|Unofficial! This article discusses content that is not part of the official Splatoon series canon but is part of the community or competitive gaming space.|
- The Ballpoint Splatling is a useful weapon when attacking anchors or support players. It has longer range when fully charged than multiple chargers, and can attack them with incredible accuracy from afar.
- Due to how the Ballpoint Splatling has to enter short range mode first, make sure to plan ahead. Keep in mind that it stays in short range mode for 25% of the ring in the aiming reticle before switching to long range.
- Use the short range bullets to turf the area around you; this paints well and charges special.
- Short range mode is also the best option for dealing with up close opponents.
- To maintain safety when attacking far away opponents, start firing in short range mode when behind cover, then peek out to attack when the weapon switches to long range.
- Remember that the Ballpoint Splatling can recharge. Again, keeping in mind that the first 25% of the charge is in short range, you can recharge enough to stay in the particular range you need at the moment.
- If forced into a one-on-one encounter, Toxic Mist can be used to deplete the enemy ink tank, and slow them down so the Ballpoint can charge up its attack.
- Toxic Mist can be a good support tool in Tower Control, or Splat Zones where it can deplete ink to force the opponents off the Tower or out of the Zone.
- Can take out fast and mobile weapons with an inkjet if used properly.
- Inkjet can be used to support a push in Rainmaker, or Tower Control, as the projectiles launched from it have longer range than the main weapon itself.
- Make sure Inkjet is used from a safe spot, as Ballpoint has trouble defending itself upon landing.
- Flanking with fast and mobile weapons can effectively take out an anchoring Ballpoint Splatling, such weapons include Clash Blaster, Carbon and Splat Rollers, Dualies and many more. Be wary of how quickly the Ballpoint can splat in short range mode, however.
- Using bombs or some special weapons like Tenta Missiles and Sting Ray at a Ballpoint Splatling forces them to move, effectively distracting them and allowing a window for striking.
Using a faster weapon of similar range
Using weapons for a long range, such as Chargers and Jet Squelchers can pose threat to the Ballpoint Splatling. Take advantage of their charging time needed for firing and strike before they are ready.
Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to gear abilities in relation to the weapon. Strategy, synergy, viability, and purpose may be written here.
Run Speed Up further increases the mobility of the user while shooting, walking or using the Inkjet. A pure (1 main ability and 3 sub abilities) is the minimum that should be ran, but more is always welcome, especially since this weapon has the space for it.
Ink Resistance Up helps the Ballpoint Splatling to escape while under attack from opponents, and reduces mobility loss due to enemy ink. Most top-ranked Ballpoint Splatlings have at least 1 sub of Ink Resistance Up, though more is always welcome.
Generally good abilities for any weapon when one sub is used.
Allows for more consistent Ink Armor breaking, as Ballpoint does 30 damage in long range mode; when falloff damage is factored in, it is likely it will not break Ink Armor in one shot.
These increase the ink efficiency of the user, increasing the time actively firing and decreasing the time recovering ink.
An argument could be made for using this ability, as Ballpoint has poor bullet velocity meaning it may miss some of its splats.
Sub Power Up increases the throwing range and travelling velocity, allowing better utility of the Toxic Mist.
These abilities increase usage of the Inkjet. Special Power Up increases both the duration and the shot radius, and Special Saver conserves the Special Gauge when splatted.
These abilities allow the user to Super Jump or land after using Inkjet with lower risk of being super-jump camped.
Last-Ditch Effort gives a significant boost in ink management, which is crucial for any weapon. It is however only active by the end of the match or after the opponent has pushed past 50 in Ranked Battles.
These abilities punish opponents splatted by the user and the user themselves. Only use this if the player has a good kill-death ratio.
These abilities are not recommended due to anchors not dying much, which makes these abilities rarely triggered.
Opening Gambit is not recommended due to the short and insignificant boost.
Tenacity is not recommended as the passive charging of the special is hardly noticeable.
Not recommended. Main Power Up increases damage, but not enough to reach any notable threshold as other weapons that use Main Power Up, such as 33.3 or 99.9.