Charger

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Charger Art.png

Chargers are one of the five main weapon classifications in Splatoon. The charger has a build-up time to a powerful blast that can take enemies out immediately within a long range. It is an ideal weapon for Inklings on guard, with the option to fire uncharged shots for quicker turf coverage.

With the Inkling Girl amiibo, the player can use the Hero Charger for Octo Valley missions to win a Hero Charger Replica.

List of chargers

Series Description Variants Games
Splatoonlogo.png Splatoon 2 logo.png
S2 Weapon Main Classic Squiffer.png
Squiffer
A quick charger. Its light nature allows users to strafe quickly while charging. It has the lowest range in its class. As of Splatoon 2, this weapon has the ability to store its charge. S2 Weapon Main Classic Squiffer.png Classic Squiffer Green checkmark.svg Green checkmark.svg
S Weapon Main New Squiffer.png New Squiffer Green checkmark.svg
S Weapon Main Fresh Squiffer.png Fresh Squiffer Green checkmark.svg
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 Green checkmark.svg Green checkmark.svg
S Weapon Main Kelp Splat Charger.png Kelp Splat Charger Green checkmark.svg
S Weapon Main Bento Splat Charger.png Bento Splat Charger Green checkmark.svg
S2 Weapon Main Firefin Splat Charger.png Firefin Splat Charger Green checkmark.svg
S2 Weapon Main Hero Charger Replica.png Hero Charger Replica Green checkmark.svg Green checkmark.svg
S2 Weapon Main Splatterscope.png
Splatterscope
A Splat Charger with a scope, for extra range and precision. S2 Weapon Main Splatterscope.png Splatterscope Green checkmark.svg Green checkmark.svg
S Weapon Main Kelp Splatterscope.png Kelp Splatterscope Green checkmark.svg
S Weapon Main Bento Splatterscope.png Bento Splatterscope Green checkmark.svg
S2 Weapon Main Firefin Splatterscope.png Firefin Splatterscope Green checkmark.svg
S2 Weapon Main E-liter 4K.png
E-liter
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 Green checkmark.svg
S Weapon Main Custom E-liter 3K.png Custom E-liter 3K Green checkmark.svg
S2 Weapon Main E-liter 4K.png E-liter 4K Green checkmark.svg
S2 Weapon Main Custom E-liter 4K.png Custom E-liter 4K Green checkmark.svg
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 Green checkmark.svg
S Weapon Main Custom E-liter 3K Scope.png Custom E-liter 3K Scope Green checkmark.svg
S2 Weapon Main E-liter 4K Scope.png E-liter 4K Scope Green checkmark.svg
S2 Weapon Main Custom E-liter 4K Scope.png Custom E-liter 4K Scope Green checkmark.svg
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 will 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 Green checkmark.svg Green checkmark.svg
S Weapon Main Bamboozler 14 Mk II.png Bamboozler 14 Mk II Green checkmark.svg
S Weapon Main Bamboozler 14 Mk III.png Bamboozler 14 Mk III Green checkmark.svg
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 Green checkmark.svg

Tips

  • The reticle will turn into an X when it is over an enemy (that's 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's faster to hit them with one well aimed charged shot than multiple un-charged shots.
  • Chargers will 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.
  • 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 don't 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, it is best to make short cuts and try not to cover tons of ground.
    • If using a charger, your main focus is to splat people, not cover ground. This way, you get more splats and ground coverage. Let the rollers, sloshers, shooters, and splatlings cover ground.
    • If you must cover ground, don't spam shots to try and cover turf. You'll cover more ground if you wait to charge a shot up and shoot them forward in a straight line.
Juddt.png
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!)

Countering

  • 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.
    • One way to do this is to stay just out of their range or line of sight, forcing them to give chase.
    • Another way is through the use of special weapons, such as the Inkstrike and the Killer Wail, which, when directed at their chosen spot, will either catch them by surprise or make them move out of the way.
  • 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.

Trivia

Splatoon

Gallery

Icons


Art

Promo image

Names in other languages

Language Name Meaning
FlagJapan.svg Japanese チャージャー
Chājā
Charger


Weapons in Splatoon
Main Chargers
Rollers
Shooters
Sloshers
Splatlings
Sub
Special
Weapons in Splatoon 2
Main Brellas
Chargers
Dualies
Rollers
Shooters
Sloshers
Splatlings
Sub
Special