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.
- Keep in mind that short range mode is more mobile than long range mode. Firing off a burst of short range shots and then recharging is a great way to maintain good mobility while turfing.
- 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.
- Because of the ‘lock on’ feature, jumping while shooting does not affect accuracy. This should be used for dodging and hitting enemies from higher perches.
The Ballpoint Splatling's lack of lethal bombs can also be a liability to a team composition. Lethal bombs – particularly either Splat or Suction Bombs – provide their user's team a couple advantages over another team that has no lethal bombs in its composition:
- Their one-hit-splat offers its user's team chances of instantly gaining a numbers advantage, from which a game-winning push can arise.
- Their lethal explosion provides space for its user's team to either push into an area held by the opponent or stall an opponent's push.
Like other weapon kits with Inkjet, the Ballpoint Splatling's greatly benefits from a teammate's Ink Armor:
- Because an Ink Armored player can withstand more damage — especially from an opponent's charger, an armored Inkjet pilot can fly more aggressively.
- Sometimes, it can pay to wait a little longer for a teammate to build up and activate Ink Armor before activating Inkjet. However, do not hesitate to use your special weapon whenever it is needed during a battle, such as when making a push, protecting a lead, or distracting an opposing anchor.
- 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 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.
- If an opposing Splash-o-matic user uses Toxic Mist to restrict your team's movement, consider throwing bombs either into or beyond the Mist to prevent them from travelling through it.
- Dogfights between opposing Inkjets are generally decided by each pilot's skill, positioning, and any teammates present.
- To punish an opposing Inkjet after it lands, eliminate its pilot's teammates while avoiding both its shots and exhaust before punishing the landing, preferably with a well-placed, well-timed bomb followed by shots from the main weapon. Make sure the opposing pilot does not have Drop Roller, however.
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 can be used, 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 getting splatted 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.
- "Splatoon 2 - What is a good team comp? (TOP 6 mistakes)" by Sendou, formerly of Team Olive