.52 Gal

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The .52 Gal is a main weapon in Splatoon and Splatoon 2.

A member of the shooter class, this weapon distinguishes itself by outputting enough ink in each shot to splat opponents in two hits, while still having a decent rate of fire. The weapon's fire rate is lesser than the Splattershot Pro and greater than the .96 Gal. Its only major drawback is its poor accuracy and turf covering ability;many shots deviate far enough to the left or right that they miss the target. The .52 Gal and its close relative the .96 Gal share their visual design and high-damage, low-accuracy performance.

The weapon is designed with a water cooler bottle as a base. A grip, sight, and high-caliber gun barrel are clamped to the bottle. The parts surrounding the bottle are black plastic with pink accents, while the bottle matches the player's ink color.

Splatoon

.52 Gal

.52 Gal

Category Main
Class Shooter
Sub S Weapon Sub Splash Wall.png Splash Wall
Special S Weapon Special Killer Wail.png Killer Wail
Level 5
Cost Cash 3,000
Availability
Base damage 52
Base duration
Ink consumption 1.2%
Special points
Special depletion Specdep icon.png 60%
Range
50 / 100
Damage
70 / 100
Impact
Fire rate
30 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Other variant .52 Gal Deco .52 Gal Deco

The .52 Gal comes in a set with the Splash Wall and Killer Wail.

Data

  • The .52 Gal is a middleweight weapon.
  • The ink consumption of 1.2% allows players to fire 83 shots before needing to refill the ink supply.
  • When initially firing the weapon in humanoid form, the first shot takes 3 frames to come out.
    • When firing from squid or octopus form, the first shot takes 8 frames to come out.
  • When firing continuously, it has a fire rate of 9 frames between shots (6.67 shots per second).
  • When firing while moving, the player's movement speed is set to 0.6 units per frame.
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • Shots have a radius of 2 units.
  • The angle its shots can deviate while on the ground is 6 degrees.
  • The angle its shots can deviate while in the air is 15 degrees.
  • The .52 Gal has a 25% chance to shoot towards the outer reticle instead of the inner reticle.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
  • Shots initially travel at a rate of 22 units per frame for 4 frames, having an effective range of 88 units.
  • Ink droplets occur every 50 units.
  • The frequency at which ink drips from a shot occurs at a rate of 3 droplets per shot.
  • There are a total of 5 different droplet patterns that can be created while firing this weapon.
  • Droplets that occur within 11 units of the player have a radius of 21 units.
  • Droplets that occur when they travel past 200 units of the player have a radius of 18.5 units.
  • All other ink droplets have a radius of 13.5 units.

Version history

Version Adjustments
2.7.0
  • Special gauge loss: 50% → up to 60%

Quotes

Sheldont.png
Sheldon's Introduction

The .52 Gal is a heavy hitter with an extra large nozzle for shooting massive amounts of ink! It's powerful, but pretty slow. If you find yourself in trouble, throw up a S Weapon Sub Splash Wall.png Splash Wall and retreat! The S Weapon Special Killer Wail.png Killer Wail can be used offensively or defensively, so it's good for fighters who can read the flow of battle!(NA)[a]

Sheldont.png
Sheldon's Introduction

The Main Weapon .52 Gal is a Shooter with an extra-large nozzle for shooting massive quantities of ink. So it's powerful, but not so great at rapid fire. If you get in trouble, throw up a S Weapon Sub Splash Wall.png Splash Wall and retreat! The S Weapon Special Killer Wail.png Killer Wail can be used offensively or defensively, so it's good for fighters who can read the flow of battle!(EU/OC)[b]

A high-powered weapon that pumps out a lot of ink with each shot. Doesn't take many shots to splat an opponent, which is a good thing given the rather slow rate of fire.
— In-Game Description(EU/OC)[b]
This is the .52 Gal shooter. Each shot uses a LOT of ink, so it packs a serious punch. It has a low rate of fire, but if you aim carefully you can splat your foes before they know what hit 'em.
Notes
  1. North America
  2. 2.0 2.1 Europe and Oceania

Gallery

Demonstration

Splatoon 2

.52 Gal

.52 Gal

Category Main
Class Shooter
Sub S2 Weapon Sub Point Sensor.png Point Sensor
Special S2 Weapon Special Baller.png Baller
Level 14
Cost Cash 9,500
Availability
Base damage 52
Base duration
Ink consumption 1.3%
Special points 170p
Special depletion
Range
55 / 100
Damage
75 / 100
Impact
Fire rate
25 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Other variants .52 Gal Deco .52 Gal Deco
Kensa .52 Gal Kensa .52 Gal

The .52 Gal returns in Splatoon 2, with an identical appearance but slightly changed performance. It comes with the Point Sensor and Baller.

Data

  • The .52 Gal is a middleweight weapon.
  • The ink consumption of 1.3% allows players to fire 76 shots before needing to refill the ink supply.
  • When initially firing the weapon in humanoid form, the first shot takes 3 frames to come out.
    • When firing from squid or octopus form, the first shot takes 8 frames to come out.
  • When firing continuously, it has a fire rate of 9 frames between shots (6.67 shots per second).
  • When firing while moving, the player's movement speed is set to 0.6 units per frame.
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • If a shot is in the air for more than 11 frames after being fired, it loses 1.88 damage per frame until it reaches 30 damage at frame 27.
  • Shots have a radius of 2 units.
  • The angle its shots can deviate while on the ground is 6 degrees.
  • The angle its shots can deviate while in the air is 12 degrees.
  • The outer reticle immediately expands after jumping. After 25 frames, the outer reticle will start shrinking, and will finish shrinking after 70 frames.
  • The .52 Gal starts off having a 2% chance to shoot towards the outer reticle instead of the inner reticle.
    • This chance increases by 4% per shot, and maximizes at a 25% chance to shoot towards the outer reticle. Meaning that it takes 6 shots to reach minimum accuracy.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
  • When not shooting, the chance to shoot towards the outer reticle decreases by 0.5% per frame, if the chance is not already at the minimum. Meaning that it takes 46 frames to reach maximum accuracy. (76 after shooting while jumping.)
  • Shots initially travel at a rate of 22 units per frame for 4 frames, having an effective range of 88 units.
    • After that, the shot's velocity is set to 18.472 units if it is not already lower than the listed value, and decreases further as it falls to the ground.
  • Ink droplets occur every 55 units.
  • The frequency at which ink drips from a shot occurs at a rate of 2.4 droplets per shot.
  • There are a total of 5 different droplet patterns that can be created while firing this weapon.
  • Droplets that occur within 11 units of the player have a radius of 19.7 units, and a width of 13 units.
    • These droplets have their radius multiplied by a value ranging from 1.2 if they fell from a height above 100 units to 1.4 if they fell from a height below 30 units.
  • Droplets that occur when they travel past 200 units of the player have a radius of 16.5 units.
  • All other ink droplets have a radius of 13 units.
  • Droplets that are far from the player and all other droplets have their radius multiplied by a value ranging from 1 if they fell from a height above 100 units to 1.2 if they fell from a height below 30 units.
  • If no ink droplets have occurred within 11 units of the player for 2 shots, the next shot the player makes will force a paint droplet to appear at the player's feet.

[1]

Version history

Version Adjustments
Base game
  • Angle of shot deviation while jumping: 15 degrees → 12 degrees.
  • Increase in chance to shoot towards the outer reticle per shot: 12% → 6%.
  • Ink consumption: 1.2% → 1.3%.
  • Droplet rate: 3 → 2.4.
  • Distance between ink droplets: 50 units → 55 units.
  • Radius of ink droplets near the player: 21 units → 19.7 units.
  • Radius of ink droplets far from the player: 18.5 units → 16.5 units.
  • Radius of standard ink droplets: 13.5 units → 13 units.
1.4.0
  • Increased firing range by roughly 6% while not changing the range at which each shot deals more than 50 damage.
    • Bullet velocity after flying straight: 14.495 units → 18.472 units.
      • Total range: 116.99 units → 124.944 units.
    • Frames in the air before a bullet's damage starts decreasing: 9 → 7.
    • Frames in the air where a bullet reaches minimum damage: 25 → 23.
  • Points to fill special gauge: 180 → 190.
2.2.0
  • Points to fill special gauge: 190 → 180.
2.3.0
  • Increased the accuracy of the first shot and extended the time that it takes to reach minimum accuracy when continuing to shoot.
    • Minimum frequency at which bullets shoot towards the outer reticle: 6% → 2%.
    • Increase in chance to shoot towards the outer reticle per shot: 6% → 4%.
      • Shots required to reach maximum frequency: 4 → 6.
3.1.0
  • Points to fill special gauge: 180 → 170.
4.0.0
  • Extended distance at which max damage can be dealt by roughly 14%, without changing firing distance.
4.2.0
  • Reduce the interval between firing and when you're able to become a squid or use sub weapon by 3/60 of a second.
4.4.0
  • Reduced the time to shoot from squid form by 1/60 of a second.
4.5.0
  • Increased damage dealt to opponent Splat Brellas by roughly 21%.
  • Increased damage dealt to opponent Splash Walls by roughly 10%.
  • Reduced the time to shoot from squid form by 1/60 of a second.
4.6.0
  • Minimum damage: 26 → 30.
4.7.0
  • When equipped, the Main Power Up gear ability will now also lessen shot spread variance when firing while on the ground, in addition to the benefits it previously provided.
4.9.0
  • Increased radius of ink coverage around feet when firing by roughly 4%.
5.0.0
  • Increased damage dealt to the Booyah Bomb armor by roughly 17%.
5.2.0
  • Increased the likelihood the turf around your feet will be inked when firing.

Quotes

Sheldont.png
Sheldon's Introduction

The .52 Gal is a heavy hitter with an extra-large nozzle for shooting massive amounts of ink. It's powerful but slow, making it important to be aware of your surroundings. Lucky for you, it comes with the S2 Weapon Sub Point Sensor.png Point Sensor sub! The included S2 Weapon Special Baller.png Baller is great for drawing attention, so I recommend this set to players who like to control the flow of battle!

Gallery

Demonstration

Trivia

  • The .52 Gal's name may be a reference to its base damage per shot of 52. The .96 Gal's damage per shot is not 96, however.
  • The .52 Gal was originally called the "5.2 Gallon" came with the Inkstrike instead of the Killer Wail. This can be seen in an image from before Splatoon's release.
  • This weapon is used in the following Octo Expansion level:

Etymology

.52 Gal is short for .52 Gallon. "Gal" is also a play on Cal, short form of Caliber, a term commonly used when describing the diameter of bullets for fire-arms.

.52ガロン .52 Garon has the same origin as the English name, but without Gallon shortened to Gal.

Names in other languages

Language Name Meaning
FlagJapan.svg Japanese .52ガロン
.52 Garon
.52 Gallon
FlagNetherlands.svg Dutch .52 Kaliter From kaliber (caliber), liter, and .52
FlagFrance.svg French Calibre 2000 Caliber 2000
FlagGermany.svg German .52 Gallon .52 Gallon
FlagItaly.svg Italian Calibro 2000 Caliber 2000
FlagRussia.svg Russian Струевик .52
Struyevik .52
From строевой stroyevoy (drill), струя struya (jet, stream), -ик -ik (suffix usually denoting a profession, object, tool or a feature), and .52
FlagSpain.svg Spanish Salpicadora 2000 Splasher 2000

References