Competitive:Tenta Missiles

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This article discusses content that is not part of the official Splatoon series but is part of the community or competitive gaming space.
For information about Tenta Missiles, see Tenta Missiles.

Splatoon 2

Tenta Missiles

Tenta Missiles

Base damage 30 (far splash)
50 (near splash)[1]
150 (direct hit)
Base duration
Ink consumption
Special points
Special depletion
Strengths Infinite range, displaces opponents, safe Anchor pressure, reveals opponents' locations, can potentially target entire opposing team[2]
Weaknesses Vulnerable during tracking and launch phases, effectiveness dependent on opponents' location and composition and stage

Tenta Missiles is a global special, capable of locating and targeting multiple opponents as well as the Rainmaker.[3] While it only needs a simple amount of input, it requires understanding and experience to use to its full potential. It is available early in Splatoon 2 on a variety of weapons, from slayer's weapons to anchor's weapons, but its global characteristics make it primarily a supportive special weapon.


Tenta Missiles can be used to pressure opponents and force them out of position without having to commit too far forward:[2]

  • 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.
  • The number of missiles launched – and the amount of time needed to fire them – and the number of missiles launched towards each target depends on how many targets – opponents and the Rainmaker – were locked on upon launching:
    • One targets: ten missiles
    • Two targets: five missiles each
    • Three to five targets: four missiles each, firing time increasing as number of targets increases
  • Try firing Tenta Missiles at opponents near or on the tower to drive opponents away from the tower. It is more effective if fired on one person if they are alone.
  • Sometimes, it may be more beneficial to target a specific opponent or two instead of all of them, based on their weapons, location, and situation:[3]
    • Opponents wielding heavy, slow firing weapons will have a harder time escaping the missiles.
    • Opponents who are bunched together are more likely to cause their teammates to receive collateral damage than those who are spread apart.
    • Tenta Missiles are also a reliable means of forcing opposing anchors to cede their ground and lose focus while aiming. Sometimes, this is the only reliable means to push back into a zone or another important area of the stage.
    • 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.[4]


While having multiple players on the same team launching Tenta Missiles might seem like a fun and easy means to cause opponents to scramble for cover, having too many players equipped with them – no more than one or two – can reduce the effectiveness of a team composition:[5]

  • Other special weapons, such as Inkjet or Sting Ray, are intended for splatting opponents and more capable at this than are Tenta Missiles.
  • Tenta Missles cannot reliably turf highly contested areas of the stage as well as certain other special weapons, such as Bomb Launcher or Ink Storm.

Coordinating with your teammates can greatly increase the Tenta Missiles' effect during a battle:

  • Launching Tenta Missiles just before a push can cause opponents to scatter, giving your team opportunities to pick off any opponents caught fleeing the Missiles.
  • Firing Tenta Missiles on defense can help stall an opponent's push, but make sure that your teammates are nearby the front lines to follow the Missiles up.
  • Launching Tenta Missiles while a teammate is using a special designed to splat opponents, such as Sting Ray or Inkjet, can limit the opponents' escape options and even prevent them from Super Jumping to safety.


Opponents' Tenta Missiles can be mildly distracting to dreadfully devastating, depending on your mobility, surroundings, and situation. However, there are a few steps to minimize their impact:[6]

  • Bomb Defense Up DX, which already provides useful protection against Bomb splash damage, also reduces the damage taken from certain special weapons, including Tenta Missiles.[7][8] Just three ability points, or one sub,…
    • …reduce their far splash damage to 29.0.
    • …reduce their near splash damage to 48.3, allowing one to survive two near misses.[1]
  • Before the battle begins, pay attention to the opposing team's composition to check how many and which opponents have Tenta Missiles.
  • 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.
    • Avoid cluttered formations and maintain enough distance from your teammates to prevent collateral Tenta Missile damage whenever the opponent deploys their Missiles.[9]
    • If your team is in possession of the Splat Zone(s), then avoid hanging around them when opposing missiles are deployed to prevent the opponents from uncapping it.
    • 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.[10]
    • Take advantage of any natural cover available on the stage, such as trees, roofs, overhangs, and catwalks. Glass is even better, as it can't be turfed.
    • Super jumping to a teammate, a Squid Beakon, or your spawn point can also help elude missiles, as long as the landing is a safe place.
  • If you are in the Zone and there are many missiles targeted on you, get away from the Zone immediately to prevent any missiles from either taking or inking it.