|No Charge Damage||40|
|Full Charge Damage||180|
|Sub Weapon||Burst Bomb|
The E-liter 3K is a type of charger. It has a long charge time but has a very impressive range, and can instantly take opponents out.
|“||A charger with a high-capacity tank. By packing a lot of ink into each shot, it can strike from a great distance... at the cost of long charge time and ferocious ink consumption.||”|
— In-Game Description
The E-liter 3K is designed to withstand extreme pressure, allowing you to charge it up even further! As a result, it has incredible range and truly fearsome attack power! It's great for forging a path forward.
|“||The longest-ranged weapon in the game, and thus truly terrifying on stages that allow sniping from afar. The Echolocator special helps with picking off unwary enemies and avoiding attackers from behind. The weapon suffers when engaging at close range, however, so abilities that emphasize mobility (like Run Speed Up and Swim Speed Up) are recommended.||”|
— Splatoon Prima Guide
Damage Up The Damage Up ability is very effective on Charger weapons, strengthening Burst Bomb. It is desirable to have at least two mains of Damage Up abilities; see here for more details. SquidForce gear has a 5x higher chance of rolling this ability, but no items of the SquidForce brand have Damage Up as the main ability.
Cold Blooded The Cold Blooded ability reduces the duration of tracking by Point Sensors, Haunt, and Echolocators by 75%. Because of the E-liter 3K's extremely limited mobility (15), Cold Blooded allows players to be unpredictable in positioning, win sniper duels and prevent quick splats by enemy snipers Ink Recovery Up The Ink Recovery Up ability hastens the refill rate of ink. The E-liter 3K relies on frequent supplies of ink, making this ability important. Tentatek gear has a 5x higher chance of rolling this ability.
Ink Saver (Sub) The Ink Saver (Sub) ability decreases the ink usage of sub weapons. It allows players to throw three Burst Bombs in succession. This increases the probability of getting a short range splat when rushed down. Firefin gear has a 5x higher chance of rolling this ability.
The White Headband comes with Ink Recovery Up as a main ability. Because it is produced by SquidForce, it also has a 5x higher chance of rolling Damage Up as a secondary ability. This combination makes more chances to attack quickly.
The Part-Time Pirate comes with Damage Up as a main ability. Because it is produced by Tentatek, it also has a 5x higher chance of rolling Ink Recovery Up as a secondary ability. This combination makes more chances to attack quickly. But clothing gear is replaced with Splatfest Tee during Splatfest.
The Anchor Sweat comes with Cold Blooded as a main ability. Because it is produced by SquidForce, it also has a 5x higher chance of rolling Damage Up as a secondary ability. These abilities allow E-liter 3K users to promptly splat opponents without worrying about being tracked.
The Cyan Trainers come with Damage Up as a main ability. Because they are produced by Tentatek, they also have a 5x higher chance of rolling Ink Recovery Up as a secondary ability. This combination makes more chances to attack quickly.
- ▼ Maximum damage without full charge: 120.0 → 100.0
- ▼ Special gauge loss: 50% → up to 60%
- ▼ Swim speed decreased by about 10%.
- ▼ Range when not fully charged reduced by about 20%.
- ▲ Time taken to fully charge reduced by about 6%.
Being the second longest ranged weapon in Splatoon, the one with the largest range being the E-liter 3K Scope, the E-liter 3K can deal with opposing chargers. They are essential in providing cover and locking down choke points on a stage, allowing the rest of the team to move. The Burst Bombs can be used to more effectively to take out enemies who get too close then follow up with semi-fire. Meanwhile, the Echolocator can track enemy Inklings submerged in ink or who are approaching.
- Against Shooters
Splat shooters before they get too close. If they do, either use Burst Bombs to kill/slow down the enemy, or swim back to regain the range advantage.
- Against Rollers
Splat rollers before they get too close. This should be easy, as Rollers are exposed out of ink a lot more than other Weapon classes. However, Brushes are trickier since they move quickly. Treat these like Shooters or relocate.
- Against other Chargers
Use range to simply pick off other chargers. This is what the E-liter 3K does best.
Charger-type weapons don't cover as much turf as the Shooter or Roller weapon types. If the player with the weapon is camping, they are essentially not contributing in Turf War. If possible, use another route to continue progressing whilst they do nothing. Alternatively, splat them from behind whilst they are looking down the scope. Short-range is a charger's nightmare. If the charger is locking down a choke-hold, lay down ink and rush with your teammates or use Sub Weapons or Special Weapons to get them to move. Unpredictable movement is also key, as is suddenly turning in the opposite direction of jumping right before the E-Litre takes the shot. Capitalisation of the E-Litre's extremely slow charge is essential, actively gaining map control while the E-Litre is elsewhere or taking its shot such that it gets cornered or is unable to support its teammates without being distracted and unable to find squids to splat
- The E-liter 3K is designed to look like a gas pump.
- Its name is a reference to the Nintendo E3 Engine.
- Its name is also a pun between elite and liter (the metric measurement), as it has the best-capacity tank.
Showing the full range of the E-liter 3K at Arowana Mall.
Official art of an Inkling holding the E-liter 3K.
Names in other languages
|German||E-liter 3K||E-Liter 3K|
|Italian||Tinter a carica||Inker Charger|
|Spanish||Entintador 3K||Inker 3K|