Goo Tuber

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The Goo Tuber is a main weapon in Splatoon 2. This weapon can hold a charge for an exceptionally long time in comparison to other chargers, being able to hold a charge for five seconds as opposed to other chargers which only last one second. This allows players to get to a better vantage point or sneak up on enemies with a full charge. The weapon also bears the ability to store incomplete charges. Its charging time takes slightly longer than a Splat Charger and the range is slightly shorter. Each fully charged shot consumes 15% of the ink tank, allowing users to fire six shots before needing to refill.

The Goo Tuber is the only charger that can splat opponents with a single partially charged shot, as any shot charged at roughly 70% or more deals over 100 points of damage.


The main part of the Goo Tuber is the long white tube that wraps around itself multiple times to connect the pump to the nozzle. The Goo Tuber, unlike other chargers, is not exceptionally long. At the back end of the Goo Tuber is a red pump, and at the front end is a black nozzle. The trigger is black and attached a few inches forward from the pump.

Splatoon 2

Goo Tuber
S2 Weapon Main Goo Tuber.png
Basic information
Category Main
Class Charger
Sub S2 Weapon Sub Suction Bomb.png Suction Bomb
Special S2 Weapon Special Splashdown.png Splashdown
Special points 160p
Special depletion
78 / 100
Fire rate
Charge speed
38 / 100
Ink speed
70 / 100
Level 22
Cost Cash 13,400
Base damage 40–130 (Partial charge)
180 (Full charge)
Base duration
Ink consumption 2% (No charge)
15% (Full charge)
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variant Custom Goo Tuber Custom Goo Tuber

The Goo Tuber comes with Suction Bombs and Splashdown.

It appears in one Octo Expansion Station:


  • The Goo Tuber is a middleweight weapon.
  • The matchmaking range is 210. Splatoon 2 matchmaking looks at a team's average matchmaking range value, and matches them against a team with a similar average.
  • Ink consumption scales from 2% to 15% depending on the charge level.
    • The full-charge ink consumption of 15% allows players to fire 6 shots before needing to refill the ink supply.
    • This stat can be changed with Ink Saver (Main).
  • The Goo Tuber can store its charge while submerged in ink.
    • A stored charge can be held for up to 5 seconds.
    • The Goo Tuber can store incomplete charges.
  • The delay between being submerged in ink with a stored charge and being able to fire the charge is 15 frames.
    • The delay between being submerged in ink with a stored charge and the laser appearing is 10 frames.
  • It takes 1.25 seconds to fully charge the weapon.
    • It takes 0.88 seconds to reach 100 damage. This is 70.22% of the charge circle.
    • When charging a shot with an empty tank, the charge rate is 33.33%, permitting the player to fully charge a shot in 3.75 seconds.
    • When charging a shot while in the air, the charge rate is 33.33%, permitting the player to fully charge a shot in 3.75 seconds.
  • Fully charged shots will pierce opponents.
  • When charging while moving, the player's movement speed is set to 0.3 units per frame.
  • After firing, there is a 20 frame cooldown before the ink tank starts refilling.
  • Damage scales from 40 to 130 depending on the charge level. At full charge, the damage is 180.
  • Shot velocity scales from 24 to 48 depending on the charge level.
  • Shot distance scales from 126 to 188 depending on the charge level. At full charge, the distance is 198.


Version history

Version Adjustments
  • Reduced amount of time required to fully charge a shot by 5/60 of a second
  • Reduced amount of time to fire a stored charge by 5/60 of a second
  • Charged shots can now be stored when not at maximum charge.
  • Decreased time between releasing a stored charge shot and shooting by 5/60 of a second.
  • Increased damage dealt by fully charged shots from 160 to 180.
  • Increased damage dealt to opposing Ballers when flinging ink by roughly 30%.
  • Fixed an issue allowing players using the Goo Tuber to store a charged shot indefinitely by charging briefly, immediately becoming a squid, then keeping the charge as long as Button1 ZL.png wasn't released.
  • Increased the amount of ink splattered by each shot when it hits the ground.
  • Increased damage when not fully charged by roughly 63%.
    • Due to this change, damage becomes 100.0+ when charge reaches roughly 67% (after 53 frames).
  • Decreased the range a shot flies just before a full charge by roughly 5%.
  • Area at player's feet will now always be inked when firing.
  • Increased firing range of a minimally charged shot by roughly 27%. Accordingly, firing range of other non-fully charged shots has also been increased slightly.
    • Minimum range: 96.02 units → 126.02 units
  • With a charge shot stored, the animation of rising from a submerged position in squid or octo form can now be canceled with Button1 ZL.png, causing you to immediately resume squid or octo form.
  • Increased the shot range of a fully charged shot by roughly 1%.
    • Due to the above change, shot range of all shots that aren't fully charged has been increased by a proportionate amount.


Sheldon's Introduction

I'm proud to announce the Goo Tuber, a charger with the upgraded ability to store your charge even longer! It offers high-pressure ink storage for extended periods, allowing you to stay submerged while you wait for the perfect shot! In exchange, it takes a bit longer to charge, but push your foes back with Suction Bombs, then charge up and you're good to go! You can stay on the move with one in the chamber, and when the enemy decides to close in, make 'em pay with a Splashdown surprise!




  • The Goo Tuber's design is based on a siphon pump, a red pump that is mainly popular in Japan.
  • Ever since the change made to the Goo Tuber in Version 2.2.0, its minimal damage for a non-charged shot is 40.0 at 8 frames, and the theoretical damage for a 99.9% charged shot is 130.0 at 74.9 frames.
    • However, due to the game operating in complete frames, it is impossible to have a partial charge at any more than 74 frames, or 98.51% (66 effective charging frames out of a possible 67).
    • This also means that the minimum charge time for a one-shot splat is 53 frames (45 charging frames out of a possible 67), for a 67.16% charge dealing 100.4 damage.
  • With three mains of Main Power Up, the Goo Tuber can reduce the amount it needs to charge to splat to just over half charge.
  • With this weapon, the player can come out of ink and fire faster while having a stored charge. Using this property, they can press Button1 ZL.png repeatedly while storing a charge to "roll" across the ground, which will allow quicker movement than other chargers while keeping a stored charge. This technique is similar to Sub strafing and Weapon strafing.


  • Goo Tuber's Japanese name is "Soy Tuber". This weapon resembles a siphon pump aka shōyu pump (醤油ちゅるちゅる Shōyu Churu-churu).

Names in other languages

Language Name Meaning
Japan Japanese ソイチューバー
Soi Chūbā
Soy Tuber
Netherlands Dutch Spetbuizer From spet (splat) and an inflection of "buizen" (tubes)
France French Détubeur
Germany German T-Tuber
Italy Italian Tintubator From tinta (dye), tubo (tube) and the -tor suffix used to designate machinery
Russia Russian Трубастер
From труба truba (tube) and бластер blaster
Mexico Spanish (NOA) Entintubo From entintar (to ink) and tubo (tube)
Spain Spanish (NOE) Tubofusil From tubo (tube) and fusil (rifle)