Kensa Rapid Blaster

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The Kensa Rapid Blaster is a main weapon in Splatoon 2. It is a Toni Kensa-branded variant of the Rapid Blaster.

Splatoon 2

Kensa Rapid Blaster

Kensa Rapid Blaster

Category Main
Class Shooter
Sub S2 Weapon Sub Torpedo.png Torpedo
Special S2 Weapon Special Baller.png Baller
Level 21
Cost Cash 13,500
Availability
Base damage 35 (Splash)
85 (Direct hit)
Base duration
Ink consumption 7%
Special points 200p
Special depletion
Range
62 / 100
Damage
Impact
35 / 100
Fire rate
40 / 100
Charge speed
Ink speed
Mobility
Durability
Handling
Other variants Rapid Blaster Rapid Blaster
Rapid Blaster Deco Rapid Blaster Deco

The Kensa Rapid Blaster was announced on 4 December 2018. It was added to the game on 5 December 2018 as part of the Version 4.3.0 release [1], equipped with Torpedoes and Baller.

Quick facts

A.k.a.: Rapid, Krapid

Role: Slayer[2]

Strengths: range, splash damage

Weaknesses: Slow turfing, low ink efficiency

Recommended abilities

Ability Purpose
S2 Ability Ink Saver (Sub).png Ink Saver (Sub) Decreases ink usage of Torpedoes (only one may be active at a time)
S2 Ability Main Power Up.png Main Power Up Increases both accuracy while jumping and explosion radius
S2 Ability Swim Speed Up.png Swim Speed Up Increases swimming speed for both pursuing and zoning out opponents

[3]

Use

  • In contrast to the original variant of the Rapid Blaster, which has a supportive build, the Kensa variant has a build suited for a slayer, similar to that of the Rapid Blaster Deco. However, the Kensa variant's build enables it to be a more effective slayer than the Deco variant.
    • Use the blast radius to damage opponents hiding around corners, behind obstacles, up ledges, or behind the shield of a Brella — fire around instead of at the shield when an opposing Brella wielder puts it up. This especially comes in handy when attacking the Tower.
    • Like most blasters, the Kensa Rapid Blaster is both mediocre at turfing and far less ink efficient than other shooters. Keep an eye on the ink tank and avoid getting surrounded by opposing ink. Consider using ink-replenishing or ink-saving abilities, such as Ink Recovery Up, if the ink tank keeps getting low too often.
    • Because of its lack of turfing, mobility will be limited. Rolling Torpedos and Swim Speed Up can each help either approach or retreat from opponents.
  • Torpedoes have a variety of uses, especially a few that minimize the main weapon's weaknesses.
    • Torpedoes are a noxious distraction tool, poking at opponents during the neutral phase.
    • When rolled on the floor or against a wall like a Splat Bomb, a Torpedo will remain in its first stage and explode in a similar fashion, albeit less powerfully. Once its damage (60 direct, 35 splash) is confirmed, immediately follow up with a direct hit from the main weapon (85) to quickly splat an opponent.[4]
    • Both phases of the Torpedo turf more efficiently than the main weapon can, aiding in both mobility and building up the special gauge.
    • While only one Torpedo may be used at a time, Ink Saver (Sub) can still conserve ink for each use of Torpedo, saving ink for the main weapon.
  • The Baller is a versatile special weapon with a variety of uses:
    • Taking control of a certain area of the stage, such as a Splat Zone or underneath the opponents' Clam basket.
    • Forcing the opponents to clear an area, whether leading a Tower or Rainmaker push or stopping one.
    • Providing its user an extra layer of protection, such as when fleeing an unsafe situation or while riding the Tower at a checkpoint. In the latter case, be wary of getting knocked off of the Tower by the opponents' weapons.
    • After the Baller's explosion, nearby opponents not splatted are often damaged enough for one or two hits from either the main or sub weapon to splat them.

Countermeasures

  • Any weapon with a combination of longer range, better mobility, or higher damage output without sacrificing too much mobility or ink efficiency – such as any variants of the Splattershot Pro or the .96 Gal – can counter a Kensa Rapid Blaster. However, be aware of both the splash damage and the Torpedoes.
  • Neither variant of the Splat Brella can sufficiently protect from both the splash damage of the Kensa Rapid Blaster and the Torpedo. However, all three variants of the Tenta Brella can provide enough protection.
  • Try to exploit the Kensa Rapid Blaster's poor ink efficiency and mediocre turfing by containing it with ink. Sub weapons and teammates can help accomplish this.
  • Any long-ranged weapon, such as a charger or most splatlings, can fire with impunity at a Kensa Rapid Blaster as long as it zones out the latter and avoids getting too distracted by Torpedoes. Do not stay too close to the edge of a ledge to avoid the splash damage.
  • Whenever possible, shoot down opponents' Torpedoes as soon as possible to prevent both the damage and the turfing from the resulting droplets.
  • When attacked by an opponent's Baller, if possible, concentrate fire on the Baller – especially with bombs – to quickly destroy it and prevent its explosion.
  • If an opponent riding the Tower activates Baller, attack it at a proper angle – away from the Tower's stake – to knock it off of the Tower.
  • Splashdown can destroy a Baller if executed before the Baller initiates its explosion. The Baller's user will remain unsplatted, so prepare a follow-up attack.

Data

  • The Kensa Rapid Blaster is a middleweight weapon.
  • The ink consumption of 7% and ink tank capacity of 100% allows players to fire 14 shots before needing to refill the ink supply.
  • When initially firing the weapon in humanoid form, the first shot takes 8 frames to come out.
  • When firing from squid or octopus form, the first shot takes 12 frames to come out.
  • The interval between firing and when the player is able to become a squid or use a sub weapon is 20 frames.
  • When firing continuously, it has a fire rate of 35 frames between shots (1.71 shots per second).
  • When firing while moving, the player's movement speed is set to 0.55 units per frame.
  • After firing, there is a 50 frame cooldown before the ink tank starts refilling.
  • Each shot has a base damage of 85.
  • Shots have a radius of 2 units.
  • Shots cannot ever deviate from the inner reticle while on the ground.
  • The angle its shots can deviate while in the air is 8 degrees.
  • The outer reticle immediately expands after jumping. After 40 frames, the outer reticle will start shrinking, and will finish shrinking after 70 frames.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 50%.
  • Shots initially travel at a rate of 12 units per frame for 11 frames, having an effective range of 132 units.
    • After that, the shot's velocity is set to 11.3305 units if it is not already lower than the listed value, and decreases further as it falls to the ground.
  • Ink droplets occur every 16.2 units.
  • The frequency at which ink drips from a shot occurs at a rate of 11 droplets per shot.
  • There are a total of 1 different droplet patterns that can be created while firing this weapon.
  • Droplets that occur within 11 units of the player have a radius of 0 units, and a width of 9 units.
    • These droplets have their radius multiplied by a value ranging from 1.2 if they fell from a height above 100 units to 1.4 if they fell from a height below 30 units.
  • All other ink droplets have a radius of 11 units.
  • Droplets that are far from the player and all other droplets have their radius multiplied by a value ranging from 1 if they fell from a height above 100 units to 1.2 if they fell from a height below 30 units.

Explosion

  • The shot explodes 15 frames after being fired.
  • The far damage radius of the explosion is 33 units.
    • Main Power Up increases the far damage radius up to 35 units.
  • When the shot explodes on the ground or wall, the far damage radius is 16.5 units.
  • The near damage radius of the explosion is 9.4 units.
    • Main Power Up increases the near damage radius up to 10 units.
  • Damage from the explosion is 35. Damage does not change based on distance from the center of the explosion.
  • When the shot explodes on the ground or wall, the damage is 17.5.
  • When the shot explodes in the air, it creates a splash of paint with a radius of 28 units.
  • The radius of wall dripping paint is 10 units.
  • The wall impact painting radius is 19 units.[5]

Version history

Version Adjustments
4.5.0
  • The Main Power Up gear ability will now also increase the radius of explosions while equipped when using these main weapons.
    • The above effect will be maxed out when 2.9 times the normal amount of gear ability is equipped.
    • Each additional gear ability is worth .3 of the effect of the base gear ability.
4.9.0

Quotes

Sheldont.png
Sheldon's Introduction

The Kensa Rapid Blaster is a limited-edition blaster created in collaboration with Toni Kensa!
Send out a Torpedo sub to get your enemies looking, then send them backing with a bursting blaster shot!
Opponents closing in? Flip the script on them by popping your Baller special, and watch them turn and run!
This is just the set for the disciplined player who doesn't like others invading their personal bubble!

Gallery

Demonstration

Names in other languages

Language Name Meaning
FlagJapan.svg Japanese ラピッドブラスターベッチュー
Rapiddo Burastā Betchū
Rapid Blaster Bespoke
FlagNetherlands.svg Dutch Toni Kensa Flitsblaster Toni Kensa Flash blaster
FlagFrance.svg French Turboblaster K Turbo Blaster K
FlagGermany.svg German Kensa-Turbo-Blaster
FlagItaly.svg Italian Blaster rapido Nero Marlin
FlagRussia.svg Russian Бластермат от С.Кусаки
Blastermat ot S.Kusaki
Blastershot from S.Kusaki
FlagMexico.svg Spanish (NOA) Turbolanzamotas Tonken
FlagSpain.svg Spanish (NOE) Devastador exprés elegante

References