Competitive:Ballpoint Splatling

From Inkipedia, the Splatoon wiki
Jump to navigation Jump to search
S2 unused icon Octoling Enemy.png 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.

For information about the Ballpoint Splatling, see Ballpoint Splatling.

Splatoon 2

Ballpoint Splatling

Ballpoint Splatling

Sub S2 Weapon Sub Toxic Mist.png Toxic Mist
Special S2 Weapon Special Inkjet.png Inkjet
Base damage 28 (Short), 30 (Long)
Ink consumption 25% (Full charge)
Special points 200p
Special depletion
Role Slayer/Anchor Flex
Strengths Varies in range, fast fire rate, very high DPS in firing mode 1, perfect accuracy while in mode 2, high mobility while charging
Weaknesses Complex weapon, charge and fire time requires to switch between the two stages, poor bullet velocity in long range


  • 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 distractions

  • 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

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.

Highly recommended

S2 Ability Run Speed Up.png Run Speed Up

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.

S2 Ability Ink Resistance Up.png Ink Resistance Up

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.

S2 Ability Bomb Defense Up DX.png Bomb Defense Up DX, S2 Ability Quick Super Jump.png Quick Super Jump

Generally good abilities for any weapon when one sub is used.

S2 Ability Object Shredder.png Object Shredder

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.

Moderately useful

S2 Ability Ink Saver (Main).png Ink Saver (Main), S2 Ability Ink Saver (Sub).png Ink Saver (Sub), S2 Ability Ink Recovery Up.png Ink Recovery Up

These increase the ink efficiency of the user, increasing the time actively firing and decreasing the time recovering ink.


S2 Ability Thermal Ink.png Thermal Ink

An argument could be made for using this ability, as Ballpoint has poor bullet velocity meaning it may miss some of its splats.

S2 Ability Sub Power Up.png Sub Power Up

Sub Power Up increases the throwing range and travelling velocity, allowing better utility of the Toxic Mist.

S2 Ability Special Power Up.png Special Power Up, S2 Ability Special Charge Up.png Special Charge Up, S2 Ability Special Saver.png Special Saver

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.

S2 Ability Stealth Jump.png Stealth Jump, S2 Ability Drop Roller.png Drop Roller

These abilities allow the user to Super Jump or land after using Inkjet with lower risk of being super-jump camped.

S2 Ability Last-Ditch Effort.png Last-Ditch Effort

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.

S2 Ability Respawn Punisher.png Respawn Punisher

These abilities punish opponents splatted by the user and the user themselves. Only use this if the player has a good kill-death ratio.

Not recommended

S2 Ability Haunt.png Haunt, S2 Ability Comeback.png Comeback

These abilities are not recommended due to anchors not getting splatted much, which makes these abilities rarely triggered.

S2 Ability Opening Gambit.png Opening Gambit

Opening Gambit is not recommended due to the short and insignificant boost.

S2 Ability Tenacity.png Tenacity

Tenacity is not recommended as the passive charging of the special is hardly noticeable.

S2 Ability Main Power Up.png Main Power Up

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.