User:Shahar/Test/3: Difference between revisions

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{{InfoboxGobbler}}
{{For|information about Splattershot Jr.|Splattershot Jr.}}


==''Splatoon''==
{{Infobox/Weapon
|game      = Splatoon
|category  = Main
|class    = Shooter
|sub      = Splat Bomb
|special  = Bubbler
|level    = 1
|base      = 28
|ink      = 0.5%
|depletion = 60%
|range    = 32
|damage    = 27
|fire_rate = 75
|alt1      = Custom Splattershot Jr.
}}
==''Splatoon 2''==
{{Infobox/Weapon
|game      = Splatoon 2
|category  = Main
|class    = Shooter
|sub      = Splat Bomb
|special  = Ink Armor
|level    = 1
|base      = 28
|ink      = 0.43%
|points    = 180
|range    = 35
|damage    = 22
|fire_rate = 75
|alt1      = Custom Splattershot Jr.
|alt2      = Kensa Splattershot Jr.
}}
===Quick facts===
'''A.k.a.:''' [[Competitive:Callouts#Shooters|Junior]]
'''Role:''' [[Community Glossary#Support|Support]]<ref>[https://www.youtube.com/watch?v=dQwjiNxleQ8 "Splatoon 2 Quick Tip Analysis: 'Splattershot Jr.'" by ThatSrb2DUDE, formerly of Team Olive]</ref>
'''Strengths:''' [[Community Glossary#Turfing|Turfing]], Splat Bomb [[Community Glossary#Spamming|spamming]], Ink Armor farming<ref>[https://www.youtube.com/watch?v=ubCV95yLmvU "Top 10 5.0 Splat Zones Weapons In Splatoon 2" by Chara of Supernova]</ref>
'''Weakness:''' Weak in most one-on-one encounters<ref>[https://www.youtube.com/watch?v=o3-cINjbBn0 "Splatoon 2 - Splattershot Jr vs 96 Gal? (Which Support Weapon is Better?)" by ThatSrb2DUDE, formerly of Team Olive]</ref>
===Recommended abilities===
{| class="wikitable sitecolor-s2"
! Ability !! Purpose
|-
| {{Ability|S2|Ink Saver (Sub)}} || Allows more frequent use of Splat Bombs
|-
| {{Ability|S2|Special Charge Up}} || Accelerates building up the [[Special gauge]] for Ink Armor
|}<ref>[https://sendou.ink/builds Sendou.ink Weapon Builds]</ref>
===Use===
* The Splattershot Jr. has a wide shot spread, enabling it to turf large areas in a short amount of time, which provides two benefits:
** Turfing allows the team to either gain or maintain [[Community Glossary#Map control|map control]]. This also allows the Splattershot Jr. to quickly capture zones in [[Splat Zones]].
** It also builds up Ink Armor very quickly, allowing the user's team to mount a push at a moment's notice. [[Special Charge Up]] can further hasten the process of "farming" armor. If there are no other urgent tasks, just keep turfing so Ink Armor is ready whenever needed.
* The main tradeoff of the wide shot spread is the resulting poor accuracy, which, along with the short range, makes the Splattershot Jr. a poor main weapon for directly engaging most opponents.
** It is still capable of quickly splatting opponents, provided that its user can catch an opponent by surprise and within its short range. However, playing too aggressively risks depriving the user's team both map control and Ink Armor, so be judicious about when to either [[Community Glossary#Flanking|flank]] or [[Community Glossary#Sharking|shark]].
** Otherwise, if a certain matchup is disadvantageous, disengage - by dropping a Splat Bomb behind whenever possible - and bring a teammate along. [[Quick Super Jump]] can help escape more quickly.
* The most reliable way a Splattershot Jr. player can engage an opponent is through constant and coordinated use of Splat Bombs:
** When attacking an opponent's position, try to throw Splat Bombs behind the opponent. This more effectively cuts off the opponent's potential escape routes.
** Splat Bombs are great at either stalling an opponent's push or providing cover while fleeing.
** [[Ink Saver (Sub)]], combined with the larger ink tank unique to the Splattershot Jr., allows the player to throw bombs more often. 23 [[ability point]]s – two [[Community Glossary#Main and Sub|mains]] and one sub – enable a Splattershot Jr. user to throw two consecutive Splat Bombs with a full ink tank.
** Using any special weapon also provides a free ink tank refill. Therefore, it is possible to throw a bomb or two before and after using the Ink Armor. Combining this tactic with enough ability points of Ink Saver (Sub) (see above) can create a pseudo-[[Bomb Launcher|Splat-Bomb Launcher]].
** When beginning a push, especially after activating Ink Armor, throw a Splat Bomb towards the opposing team to provide space to push in.
* The Splattershot Jr. is a great complement to a [[Community Glossary#Slayer|slayer]], particularly one whose weapon has trouble turfing, such as a [[Splattershot Pro]] or a blaster.
** Turfing while following a teammate builds up Ink Armor and provides friendly turf to which a teammate can retreat whenever needed.
** Cooperate with the teammate using primarily Splat Bombs when engaging an opponent: attack from different angles, or force the opponent to come within range of the teammate's weapon.
* Ink Armor allows its user's team to either initiate a push, to recapture a Splat Zone for example, or maintain one, such as while [[Community Glossary#Lockout|locking out]] the opponent.
** Time the activation of Ink Armor carefully; it takes up to two seconds to activate Ink Armor, which lasts for at least six seconds.
** Try to activate Ink Armor when most or all teammates are active. Slayers, who risk getting splatted more often, benefit from Ink Armor more than [[Community Glossary#Anchor|anchor]]s do.
===Countermeasures===
* Because the Splattershot Jr. is generally a poor main weapon for splatting, almost any weapon with longer range, better accuracy, or higher damage can defeat it in a one-on-one with relative ease. However, watch out for the Splattershot Jr.'s Splat Bombs.
* A Splattershot Jr. will most likely assist a teammate armed with a more formidable weapon; that opponent is usually the higher priority. Trying to engage against both is usually a poor idea, so either find a teammate to assist or try to lure the Splattershot Jr.'s teammate to stray too far from them to receive assistance.
* Keep an eye on the HUD to know when the opponent's Splattershot Jr. has Ink Armor ready to use, and both watch and listen for when it is activated.
** The best way to prevent the opponent from using armor is to splat the opponent with the Splattershot Jr. (or any other Ink Armor-equipped weapon). A [[charger]] user can prioritize said opponent when sniping, or a slayer can attempt to pick off an unaccompanied Splattershot Jr.
** Focus fire on armored opponents for longer than usual - preferably with everyone ganging up on one opponent at a time - to compensate for their armor.
** [[Object Shredder]] triples damage inflicted onto armored opponents. Combining this with [[Ink Storm]] can nearly neutralize armored pushes by the opponent.
==References==
<references/>
[[Category:Splattershot Jr. Strategy]]

Revision as of 23:17, 14 August 2020

Splatoon "S" icon.svg
Splatoon 2 "2" icon.svg
Splatoon 3 "3" icon.svg
For information about Splattershot Jr., see Splattershot Jr..

Splatoon

Shahar/Test/3

File:S Weapon Main Shahar/Test/3.png

Basic information
Category Main
Class Shooter
Sub S Weapon Sub Splat Bomb.png Splat Bomb
Special S Weapon Special Bubbler.png Bubbler
Special points
Special depletion Special gauge 60%
Range
32 / 100
Damage
27 / 100
Impact
Fire rate
75 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 1
Cost
Requirement
Added in
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 Custom Splattershot Jr. Custom Splattershot Jr.

Splatoon 2

Shahar/Test/3

File:S2 Weapon Main Shahar/Test/3.png

Basic information
Category Main
Class Shooter
Sub S2 Weapon Sub Splat Bomb.png Splat Bomb
Special S2 Weapon Special Ink Armor.png Ink Armor
Special points 180p
Special depletion
Range
35 / 100
Damage
22 / 100
Impact
Fire rate
75 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Obtainable at
Level 1
Cost
Requirement
Added in
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 Custom Splattershot Jr. Custom Splattershot Jr.
Kensa Splattershot Jr. Kensa Splattershot Jr.

Quick facts

A.k.a.: Junior

Role: Support[1]

Strengths: Turfing, Splat Bomb spamming, Ink Armor farming[2]

Weakness: Weak in most one-on-one encounters[3]

Recommended abilities

Ability Purpose
S2 Ability Ink Saver (Sub).png Ink Saver (Sub) Allows more frequent use of Splat Bombs
S2 Ability Special Charge Up.png Special Charge Up Accelerates building up the Special gauge for Ink Armor

[4]

Use

  • The Splattershot Jr. has a wide shot spread, enabling it to turf large areas in a short amount of time, which provides two benefits:
    • Turfing allows the team to either gain or maintain map control. This also allows the Splattershot Jr. to quickly capture zones in Splat Zones.
    • It also builds up Ink Armor very quickly, allowing the user's team to mount a push at a moment's notice. Special Charge Up can further hasten the process of "farming" armor. If there are no other urgent tasks, just keep turfing so Ink Armor is ready whenever needed.
  • The main tradeoff of the wide shot spread is the resulting poor accuracy, which, along with the short range, makes the Splattershot Jr. a poor main weapon for directly engaging most opponents.
    • It is still capable of quickly splatting opponents, provided that its user can catch an opponent by surprise and within its short range. However, playing too aggressively risks depriving the user's team both map control and Ink Armor, so be judicious about when to either flank or shark.
    • Otherwise, if a certain matchup is disadvantageous, disengage - by dropping a Splat Bomb behind whenever possible - and bring a teammate along. Quick Super Jump can help escape more quickly.
  • The most reliable way a Splattershot Jr. player can engage an opponent is through constant and coordinated use of Splat Bombs:
    • When attacking an opponent's position, try to throw Splat Bombs behind the opponent. This more effectively cuts off the opponent's potential escape routes.
    • Splat Bombs are great at either stalling an opponent's push or providing cover while fleeing.
    • Ink Saver (Sub), combined with the larger ink tank unique to the Splattershot Jr., allows the player to throw bombs more often. 23 ability points – two mains and one sub – enable a Splattershot Jr. user to throw two consecutive Splat Bombs with a full ink tank.
    • Using any special weapon also provides a free ink tank refill. Therefore, it is possible to throw a bomb or two before and after using the Ink Armor. Combining this tactic with enough ability points of Ink Saver (Sub) (see above) can create a pseudo-Splat-Bomb Launcher.
    • When beginning a push, especially after activating Ink Armor, throw a Splat Bomb towards the opposing team to provide space to push in.
  • The Splattershot Jr. is a great complement to a slayer, particularly one whose weapon has trouble turfing, such as a Splattershot Pro or a blaster.
    • Turfing while following a teammate builds up Ink Armor and provides friendly turf to which a teammate can retreat whenever needed.
    • Cooperate with the teammate using primarily Splat Bombs when engaging an opponent: attack from different angles, or force the opponent to come within range of the teammate's weapon.
  • Ink Armor allows its user's team to either initiate a push, to recapture a Splat Zone for example, or maintain one, such as while locking out the opponent.
    • Time the activation of Ink Armor carefully; it takes up to two seconds to activate Ink Armor, which lasts for at least six seconds.
    • Try to activate Ink Armor when most or all teammates are active. Slayers, who risk getting splatted more often, benefit from Ink Armor more than anchors do.

Countermeasures

  • Because the Splattershot Jr. is generally a poor main weapon for splatting, almost any weapon with longer range, better accuracy, or higher damage can defeat it in a one-on-one with relative ease. However, watch out for the Splattershot Jr.'s Splat Bombs.
  • A Splattershot Jr. will most likely assist a teammate armed with a more formidable weapon; that opponent is usually the higher priority. Trying to engage against both is usually a poor idea, so either find a teammate to assist or try to lure the Splattershot Jr.'s teammate to stray too far from them to receive assistance.
  • Keep an eye on the HUD to know when the opponent's Splattershot Jr. has Ink Armor ready to use, and both watch and listen for when it is activated.
    • The best way to prevent the opponent from using armor is to splat the opponent with the Splattershot Jr. (or any other Ink Armor-equipped weapon). A charger user can prioritize said opponent when sniping, or a slayer can attempt to pick off an unaccompanied Splattershot Jr.
    • Focus fire on armored opponents for longer than usual - preferably with everyone ganging up on one opponent at a time - to compensate for their armor.
    • Object Shredder triples damage inflicted onto armored opponents. Combining this with Ink Storm can nearly neutralize armored pushes by the opponent.

References