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 Squeezer's mechanics, range in semiautomatic mode, and special weapon make it a support weapon:
- Tap to fire in semiautomatic mode; hold down to switch to fully automatic mode.
- The semiautomatic mode's long range – between those of the Dynamo Roller's vertical swing and the Heavy Splatling – allows for easy zoning out of opponents.
- The perfect accuracy of its semiautomatic mode makes it more reliable than similarly ranged weapons, such as the H-3 Nozzlenose and the Dualie Squelchers.
- Main Power Up can increase the damage per shot of the semiautomatic mode up to 49.4 with the maximum 57 ability points. 30 ability points – or three mains – set it to 46.5. Less importantly, damage per shot of the fully automatic mode maxes out to 33.3 at 20 ability points — or two mains.
- The fully automatic mode is short ranged and loses accuracy the longer it is fired but is more efficient at turfing than the semiautomatic mode.
- The Squeezer has two main weakness: low ink efficiency and slow firing rate:
- Its ink efficiency is worse than that of the Splattershot Pro. Always check the ink tank and avoid getting caught in the middle of opposing ink.
- Its slow firing rate can be exploited by quicker firing slayer's weapons that get too close, so keep an eye out for both flankers and sharks.
- A less notable weakness is its turfing, particularly when compared to other support weapons. In general, focus more on splatting opposing support players instead of trying to out-turf them with a slower firing, less ink efficient weapon.
When placed properly, a Splash Wall can provide great utility, even in stages and areas that are more open:
- Any bombs thrown by an opponent that hit a Splash Wall will instantly explode, potentially splatting the Splash Wall's user or their teammates.
- Refrain from either showering in or rushing through the wall until it is certain that the opponent has no bombs available in the area.
- Do not throw a Splash Wall behind a teammate, as an opponent's bomb thrown into the wall can instantly splat them.
- Defensively, it can allow its user to evade a pursuing opponent or hinder the opponents' push, blocking both their movement and their fire.
- Offensively, a Splash Wall can restrain the opponents' movement, allowing its user and their teammates to push forward or gain map control.
- Throwing a Splash Wall behind an opponent can prevent them from fleeing.
- A Splash Wall can nullify a Brella shield — even a Tenta Brella shield.
- If an opposing Brella user launches their shield, dropping a Splash Wall in front of it will cause both to negate one another, potentially denying a Rainmaker or Power Clam push.
- At maximum, it takes 36-41% of the ink tank to launch a Brella shield and 60% to drop a Splash Wall. However, the Splash Wall can be deployed far more quickly, allowing its owner more time to reload ink or reposition themselves to a more favorable location.
- In Splatoon 2, the Tower will destroy any Splash Wall it collides into. However, a Splash Wall may be placed onto the Tower to protect its user or their teammate while riding it. (Once again, watch out for the opponents' bombs.)
- Placing a Splash Wall in front of yourself before activating the Sting Ray can provide extra protection when under attack.
- If under fire, the Sting Ray can stall a couple shots, allowing seconds of escape.
- Be careful as the player can get splatted if behind the wall and a player throws a bomb on the same side.
The Sting Ray is an infinitely long distance weapon that can penetrate obstacles and damage opponents from afar:
- It can limit the opponents' mobility when used in coordination with teammates, making it easier for teammates to splat them.
- The Squeezer has the lowest special gauge requirement (180p) among all other Sting Ray-based weapons, along with the Custom Jet Squelcher, and Dynamo Roller. Combined with its solid turfing when holding , a Squeezer user will often have Sting Ray available compared to other Sting Ray-based weapons.
- Before starting the Sting Ray, it is advised to keep a safe distance from battles, as firing a Sting Ray too close to an opponent can leave one vulnerable to attack.
- When firing the Sting Ray, if an opponent escapes from the ray, bring up the map with . An opponent who has taken any damage will be visible on the map until completely healed. Redirect the Sting Ray until the popping sound is heard.
- When fired at certain objectives in Ranked Battle — namely the Tower, the Rainmaker, or an opponent's Power Clam, Sting Ray can help stall the opponents' push. However, it often pays to wait for teammates to be nearby the objective to secure it before firing the Sting Ray.
- While thought of as a defensive, or stalling special weapon, Sting Ray can also be used to great effect on offense:
- Restraining or eliminating opponents who attempt to attack your teammate tasked with the objective (Tower, Rainmaker, Power Clam).
- Eliminating or distracting the opposing anchor, preventing them from providing support fire on defense.
- With its impressive range, superior accuracy, and good damage, the Squeezer is difficult for most other weapons to challenge in a straight one-on-one matchup.
- With a shorter ranged, quicker firing weapon, flank, shark, or outmaneuver (e.g. via dodge rolling) the Squeezer to exploit its slow firing rate.
- If a Brella can get within range, it can pose a problem for the slow firing Squeezer.
- When attacking with Bombs, try to throw them behind the opposing Squeezer to force the opponent closer or detonate on the Sqeezer's Splash Wall.
- Longer ranged weapons, such as most chargers and some splatlings, generally have an advantage over the Squeezer. Note that the Heavy Splatling and its variants barely outrange the Squeezer but definitely outfire it.
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.
Increases semiautomatic mode damage up to 49.4.
Increases Sting Ray Duration.
- "Splatoon 2 - Weapon Roles and Playstyles (Classifying every Weapon)" by Wadsm
- "Splatoon 2 UK Championship 2018 Grand Final" Meeku (Inkxiety Sirens) drops a Splash Wall to evade iTim (Ducklings)
- "PAX East Finals Pt. 3 | Splatoon 2 NA Inkling Open 2019" Game 6, Arashi (Lowkey) prevents Kyo (FTWin) from fleeing