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Charger Art.png
Sniper redirects here. For the Octarian unit, see Octosniper.

Chargers are one of the main weapon classifications in the Splatoon series. Chargers have the ability to charge up their shot, which can take enemies out immediately with a long-ranged attack, as well as a "tap shot", which is a partially charged shot that does not deal as much damage. It is an ideal weapon for players who like to support from the back lines of battle. In Splatoon 2, the ability for most chargers to store a charge was added. By holding Button1 ZR.png while swimming in ink, a charge can be held for a few seconds, along with a "piercing mechanic" for full charges in which multiple opponents can be splatted with one shot. The former isn't available for all scoped chargers plus the Grizzco Charger, while the latter includes them. The Bamboozler 14 Mk I and its variants are the exceptions for both.

With the Inkling Girl amiibo, the player can use the Hero Charger for Octo Valley missions to win a Hero Charger Replica, which can be used in multiplayer matches.

List of chargers

Series Description Variants Games
Splatoon "S" icon.svg Splatoon 2 "2" icon.svg Splatoon 3 "3" icon.png
S2 Weapon Main Classic Squiffer.png
A quick charger. It has a fast charge time that is slower than the Bamboozler 14. Unlike the Bamboozler 14, the Squiffer can splat opponents in one hit, and it has piercing shots. It has the lowest range in its class. As of Splatoon 2, this weapon has the ability to store its charge, and its charge time is unaffected while in mid-air. S2 Weapon Main Classic Squiffer.png Classic Squiffer
S2 Weapon Main New Squiffer.png New Squiffer
S2 Weapon Main Fresh Squiffer.png Fresh Squiffer
S2 Weapon Main Splat Charger.png
Splat Charger
The standard charger. It has good range and a decent charge time. As of Splatoon 2, this weapon has the ability to store its charge. S2 Weapon Main Splat Charger.png Splat Charger
S Weapon Main Kelp Splat Charger.png Kelp Splat Charger
S Weapon Main Bento Splat Charger.png Bento Splat Charger
S2 Weapon Main Firefin Splat Charger.png Firefin Splat Charger
S2 Weapon Main Kensa Charger.png Kensa Charger
S2 Weapon Main Hero Charger Replica.png Hero Charger Replica
S2 Weapon Main Splatterscope.png
A Splat Charger with a scope, for extra range and precision. S2 Weapon Main Splatterscope.png Splatterscope
S Weapon Main Kelp Splatterscope.png Kelp Splatterscope
S Weapon Main Bento Splatterscope.png Bento Splatterscope
S2 Weapon Main Firefin Splatterscope.png Firefin Splatterscope
S2 Weapon Main Kensa Splatterscope.png Kensa Splatterscope
S2 Weapon Main E-liter 4K.png
A charger with extreme range. However, it has a slow charge time and heavy ink consumption. As of Splatoon 2, this weapon has the ability to store its charge. S Weapon Main E-liter 3K.png E-liter 3K
S Weapon Main Custom E-liter 3K.png Custom E-liter 3K
S2 Weapon Main E-liter 4K.png E-liter 4K
S2 Weapon Main Custom E-liter 4K.png Custom E-liter 4K
S2 Weapon Main E-liter 4K Scope.png
E-liter Scope
An E-liter with a scope, for extra range and precision. S Weapon Main E-liter 3K Scope.png E-liter 3K Scope
S Weapon Main Custom E-liter 3K Scope.png Custom E-liter 3K Scope
S2 Weapon Main E-liter 4K Scope.png E-liter 4K Scope
S2 Weapon Main Custom E-liter 4K Scope.png Custom E-liter 4K Scope
S2 Weapon Main Bamboozler 14 Mk I.png
Bamboozler 14
A charger with a charge time even quicker than the Squiffer. Its damage output is weaker than the other chargers, so users need to land two hits to splat an opponent. It lacks the ability to store charge, an ability present in all other non-scoped chargers in Splatoon 2. S2 Weapon Main Bamboozler 14 Mk I.png Bamboozler 14 Mk I
S2 Weapon Main Bamboozler 14 Mk II.png Bamboozler 14 Mk II
S2 Weapon Main Bamboozler 14 Mk III.png Bamboozler 14 Mk III
S2 Weapon Main Goo Tuber.png
Goo Tuber
A charger that can hold its charge for an exceptionally long time in comparison with the other chargers. S2 Weapon Main Goo Tuber.png Goo Tuber
S2 Weapon Main Custom Goo Tuber.png Custom Goo Tuber



  • The reticle turns into an X when it is over an enemy that is not hiding in ink inside the charger's range.
  • If an enemy has taken some damage already, a fully charged shot may not be necessary to splat them.
  • If an enemy is closing in or launches a surprise attack, it is a good idea to run away; chargers are weak at close-quarters combat.
    • If cornered, shooting a few well-aimed semi-charged shots at the opposing player may help the user to stay alive. Spamming shots (especially when playing with motion controls) can throw a player's aim off, and, more than likely, the other player may have taken a bit of damage. It is faster to hit them with one well-aimed charged shot than multiple uncharged shots.
  • Chargers show a thin glowing line when aiming a charged shot, revealing one's position. This can make it easier for enemies to dodge, so it is advised to limit the amount of time spent aiming.
    • An effective way around this is to hold the reticle off to a side, and at the last second, quickly move it and fire in order to stop the enemy from dodging the shot.
    • It is also possible to scare opposing teammates into going a different direction by using the laser sight.
    • In Splatoon 2, storing one's charge makes the laser disappear from the sight of other players while a faint, translucent reticle remains on the user's screen and show where they are aiming.
  • Keeping some distance from the main area where the battle is taking place and finding a comfortable spot to shoot from are necessary to play chargers to the best of their ability.
    • As a result, it is advised to stay out of close-quarters situations, as chargers perform poorly in these scenarios.
  • As a charger user, it is important to have an eye on the surrounding area - sneak attacks are very dangerous.
  • It is best to cover lots of turf around the user so they do not get stuck on un-inked turf in case of a surprise attack.
  • Jumping and shooting can help to level a player's aim in certain situations, allowing them to splat more players.
    • It can also be used to hide the charger's laser sight.
  • Sometimes as a charger user, it is best to make short cuts and try not to cover tons of ground.
    • If using a charger, the player's main focus is to splat people, not cover ground. This way, it is possible to get more splats and ground coverage. Let the rollers, sloshers, shooters, and splatlings cover ground.
    • If ground must be covered, do not spam shots to try and cover turf. It is more effective to charge a shot up and shoot it forward in a straight line.
  • Even with low ink, chargers can still charge up to a full shot with the same power.
Judd's Advice
Meow! (Chargers deal a clawful lot of damage with each shot! But even so...if you only focus on one-shotting foes, you're gonna have a bad time. Try using your first shot to cut off an opponent's path with your ink... and then you can take them out more easily with the second! Inking the ground like this will help your team too, so get shooting!)


  • If targeted by a charger, moving erratically may cause them to miss.
    • Jumping is a bad tactic to avoid chargers, as changing velocity while jumping is really hard and usually leads to the charger user getting an easy splat.
  • A charger's weakest spots are behind them and beneath them; surprising them from an unexpected angle is almost a guaranteed splat.
  • Closing in on chargers quickly gives them little time to react.
  • Forcing a charger user out of their chosen position and into one where they are vulnerable is a great way to give a player the advantage over chargers.
  • In the case of attentive chargers that are good at dodging special weapons and foiling sneak attacks, another option is to simply avoid them. Go ink a different area, one that they are not paying attention to.
  • In Splatoon 2, if there is a glowing, white circle inside enemy ink, it is advised to stay hidden, as this is an enemy charger that is currently storing their charge and may be aiming to splat someone.
    • The glowing, white circle also shows the charger's current location while they are storing their charge. One can use this to their advantage if attempting to splat the charger.



  • There are no chargers with the Seeker as their sub weapon.
  • Inklings close one eye when aiming with a charger.
    • However, if they are moving while aiming, both of their eyes remain open.

Splatoon 2


SplatNet icons


Promo renders for Splatoon 2

Names in other languages

Language Name Meaning
FlagJapan.svg Japanese チャージャー
FlagNetherlands.svg Dutch Lader Charger
FlagGermany.svg German Konzentrator Concentrator
FlagItaly.svg Italian Armi a carica Charger weapons
FlagRussia.svg Russian Нагнетатель


  1. 1.0 1.1 1.2 1.3 North America
  2. 2.0 2.1 2.2 2.3 Europe and Oceania