Slosher like in Splatoon.

Trivia

  • The Slosher was one of the weapons to be included in the "Best Splatoon Weapons" list on page 35 of Scholastic's "Game On 2017." It is the third weapon to be listed and includes the description: "Simple but extremely effective when used correctly, the Slosher delivers a heavy dose of paint that, unlike most other weapons in Splatoon, deals more damage the further it travels."

Etymology

Slosher is derived from the verb to slosh.

バケットスロッシャー baketto surosshā is derived from Bucket and the verb to slosh.

Names in other languages

Language Name Meaning
Japan Japanese バケットスロッシャー
baketto surosshā
Bucket Slosher
Netherlands Dutch Morser From morsen ("to spill") + -er.
CanadaFrance French Seauceur Drencher, from seau ("bucket") + sauce ("drenching" in this context).
Germany German Schwapper Slosher
Italy Italian Secchiostro From secchio ("bucket") + inchiostro ("ink").
Russia Russian Ведроган
Vedrogan
Bucketgun
From ведро vedro (bucket) and ган gan (gun)
SpainMexico Spanish Derramatic From derramar ("to spill") + automático ("automatic").
China Chinese (Simplified) 飞溅泼桶
fēijiàn pōtǒng (Mandarin)
Splash Bucket
Hong Kong Chinese (Traditional) 飛濺潑桶
fēijiàn pōtǒng (Mandarin)
Splash Bucket
South Korea Korean 버킷 슬로셔
beokis seullosyeo
Same as Japanese name
Translate logo.svg Internal Slosher_Strong_00[7]

References