Competitive:Clash Blaster Neo
|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 Clash Blaster Neo is a slayer's weapon capable of suppressing opponents at close range. However, its shorter range, slower firing rate, and poor turfing all restrict how it can be used:
- Its range, although comparable to that of the Splash-o-matic (74.8 units versus 78.4 units), is still shorter than that of the average slayer's weapon, preventing it from effectively attacking most other slayer's weapons head-on. A Clash Blaster Neo user will have to rely more on flanking and sharking to consistently splat opponents.
- Ninja Squid can help sneak up close to opponents to offset the Clash Blaster Neo's short range.
- Its shots travel slower than those of rapid-firing weapons — 9.35 units per frame versus 22 units per frame for the Kensa Splattershot, for example. This means that a Clash Blaster Neo user has to lead their shots in order to land direct hits.
- The Clash Blaster Neo becomes less accurate (by 8 degrees) immediately after becoming airborne, whether from a jump or a drop.
- The Clash Blaster Neo's damage varies depending on whether a target is hit directly, and if not, whether the shot exploded on a solid surface:
- 60 health points (HP) of damage per direct hit — enough to splat most opponents in two hits
- 30 HP per hit of splash damage if the shot's explosion does not hit a solid surface
- 15 HP per hit of splash damage if the shot's explosion hits a solid surface
- Thus, when firing up a ledge or around either an obstacle or an opponent's brella shield for splash damage, avoid hitting solid surfaces to maximize damage.
- The Clash Blaster Neo suffers some lag time after each shot compared to rapid-firing weapons, making it punishable after a miss:
- The interval between firing and either morphing or using a sub weapon is 20 frames — far longer than the 4 frames of Kensa Splattershot.
- Its firing rate is 20 frames between shots (3 shots per second) – far slower than the Kensa Splattershot's 6 frames between shots (10 shots per second).
- Therefore, unless attacking an opponent up a ledge or around either an obstacle or their brella shield, go for direct hits whenever possible.
- The Clash Blaster Neo operates best in areas and stages that are less open, such as around a corner or beneath a short ledge, where an opponent has less room to avoid shots and outmaneuver the Clash Blaster Neo user. Walleye Warehouse and Camp Triggerfish are just a couple stages suitable for a Clash Blaster Neo.
- Besides its short range and long lag after each shot, the Clash Blaster Neo suffers from other drawbacks:
- Its movement speed while firing (0.65 units per frame) is slow compared to weapons of comparable range. Combined with the long lag after shots, the Clash Blaster Neo is less immobile and more vulnerable to attack after each shot than are typical shooters.
- Its poor ink efficiency and turfing make it prone to getting surrounded by opposing ink if fired too recklessly. Avoid overextending into the opponents' territory.
- Despite its setbacks, the Clash Blaster Neo does perform certain tasks very well:
- Its greatest strength is its short range suppression. Opponents who get caught within its range are forced to retreat or get splatted. However, to reach this positional advantage, a Clash Blaster Neo needs to either sneak up to an opponent or hide and wait for the opponent to get too close.
- If used properly, the Clash Blaster Neo is also a nightmare matchup for any Splat Brella or Undercover Brella user. Fire around the opponent's shield and use the splash damage to splat the opposing brella user. This does not work as well against a Tenta Brella however.
While the Curling Bomb is not as versatile as other bombs, it still has a variety of uses:
- When it travels along any inkable non-vertical surface, it leaves a trail of ink behind, providing a quick avenue to either attack or escape.
- Keep opponents guessing by sending Curling Bombs towards the opponent without swimming in its trail. Either Ninja Squid or swimming slowly can help avoid detection while swimming in the ink trail.
- It further assists the main weapon in turfing from a safe distance.
- When charged, or "cooked" long enough, it can be used to lay insidious bomb traps to hold off pursuers or flush out sharks.
- Particularly in narrow or closed areas, a Curling Bomb ricocheting off of walls can be a useful distraction to force an opponent to move in a certain direction.
- To throw a Curling Bomb onto a ledge, jump and release the bomb upon reaching the apex of the jump.
The Tenta Missiles can be used to pressure opponents and force them out of position without having to commit too far forward:
- It is recommended to only activate the Tenta Missiles at a safe distance from opponents, not only because a Tenta Missile user is vulnerable to close-range attacks but also because opponents who are further back are easier to track and home missiles on.
- After activating the Tenta Missiles, use its tracking phase as a pseudo-Echolocator to determine the opponents' locations and maximize the number of targets.
- Being lethal upon a direct hit, Tenta Missiles force opponents to move out of position. Launching them just before a push can cause opponents to scatter, giving your team opportunities to pick off any opponents caught fleeing the Missiles.
- Tenta Missiles can counter an opponent's Sting Ray or Booyah Bomb if anticipated early enough; an opponent will be forced to either delay or interrupt it to avoid getting splatted by the missiles, throwing off their aim.
- The Clash Blaster Neo lacks both range and turfing, so a teammate that provides both, such as one with an N-ZAP '85 or an H-3 Nozzlenose, can best cover up these weaknesses. Any good turfing weapon, such as the Splattershot Jr. or the Splash-o-matic, makes a good complement to the Clash Blaster Neo, but other teammates would have to provide more range.
- Because blasters are generally poor at turfing, having more than two blasters – or two blasters and a charger – will hinder the team's ability to turf, which will reduce its mobility, its ability to either mount an offense or react on defense, and – in Clam Blitz – its ability to collect clams.
- Upon recognizing that a Clash Blaster Neo user is on the opposing team, take a few proactive measures to avoid getting caught within their splash damage:
- Remain farther back on a ledge or further around a corner to avoid any splash damage.
- Have a means to back up and retreat from the splash damage. Do not attempt to fight back until you are out of range of the opposing Clash Blaster Neo.
- Most other slayer's weapons and some support weapons can zone out the Clash Blaster Neo with their superior range:
- Maintain a distance from the opposing Clash Blaster Neo that is outside their range but within your weapon's range.
- Whenever possible, exploit the Clash Blaster Neo's poor ink efficiency and turfing by surrounding it with ink. Sub weapons and teammates can prove useful.
- In general, engage an opposing Clash Blaster Neo in a more open area – where there is more room to avoid both its shots and any Curling Bombs, outmaneuver it, and surround it with ink – than in a closed area.
- The Splat Brella and Undercover Brella and their variants cannot sufficiently protect their users from the splash damage of the Clash Blaster Neo.
- A long-ranged weapon, such as a charger or most splatlings, can attack a Clash Blaster Neo from long distance with impunity. However, once the Clash Blaster Neo gets close, it can outdraw its slower firing opponent.
- A competent Clash Blaster Neo user is likely capable at both flanking and sharking:
- Keep track of all four members of the opposing team – which ones are present, which ones are splatted, and which ones are back at their spawn point.
- Check the map periodically for opposing ink forming around flanks to anticipate a flanking attack.
- To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
- Weapons that track opponents, such as Point Sensors, temporarily prevent an opponent from sharking and makes them an easier target for long-ranged teammates to pick off.
- When pursued by a Clash Blaster Neo, using almost any sub weapon (except for Squid Beakons) can either delay their pursuit or deter them from chasing.
- If an opponent's Curling Bomb travels nearby, immediately turf the trail it leaves behind to both cut off lanes of attack and flush out any opponents.
- Be mindful of both when the opponent has Tenta Missiles ready and when the missiles are launched:
- If an opponent attempts to launch them when nearby you, splat them quickly to reduce or even cancel their deployment.
- When the opponent deploys their Tenta Missiles, avoid getting close to teammates - even when not targeted, as a targeted player crossing paths with a teammate might cause the other to get injured or splatted.
- Whenever targeted by opposing Tenta Missles, unless actively engaging an opponent, only move enough to avoid damage and reduce the amount of turfing by the Missiles.
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.
Unless a Clash Blaster Neo wielder is on an extended splatting streak, they can expect to get splatted often. When equipped, Comeback grants 10 ability points of six different stackable abilities for twenty seconds after respawning from getting splatted by an opponent:
The former three abilities and Swim Speed Up are the most useful for the Clash Blaster Neo, allowing its user to conserve ink and more quickly pursue and pressure the opponent upon returning from spawn.
Allows for more frequent use of Curling Bomb. Curling Bombs are a good approach tool for Clash.
Pairs well with Swim Speed Up as it hides the user's approach.
Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Clash Blaster Neo user to remain aggressive even after getting splatted.
- 26 ability points – two mains and two subs – are enough to reduce the respawn time from 8.5 seconds to 5.8 seconds.
This speeds up special charge time and offsets the low turfing of the Clash Blaster Neo.
Super Jumping to a teammate after respawning carries the risk of getting splatted upon landing, due to the appearance of a Super Jump indicator. When equipped, Stealth Jump better covers this indicator from long distance opponents, allowing its user to more safely return to the front lines and maintain pressure on the opponent.
Allows the user to get into range to attack much easier.
- "Splatoon 2 - Weapon Roles and Playstyles (Classifying every Weapon)" by Wadsm
- "Splatoon 2 - How to Destroy the All-Mighty OVERPOWERED Clash Blaster!" by ThatSrb2DUDE of Team Olive
- "Splatoon 2 - Weapon Analysis: Blaster (A Powerful Close Range Weapon!)" by ThatSrb2DUDE, formerly of Team Olive
- Sendou.ink Splatoon 2 Build Analyzer
- Lean's Loadout Database - Useage of abilities in Ranked modes