Competitive:Wasabi Splattershot

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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 Wasabi Splattershot, see Wasabi Splattershot.

Splatoon

Wasabi Splattershot

Wasabi Splattershot

Abbreviations Wasabi
Sub S Weapon Sub Splat Bomb.png Splat Bomb
Special S Weapon Special Inkstrike.png Inkstrike
Base damage 35
Base duration
Ink consumption 0.9%
Special points
Special depletion Specdep icon.png 60%
Role Slayer/Support
Strengths Splatting, mobility, turfing with Inkstrike
Weaknesses Slightly shorter range compared to other slayer weapons.

Unlike its Tentatek variant, the Wasabi Splattershot has a cheaper special gauge requirement, allowing the weapon for more frequent Inkstrikes. The Splat Bomb also allows the weapon to be more aggressive, meaning the weapon can be seen slightly better than the Tentatek Splattershot.[1]

Use

The Wasabi Splattershot fires rapidly and turfs very well, but its higher damage and slightly longer range than a Splattershot Jr. makes it a slayer's weapon:

  • Its damage per shot (35 HP, or health points) is considerably higher than that of the Splattershot Jr. (28 HP), allowing it to splat most opponents in just three hits.
    • However, shots that travel further than its effective range (see below) will suffer falloff until it reaches 14 HP of damage after 15 frames, requiring up to seven hits to splat opponents.
    • It is still usually more advantageous to fire at opponents from an elevated position – despite any resulting damage falloff – than it is to drop down and engage them at their level. Otherwise, fire at opponents when they are within the effective range to maximize damage output.
  • Its range (116.99 DU, or distance units, or over two distance lines away in the Shooting Range) is slightly longer than that of the Splattershot Jr. giving its user an inherent advantage over shorter-ranged weapons, such as most rollers. Simply maintain your distance from a shorter-ranged opponent while firing at them to minimize the damage taken from them.
  • While middleweight weapons such as the Wasabi Splattershot generally have average mobility – 0.96 DU/f, or distance units per frame, while running, 1.92 DU/f while swimming – the Splattershot is very mobile in two other ways:
    • Its running speed while firing (0.72 DU/f) is above average among shooters.
    • It has a short interval between firing and either using a sub weapon or morphing into squid or octopus form (4 frames).
    • This extra mobility allows its user to apply pressure onto the opponent — whether head-on or through timely flanking, more quickly respond on defense, and more easily dodge opposing fire.
  • The Wasabi Splattershot is also faster and more efficient at turfing than most other slayer's weapons, allowing its user to both maintain map control and build up its special weapon more quickly than most other weapons can. Inkstrike also allows the user to maintain map control.
  • The Wasabi Splattershot has shorter range than most other weapons, such as the Splattershot Pro, sloshers, and especially chargers and splatlings, all which can fire upon a Splattershot user before the latter has a chance to land a shot. Therefore, a Wasabi Splattershot user has to attack them in a different way than a head-on approach:
    • One way to effectively attack an opponent with a longer ranged weapon is to flank them, or approach them from either the side or behind, while their attention is towards the front lines. If performed correctly, this can either catch the opponent by surprise or at least divert their attention away from the front, allowing one of your teammates to splat them.
    • Another method to attack a longer-ranged opponent is sharking, or hiding – usually in friendly ink out of the opponents' sight – until the opponent gets within your range before attacking. Sharking can work against any opponent – regardless of their weapon's range – who is caught unawares.

Splat Bombs are a versatile sub weapon that synergize well with the Wasabi Splattershot:

  • 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, stalling an opponent's push, or providing space to escape.
  • Damaging or destroying an opponent's Splash Wall, or the Rainmaker shield, while detonating on contact. The same happens when thrown against an Inkstrike.
    • Any opponents caught within the Splat Bomb's explosion will get damaged or splatted.

The Inkstrike if deployed properly, can allow a team to push in.

  • Launch an Inkstrike in a safe position away from opponents. While launching, the player is unable to fight back and moves very slowly, leaving the user exposed.
  • Inkstrike will ink the area continuously, forcing opponents out of an area.
  • Inkstrike can be used on objectives which will get opponents splatted or pushed back.
    • Inkstrikes used on the Splat Zone are likely to take control of the zone or neutralize it.
    • If used on the Tower, it will force opponents off the Tower. This can be useful in overtime if the opposing team is pushing in.
  • Any opponents caught in the Inkstrike tornado will get splatted. Try to splat any opponents fleeing from the Inkstrike.
  • Inkstrike will not splat opponents under the effects of Bubbler or Kraken but will knock them back severely, meaning they will still have to evacuate the area.

Synergy

The Wasabi Splattershot has great fire rate and damage, but its range can put the user at a disadvantage. Having too many short-ranged weapons on a team can put the team at a disadvantage for a few reasons.

  • An opponent with a long-ranged weapon can more aggressively position themselves to zone out the entire shorter-ranged team.
  • The opposing slayers can play more aggressively, knowing that there is no long-ranged threat to pick them off from afar.

Countermeasures

  • When pursuing an opposing Wasabi Splattershot, be wary of any Splat Bomb traps the opponent may have planted, such as around a corner or under a grate.
  • If an opposing Wasabi Splattershot user throws a Splat Bomb onto the Tower while you are riding it, you can move to the other side of the Tower and use the stake for cover from the blast. However, be ready to fend off any opponents – including the opposing Wasabi Splattershot user – who attempt to attack this other side.
  • If an opposing Wasabi Splattershot user activates Inkstrike at an unsafe position, try attacking them as they cannot fight back.

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.

S Ability Comeback.png Comeback

Unless a Wasabi Splattershot user is on an extended splatting streak, they can expect to get splatted often. When equipped, Comeback grants 12 ability points of six different stackable abilities for twenty seconds after respawning from getting splatted by an opponent:

All of these abilities benefit a Wasabi Splattershot, making it more ink efficient, move faster, and pairs well with the weapon's middle special depletion to obtain Inkstrike faster on respawn.

S Ability Ink Resistance Up.png Ink Resistance Up

As a short-range weapon, players will generally find themselves in enemy ink in engagements. The Ink Resistance Up ability allows players to continue to be mobile and to survive more fights without taking as much damage from enemy ink.

S Ability Quick Respawn.png Quick Respawn

Quick Respawn will always shorten respawn time after getting splatted in this game, encouraging a Wasabi Splattershot user to remain aggressive even after getting splatted and is in general useful for brute forcing your way back into the stage.[1]

  • One main, or 10 ability points, reduces the respawn time from 8.5 seconds to 7.29 seconds.
  • Two mains, or 20 ability points, drops this further to 6.29 seconds.

References