Competitive:L-3 Nozzlenose D

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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 L-3 Nozzlenose D, see L-3 Nozzlenose D.

Splatoon 2

L-3 Nozzlenose D

L-3 Nozzlenose D

Abbreviations L-3 D
Sub S2 Weapon Sub Burst Bomb.png Burst Bomb
Special S2 Weapon Special Inkjet.png Inkjet
Base damage 29
Base duration
Ink consumption 1.15% (3.45% per ZR)
Special points 200p
Special depletion
Role Slayer[1]
Strengths Range (vs. a Splattershot), turfing, mobility[2]
Weaknesses Requires good accuracy and the ability to lead shots, less damage and range vs. a Splattershot Pro


  • The L-3 Nozzlenose D is a unique, medium ranged slayer's weapon[3], thanks to its various abilities.
    • It has more range than a number of other slayer's weapons, such as the Splattershot, the Splat Dualies, and the Splash-o-matic, allowing it to zone out many opposing slayers in a one-on-one and both shark and turf from a safer distance.
    • The ink coverage of the L-3 Nozzlenose D and Burst Bombs is very efficient for turfing, which helps maintain map control and quickly build up the special gauge.
    • Its mobility, particularly while firing, is amazing for a middleweight weapon, outpacing the Splattershot Pro, the Splattershot, even the Splash-o-matic. Run Speed Up can further increase this mobility, making its user a more difficult target to hit while firing.
    • Main Power Up can increase its damage per shot, maxing out at 33.3 with 24 ability points - about two mains and one sub - as of Version 5.1.0.
    • Comeback, Quick Respawn, and Stealth Jump are abilities that each encourage aggressive play for a slayer.
  • As a burst-fire shooter, the L-3 Nozzlenose D requires a higher level of skill than an automatic shooter to be effective:
    • Its user must be more accurate with aiming, due to the delay between bursts.
    • A user of any burst-fire shooter has to be able to lead shots in order to maximize the damage per burst.
  • While less powerful than other bombs, Burst Bombs instantly explode and have good ink efficiency, offering plenty of uses:
    • Quickly turfing various inkable surfaces for quick maneuvering and building of the special gauge.
    • Either leading off attacks before attacking with the main weapon or finishing off damaged opponents who try to flee.
  • If piloted properly, the Inkjet can pressure opponents – particularly anchors – more directly than most other slayer's special weapons without committing too far forward (unlike the Baller):
    • Upon activation, its launching point is marked for all players – teammates and opponents – to see and, as of Version 3.2.0, also indicates when its user will return via super jump, allowing an opponent to camp or shark there. Therefore, it is advised to launch the Inkjet from a less visible and better protected area.
      • Drop Roller allows its user to better dodge either a potential Inkjet punish or a simple super jump punish, providing a safer landing.
      • Specials are also free ink reloads, allowing the L-3 Nozzlenose D user to throw a Burst Bomb upon landing after the special ends.
    • Its movement speed is determined by both the L-3 Nozzlenose D's strafing speed and the number of Run Speed Up ability points equipped.
    • Its altitude depends on the elevation of the surface it is hovering above, enabling it to either fly very high over an elevated structure, such as the glass roof in Shellendorf Institute, or hover high enough to challenge an opponent on a perch.
      • However, the Inkjet cannot achieve thrust off of grates or mesh, causing its pilot to merely walk on them. Avoid hovering over them to maintain altitude.
      • Pressing the B button will provide a temporary extra thrust, while morphing into squid/octopus form will halt the jets to enable the pilot to descend. Mastery of these maneuvers is necessary for Inkjet pilots to become less predictable for long-ranged opponents to track and pick off.
    • Its mobility enables it to reach areas that are otherwise not easily accessible — or even inaccessible, such as over the glass enclosures in Kelp Dome.
    • The Inkjet's cannon fires long-ranged, Rainmaker-like bursts of ink that splat opponents in one direct hit or two to four indirect hits:
      • Lead the Inkjet's shots to compensate for their slightly slower travel speed, especially when positioned farther from an intended target.
      • Its splash damage can splat opponents positioned behind obstacles, varying from 30 to 50 damage; the closer the shot to the opponent, the more damaging.
    • If an Inkjet falls out of bounds, such as into the water, its pilot will land back onto the location of launch — or the most previous point of solid ground. Therefore, the Inkjet can save a player from an out-of-bounds splat in a pinch.


  • Because of the versatility of the L-3 Nozzlenose D, each of the many slayer's and support weapons each have to approach a matchup against it in a different manner:
    • One-on-one matchups between L-3 Nozzlenose Ds on opposing teams are decided by the players' skill, positioning, turf control, and assistance from teammates.
    • The L-3 Nozzlenose D outranges and outmaneuvers many typical slayer's weapons, such as the Splattershot and the Splash-o-matic, so they would be at a disadvantage in a straight one-on-one. Careful flanking or sharking and better positioning and tactical use of bombs are more effective than brute force.
    • The Splattershot Pro easily outranges the L-3 Nozzlenose D but is outmaneuvered by it due to its relatively slow running speed while firing. Try to zone out the L-3 Nozzlenose D and watch both the ink tank and the surrounding turf because the Splattershot Pro is also weaker in both ink efficiency and turfing as well.
    • Mid- to long-ranged support weapons are often the best bet against the L-3 Nozzlenose D. The .96 Gal, the H-3 Nozzlenose, and the Dualie Squelchers all outrange the L-3 Nozzlenose D, and the latter also outmaneuvers it (through dodge rolling).
    • Brellas can pose a problem for the L-3 Nozzlenose D due to the latter's lag between bursts, but beware the L-3 Nozzlenose D's mobility.
    • Be wary of any Burst Bombs the opposing L-3 Nozzlenose D might use, as they provide its user another quick damaging option to rely on.
  • Any long-ranged weapon, such as a charger or most splatlings, can not only attack an L-3 Nozzlenose D with impunity (as long as the former can maintain a safe distance) but also pick off any errant Inkjet pilots.
  • To avoid falling victim to a sharking L-3 Nozzlenose D, always keep track of all four opponents - which ones are still active, which ones are splatted, and which ones super jumped back to their spawn point - and turf suspicious puddles of opposing ink, preferably with a sub weapon.
    • Any sub weapons that can track opponents not only discourage sharking but also make marked opponents easier targets for a long-ranged teammate.
  • 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 Roll however.

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.

S2 Ability Main Power Up.png Main Power Up

Increases main weapon damage up to 33.3 per shot. The L-3 Nozzlenose D is a weapon that has a close potential for a three hit splat, or a one hit splat per ZR if the opponent has touched enemy ink for at least one frame.

  • 24 ability points – achievable with either eight subs or one main and five subs – are enough to reach the L-3 Nozzlenose D's damage cap of 33.3 HP.[4]
  • For a smaller but nearly-effective investment, 16 ability points – reached with six subs or one main and two subs – are enough to exceed 32 HP of damage, while 6 ability points – just two subs – will exceed 30 HP.[4]
S2 Ability Run Speed Up.png Run Speed Up

Increases both running speed, notably while firing, and Inkjet movement speed.

S2 Ability Stealth Jump.png Stealth Jump

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.

S2 Ability Drop Roller.png Drop Roller

Allows the user to potentially roll away from enemy fire after Super Jumping, including notably after the Inkjet has expired. It also gives them a mobility boost for 3 seconds in the form of 10 AP of Run Speed Up, Swim Speed Up, and Ink Resistance Up.