.96 Gal

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The .96 Gal is a main weapon in Splatoon and Splatoon 2.

As a member of the Shooter class, this weapon distinguishes itself by sacrificing fire rate, ink efficiency, and mobility for powerful shots and long range. The .96 Gal outputs enough ink in each shot to splat opponents in two hits. Consequently, the weapon has a high ink consumption rate of 2.5% per shot, making it the ink-thirstiest of all weapons in the Shooter class (excluding Blasters) and only allowing for 40 shots to be fired per ink tank. The weapon's fire rate is slower than all other Shooter-class weapons (also excluding Blasters), measuring at slightly slower than the Octobrush's flick rate. A major drawback of the .96 Gal is its poor accuracy for a long-ranged weapon; many shots can deviate far enough to the left or right that they may miss the target. The .96 Gal and its close relative the .52 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

.96 Gal

.96 Gal

Category Main
Class Shooter
Sub S Weapon Sub Sprinkler.png Sprinkler
Special S Weapon Special Echolocator.png Echolocator
Level 12
Cost Cash 7,600
Availability
Base damage 52
Base duration
Ink consumption 2.5%
Special points
Special depletion Specdep icon.png 40%
Range
68 / 100
Damage
70 / 100
Impact
Fire rate
15 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Other variant .96 Gal Deco .96 Gal Deco

The .96 Gal comes in a set with the Sprinkler and Echolocator.

Data

  • The .96 Gal is a middleweight weapon.
  • The ink consumption of 2.5% allows players to fire 40 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 12 frames to come out.
  • When firing continuously, it has a fire rate of 12 frames between shots (5 shots per second).
  • When firing while moving, the player's movement speed is set to 0.4 units per frame.
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • Each shot has a base damage of 52.
  • Shots have a radius of 2 units.
  • The angle its shots can deviate while on the ground is 4 degrees.
  • The angle its shots can deviate while in the air is 12 degrees.
  • The .96 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 6 frames, having an effective range of 132 units.
  • Ink droplets occur every 50 units.
  • The frequency at which ink drips from a shot occurs at a rate of 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 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 14.5 units.

Version history

Version Adjustments
2.7.0
  • Damage per shot: 62 → 52
  • Spread reduced by about 11%.
  • Special gauge loss: 50% → as low as 40%

Quotes

Sheldont.png
Sheldon's Introduction

The .96 Gal's main weapon has an extra-large ink tank, allowing for powerful shots with a lot of range! And the S Weapon Sub Sprinkler.png Sprinkler and S Weapon Special Echolocator.png Echolocator can be used to keep foes riiiiiiight where you want them. So it's an excellent weapon for fighters who want to control the pace of battle!(NA)[a]

Similar to the S Weapon Main .52 Gal.png .52 Gal, but with an improved mechanism and a more stable shot. Range and power have been increased...at the cost of being even more ink hungry.
— In-Game Description(NA)[a]
Similar to the S Weapon Main .52 Gal.png .52 Gal, but with an improved mechanism and a more stable shot. Range and power have been increased - at the cost of being even more ink hungry.
— In-Game Description(EU/OC)[b]
Notes
  1. 1.0 1.1 North America
  2. Europe and Oceania

Gallery

Demonstration

Splatoon 2

.96 Gal

.96 Gal

Category Main
Class Shooter
Sub S2 Weapon Sub Sprinkler.png Sprinkler
Special S2 Weapon Special Ink Armor.png Ink Armor
Level 21
Cost Cash 12,600
Availability
Base damage 62
Base duration
Ink consumption 2.5%
Special points 190p
Special depletion
Range
74 / 100
Damage
80 / 100
Impact
Fire rate
10 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Other variant .96 Gal Deco .96 Gal Deco

The .96 Gal returns in Splatoon 2 looking identical to how it did in the first game. It comes with Sprinkler and Ink Armor.

Quick facts

A.k.a.: 96, Gal

Role: Support[1]

Strengths: Damage, range, turfing, Ink Armor farming

Weaknesses: Lack of bombs, poor ink efficiency, low accuracy, slow firing rate, slow mobility, most opposing Brellas[2]

Recommended abilities

Ability Purpose
S2 Ability Main Power Up.png Main Power Up Increases main weapon damage up to 77.5
S2 Ability Special Charge Up.png Special Charge Up Accelerates building up the special gauge for Ink Armor

[3]

Use

  • The unique traits of the .96 Gal and its build make it a support weapon.
    • The large ink spread of each shot allows it to turf wide swaths of an area rather quickly, which maintains zone or map control and rapidly farms Ink Armor. Special Charge Up can accelerate building up the special gauge.
    • While the .96 Gal is less thorough in turfing than the Splattershot Jr., its longer range and Sprinkler allow it to turf from a safer distance.
  • The relatively long range and high damage per shot allow the .96 Gal to more directly engage opponents than the Splattershot Jr. can.
    • It overpowers and slightly outranges the Splattershot Pro and its variants, making it a decent counter.
    • Main Power Up further increases the damage output, maxing out to 77.5 points of damage at the full 57 ability points. However, as of Version 4.6.0, only 19 ability points - about two mains - are enough to exceed 70 points of damage, leaving a target with at most 30 hit points, which is a one-hit splat for most other weapons, including the splash damage of most bombs.
  • The .96 Gal has four notable drawbacks:
    • It is very ink inefficient, consuming 2.5% of the ink tank per shot. Watch the ink tank, and generally remain nearby friendly ink to refill whenever necessary.
    • The large degree of randomness of the weapon's shot trajectory renders it less accurate than other weapons. A more careful aim is required with this weapon than with most other weapons.
    • Its slow firing rate and slow mobility leaves it vulnerable at close range to mobile, accurate weapons, such as some dualies. However, careful ink management and zoning out of shorter-ranged opponents can minimize this weakness.
  • The primary drawback of the .96 Gal compared to many other support weapons is the absence of bombs.
    • Without bombs, the .96 Gal user cannot use them to push back into opposing turf.
    • The lack of bombs also makes it difficult to damage or destroy opponents' Brella shields and Splash Walls. Use the .96 Gal's range to keep a Brella at bay.
  • The Sprinkler can be used in a variety of ways to help its user:
    • Turfing areas that are either out of reach or unsafe to approach.
    • Maintaining turf onto highly contested areas, such as on the Tower. A Sprinkler placed high on a wall or ceiling can also be a distraction for an opponent.
    • Acting as a light shield in a pinch. Sprinklers have 120 hit points but are easily destroyed by opponents armed with Object Shredder.
  • 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 it, while it lasts for at least six seconds.
    • Try to activate the Ink Armor when most or all teammates are active. Slayers, who risk getting splatted more often than Anchors, benefit from Ink Armor more.

Countermeasures

  • Any variant of the Splat Brella or Tenta Brella is a very unfavorable matchup for the .96 Gal due to its slow firing rate and its lack of bombs. A Splat Brella user would have to get within range through strafing before opening the shield.
  • To engage a .96 Gal with a shorter range weapon, try to catch it off guard through either careful flanking or sharking, better positioning, or wise use of bombs. The .96 Gal has no bombs to force an opponent back, so its opponent can pursue it more aggressively.
  • Any long-ranged weapon, such as a charger or most splatlings, can fire upon a .96 Gal from long distance with impunity. However, should the .96 Gal ever get within range, the long-ranged weapon would have to retreat to avoid getting splatted.
  • Keep an eye on the HUD to know when the opposing .96 Gal 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 .96 Gal (or any other Ink Armor-equipped weapon). A charger user can prioritize said opponent when sniping, or a slayer can attempt to pick off a .96 Gal.
    • Focus fire on armored opponents for longer than usual - preferably on one opponent at a time - to compensate for the opponents' armor.
    • Object Shredder allows a player to inflict three times damage onto armored opponents, as long as the armor is active. Combining this with Ink Storm can nearly neutralize armored pushes by the opponent.

Data

  • The .96 Gal is a middleweight weapon.
  • The ink consumption of 2.5% and ink tank capacity of 100% allows players to fire 40 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 11 frames to come out.
  • The interval between firing and when the player is able to become a squid or use a sub weapon is 4 frames.
  • When firing continuously, it has a fire rate of 12 frames between shots (5 shots per second).
  • When firing while moving, the player's movement speed is set to 0.4 units per frame.
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • Each shot has a base damage of 62.
  • If a shot is in the air for more than 9 frames after being fired, it loses 1.6875 damage per frame until it reaches 35 damage at frame 25.
  • Shots have a radius of 2 units.
  • The angle its shots can deviate while on the ground is 4 degrees.
  • The angle its shots can deviate while in the air is 11.3511 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 .96 Gal starts off having a 4% chance to shoot towards the outer reticle instead of the inner reticle.
    • This chance increases by 3% per shot, and maximizes at a 30% chance to shoot towards the outer reticle, meaning that it takes 9 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 2% per frame, if the chance is not already at the minimum, meaning that it takes 13 frames to reach maximum accuracy. (18 after shooting while jumping.)
  • Shots initially travel at a rate of 24.5 units per frame for 5 frames, having an effective range of 122.5 units.
    • After that, the shot's velocity is set to 23.77 units if it is not already lower than the listed value, and decreases further as it falls to the ground.
  • Ink droplets occur every 60 units.
  • The frequency at which ink drips from a shot occurs at a rate of 3.4 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 24 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 21 units.
  • All other ink droplets have a radius of 13.5 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.

[4]

Version history

Version Adjustments
Base game
  • Increase in chance to shoot towards the outer reticle per shot: 20% → 5%
  • Range decreased by about 10%.
    • Initial bullet velocity: 22 → 23
    • Frames bullet flies straight through the air: 6 → 5
      • Effective range: 132 units → 115 units
      • Total range: 177.396 units → 160.396 units
  • Droplet rate: 4 → 3
  • Distance between droplets: 50 units → 60 units
  • Radius of paint droplets near the player: 21 units → 20 units
  • Radius of paint droplets far from the player: 18.5 units → 17.5 units
  • Radius of standard paint droplets: 14.5 units → 13.5 units
  • Angle of shot deviation while on the ground: 4 degrees → 5 degrees
  • Angle of shot deviation while jumping: 12 degrees → 14 degrees
  • Maximum frequency at which bullets shoot towards the outer reticle: 25% → 40%
1.1.2
1.3.0
  • Points to fill special gauge: 210 → 200
1.4.0
  • Damage: 52 → 62.
    • Damage lost per frame: 1.625 → 1.9375
  • Decreased weapon sway when shooting on the ground by roughly 8%.: 5 degrees → 4.6 degrees
  • Decreased weapon sway when shooting right after a jump by roughly 14%.: 14 degrees → 12 degrees
2.3.0
  • Points to fill special gauge: 200 → 190
3.0.0
  • Decreased trajectory variance of first shot while also increasing time required to reach maximum shot variance when firing continuously.
    • Minimum frequency at which bullets shoot towards the outer reticle: 15% → 4%
    • Maximum frequency at which bullets shoot towards the outer reticle: 40% → 30%
    • Increase in chance to shoot towards the outer reticle per shot: 5% → 3%
      • Shots required to reach maximum frequency: 5 → 9
4.0.0
  • Increased the radius of area inked where a shot lands by roughly 20%.
    • Radius of paint droplets near the player: 20 units → 24 units
    • Radius of paint droplets far from the player: 17.5 units → 21 units
4.1.0
  • Extended firing range by roughly 6%.
    • Initial bullet velocity: 23 units → 24.5 units
      • Effective range: 115 units → 122.5 units
      • Total range: 160.396 units → 170.04 units
  • Angle of shot deviation while on the ground: 4.6 degrees → 4.34545 degrees
  • Angle of shot deviation while jumping: 12 degrees → 11.3511 degrees
  • Droplet rate: 3 → 3.4
4.2.0
  • Reduce the interval between firing and when you're able to become a squid or use sub weapon by 2/60 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 increased by 57%.
  • Increased damage dealt to opponent Splash Walls by roughly 10%.
4.6.0
  • Minimum damage: 31 → 35
4.9.0
  • Decreased variance of shot spread when firing while on the ground by roughly 8%: 4.34545 degrees → 4 degrees

Quotes

Sheldont.png
Sheldon's Introduction

The .96 Gal is a shooter that hits hard and has long range, courtesy of its large chamber and extended barrel! Of course, with that, you can't expect much from the fire rate, so make each shot count as you use the S2 Weapon Sub Sprinkler.png Sprinkler to spread ink! Also be sure to support your teammates with the S2 Weapon Special Ink Armor.png Ink Armor! I recommend this for tactical players who want to squash their opponents in an all-out war!

Gallery

Demonstration

Trivia

Etymology

.96 Gal is short for .96 Gallon. "Gal" is also a play on Cal, the short form of Caliber, a term commonly used when describing the diameter of bullets for firearms.

.96ガロン .96 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 .96ガロン
.96 garon
.96 Gallon
FlagNetherlands.svg Dutch .96 Kaliter From kaliber (caliber), liter and .96
FlagFrance.svg French Calibre 3000 Caliber 3000
FlagGermany.svg German .96 Gallon .96 Gallon
FlagItaly.svg Italian Calibro 3000 Caliber 3000
FlagRussia.svg Russian Струевик .96
Struyevik .96
From строевой stroyevoy (drill), струя struya (jet, stream), -ик -ik (suffix usually denoting a profession, object, tool or a feature), and .96
FlagSpain.svg Spanish Salpicadora 3000 Splasher 3000

References