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The Slosher Deco, similarly to its other variants, is a slayer with the unique ability to attack over obstacles. While the Baller could allow it to play more aggressively, the lack of bombs and how expensive the Baller is means this weapon struggles more as a slayer compared to its other variants.
The Slosher Deco has the traits of a powerful slayer's weapon: high damage and medium range.
- Each tap of flings a large globule of ink in an arcing trajectory followed by a thin trail of ink:
- This trajectory enables a Slosher Deco user to more easily attack opponents who are up on a ledge or up an incline, making it very effective at sharking beneath the opponents' perch, leading a push up walls or slopes, and taking flanking routes that require a considerable amount of climbing.
- The arc-like trajectory also travels over obstacles that are not too tall, enabling a Slosher wield to hit opponents hiding behind them.
- So long as a Slosher Deco user is firing at at target that is not below them, the large globule consistently inflicts 70 HP of damage – just enough to splat most opponents weakened by a bomb's splash damage – while the thin ink trail inflicts 50 HP.
- Unlike most other weapons, such as shooters, the Slosher Deco only suffers damage falloff if the target is below the Slosher Deco wielder, reducing the damage by as much as 50%. Main Power Up can reduce this damage falloff.
- Regardless of any damage falloff, the large globule always delivers more damage than the thin trail of ink. Whenever possible, aim the reticle at your opponent to hit them with the large globule.
- In addition to its high damage, the Slosher Deco also has good range for a slayer's weapon (about 140 DU). Although this weapon has low range when aiming the reticle at the default position (), you can always aim higher to maximize your range. — enough to outrange most shooters and dualies.
- The Slosher Deco suffers from a few notable drawbacks: slow firing rate, low mobility, and low ink efficiency.
- Its slow firing rate (12-16 frames before first shot, 30 frames between shots) allows a fully healthy opponent using a rapid firing shooter to potentially absorb one Slosher Deco shot and still splat the wielder before the latter can fire their second shot.
- A Slosher Deco wielder is slowed down during (0.4 DU/f while firing) and after firing a shot (16 frames until either using a sub weapon or morphing into squid/octopus form) more than most shooter users are, making it a sitting target for opponents to exploit.
- The Slosher Deco's ink consumption (7%) is rather high for a slayer's weapon. Repetitive tapping of – particularly after throwing a Sprinkler – will quickly deplete the ink tank. Watch the ink tank and avoid traveling too far in the opponents' turf.
The Sprinkler can be used in a variety of ways to help its user:
- Turfing areas that are either out of reach or unsafe to approach, building up the special gauge.
- Maintaining turf onto highly contested areas, such as on the Tower. A Sprinkler placed high on a wall or ceiling can also be a distraction for an opponent.
- Acting as a light shield in a pinch. Sprinklers have 120 hit points but are easily destroyed by opponents armed with Object Shredder.
The Baller is a versatile special weapon with a variety of uses:
- Taking control of a certain area of the stage, such as a Splat Zone or underneath the opponents' Clam basket.
- Forcing the opponents to clear an area, whether leading a Tower or Rainmaker push or stopping one.
- Providing its user an extra layer of protection, such as when fleeing an unsafe situation or while riding the Tower at a checkpoint. In the latter case, be wary of getting knocked off of the Tower by the opponents' weapons.
- After the Baller's explosion, nearby opponents not splatted are often damaged enough for one or two hits from either the main or sub weapon to splat them.
- Baller can be used to survive a Splashdown, although the Baller is instantly destroyed.
- The Slosher Deco has a handful of combos it can perform with Baller:
- The splash damage of the explosion (55 damage) combined with a slosh (70 damage) will splat an opponent. The Slosher Deco's range allows it to pull off this combo, but keep in mind that the closer to the opponent when exploding, the better.
- Although the Baller takes 50 frames to grant the user protection, contact damage from it is active when the special starts. Hitting an opponent with a slosh (70 damage) and bumping into them with the Baller (50 damage) will splat them.
The Slosher Deco can play more aggressively than its standard variant, but not as aggressively as the Soda Slosher, due to a lack of bombs and an expensive Baller. This lack of bombs means that it can struggle to find a slot in some team compositions. While not a poor turfing weapon, the Slosher Deco greatly benefits if teamed up with a weapon that is more efficient at turfing, such as a Splattershot Jr. or an N-ZAP '85.
- Matchups between Sloshers on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates.
- A few slayer's and support weapons outrange the Slosher Deco without sacrificing too much mobility, making them good counters. For example, variants of the Splattershot Pro, the H-3 Nozzlenose, and the Dualie Squelchers all have better range and firing rate than the Slosher Deco.
- To attack an opposing Slosher Deco user with a shorter-ranged weapon, rely more on flanking or sharking to get close to them, then if possible, exploit their slow fire rate. Watch out for the Baller combo, however. (see above)
- A long-ranged weapon, such as a charger or most splatlings, can attack an opposing Slosher Deco user from long distance with impunity. However, once the opposing Slosher Deco gets close, the tables are turned, as it can outmaneuver and outdraw its less mobile, slower firing opponent.
- A competent Slosher Deco 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 Slosher Deco, using almost any sub weapon (except for Squid Beakons) can either delay their pursuit or deter them from chasing.
- If an opponent's Sprinkler is present nearby, make sure that no opponents are hiding nearby before attempting to destroy it.
- If multiple players are in the firing range of an enemy Baller, concentrate fire to quickly destroy and pop it. Both bombs and Object Shredder can help speed up the destruction and pop of a Baller. Bombs that strike an enemy Baller will immediately detonate, not only damaging it but also damaging or splatting any of the Baller user's teammates nearby.
- Non-damaging subs, such as Toxic Mist or even Point Sensors, can slow down a Baller. Toxic Mist will have the same effects to Baller as it does players as of version 5.2.0 and Point Sensors can knock the Baller back.
- Splashdown can destroy a Baller if executed before the Baller initiates its explosion. The Baller's user will remain unsplatted, so prepare a follow-up attack.
- In Tower Control, fire at an enemy Baller at a proper angle to knock it off of the Tower. With a mesh brim surrounding the Tower, the Baller cannot climb back on without the assistance of another structure.
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.
A Slosher Deco user in a slayer role generally gets close enough to the opponent and their bombs. Ever since its introduction in Version 4.3.0, Bomb Defense Up DX will not only reduce the damage taken from opposing sub and special weapons that are not one-hit-splat but will also reduce the duration of the tracking effects of certain opponent's sub and special weapons, such as Point Sensors and Ink Mines, allowing the user of this ability to evade detection more easily.
- Just three ability points - one sub - has a lot of utility. This includes, but is not limited to:
- Ink Armor will not break due to splash damage from bombs and other explosives that do 30 damage.
- Two near-misses from Inkjet, two bumps from a Baller, and splash damage from two bubbles from Bubble Blower will not splat the user.
- Getting hit by splash damage from a bomb will not make the user visible on the map.
Unless a Slosher Deco 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:
Because the Slosher Deco consumes ink quickly, both Ink Saver (Main) and Ink Saver (Sub) are the most useful for a Slosher Deco user, allowing them to pursue and pressure the opponent upon returning from spawn with less worry about their ink efficiency. In addition, Special Charge Up will offset the high special gauge for the Baller.
Any good slayer like a Slosher Deco user is expected to come in contact with the opponent's ink on various surfaces, which can both be damaging and reduce mobility. Ink Resistance Up not only partially offsets the reduction in mobility but also delays the damage taken from contact with opposing ink.
- Just three ability points – or one sub – delays the damage taken from opposing ink by 10 frames, reduces the damage taken from 0.3 HP/f (health points per frame) to 0.2 HP/f, and increases the normal running speed in opposing ink from 0.24 DU/f to 0.33 DU/f.
Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Slosher Deco user to remain aggressive even after getting splatted.
- 16 ability points – one main and two subs – are enough to reduce the respawn time from 8.5 seconds to 6.67 seconds.
- 26 ability points – two mains and two subs – are enough to reduce the respawn time from 8.5 seconds to 5.8 seconds.
When splatted, half of the special gauge progress is lost. For example, a player with 180p of special gauge out of 220p upon getting splatted will lose 90p of the special gauge. Due to the Slosher Deco having a 220p special gauge for Baller, having some Special Saver equipped allows them to preserve more of their special gauge progress in case they ever get splatted.
- 6 ability points – two subs – are enough to increase the amount of special gauge progress saved from 50% to 64.6%.
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. 
- "Splatoon 2 - Weapon Roles and Playstyles (Classifying every Weapon)" by Wadsm
- "Splatoon 2 5.3 Tier List Part 4 (Main Weapons - High Tiers) (Splat Zones Only)" by Chara of Climb
- "Splatoon 2 - What is a good team comp? (TOP 6 mistakes)" by Sendou, formerly of Team Olive
- Sendou.ink Splatoon 2 Build Analyzer
- Lean's Loadout Database - Useage of abilities in Ranked modes