Competitive:Tri-Slosher Nouveau

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S2 unused icon Octoling Enemy.png 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.
For information about the Tri-Slosher Nouveau, see Tri-Slosher Nouveau.


Tri-Slosher Nouveau

Tri-Slosher Nouveau

Tri, Tri-Slosher, Slosher, Bucket
Sub S Weapon Sub Seeker.png Seeker
Special S Weapon Special Echolocator.png Echolocator
Base damage 62
Ink consumption 6%
Special points
Special depletion Specdep icon.png 40%

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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.

Splatoon 2

Tri-Slosher Nouveau

Tri-Slosher Nouveau

Tri, Tri-Slosher, Slosher, Bucket
Sub S2 Weapon Sub Splat Bomb.png Splat Bomb
Special S2 Weapon Special Ink Storm.png Ink Storm
Base damage 62
Ink consumption 6%
Special points 170p
Special depletion
Role Slayer[1]
Strengths Splatting, turfing, mobility, flexible with abilities
Weaknesses Short range, Slower firing rate and worse ink efficiency than most shooters and dualies


The traits of the Tri-Slosher Nouveau make it a quintessential slayer's weapon:

  • Its high damage (62 health points, or HP, per hit), relatively quick rate of fire for a slosher-class weapon (12-16 frames for the first shot, 24 frames between shots), and Burst Bombs all translate into quick two-shot splats, making it deadly in both flanking and sharking.
  • Its range is comparable to that of the Splattershot and the N-ZAP '85 (88 units). This range, combined with its wide shot spread, makes it difficult for shorter ranged weapons – particularly brushes and most rollers – to safely approach an opposing Tri-Slosher Nouveau.
  • The Tri-Slosher Nouveau's lightweight nature gives it more inherent mobility than many other slayer's weapons, allowing its user to either pursue opponents or escape unfavorable matchups more easily.
  • The main weapon's wide shots enable their user to rapidly turf large areas to either gain or maintain map control and quickly capture zones in Splat Zones.
  • The arc-like trajectory of the Tri-Slosher Nouveau's shots has a couple unique applications:
    • Shots can be fired up a ledge or incline more easily than a shooter's shots can, making it valuable for pushing up slopes or walls.
    • Shots can also be launched over some obstacles, hitting opponents who may hide behind them.
  • While quick at both splatting and turfing, the Tri-Slosher Nouveau does have two weaknesses:
    • Like other slosher-class weapons, its rate of fire is slower than that of most shooters. While both the Tri-Slosher Nouveau and the Splattershot have similar ranges, the Splattershot has a quicker splatting time (35 HP, 3-11 frames for the first shot, 6 frames between shots, totaling 15-23 frames to reach 100 HP damage) than the Tri-Slosher Nouveau (36-40 frames); even the N-ZAP '85 has a quicker splatting time (28 HP, 3-11 frames for the first shot, 5 frames between shots, totaling 18-26 frames) than the Tri-Slosher Nouveau.
    • The Tri-Slosher Nouveau consumes ink more quickly than do most shooters. Aimlessly flailing it around will rapidly deplete the ink tank, leaving its user very vulnerable to attack.

A Splat Bomb detonates one second after touching a surface – more quickly than a Suction Bomb does (in two seconds), but cannot attach to surfaces and, thus, requires more precise aim when thrown. It is a versatile sub weapon with a variety of purposes suited for any slayer:

  • Pushing into a Splat Zone or any other important area of the stage, such as the opponents' street or platform.
  • Flushing out opposing anchors from perches, hindering their ability to control space with their range.
  • Poking at and zoning out opponents during the neutral phase, or stalling an opponent's push through area denial.
  • Providing space to escape, whether via both swimming and running or via super jumping.

Ink Storm is an area of effect (AoE) special weapon that can alter the battle if activated in the right location and direction:

  • Immediately upon activating the special, its user will be holding the Ink Storm device and be vulnerable to attack. Therefore, do not activate the special while being attacked, and make sure to throw it onto a surface before an opponent gets the opportunity to splat you.
  • The ink drops from the storm will inflict damage at a rate of 0.4 HP per frame, or 24 HP per second. Therefore, it will take 4.17 seconds of exposure to splat an opponent at full health. Slower, less mobile opponents – especially those carrying the Rainmaker – are the most adversely affected by Ink Storm since they are less capable of escaping its AoE.
    • This rate of damage also applies against opponents protected with Ink Armor, making it a great counter against Ink Armor. If equipped, Object Shredder will triple the damage inflicted onto armored opponents, including from Ink Storm.
    • Ink Storm's damage on the opponent becomes more effective whenever the opponent has less space to maneuver around, such as in an alley or on the Tower.
  • Defensively, Ink Storm can slow or disrupt the opponents' push by either altering their intended attack routes or weakening any opponents within the storm.
  • Offensively, Ink Storm can soften opposing defenses by forcing opponents out of optimal positions and inflicting chip damage onto those caught in the ink rain.
  • Besides potentially damaging opponents, Ink Storm also gradually turfs any non-vertical surface it travels over, allowing its user's team to gain map control and push further into the opponents' territory, such as under the opponent's Clam basket.
    • The damaging and turfing effects of Ink Storm are slower and more gradual than those of Booyah Bomb but last longer and affect a larger area, due to its drift.
    • While an Ink Storm may not be enough to capture an entire zone or two by itself, it can still help capture zones.
  • An Ink Storm above the Rainmaker can either weaken its shield to pop it or prevent the opponent from popping it.



  • Matchups between Tri-Slosher Nouveaus on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates.
  • Any weapon that has a combination of longer range, better accuracy, or higher damage output without sacrificing too much mobility can counter a Tri-Slosher Nouveau. For example, both the Splattershot Pro and Dualie Squelchers and their respective variants meet all of these requirements.
  • The wielder of a shorter ranged, quicker firing weapon should flank, shark, or outmaneuver the Tri-Slosher Nouveau to exploit its slower firing rate.
  • A long-ranged weapon, such as a charger or most splatlings, can attack a Tri-Slosher Nouveau from long distance with impunity. However, once the Tri-Slosher Nouveau gets close, the tables are turned, as it can outmaneuver and outdraw its less mobile, slower firing opponent.
  • A competent Tri-Slosher Nouveau 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 Tri-Slosher Nouveau, using almost any sub weapon (except for Squid Beakons) can either delay their pursuit or deter them from chasing.
  • When pursuing a Tri-Slosher Nouveau, be wary of any Splat Bombs they might plant while retreating, such as around a corner or after climbing a ledge.
  • When facing an opposing Tri-Slosher Nouveau's Ink Storm, assess where is a safe place to either reroute an attack or reposition on defense:
    • In general, avoid getting caught under an opponent's Ink Storm for an extended time, but also be wary of opponents waiting to pick off anyone fleeing the Storm.
    • If you must travel under an opponent's Ink Storm, avoid moving in the same direction that the Storm is traveling to minimize damage.
    • Even while avoiding an opponent's Ink Storm, it is still possible to turf or otherwise influence the area underneath. Long-ranged weapons, thrown sub weapons, and other special weapons (such as a counter-Ink Storm or Bomb Launcher) can splat opponents or dissuade them from occupying the turf underneath.

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 Comeback.png Comeback

Unless a Tri-Slosher Nouveau 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 are particularly useful for the Tri-Slosher Nouveau, allowing it to consume less ink and maintain pressure on the opponent upon returning from spawn.

S2 Ability Quick Respawn.png Quick Respawn

Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging the Tri-Slosher Nouveau 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.[2]
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. [3]