The Clash Blaster is a fast slayer weapon. Its large blast radius can help it with chip damage in battle. Its kit, Splat Bomb and Trizooka, is good for both offense and defense.
The Clash Blaster is usually in the middle of fights, whether Sharking or finishing off damaged opponents:
- As with most blasters, getting too close to an opponent results in an awkward position where the user cannot easily find their target. Still, a close range is ideal for the Clash Blaster, as it has a range of 95 DU, compared to the Splattershot, with 116.99 DU.
- Its sub, Splat Bomb, has reasonable range, which can be used to pick off enemies from a safer distance. Its Trizooka complements the main, with range that allows it to attack enemy anchors, such as E-liter 4K and Hydra Splatling.
- As a Trick Skirmisher, it is critical to always take note of the terrain. Being directly beneath low ledges often gives a great advantage for this blaster, allowing the user to hit opponents above them while staying generally protected. Being on the same level as the enemy can offer risk, as a splat can take up to four hits (each indirect hit does about 30 damage, direct hits do 60), giving the opponent a chance. When above, it is best to wait for enemies to be close by beneath for easy reach, while sending splat bombs at further opponents.
- While jump RNG still exists on the Clash Blaster, it is not as much of a problem as its blast radius is the largest in the game. This, combined with its speed of one projectile every 20 frames, (three per second), makes the need for direct hits less necessary, though still helpful. The weapon often relies on its mobility and large blasts to fulfill its slayer role.
- In Turf War, the Clash Blaster's role does not change. The user's goal is to keep the opponents out of the way, relying on their team for turf. Thus, this weapon should always be in the front, mainly fighting the battles.
- In Anarchy or X Battles, it should always keep track of the objective, as all weapons generally should. However, aggression is still important, and getting splats is usually the goal.
- In Rainmaker, it is best to stay far in front of the Rainmaker when on the user's side, or to hang back in choke points when the Rainmaker is in the possession of the opposing team. This gives an opportunity to quickly stop the advancing team, especially once at a closer range.
- In Splat Zones, staying around the edges of the Zone gives an advantage to the blaster, being able to swiftly move in and stop any enemies attempting to claim the Zone from ground level or above.
- Tower Control is possibly the best mode for Clash Blaster, as the objective is a small area in which the blast radius can completely cover. So, a few blasts can easily stop the tower in its tracks, and allow the player's team to take it back.
- Clam Blitz is a tricky mode to play with this weapon, as the player must decide between aggression or defense. Therefore, they must keep track of all enemy players and slip between sides depending on the immediate need.
- Because the Clash Blaster can jump into a battle so quickly, it excels at immediately assisting a teammate in a fight or finishing off fleeing opponents. Be sure to keep track of enemy players whenever possible, and be able to fire into the midst of the fight by already being there.