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About Other / Hobbyist JeremyMale/United States Group :iconspiritsagacentral: SpiritSagaCentral
 
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Shuckster1
Jeremy
Artist | Hobbyist | Other
United States
Just a generic mediocre artist who mostly enjoys sketching cartoons. I have low motivation in general. I Initially came here because my friends flocked here. No one important. If you're looking for something amazing, Move along...

...

Still here? Then I guess you wanna know about me... well... IDK what to say. I am not a very interesting person. I'm mostly into video games. I like cartoons a lot. I choose "anime" style most of the time simply because I like the style. Despite that, I am not into "anime/manga" as much as you probably think I would be. Animals are cool. I like mythology, especially mythical creatures. Y'know, nerd stuff. If I had to choose a genre, Fantasy is my favorite. Sci-fi is close second, but not that close, just mostly an inspiration if anything.

A heavily WIP personal project I am working on is a series called "Spirit Saga." You might learn more about it looking around, but it's messy right now. It's only in it's baby steps.

Profile pic by the cool man :iconbenandsho:
Interests
Decided to make a new one since both my own, and the competitive communities views have changed a lot since the last one.

I'm not a "professional." At best, I'm probably above average. This is mostly just my experience and possibly based on some guides. I WON'T cover absolute basics.


General Advice and Techs

Learn these! These are important! 

It's A Team Game
There is no "i" in "team." Always try to coordinate with teammates rather than going commando. Always try to help your teammates when you're not busy. But also try avoiding stepping on their toes. Although it is true that sometimes, there will be times where you get an uncoordinated team and you'll lose, just make sure you're not the one getting in the way and you try hard.
Splats ARE Important

Don't let some players fool you. splatting an opponent is just as important as the objective. For every kill you get, that's a few seconds an enemy isn't covering ground, and that's a few seconds you and your allies are undoing their progress, and gives you the one-squid advantage. Sure, there are times when you shouldn't go for the kill, like when it's too risky, but when you can, go for it, and defend yourself and your team.
Map Awareness
Whenever there is a break in the action, never forget to look at the gamepad, this can give important intel where to go, and where enemies may be approaching or hiding. Looking for things like how your ink in changing is important, as is seeing where an ally went splat.
Climbing Up Walls Faster
Pressing jump rapidly while swimming up walls makes you swim up the wall faster than normal.
Sharp Turning In Squid Form
Have you ever ended up swimming into enemy fire, traps, killer wail, or inkstrike but couldn't turn in time? While turning around, release the squid button and immediate press it again in the desired direction to turn faster than a regular turn. It can help in tricky situations like that.
Stealth Swimming
Slightly shifting the movement key foward while in squid form allows you to move through your ink without creating a rippling effect. Although is pretty slow, it's a stealth option that can sometimes help give you the edge on some matches.
Using Y
The Y button lets you reset your camera to right in front of the inkling. This also allows to suddenly change directions verses the slow turning you'll need to do. If someone is on your tail, just use Y to instantly turn around and shoot them. It can also be used, as it's intended, to simply revert your camera to normal position, which can help with.
Sprayswimming
It's only applicable with shooter/blaster-type weapons and the Dynamo Roller. You simply jump → spray ink while moving foward → swim in ink → repeat. It's the fastest way to move around when there is no ink or traveling through opposing territory. 
Splatterhopping
It allows you to travel even faster than jumpsraying for a short distance (estimated around 4% faster), and may be faster than sprayswimming up a incline, but it's definately slowing down an incline. Just shot the floor with one pellet, swim in it, repeat as fast as you can. But it's a little harder to master, especially with stick. In you're in a rush for the objective or want to travel through enemy ink faster, or even escape from enemies through their territory, then you should learn this. Always keep in mind it's only faster than sprayswimming a short distance. Long distance travel, use sprayswimming instead. 
Ledge Peeking
As you climb up a wall, right before you reach the edge, immediately jump back just a little and shoot. This allows you to shoot over the edge without actually having to climb onto the edge and lose cover. It can be done multiple times. Only non-Dynamo rollers and shooters benefit from this. It can be a little tricky to pull off.

Abilities

They're essentially perks that upgrade certain stats. Each article of clothing: headgear, shirt, and shoes, can have up to four ability "slots;" A main ability and 3 small small slot. The more expensive gear have more default slots to unlock. Knowing how to optimize them is important. The main ability is always stronger than the sub ability and can't be changed, while sub abilities vary and can be changed randomly. Some abilities are exclusive to certain gear.

Stacking:

They can stack. Some abilities have no stack limit, while some stop at a certain point. All abilites have a diminishing return of effect, meaning that the more you stack, the less the following ability will increase aforementioned stat. 

Details:

Normal Abilities
  • Ink Saver (Main)Decreases the amount of ink your main weapon consumes by up to 60%.
    • One of the most useful ability in the game. It allows the player to shoot or roll their main weapon for a much longer period of time than usual. Especially true with ink-guzzling weapons, this is always no matter the map.
  • Ink Saver (Sub)Decreases the amount of ink your subs use by up to 75%.
    • Can be very useful depending on how reliant the weapon in question is on it's sub. Often, it's probably better to opt fr Ink Recovery.
  • Ink Recovery UpIncreases the amount of ink you recover by up to 40% while in squid form (not necessarily only swimming in your ink.)
    • The ability to essentially reload faster no matter where, so long as you're in squid form, is just as useful as ink saver main, if not more so. Always useful and I recommend running this on your gear whenever you can.
  • Swim Speed UpIncreases the speed at which you swim by up to 25%
    • This allows you to move faster, and in a game all about movement, especially in your own ink, this is one of the best abilities available no matter the weapon, but especially mobile weapons.
  • Quick RespawnDecreases your respawn time (the kill cam) by up to 66%
    • Although most players normally advise against "preparing for the worst," in reality is in a game like Splatoon, you're gonna get splat a few times per match. Any time you're respawning, you're not contributing to the team or its objective. Minimizing this penalty is pretty great. However, unless you find yourself trading or dying a lot, I would still probably say it's best to invest in something more consistently useful during the match.
  • Quick Super JumpIncreases the super jump speed to double it's normal speed.
    • In higher ranks, you'll find that people super jump to other players a lot less. That's because it's pretty unsafe, especially without map awareness and no communication. However, this still helps with making back into fights faster, and if you're planning on using Stealth Jump, or even using it to escape trouble faster, then this is for you.
  • Special Charge UpIncreases how fast your special gauge charges by up to 30%.
    • Since specials are obviously really useful to have in stock, it can be potentially useful to run this ability, especially if your weapon is heavily reliant on it's special, such as bubblers or krakens.
  • Special SaverDecreases the penalty of special gauge loss by up to 100% (you lose none.)
    • Similar to Quick Respawn, it's decent if you die a lot, but often it's best to invest in more consistent abilities.
  • Special Duration UpIncreases the duration of how long specials last. Doesn't affect killer wails or inkstrikes (just extends the time you have to launch them, not the actual execution.)
    • Again, depending on how reliant you are on your special, this can be useful, it gives you extra time to push or get the kill. Would never recommend on a killer wail or inkstrike.
  • Damage UpIncreases damage dealt from all sources. It cannot, with a few minor exceptions, make a weapon splat an opponent shorter than the normal amount of shots to kill (i.e: a splattershot will always kill at 3 hits no matter how many are stacked.)
    • The main use of this perk is to specifically counter defense ups, which can actually reduce the amount of shots to kill. Weapons that also benefit from damage up will be explained later on. 
  • Defense UpDecreases damage taken by up to 20%
    • Unlike Damage up, Defense Up can actually reduce the amount of shots to splat you, usually only by one (one hit splats will always be 1 hit splats.) However, this usually doesn't make a major enough difference with most weapons to warrant using this over other perks.
  • Bomb Range UpIncreases the range at which you throw bombs (including those produced by a bomb rush), point sensors, and disruptions only.
    • Depending on how reliant the weapon in question relies on aforementioned subs, this can be useful. It can even be used to outrange certain weapons and can allow to pressure opponents from out of your usual range, such as snipers on perches.
  • Run Speed UpIncreases movement speed while in inkling form (both running and shooting, but not for rollers) up to 50%.
    • Pretty useful for high mobility weapons, as strifing while shooting is really useful. 

Exclusive Abilities

  • Ink Resistance UpMovement, health, and jump pentalty decreased by standing in enemy ink.
    • Again one of the most useful abilities. Since stepping even in a small puddle of ink can make the difference between a splat and being splat, or just a general escape, this is rarely a reason not to run on this.
  • Ninja SquidMakes your ripple effect while swimming in your ink nonexistent at the cost of swimming speed.
    • Since it allows you to remain unseen regardless of how fast you're swimming, this is very useful. Especially with weapons that rely on stealth.
  • Stealth JumpThere is no longer a cursor where you are going to super jump to, but your jump speed is reduced.
    • In general, it allows you to super jump much more safely, since they cannot see where you'll land. However, super jumping still tends to remain unsafe, and you're forgoing the ability to use Ink Resistance if you go with that.
  • Opening GambitFor 30 seconds at the start of the match, your run and swimming speed are increased.
    • Useful for rushing to the objective/center stage faster, but is a dead weight ability after that. Would not recommend.
  • Last-Ditch EffortFor the last 30 seconds of a match, your ink recovery and overall ink usage are better.
    • worse than Opening Gambit. As in most ranked matches, the games doesn't usually fall into the last 30 seconds of a match. I would suggest avoiding it.
  • TenacitySpecial Gauge slowly fills if there are less teammates on the field than the opponent. Bigger difference makes the gauge fill even faster.
    • Theoretically useful if your teammates die a lot, and allows you to quickly get revenge. A pretty decent ability to use especially in Ranked, where death means more.
  • HauntIf somebody kills you, they're marked on everyone's map for 12 seconds.
    • Since this is like a mini-tracking device on anyone who splats you, this can come in handy.
  • ComebackFor 20 seconds after you respawn, ink efficiency, ink recovery, running and swimming speed are increased.
    • Decent ability, especially if you get splat a lot. It pairs well with quick respawn. However, the same negatives applies here as with quick respawn.
  • Cold-BloodedReduces the tracking effects of echolocators, point sensors, and Haunt by 75%.
    • Since echolocators are pretty common, and many matchups rely on the initiative and stealth, having them wear off almost immediately is very useful. However, in a match where there are no tracking devices, this will be a dead weight ability. So keep that in mind.
  • Bomb SnifferAlerts you to nearby explosives with a skull pointing where it is.
    • Not too useful most of the time, as you can reveal mines by spraying ahead of you. But once it awhile, it can save you from surprise bomb traps. I still wouldn't recommend this ability.
  • ReconShows the position of the opponents on the game pad screen only to you while standing on spawn.
    • It's sounds more useful than in practice. Almost completely useless, as for one, you shouldn't be wasting time on the spawn point. Second, it only shows the positions to you, and since you can't communicate, there isn't much of a point. To hit a nail on the head, if there are players approaching, the map usually gives their approaching position away (as they leave an ink trail as they move.) I heavily recommend avoiding this ability if you got better options.

Rolling Gear

Besides the main ability, you need to unlock the rest of on your gear all individually by gaining Exp. When unlocked, they "roll" to a random perk with no control over it. If you have Super Sea Snails, which you get participating in Splatfests, or for 30,000 bucks at level 20, you can get an NPC called Spyke to either add slots (if they have less than 3 small ones) or reroll them if you have all the perks unlocked. There is a little secret to this; brands of clothing actually affect the odds of certain perks rolling! Specifically, they have 5 times the chance of rolling one ability, with only half the chance of another: Here are the odds of each:
  • Firefin- x5 Ink Saver(Sub), x0.5 Ink Recovery Up
  • Forge- x5 Special Duration Up, x0.5 Ink Saver (Sub)
  • Inkline- x5 Defense Up, x0.5 Damage Up
  • Krak-On- x5 Swim Speed Up, x0.5 Defense Up
  • Rockenberg- x5 Run Speed Up, x0.5 Swim Speed Up
  • Skalop- x5 Quick Respawn, x0.5 Special Saver
  • Splash Mob- x5 Ink Saver (Main), x0.5 Run Speed Up
  • Squiforce- x5 Damage Up, x0.5 Ink Saver (Main)
  • Takoroka- x5 Special Charge Up, x0.5 Special Duration Up
  • Tentatek- x5 Ink Recovery Up, x0.5 Quick Super Jump
  • Zekko- x5 Special Saver, x0.5 Special Charge Up
  • Zink- x5 Quick Super Jump, x0.5 Quick Respawn
  • Other (amiibo, Cuttlegear, KOG)- None.
This can help you manipulate the rolls to better suit the abilities you do and don't want a little better.

Subs and Specials

I want this out of the way before we get into the meat of the main weapons.

Subs

  • Splat Bomb- Can be thrown in an arc, and explodes after a few seconds. Insta-splats anyone within range.
    • The main use of this sub is to scout for hiding foes and pushing enemies out of advantageous positions, such as perches. The countdown for the weapon only counts while touching the floor, so rolling it causes it to explode sooner.
  • Burst Bomb- Throws in an arc like the splat bomb. But it doesn't one hit splat players. It explodes on contact instead, costs less ink (you can throw up to 3), and has a slightly smaller explosion radius.
    • Takes 2 direct hits to KO an opponent, 3-5 otherwise. It can be reduced to 3-4 indirect hits with enough damage ups. They have a similar use to splat bombs, but make up for lack of immediate kill power with utility. They can be used to ink walls faster than shooting it with most weapons it's equipped to, and are much more useful in close-combat situations than other bombs. For some weapons, this is their main draw. For other shorter ranged weapons, it's the opposite, instead burst bombs allow for damaging opponents from out of your main weapon's range.
  • Suction Bomb- Like the splat, but it sticks to a surface and takes awhile longer to explode. Has a bigger explosion radius.
    • Again, it works like a splat bomb. With it's ability to stick to walls, it can also be used to trick foes into approaching near a wall to then get blown to bits with a well-placed bomb. They also function as mini denial-of-area tools, since the increased time to explode and increase explosion radius will deter foes away from them.
  • Seeker- Travels in a straight along the floor while leaving a trail of ink behind. If you're looking at someone while you hold the button, it homes onto them. Insta-splats if it connects.
    • They're not really used for splats, since they're easily avoided by jumping on just hiding in your own ink, but rather for their ability to increase mobility, since one can swim in the trail it leaves behind. Sometimes, they can simply distract and psyche someone out who was expecting such a trick.
  • Ink Mine- You can place it in your own ink which is invisible to foes, explodes either after a set amount of time, or when an enemy steps near it. Insta-splats.
    • Useful area-of-denial tool. 
  • Disruptor- Flies like a bomb, but instead killing players, it's explosion weakens them; makes them slower, can barely jump, the area where they're hiding blinks, and they recover ink much slower.
    • This allows you to badly cripple opponents and usually forces foes either to retreat and/or makes them ripe for the kill. Important to keep in mind that they still have full power and can still splat you, so be careful.
  • Point Sensor- Flies like a bomb, but it's explosion reveals players within range to the team for 10 seconds.
    • Being able to reveal hidden foes to the whole team, even for a few seconds, is very useful intel to have.
  • Sprinker- Flies in an ark and sticks to the surface. Until it is either destroyed or you go splat, it sprays ink in a circular radius. You can only place one per player, and placing a new one destroys the old one.
    • It can funtion either as a distraction, area-of-denial tool, or just to ink areas quicker without further input, which still charges your special. Pretty useful to have. Good advice is to place it in areas where they're hard to aim
  • Splash Wall- Throws a waterfall right in front of you that enemies can't move or shoot through, but your allies can. It lasts until it runs out of ink (overtime or if it's damaged.)
    • It's literally cover you can place wherever you want. Very useful for just that alone. Keep in mind it dose not activate immediately. It can be bounced off walls for better angling, and usually activates faster after bouncing off a wall.
  • Squid Beakon- Allies, including you, can use it to super jump to. You can place up to three at once per person. Placing more than three will destroy the oldest one placed. 
    • Very useful, as being able to super jump to these relatively safely to get into the fray ASAP is always great to have. If your smart, they can sometimes be used as pseudo-cover or just bait. Just remember to actually place all 3 in strategic areas.

Specials

They're all temporary, and using a special instantly refills your ink.
  • Inkzooka- Fires a tall tornado of ink that insta-splats anyone in it's path. Inks as the tornados travel.
    • One of the most powerful specials in terms of kill potential. The recoil, lack of ink coverage (especially at your feet), and the learning curve to aim it is made up by its long range and ability to splat instantly. Even if it kills just two opponents, that's a big advantage for your team. However, it's not a panic button nor something you whip out just because, it's usually better to learn when to use it. Also worth noting is that you're not obligated to shoot it, you can stop at any time and swim to change positions.
  • Inkstrike- Shoots a missile that creates a huge ink vortex that quickly dispatches anyone who's in it's path. Inks a huge area.
    • Really useful, as it allows you to temporarily deny access, knock players out of advantageous areas, ink a large area away from you, and often knocks the objective out of the opponent's hands, even if it's just a few seconds.
  • Killer Wail- A huge beam-like soundwave splats anyone in it's path and goes straight through the terrain.
    • It not only charges faster than most specials, but it's essentially infinite range can allow you to deny a huge area from your opponents. It rarely splats, except maybe a super jumper, but it's utility and speed of charging make up for that.
  • Bubbler- Creates a shield around you that makes you invincible, but you take more knockback. Nearby teammates can pick up the effect.
    • It's mainly used as a personal panic button. But it also has a use for pushing an offensive advance on the opposing team. Even two bubbled players can scare, if not wipe, a whole team away for a big push.
  • Bomb Rush- As long as it's active, you can throw an endless supply of the sub weapon bombs (either splat, burst, suction, or seekers.)
    • It's has both great fire power, and is great crowd control. They really isn't much to it. Be wary that with splat and suction bomb rushes, you're still fairly vulnerable if you just spam them at close range. Keep in mind you can stop to use your main weapon if necessary.
  • Kraken- Makes you invincible, and you lay your own trail of ink as you move, so you can move through enemy ink and travel up walls. Pressing jump makes you corkscrew, splatting anyone in one hit.
    • Another panic button, but this one also gives you the ability to murder players by simply jumping into them. This can still scatter players and create team pushes if used correctly. Fun facts: it's actually slightly slower than swimming normally, and swim speed up actually increases the speed at which the kraken swims, same thing with ninja squid's slowing effect.
  • Echolocator- All enemies who are in play will have their positions revealed to the entire team for 12 seconds.
    • Even though it's has no fire power, it's still the most universally useful special. As stated previously, having the information of where the opponent is regardless to where they're at on any map, especially in a game where stealth and flanks plays a big role, is big in and of itself. it can be useful when running out of ink for an instant refill, and should probably be used if you're about to get splat anyway. Better than letting it go to waste. Also try to use it if there are 3-4 foes on the map alive, as it's sorta wasteful to use it on just 1 or 2.

Weapon Specific Advice

WARNING: most of these things are just my two cents. And general advice. 

Shooters

  • SplattershotAll-around weapon; They're useful in many scenario. Burst bombs and it's rush special make it fairly versatile. 
    • Pros: Useful in just about every map. Not too glaringly weak.
    • Cons: Despite having middling range, it still is outranged by many weapons.
    • Good Abilities: Swim speed up, run speed up, ink recovery up, ink resistance up, bomb range up.
  • Tentatek Splattershot- It's the splattershot, but much more common, and for good reason. Its kit, suction bombs and inkzooka, are superior in just about every case.
    • Pros: Like it's regular counterpart, it's well balanced and good in ever map. But it's kit complements it's ability more, especially the inkzooka covering it's middling range.
    • Cons: Still has that range problem.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up.
  • Splattershot Jr.- The weapon given to you at the start, but it's usefulness doesn't end at being a beginner weapon. Trades power and range for increased spread. Comes with splat bombs and bubbler
    • Pros: Pretty good at inking turf. This compliments the bubbler pretty well. Splat bombs can help with your range problem sometimes.
    • Cons: Low range and low fire power.
    • Good abilities: Ink saver (main), special charge up, swim speed up, run speed up, ink recovery up, ink resistance up, bomb range up.
  • Custom Splattershot Jr.- Just like the regular Splattershot Jr., but comes with a supportive set of disruptors and echolocator. It's not as good as it sounds in theory.
    • Pros: Support options for you team. Good at inking.
    • Cons: Lacks firepower, very weak overall. Would not advise to main this weapon.
    • Good abilities: Ink saver (main), special charge up, swim speed up, run speed up, ink recovery up, ink resistance up, bomb range up.
  • Splattershot Pro- A splattershot with increased range and a slightly slower fire rate. Comes with splat bombs and inkstrike.
    • Pros: Decent power and good range, and splat bombs compliment it pretty well. Inkstrike can help with people too far out of range.
    • Cons: High ink consumption and slower rate of fire. Lower mobility while shooting.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, bomb range up.
  • Forge Splattershot Pro- A Splattershot Pro sponsored by Forge. Comes with point sensor and inkzooka.
    • Pros: The new kit allows you to aim and scout players easier, while the inkzooka allows you to pressure foes from even further.
    • Cons: Still consumes a lot of ink and has low mobility. Takes a while to charge the inkzooka.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, bomb range up.
  • Aerospray MG- Very short range and low fire power, but shoots with great speed and really wide scatter. Might be the best turf coverer in the game. Comes with seekers and inkzooka.
    • Pros: Often considered the best in Turf War because it's rapid fire and wide area of inking makes it great for doing just that. Decent kit for making up for it's miserable range.
    • Cons: Still suffers from it's range and power issue in many fights, so it relies pretty heavily on flanks or it's special for kills.
    • Good abilities: Ink saver (main), special charge up, swim speed up, run speed up, ink recovery up, ink resistance up, ninja squid.
  • Aerospray RG- A gold version of the MG. Comes with ink mines and ink strike, so it's a little more defensive in nature.
    • Pros: Still arguably the best turf inker. Inkstrike push this even further. 
    • Cons: Still has bad range. Ink mines, although not bad, don't complement this weapon too well.
    • Good abilities: Ink saver (main), special charge up, swim speed up, run speed up, ink recovery up, ink resistance up, ninja squid.
  • .52 Gal- Same range tier as the Splattershot, but trades fire rate and some maneuverability for fire power. Comes with splash wall and killer wail.
    • Pros: Very powerful in terms of kills. Can splat opponents with only two hits. Decent kit to compensate for it's range and fire rate problems.
    • Cons: Low fire rate means more accuracy is required. Sometimes, the RNG screws you over and you miss your shots anyway. Middling range means a lot of weapons outrange you. Subpar at inking turf. Consumes a lot of ink. One Defense Up on the opponent easily reduces this to a 3 hit knockout. Very notable.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up.
  • .52 Gal Deco- A studded .52 Gal Comes with seekers and inkstrike.
    • Pros: Very powerful for splatting. Seekers increase your mobility, and inkstrike can help your turfing, and sometimes, your range problem.
    • Cons: Same as the regular .52: Low fire rate, high ink consumption, middling range, and RNG sometimes messes you up. One Defense Up on the opponent easily reduces this to a 3 hit knockout. Very notable.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up.
  • .96 Gal- Like the .52 Gal, but it trades even more of a fire rate for more range. Comes with sprinkler and echolocator.
    • Pros: Still splats in only 2 hits. Sprinklers help fix your turf covering problems and compliments the echolocator pretty well, and the echolocator itself complements the .96 Gal.
    • Cons: RNG can screw this weapon up even more if you're unlucky. Very low fire rate and high ink consumption. Can be turned into a 3 hit kill with just one Defense Up. However, even a small damage up can counter this no matter how many Defense Ups the opponent stacks.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up.
  • .96 Gal Deco- A sparkly .96 Gal. Gets a better kit in the form of splash walls and the kraken.
    • Pros: Same power as the .96. But it's better complemented by the splash wall, which helps with it's fire rate problem and complements it's range decently. Kraken can help if an enemy get's too close for comfort.
    • Cons: Same weaknesses as it's non-sparkly counterpart, except now it has no way of improving it's turf problem.
    • Good abilities: Ink saver (main), ink saver (sub), special charge up, swim speed up, ink recovery up, ink resistance up, damage up.
  • Jet Squelcher- Trades fire power for amazing range and accuracy. Comes with splash wall and inkstrike.
    • Pros: Longest range of all shooters. Splash walls are decent to make up for your damage problem.
    • Cons: Low damage output. Somewhat struggles at close range. Pretty bad ink consumption. Low mobility.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, damage up.
  • Custom Jet Squelcher- A squelcher with an answer to it's close-combat problems, burst bombs and the kraken.
    • Pros: Still has the range, but burst bombs and kraken help alleviate the close range range problem.
    • Cons: Still has low damage output and high ink consumption and still has low mobility.
    • Good abilities: Ink saver (main), ink saver (sub), special charge up, swim speed up, ink recovery up, damage up.
  • Dual Squelcher- Shares the squelcher's name, but shoots faster and has better mobility at the slight cost of range. Comes with splat bombs and echolocator.
    • Pros: Despite technically being weaker, it's still better at splatting than the Jet Squelcher. Also inks turf better. Splat bombs can help pressure players who get too close. Echolocator compliments this squelcher decently.
    • Cons: The actual damage output is still low and can still struggle with close combat.
    • Good abilities: Ink saver (main), ink saver (sub), special charge up, swim speed up, run speed up, ink recovery up, ink resistance up.
  • Custom Dual Squelcher- A Dual Squelcher that trades it's old subs for beakons and the killer wail.
    • Pros: Same as the old Dual Squelcher but it's now more of a team support without sacrificing range.
    • Cons: Still has bad close combat skills.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up.
  • N-ZAP '85- Has the same stats as a Splattershot Jr., except it shoots much more accurately, has better ink efficiency, and moves much faster while shooting. Comes with splat bombs and echolocator.
    • Pros: Good at inking turf. Good splatting up close. Really good at strafing. Can charge up echolocator pretty quickly.
    • Cons: Low fire power, especially at the edge of it's optimal range. Low range.
    • Good abilities: Ink saver (sub), swim speed up, run speed up, ink recovery up, ink resistance up, bomb range up.
  • N-ZAP '89- An orange N-ZAP that was recolored for looking too much like a real gun. Comes with sprinklers and inkstrike.
    • Pros: Amazing at inking turf thanks to both it's sub and special. Trades none of the stats of the '85.
    • Cons: Low firepower and range with no splat bombs to help with this.
    • Good abilities: Ink saver (sub), swim speed up, special charge up, run speed up, ink recovery up, ink resistance up
  • Splash-O-Matic- A really short-ranged pen with pinpoint accuracy and a great fire rate. Comes with suction bombs and bomb rush.
    • Pros: Despite short range and almost no scatter, it can ink pretty efficiently. Also, despite it's low power, the rapid fire accuracy can used to splat pretty easy once they're in range. It also has good mobility. Suction bombs make for a decent answer to far away foes.
    • Cons: The fact that is has short range makes many direct confrontations difficult.
    • Good abilities: Ink saver (main), Ink saver (sub), swim speed up, run speed up, ink recovery up, ink resistance up, bomb range up, ninja squid.
  • Neo Splash-O-Matic- Just like the regular Splash but with burst bombs and inkzooka.
    • Pros: Same as the Splash, but now it has better answers for it's low range with burst bombs and the inkzooka.
    • Cons: Still has low range on the main weapon.
    • Good abilities: Ink saver (main), Ink saver (sub), swim speed up, special charge up, run speed up, ink recovery up, ink resistance up, bomb range up, ninja squid.
  • Sploosh-O-Matic- A Splash-O-Matic with a funnel that increases spread and somehow increases it's power. Shortest range of all shooters, but great mobility. Hs beakons and a killer wail.
    • Pros: May be the most mobile shooter in the game. Decent at spreading ink. Beakons are pretty useful and the killer wail somewhat makes up for it's nonexistent range.
    • Cons: But the killer wail doesn't really make up enough for it's range. It's really bad and even though it kills really fast, the roller type weapons still do the same close-combat arguably better. Learning to be mobile is a must to not make it overshadowed by the rollers.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, run speed up, ink recovery up, ink resistance up, ninja squid.
  • Neo Sploosh-O-Matic- A new Sploosh with a new kit; Has point sensors and kraken.
    • Pros: You can now track down opponents while being mobile, then hunt them down with the kraken.
    • Cons: This kit has NO way to make up for range, making it worse in that regard to Sploosh.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, run speed up, ink recovery up, ink resistance up, ninja squid.
  • L-3 Nozzlenose- Unlike other shooters, it's only semi-automatic. One press of the trigger shoots out exactly 3 pellets, when 4 are required to kill. The key is timing. Comes with disruptors and killer wail.
    • Pros: Slightly above average range and great mobility. Disruptors can allow you to aim easier, and killer wail-disruptor combo can score you a kill in some maps.
    • Cons: It's not fully automatic and requires 4 shots to kill. This can sometimes make it hard to secure a kill. Can struggle when enemies get too close.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up.
  • L-3 Nozzlenose D- D stands for dolphin. Same as regular L-3 Nozzlenose. Comes with burst bombs and kraken.
    • Pros: Same pros as the L-3, but burst bombs allow you to easily soften up enemies so one trigger pull could splat an enemy. Kraken is good for enemeies who get too close.
    • Cons: Still not rapid fire and weak damage output.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up, damage up.
  • H-3 Nozzlenose- Like the L-3 Nozzlenose, it has a 3-round burst. But unlike L-3, H-3 kills in only 3 hits, and it's range is a little better at the cost of mobility and fire rate. Comes with suction bombs and echolocator.
    • Pros: Good range and decent power. Suction bombs can pressure opponents, while echolocator can make hunting foes and aiming easier, which this weapon really needs.
    • Cons: The accuracy required for this weapon can be real troublesome, especially with it's round bursts and slower fire rate.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up.
  • H-3 Nozzlenose D- The bigger D. Same stats as H-3 but comes with point sensors and inkzooka.
    • Pros: Still has the good range and power, but now with point sensors, it can track down opponents whenever want now, making aiming easier, even with the inkzooka!
    • Cons: The accuracy and slow fire rate is still a problem here.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up.

Blaster

  • Blaster- Yes. It's a blaster called Blaster. All blasters shoot a projectile that flies straight a set distance and explodes. A direct hit is an instant splat, the explosion itself splats in 2. Comes with disruptors and the killer wail.
    • Pros: Great power. The ability to splat around corners is pretty amazing. The disruptor can make a foe blaster food, and the killer wail is a decent answer to it's middling range. 
    • Cons: Really slow fire rate. Middling range. Has trouble both being mobile and inking turf, especially up walls. The fact the killer wail charges fast somewhat alieviates is low turf inking problem. Struggles with close range.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Custom Blaster- Same as the standard Blaster, but comes with point sensors and the bubbler.
    • Pros: New kit, same Blaster power. Point sensors can make aiming and scouting for hidden squids easier, while the bubbler can really up the offensive pressure.
    • Cons: Still slow fire rate and middling range. Takes a fairly long time to earn enough charge to use the bubbler. Still struggles close range.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Range Blaster- It's like the blaster, but has an even slower fire rate in exchange for range (hence the name.) Comes with splash wall and ink strike.
    • Pros: Good range along with the same old regular Blaster power. Behind a splash wall, your lower fire rate is meaningless while it still complements your increased range. Ink strike somewhat makes up for poor inking and can help when you're outranged.
    • Cons: Even worse with mobility and turf inking. Really slow fire rate can really bite you in the butt. Even worse at close range than the regular Blaster.
    • Good abilities:  Ink saver (main), swim speed up, ink recovery up, ink resistance up.
  • Custom Range Blaster- A Range Blaster that is custom. Comes with the splat bombs and the kraken.
    • Pros: Splat bombs can pressure opponents and do somewhat help with the Range Blaster's close combat problems, and occasionally with the slow fire rate. The kraken is always good for weapons that struggle up close.
    • Cons: Still tends to struggle up close, and the rate of fire is still nightmarish.
  • Rapid Blaster- As it's name implies, it has a faster fire rate than the normal Rapid Blaster. It also has decent range. However, it takes two direct hits to splat an opponent, and the explosion takes 3-5 with the explosion. Comes with the ink mine and bubbler.
    • Pros: Fairly fast rate of fire, decent range, and decent ink efficiency. ink mines can help you space easier and control areas. Bubbler is a good panic button. Stacking at leas 3 damage up mains and 2 subs can make the Rapid Blaster kill much more consistently, at 2-3 hits, as well as a direct hit doing 99.9 damage, making it much more threatening.
    • Cons: Although it technically has high power, it still takes a long time to splat opponents, especially notable if you opt out of adding enough Damage ups. It still strugggles to ink turf and struggles in close combat. Charging the bubbler takes a long time.
    • Good abilities: Damage up, ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Rapid Blaster Deco- Decorated with yellow arrows, this Rapid Blaster comes with suction bombs and bomb rush.
    • Pros: Still has that decent fire rate, range, and ink efficiency. Suction bombs can still help pressure opponents, which the bomb rush can help with claiming turf. The damage up trick still applies.
    • Cons: Stlll has that long time to splat, and still struggles up close. Even though suuction bomb rush helps claim territory, actually charging it up takes a pretty long time.
    • Good abilities: Damage up, ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up, bomb range up.
  • Rapid Blaster Pro- A Rapid Blaster that trades some explosion damage and rate of fire for extended range. Comes with seekers and inkzooka.
    • Pros: Decent rate of fire, and great range. The seekers really help give mobility to an otherwise fairly immobile weapon. The same damage up trick for the Rapid Blaster regular still works here, though not as well. Inkzooka is a little odd, but still helpful for picking off troublesome foes at a range.
    • Cons: Still takes a long time to splat. Struggles more in close range. Struggles to ink turf.
    • Good abilities: Damage up, ink saver (main), ink saver (sub), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Rapid Blaster Pro Deco- A mouthful version of the Rapid Blaster Pro with disruptors and killer wail.
    • Pros: Disruptors, especially with bomb range up, can help you abuse your maximum range, and escape to a safer position when someone gets too close. Killer wail is good area control, and combos well after a disruptor on some maps.
    • Cons: Has no answers to mobility, unlike the original with seekers. Still has the same weaknesses, too.
    • Good abilities: Damage up, ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, bomb range up.
  • Luna Blaster- Has very short range, but unlike every other blaster, has a gigantic explosion that still splats in two hits, and doesn't suffer in close range. It's fire rate is slightly faster than the regular Blaster. Comes with ink mines and the inkzooka. The projectile itself splats the opponent in a direct hit.
    • Pros: Even better at getting foes around corners than any blaster. Unlike most blasters, it actually inks turf decently. Ink mines can help deny areas of access, and the inkzooka covers up it's range problem. 
    • Cons: Short ranged. Low mobility. Even if it inks well, it still does it rather slowly.
    • Good Abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up.
  • Luna Blaster Neo- Blast 'em to the moon with your splat bombs and splat bomb rush!
    • Pros: Especially with bomb range up, a splat bomb can help with your range problem and can make approaching easier. Bomb rush just puts up the pressure and inks turf.
    • Cons: Still has short range and low mobility, and splat bombs are not as good as inkzooka to achieve far-off kills.
    • Good Abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, bomb range up.

Rollers

  • Splat Roller- Basic roller. Holding the trigger causes you to roll the weapon the ground. Pressing it allow you to flick ink a short distance away. The sweetspot in the center of the flick is an instant kill for all rollers. As is rolling over opponents, but usually it's better to aim for the splat by flicking rather than rolling. Comes with suction bombs and the killer wail.
    • Pros: Great up close, inks wide areas quickly, and kills immediately up close. Suction bombs and killer wail somewhat help with your range issue.
    • Cons: Pretty much no range. A lot of weapons outrange and outmaneuver you.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, bomb range up.
  • Krak-On Splat Roller- The most common roller and for good reason. It comes with squid beakons and the kraken.
    • Pros: Beakons are really useful to both you and your team, and the kraken can help break you out of bad situations.
    • Cons: No answers to it's bad range.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up, quick respawn, quick super jump.
  • Dynamo Roller- Rolls really slowly, but it's flick range is enormous, and covers turf like you wouldn't believe. Comes with the sprinkers and echolocator.
    • Pros: The flick range is huge, covering a whole area pretty easy, and outranges a lot of middle ranged weapons. Sprinkers just help with that, and it builds up echolocator easy, which benefits you as well. A damage up can help increase the RNG of a far-off flick splatting an opponent.
    • Cons: Even if a sweetspotted flick instantly splats, the Dynamo has a long start up in which it's easy to splat you. This long windup technically makes the weapon with the longest time-to-kill. It also has poor mobility, especially if you don't jump before flicking. Eats up inks like you wouldn't believe. Ink efficiency main and ink recovery are pretty much necessary.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up.
  • Gold Dynamo Roller- The wave of destruction with a gold set of paint. Comes with splat bombs and inkstrike.
    • Pros: Same as the Dynamo regular but with a new set. Splat bombs can help with sniper which give you problems, as can inkstrikes. A splat bomb along with the threat of an flick can be really dangerous to deal with. 
    • Cons: Still has the terrible windup, mobility, and ink efficiency. 
    • Good abilities: Ink saver (main), ink saver (sub) swim speed up, ink recovery up, ink resistance up, damage up, bomb range up.
  • Carbon Roller- Essentially the opposite of the Dynamo; It has the worst range, rolls faster than other rollers, and is the only roller that can't kill by rolling over enemies in one hit. Instead, only the flick can kill instantly. Comes with burst bombs and the inkzooka.
    • Pros: The flick kills really fast when sweetspotted. In fact, this weapon has the fastest kill in the whole game. Splat bombs and the inkzooka make up for it's horrid range issue. Also, it rolls fairly fast. A burst bomb followed by a long-range flick can kill opponents out of optimal range. Damage ups help increase the efficiency of this.
    • Cons: Worst range ever. You essentially have to be right next to someone and aim directly dead center at them to get the splat.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, damage up, bomb range up, ninja squid.
  • Carbon Roller Deco- A more mobile Carbon Roller, because it comes with seekers, and is the only weapon (so far) with seeker bomb rush.
    • Pros: Increased mobility for an already fairly mobile weapon? Please! Although seekers rarely get kills themselves, the seeker bomb rush is suprisingly good at scoring kills because it's almost impossible to dodge them all, especially in certain areas on certain maps, or if more than one is following you.
    • Cons: Thanks to missing out on burst bombs, it has a hard time traveling up walls. It also no longer has an answer for it's range problem, making it's range a bigger issue.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, ninja squid.

Brushes

  • Inkbrush- It has the fastest movement of all weapons, as holding the trigger allows you to drag the brush on the floor at high speeds! Comes with sprinklers and the inkstrike
    • Pros: As stated, it's the fastest weapon in the game in terms of movement. The sprinklers and inkstrike make for decent map control.
    • Cons: Bad range and sometimes struggles to kill, as it takes 4-5 hits to splat an opponent. The brush on the floor doesn't spread much ink.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, ninja squid, quick respawn.
  • Inkbrush Nouveau- The same speedy brush, but with the ink mine and bubbler. 
    • Pros: Still the fastest weapon, but with ink mines for area of denial, and the bubbler for team support... or just another panic button.
    • Cons: The kit doesn't actually compliment this weapon very well. Would not recommend. 
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, ninja squid, quick respawn.
  • Octobrush- Slightly slower than the inkbrush, but this is more than made up for by it's dramatically increased range, power, and superior set in beakons and kraken.
    • Pros: Being the second fastest moving weapon in the game is still pretty useful, especially with beakon support. Once you're in range of this weapon, you're probably a puddle of ink.
    • Cons: Although the range is an improvement, it's still very low. Often than not, you might find yourself trading a lot.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, ninja squid, quick respawn, quick super jump.

Chargers

  • Splat Charger- Standard sniper-type weapon. Holding the trigger makes it charge, and letting go releases it in a straight line. The longer it's held, the further it reaches and the more damage it deals. insta-splats at full charge. All of them has a laser showing where they're aiming. This one is the middle ground charger. Comes with splat bombs and it's bomb rush.
    • Pros: Long range, and decent charge time. Well spaced splat bombs could stop a close range situation. Adding damage ups allows you to get the insta-splat at earlier charges.
    • Cons: Bad at close range, has trouble inking whole areas without bomb rush.
    • Good abilities: Damage up, ink recovery up, ink saver (main).
  • Kelp Splat Charger- Stuffed with kelp for some reason gives this sprinklers and the killer wail
    • Pros: A sprinkler makes up for your underwhelming turf coverage, and can work as area control as well. Killer wail also works as area control.
    • Cons: Worse at close range, since it has no way of efficiently defending itself up close.
    • Good abilities: Damage up, ink recovery up, ink saver (main).
  • E-Liter 3K- The longest range in the game only outranged by itself with a scope. Comes with burst bombs and the echolocator.
    • Pros: Longest range in the game means you pressure opponents by just being there. With burst bombs, this weapon can handle opponents who think they're easy to kill. Echolocator is a great compliment to a weapon that needs to aim. The same damage up trick for the Splat Charger also works with the E-Liters.
    • Cons: Still sometimes struggle up close. Takes a long time to charge. Guzzles a lot of ink. Struggles to ink turf.
    • Good abilities: Damage up, ink recovery up, ink saver (main).
  • Custom E-Liter 3K- The same long ranged weapon you love, but with beakons and the kraken.
    • Pros: Can supply itself with beakons to jump to if it get splatted off it's pearch. The kraken can dispatch anyone who gets in your face.
    • Cons: Has no options to fight up close outside of kraken,  which can take a long time to charge due to it's underwhelming turfing skills.
    • Good abilities: Damage up, ink recovery up, ink saver (main).
  • Splatterscope/Kelp Splatterscope/E-Liter 3K Scope/Custom E-Liter 3K Scope- The respective chargers with a scope to zoom in to while charging, making aiming easier. It also has slightly increased range. Same kit as their regular counterparts and share the same weaknesses/suggestions except:
    • Pros: Slightly increased range and easier to aim with. 
    • Cons: Narrowed vision makes you less aware of your surroundings, which can be dangerous.
  • Classic Squiffer- Unlike all other chargers, which are long ranged and more defensive, the Squiffers are meant to get closer and be more aggressive. Comes with Point Sensors and bubbler.
    • Pros: Charges pretty fast, and still has the instant splat at full charge. Point sensors make tracking enemies easier, and the bubbler can get you out or tricky situations or even turn the fight in your favor.
    • Cons: When enemies get too close, it could be dangerous for you. Your low mobility while charging becomes an issue since you're required to be up close in the action. Quite a few weapons actually outrange you.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • New Squiffer- A brand new squiffer with a brand new set of ink mines. But wait! Order now and Sheldon will include a brand new inkzooka! All for 4500G!
    • Pros: The ink mines, if well-placed, can make spacing easier for you. The inkzooka makes up for the range you lost as a normal charger.
    • Cons: The previous weaknesses of the classic still plague the new one.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Bamboozler 14 MK I- A charger with a lot of unique qualities. For one, it charges faster than any charger, but cannot kill in one fully charged hit. Also, unlike other chargers, even without charging, it's bullets always fly at max range. Comes with the splash wall and killer wail.
    • Pros: Has a better range than the squiffer. Splash walls are a good compliment for this weapon's range, and the killer wail can be activated behind a splash wall if you're fast enough. It has full range no matter the charge, so a full charge followed by a tap charge is a splat. Adding more damage ups means you can charge less for the same effect. It also has decent mobility.
    • Cons: The fact it can't kill in one shot. It struggles when an enemy closes in on you without a wall up.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up.
  • Bamboozler 14 MK II- Unlike MK I, MK II comes with disruptors and echolocator.
    • Pros: Echolocator, especially for a weapon like the Bamboozler, is always good. The disruptor allows you to abuse your max range much easier, or sometimes escape from an unfavorable match up.
    • Cons: Without a splash wall, close range becomes even more of a problem. It still can't kill in one charge, either!
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up, bomb range up.

Sloshers

  • Slosher- A slosher called Slosher. How original. Sloshers have a special effect. When the trigger is pulled, they let loose a glob of ink that flies a certain distance then drop down. This can be used to get opponents behind walls. All sloshers require two direct hits to kill. This slosher comes with burst bombs and an ink strike.
    • Pros: Decent range, and cover turf nicely. A burst bomb's end lag can be cancelled early by pressing the trigger button right after you throw the bomb. This is called sloshbombing and this is faster than two sloshes. Damage up allows for you to be less accurate with the burst bomb to achieve the same effect, with at least one main and one sub.
    • Cons: Even with sloshbombing, it can still struggle to kill sometimes, since sloshing is fairly slow. While swinging your bucket, you are pretty immobile.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up, bomb range up.
  • Slosher Deco- A slosher that comes with an splash wall and a kraken.
    • Pros: Behind an ink wall, your slightly slower kill time means less, which is good. The kraken, as usual, is useful for enemies who get too close, or when you're at a disadvantage.
    • Cons: Without sloshbombing or an splash wall up, you have a slow time-to-kill. 
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Tri-Slosher- In case you didn't know the Tri-slosher is actually a brush washer! It has shorter range than the normal slosher, but it has a wider spread and better mobility while slinging ink. Comes with the disruptors and the bubbler.
    • Pros: It's kinda like the Splattershot Jr, with it's wider but shorter range, and it's bubbler that it charges fairly quickly. However, the disruptor allows you to stop foes who try to run away while you're bubbled.
    • Cons: Short range and still inherits the Slosher's slightly under average kill time.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up, bomb range up, ninja squid.
  • Tri Slosher Nouveau- An artsy version of the Tri-Slosher with seekers and echolocator.
    • Pros: Seekers give this bucket increased mobility, and the echolocator, although nice, doesn't quite fit this weapon, but if you need to fit it on your team, the option's there.
    • Cons: Nothing to address it's low range or time-to-kill.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up, ninja squid.
  • Sloshing Machine- Get it? Because it looks like a washing machine? Teehee. It shoots a small, swirling glob that explodes on contact with a surface. If the projectile does not get a direct hit, it's 3 hits to kill, otherwise, it's the standard 2 hits to kill. It's got splat bombs and it's rush.
    • Pros: Has slightly increased range from a normal Slosher, and the splat bombs and it's rush help keep pressure and keep turf.
    • Cons: It's not very good at inking turf by itself. Like every slosher before it, it's TTK is slightly under average.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up, damage up.

Splatlings

  • Heavy Splatling- Splatlings work like chargers, except they have two levels of charge. The longer you hold it, the longer the weapon will shoot. The Heavy Splatling has great range and a fast fire rate. Comes with splash walls and inkstrike.
    • Pros: Has a fast fire rate with high range, which is great offensively, but it's also good with covering a large area with your ink as well. Also, unlike chargers when charging, you still have decent mobility. Run speed up helps with this, too! Splash walls are a good complement to this weapon's range, power, and covers it's necessity to charge.
    • Cons: The fact that it needs to charge and has decreased mobility while charging means if an enemy closes in, you might get in trouble depending on how much charge you have. It also takes 4-5 shots to kill an opponent, so you gotta be accurate as well.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, run speed up, ink resistance up.
  • Heavy Splatling Deco- A shiny Heavy Splatling that comes with point sensors and the kraken.
    • Pros: Since this weapon sometimes struggles with close combat, the kraken is pretty useful to have in stock, and it can charge it up pretty fast, too. The point sensor helps you aim and scout easier, too.
    • Cons: Still struggles up close at times, and requires to charge.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, run speed up, ink resistance up.
  • Mini Splatling- A lighter, cuter version of it's heavy counterpart. Sacrifices range for a dramatically increased charge speed and mobility. Comes with suction bombs and inkzooka.
    • Pros: Although it has "middling range," it actually still outranges a lot of common weapons. It's also surprisingly mobile for a weapon that needs to charge. It's also great at inking turf. Suction bombs are pretty useful for spacing as well as traps. Inkzooka helps it with the couple of things that outrange it.
    • Cons: That slight charge time can mean the difference in some fights if you're not careful. Also you need to be wary of the things that do outrange you. 
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, run speed up, ink resistance up, bomb range up.
  • Zink Mini Splatling- Hope you got enough zinc in your diet. This comes with the disruptors and bubbler.
    • Pros: Still got the same pros as it's regular, but now it has the ability to abuse it's max range better with it's disruptors. The bubbler charges up pretty fast with this weapon and somewhat complements it's range and the disruptors.
    • Cons: It has no way to immediately threaten the things that outrange it. 
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, run speed up, ink resistance up, bomb range up.
  • Hydra Splatling- The three headed hydrant of terror! It sacrifices mobility and a lot of charge time by giving it incredible range! Comes with splat bombs and echolocator.
    • Pros: It actually beats out some chargers in range! It's silly how far this thing shoots without sacrificing power. Even with half a level of charge, it shoots for a fairly long time. It can ink over a wide area, albeit kinda messy. Splat bombs help a little when someone's closing in, and echolocator makes aiming and scouting easier. 
    • Cons: The charge time itself is a con. It's ridiculous in time to charge. In addition, you move slow as hell while doing so. Also, in order to get full range off this thing, it has to charge up at least one level to do so! A half-charge simply won't give the full range advantage. On top of all that, it eats a whopping 1/4 of your whole ink supply when fully charged! 
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up.

Closing Statement

WOWIE! It's cleaner than before, but it could also be better. For now I'll consider it done and share it. I might try to fix it later.

Activity


I should also probably mention that even if I draw, I probably won't download unless it's in bulk since posting most of my shit isn't worth going through the hassle of dragging my heavy, old scanner around. Either that or I can get a new cell phone.
Possibly thinking of making some sort of expy/parody characters of certain real life people for Spirit Saga... so... got any preferably popular YouTube personalities you'd think I'd be interesting/funny to use as an expy character? You or I don't even have to like them personally to suggest them, just if you'd think I could do something funny or cool with them. I wanna start with that and see where it goes just because YT is probably more familiar with the people who follow me. Besides, it might be a good exerciser for an old fart who hasn't drawn in awhile.
Decided to make a new one since both my own, and the competitive communities views have changed a lot since the last one.

I'm not a "professional." At best, I'm probably above average. This is mostly just my experience and possibly based on some guides. I WON'T cover absolute basics.


General Advice and Techs

Learn these! These are important! 

It's A Team Game
There is no "i" in "team." Always try to coordinate with teammates rather than going commando. Always try to help your teammates when you're not busy. But also try avoiding stepping on their toes. Although it is true that sometimes, there will be times where you get an uncoordinated team and you'll lose, just make sure you're not the one getting in the way and you try hard.
Splats ARE Important

Don't let some players fool you. splatting an opponent is just as important as the objective. For every kill you get, that's a few seconds an enemy isn't covering ground, and that's a few seconds you and your allies are undoing their progress, and gives you the one-squid advantage. Sure, there are times when you shouldn't go for the kill, like when it's too risky, but when you can, go for it, and defend yourself and your team.
Map Awareness
Whenever there is a break in the action, never forget to look at the gamepad, this can give important intel where to go, and where enemies may be approaching or hiding. Looking for things like how your ink in changing is important, as is seeing where an ally went splat.
Climbing Up Walls Faster
Pressing jump rapidly while swimming up walls makes you swim up the wall faster than normal.
Sharp Turning In Squid Form
Have you ever ended up swimming into enemy fire, traps, killer wail, or inkstrike but couldn't turn in time? While turning around, release the squid button and immediate press it again in the desired direction to turn faster than a regular turn. It can help in tricky situations like that.
Stealth Swimming
Slightly shifting the movement key foward while in squid form allows you to move through your ink without creating a rippling effect. Although is pretty slow, it's a stealth option that can sometimes help give you the edge on some matches.
Using Y
The Y button lets you reset your camera to right in front of the inkling. This also allows to suddenly change directions verses the slow turning you'll need to do. If someone is on your tail, just use Y to instantly turn around and shoot them. It can also be used, as it's intended, to simply revert your camera to normal position, which can help with.
Sprayswimming
It's only applicable with shooter/blaster-type weapons and the Dynamo Roller. You simply jump → spray ink while moving foward → swim in ink → repeat. It's the fastest way to move around when there is no ink or traveling through opposing territory. 
Splatterhopping
It allows you to travel even faster than jumpsraying for a short distance (estimated around 4% faster), and may be faster than sprayswimming up a incline, but it's definately slowing down an incline. Just shot the floor with one pellet, swim in it, repeat as fast as you can. But it's a little harder to master, especially with stick. In you're in a rush for the objective or want to travel through enemy ink faster, or even escape from enemies through their territory, then you should learn this. Always keep in mind it's only faster than sprayswimming a short distance. Long distance travel, use sprayswimming instead. 
Ledge Peeking
As you climb up a wall, right before you reach the edge, immediately jump back just a little and shoot. This allows you to shoot over the edge without actually having to climb onto the edge and lose cover. It can be done multiple times. Only non-Dynamo rollers and shooters benefit from this. It can be a little tricky to pull off.

Abilities

They're essentially perks that upgrade certain stats. Each article of clothing: headgear, shirt, and shoes, can have up to four ability "slots;" A main ability and 3 small small slot. The more expensive gear have more default slots to unlock. Knowing how to optimize them is important. The main ability is always stronger than the sub ability and can't be changed, while sub abilities vary and can be changed randomly. Some abilities are exclusive to certain gear.

Stacking:

They can stack. Some abilities have no stack limit, while some stop at a certain point. All abilites have a diminishing return of effect, meaning that the more you stack, the less the following ability will increase aforementioned stat. 

Details:

Normal Abilities
  • Ink Saver (Main)Decreases the amount of ink your main weapon consumes by up to 60%.
    • One of the most useful ability in the game. It allows the player to shoot or roll their main weapon for a much longer period of time than usual. Especially true with ink-guzzling weapons, this is always no matter the map.
  • Ink Saver (Sub)Decreases the amount of ink your subs use by up to 75%.
    • Can be very useful depending on how reliant the weapon in question is on it's sub. Often, it's probably better to opt fr Ink Recovery.
  • Ink Recovery UpIncreases the amount of ink you recover by up to 40% while in squid form (not necessarily only swimming in your ink.)
    • The ability to essentially reload faster no matter where, so long as you're in squid form, is just as useful as ink saver main, if not more so. Always useful and I recommend running this on your gear whenever you can.
  • Swim Speed UpIncreases the speed at which you swim by up to 25%
    • This allows you to move faster, and in a game all about movement, especially in your own ink, this is one of the best abilities available no matter the weapon, but especially mobile weapons.
  • Quick RespawnDecreases your respawn time (the kill cam) by up to 66%
    • Although most players normally advise against "preparing for the worst," in reality is in a game like Splatoon, you're gonna get splat a few times per match. Any time you're respawning, you're not contributing to the team or its objective. Minimizing this penalty is pretty great. However, unless you find yourself trading or dying a lot, I would still probably say it's best to invest in something more consistently useful during the match.
  • Quick Super JumpIncreases the super jump speed to double it's normal speed.
    • In higher ranks, you'll find that people super jump to other players a lot less. That's because it's pretty unsafe, especially without map awareness and no communication. However, this still helps with making back into fights faster, and if you're planning on using Stealth Jump, or even using it to escape trouble faster, then this is for you.
  • Special Charge UpIncreases how fast your special gauge charges by up to 30%.
    • Since specials are obviously really useful to have in stock, it can be potentially useful to run this ability, especially if your weapon is heavily reliant on it's special, such as bubblers or krakens.
  • Special SaverDecreases the penalty of special gauge loss by up to 100% (you lose none.)
    • Similar to Quick Respawn, it's decent if you die a lot, but often it's best to invest in more consistent abilities.
  • Special Duration UpIncreases the duration of how long specials last. Doesn't affect killer wails or inkstrikes (just extends the time you have to launch them, not the actual execution.)
    • Again, depending on how reliant you are on your special, this can be useful, it gives you extra time to push or get the kill. Would never recommend on a killer wail or inkstrike.
  • Damage UpIncreases damage dealt from all sources. It cannot, with a few minor exceptions, make a weapon splat an opponent shorter than the normal amount of shots to kill (i.e: a splattershot will always kill at 3 hits no matter how many are stacked.)
    • The main use of this perk is to specifically counter defense ups, which can actually reduce the amount of shots to kill. Weapons that also benefit from damage up will be explained later on. 
  • Defense UpDecreases damage taken by up to 20%
    • Unlike Damage up, Defense Up can actually reduce the amount of shots to splat you, usually only by one (one hit splats will always be 1 hit splats.) However, this usually doesn't make a major enough difference with most weapons to warrant using this over other perks.
  • Bomb Range UpIncreases the range at which you throw bombs (including those produced by a bomb rush), point sensors, and disruptions only.
    • Depending on how reliant the weapon in question relies on aforementioned subs, this can be useful. It can even be used to outrange certain weapons and can allow to pressure opponents from out of your usual range, such as snipers on perches.
  • Run Speed UpIncreases movement speed while in inkling form (both running and shooting, but not for rollers) up to 50%.
    • Pretty useful for high mobility weapons, as strifing while shooting is really useful. 

Exclusive Abilities

  • Ink Resistance UpMovement, health, and jump pentalty decreased by standing in enemy ink.
    • Again one of the most useful abilities. Since stepping even in a small puddle of ink can make the difference between a splat and being splat, or just a general escape, this is rarely a reason not to run on this.
  • Ninja SquidMakes your ripple effect while swimming in your ink nonexistent at the cost of swimming speed.
    • Since it allows you to remain unseen regardless of how fast you're swimming, this is very useful. Especially with weapons that rely on stealth.
  • Stealth JumpThere is no longer a cursor where you are going to super jump to, but your jump speed is reduced.
    • In general, it allows you to super jump much more safely, since they cannot see where you'll land. However, super jumping still tends to remain unsafe, and you're forgoing the ability to use Ink Resistance if you go with that.
  • Opening GambitFor 30 seconds at the start of the match, your run and swimming speed are increased.
    • Useful for rushing to the objective/center stage faster, but is a dead weight ability after that. Would not recommend.
  • Last-Ditch EffortFor the last 30 seconds of a match, your ink recovery and overall ink usage are better.
    • worse than Opening Gambit. As in most ranked matches, the games doesn't usually fall into the last 30 seconds of a match. I would suggest avoiding it.
  • TenacitySpecial Gauge slowly fills if there are less teammates on the field than the opponent. Bigger difference makes the gauge fill even faster.
    • Theoretically useful if your teammates die a lot, and allows you to quickly get revenge. A pretty decent ability to use especially in Ranked, where death means more.
  • HauntIf somebody kills you, they're marked on everyone's map for 12 seconds.
    • Since this is like a mini-tracking device on anyone who splats you, this can come in handy.
  • ComebackFor 20 seconds after you respawn, ink efficiency, ink recovery, running and swimming speed are increased.
    • Decent ability, especially if you get splat a lot. It pairs well with quick respawn. However, the same negatives applies here as with quick respawn.
  • Cold-BloodedReduces the tracking effects of echolocators, point sensors, and Haunt by 75%.
    • Since echolocators are pretty common, and many matchups rely on the initiative and stealth, having them wear off almost immediately is very useful. However, in a match where there are no tracking devices, this will be a dead weight ability. So keep that in mind.
  • Bomb SnifferAlerts you to nearby explosives with a skull pointing where it is.
    • Not too useful most of the time, as you can reveal mines by spraying ahead of you. But once it awhile, it can save you from surprise bomb traps. I still wouldn't recommend this ability.
  • ReconShows the position of the opponents on the game pad screen only to you while standing on spawn.
    • It's sounds more useful than in practice. Almost completely useless, as for one, you shouldn't be wasting time on the spawn point. Second, it only shows the positions to you, and since you can't communicate, there isn't much of a point. To hit a nail on the head, if there are players approaching, the map usually gives their approaching position away (as they leave an ink trail as they move.) I heavily recommend avoiding this ability if you got better options.

Rolling Gear

Besides the main ability, you need to unlock the rest of on your gear all individually by gaining Exp. When unlocked, they "roll" to a random perk with no control over it. If you have Super Sea Snails, which you get participating in Splatfests, or for 30,000 bucks at level 20, you can get an NPC called Spyke to either add slots (if they have less than 3 small ones) or reroll them if you have all the perks unlocked. There is a little secret to this; brands of clothing actually affect the odds of certain perks rolling! Specifically, they have 5 times the chance of rolling one ability, with only half the chance of another: Here are the odds of each:
  • Firefin- x5 Ink Saver(Sub), x0.5 Ink Recovery Up
  • Forge- x5 Special Duration Up, x0.5 Ink Saver (Sub)
  • Inkline- x5 Defense Up, x0.5 Damage Up
  • Krak-On- x5 Swim Speed Up, x0.5 Defense Up
  • Rockenberg- x5 Run Speed Up, x0.5 Swim Speed Up
  • Skalop- x5 Quick Respawn, x0.5 Special Saver
  • Splash Mob- x5 Ink Saver (Main), x0.5 Run Speed Up
  • Squiforce- x5 Damage Up, x0.5 Ink Saver (Main)
  • Takoroka- x5 Special Charge Up, x0.5 Special Duration Up
  • Tentatek- x5 Ink Recovery Up, x0.5 Quick Super Jump
  • Zekko- x5 Special Saver, x0.5 Special Charge Up
  • Zink- x5 Quick Super Jump, x0.5 Quick Respawn
  • Other (amiibo, Cuttlegear, KOG)- None.
This can help you manipulate the rolls to better suit the abilities you do and don't want a little better.

Subs and Specials

I want this out of the way before we get into the meat of the main weapons.

Subs

  • Splat Bomb- Can be thrown in an arc, and explodes after a few seconds. Insta-splats anyone within range.
    • The main use of this sub is to scout for hiding foes and pushing enemies out of advantageous positions, such as perches. The countdown for the weapon only counts while touching the floor, so rolling it causes it to explode sooner.
  • Burst Bomb- Throws in an arc like the splat bomb. But it doesn't one hit splat players. It explodes on contact instead, costs less ink (you can throw up to 3), and has a slightly smaller explosion radius.
    • Takes 2 direct hits to KO an opponent, 3-5 otherwise. It can be reduced to 3-4 indirect hits with enough damage ups. They have a similar use to splat bombs, but make up for lack of immediate kill power with utility. They can be used to ink walls faster than shooting it with most weapons it's equipped to, and are much more useful in close-combat situations than other bombs. For some weapons, this is their main draw. For other shorter ranged weapons, it's the opposite, instead burst bombs allow for damaging opponents from out of your main weapon's range.
  • Suction Bomb- Like the splat, but it sticks to a surface and takes awhile longer to explode. Has a bigger explosion radius.
    • Again, it works like a splat bomb. With it's ability to stick to walls, it can also be used to trick foes into approaching near a wall to then get blown to bits with a well-placed bomb. They also function as mini denial-of-area tools, since the increased time to explode and increase explosion radius will deter foes away from them.
  • Seeker- Travels in a straight along the floor while leaving a trail of ink behind. If you're looking at someone while you hold the button, it homes onto them. Insta-splats if it connects.
    • They're not really used for splats, since they're easily avoided by jumping on just hiding in your own ink, but rather for their ability to increase mobility, since one can swim in the trail it leaves behind. Sometimes, they can simply distract and psyche someone out who was expecting such a trick.
  • Ink Mine- You can place it in your own ink which is invisible to foes, explodes either after a set amount of time, or when an enemy steps near it. Insta-splats.
    • Useful area-of-denial tool. 
  • Disruptor- Flies like a bomb, but instead killing players, it's explosion weakens them; makes them slower, can barely jump, the area where they're hiding blinks, and they recover ink much slower.
    • This allows you to badly cripple opponents and usually forces foes either to retreat and/or makes them ripe for the kill. Important to keep in mind that they still have full power and can still splat you, so be careful.
  • Point Sensor- Flies like a bomb, but it's explosion reveals players within range to the team for 10 seconds.
    • Being able to reveal hidden foes to the whole team, even for a few seconds, is very useful intel to have.
  • Sprinker- Flies in an ark and sticks to the surface. Until it is either destroyed or you go splat, it sprays ink in a circular radius. You can only place one per player, and placing a new one destroys the old one.
    • It can funtion either as a distraction, area-of-denial tool, or just to ink areas quicker without further input, which still charges your special. Pretty useful to have. Good advice is to place it in areas where they're hard to aim
  • Splash Wall- Throws a waterfall right in front of you that enemies can't move or shoot through, but your allies can. It lasts until it runs out of ink (overtime or if it's damaged.)
    • It's literally cover you can place wherever you want. Very useful for just that alone. Keep in mind it dose not activate immediately. It can be bounced off walls for better angling, and usually activates faster after bouncing off a wall.
  • Squid Beakon- Allies, including you, can use it to super jump to. You can place up to three at once per person. Placing more than three will destroy the oldest one placed. 
    • Very useful, as being able to super jump to these relatively safely to get into the fray ASAP is always great to have. If your smart, they can sometimes be used as pseudo-cover or just bait. Just remember to actually place all 3 in strategic areas.

Specials

They're all temporary, and using a special instantly refills your ink.
  • Inkzooka- Fires a tall tornado of ink that insta-splats anyone in it's path. Inks as the tornados travel.
    • One of the most powerful specials in terms of kill potential. The recoil, lack of ink coverage (especially at your feet), and the learning curve to aim it is made up by its long range and ability to splat instantly. Even if it kills just two opponents, that's a big advantage for your team. However, it's not a panic button nor something you whip out just because, it's usually better to learn when to use it. Also worth noting is that you're not obligated to shoot it, you can stop at any time and swim to change positions.
  • Inkstrike- Shoots a missile that creates a huge ink vortex that quickly dispatches anyone who's in it's path. Inks a huge area.
    • Really useful, as it allows you to temporarily deny access, knock players out of advantageous areas, ink a large area away from you, and often knocks the objective out of the opponent's hands, even if it's just a few seconds.
  • Killer Wail- A huge beam-like soundwave splats anyone in it's path and goes straight through the terrain.
    • It not only charges faster than most specials, but it's essentially infinite range can allow you to deny a huge area from your opponents. It rarely splats, except maybe a super jumper, but it's utility and speed of charging make up for that.
  • Bubbler- Creates a shield around you that makes you invincible, but you take more knockback. Nearby teammates can pick up the effect.
    • It's mainly used as a personal panic button. But it also has a use for pushing an offensive advance on the opposing team. Even two bubbled players can scare, if not wipe, a whole team away for a big push.
  • Bomb Rush- As long as it's active, you can throw an endless supply of the sub weapon bombs (either splat, burst, suction, or seekers.)
    • It's has both great fire power, and is great crowd control. They really isn't much to it. Be wary that with splat and suction bomb rushes, you're still fairly vulnerable if you just spam them at close range. Keep in mind you can stop to use your main weapon if necessary.
  • Kraken- Makes you invincible, and you lay your own trail of ink as you move, so you can move through enemy ink and travel up walls. Pressing jump makes you corkscrew, splatting anyone in one hit.
    • Another panic button, but this one also gives you the ability to murder players by simply jumping into them. This can still scatter players and create team pushes if used correctly. Fun facts: it's actually slightly slower than swimming normally, and swim speed up actually increases the speed at which the kraken swims, same thing with ninja squid's slowing effect.
  • Echolocator- All enemies who are in play will have their positions revealed to the entire team for 12 seconds.
    • Even though it's has no fire power, it's still the most universally useful special. As stated previously, having the information of where the opponent is regardless to where they're at on any map, especially in a game where stealth and flanks plays a big role, is big in and of itself. it can be useful when running out of ink for an instant refill, and should probably be used if you're about to get splat anyway. Better than letting it go to waste. Also try to use it if there are 3-4 foes on the map alive, as it's sorta wasteful to use it on just 1 or 2.

Weapon Specific Advice

WARNING: most of these things are just my two cents. And general advice. 

Shooters

  • SplattershotAll-around weapon; They're useful in many scenario. Burst bombs and it's rush special make it fairly versatile. 
    • Pros: Useful in just about every map. Not too glaringly weak.
    • Cons: Despite having middling range, it still is outranged by many weapons.
    • Good Abilities: Swim speed up, run speed up, ink recovery up, ink resistance up, bomb range up.
  • Tentatek Splattershot- It's the splattershot, but much more common, and for good reason. Its kit, suction bombs and inkzooka, are superior in just about every case.
    • Pros: Like it's regular counterpart, it's well balanced and good in ever map. But it's kit complements it's ability more, especially the inkzooka covering it's middling range.
    • Cons: Still has that range problem.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up.
  • Splattershot Jr.- The weapon given to you at the start, but it's usefulness doesn't end at being a beginner weapon. Trades power and range for increased spread. Comes with splat bombs and bubbler
    • Pros: Pretty good at inking turf. This compliments the bubbler pretty well. Splat bombs can help with your range problem sometimes.
    • Cons: Low range and low fire power.
    • Good abilities: Ink saver (main), special charge up, swim speed up, run speed up, ink recovery up, ink resistance up, bomb range up.
  • Custom Splattershot Jr.- Just like the regular Splattershot Jr., but comes with a supportive set of disruptors and echolocator. It's not as good as it sounds in theory.
    • Pros: Support options for you team. Good at inking.
    • Cons: Lacks firepower, very weak overall. Would not advise to main this weapon.
    • Good abilities: Ink saver (main), special charge up, swim speed up, run speed up, ink recovery up, ink resistance up, bomb range up.
  • Splattershot Pro- A splattershot with increased range and a slightly slower fire rate. Comes with splat bombs and inkstrike.
    • Pros: Decent power and good range, and splat bombs compliment it pretty well. Inkstrike can help with people too far out of range.
    • Cons: High ink consumption and slower rate of fire. Lower mobility while shooting.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, bomb range up.
  • Forge Splattershot Pro- A Splattershot Pro sponsored by Forge. Comes with point sensor and inkzooka.
    • Pros: The new kit allows you to aim and scout players easier, while the inkzooka allows you to pressure foes from even further.
    • Cons: Still consumes a lot of ink and has low mobility. Takes a while to charge the inkzooka.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, bomb range up.
  • Aerospray MG- Very short range and low fire power, but shoots with great speed and really wide scatter. Might be the best turf coverer in the game. Comes with seekers and inkzooka.
    • Pros: Often considered the best in Turf War because it's rapid fire and wide area of inking makes it great for doing just that. Decent kit for making up for it's miserable range.
    • Cons: Still suffers from it's range and power issue in many fights, so it relies pretty heavily on flanks or it's special for kills.
    • Good abilities: Ink saver (main), special charge up, swim speed up, run speed up, ink recovery up, ink resistance up, ninja squid.
  • Aerospray RG- A gold version of the MG. Comes with ink mines and ink strike, so it's a little more defensive in nature.
    • Pros: Still arguably the best turf inker. Inkstrike push this even further. 
    • Cons: Still has bad range. Ink mines, although not bad, don't complement this weapon too well.
    • Good abilities: Ink saver (main), special charge up, swim speed up, run speed up, ink recovery up, ink resistance up, ninja squid.
  • .52 Gal- Same range tier as the Splattershot, but trades fire rate and some maneuverability for fire power. Comes with splash wall and killer wail.
    • Pros: Very powerful in terms of kills. Can splat opponents with only two hits. Decent kit to compensate for it's range and fire rate problems.
    • Cons: Low fire rate means more accuracy is required. Sometimes, the RNG screws you over and you miss your shots anyway. Middling range means a lot of weapons outrange you. Subpar at inking turf. Consumes a lot of ink. One Defense Up on the opponent easily reduces this to a 3 hit knockout. Very notable.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up.
  • .52 Gal Deco- A studded .52 Gal Comes with seekers and inkstrike.
    • Pros: Very powerful for splatting. Seekers increase your mobility, and inkstrike can help your turfing, and sometimes, your range problem.
    • Cons: Same as the regular .52: Low fire rate, high ink consumption, middling range, and RNG sometimes messes you up. One Defense Up on the opponent easily reduces this to a 3 hit knockout. Very notable.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up.
  • .96 Gal- Like the .52 Gal, but it trades even more of a fire rate for more range. Comes with sprinkler and echolocator.
    • Pros: Still splats in only 2 hits. Sprinklers help fix your turf covering problems and compliments the echolocator pretty well, and the echolocator itself complements the .96 Gal.
    • Cons: RNG can screw this weapon up even more if you're unlucky. Very low fire rate and high ink consumption. Can be turned into a 3 hit kill with just one Defense Up. However, even a small damage up can counter this no matter how many Defense Ups the opponent stacks.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up.
  • .96 Gal Deco- A sparkly .96 Gal. Gets a better kit in the form of splash walls and the kraken.
    • Pros: Same power as the .96. But it's better complemented by the splash wall, which helps with it's fire rate problem and complements it's range decently. Kraken can help if an enemy get's too close for comfort.
    • Cons: Same weaknesses as it's non-sparkly counterpart, except now it has no way of improving it's turf problem.
    • Good abilities: Ink saver (main), ink saver (sub), special charge up, swim speed up, ink recovery up, ink resistance up, damage up.
  • Jet Squelcher- Trades fire power for amazing range and accuracy. Comes with splash wall and inkstrike.
    • Pros: Longest range of all shooters. Splash walls are decent to make up for your damage problem.
    • Cons: Low damage output. Somewhat struggles at close range. Pretty bad ink consumption. Low mobility.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, damage up.
  • Custom Jet Squelcher- A squelcher with an answer to it's close-combat problems, burst bombs and the kraken.
    • Pros: Still has the range, but burst bombs and kraken help alleviate the close range range problem.
    • Cons: Still has low damage output and high ink consumption and still has low mobility.
    • Good abilities: Ink saver (main), ink saver (sub), special charge up, swim speed up, ink recovery up, damage up.
  • Dual Squelcher- Shares the squelcher's name, but shoots faster and has better mobility at the slight cost of range. Comes with splat bombs and echolocator.
    • Pros: Despite technically being weaker, it's still better at splatting than the Jet Squelcher. Also inks turf better. Splat bombs can help pressure players who get too close. Echolocator compliments this squelcher decently.
    • Cons: The actual damage output is still low and can still struggle with close combat.
    • Good abilities: Ink saver (main), ink saver (sub), special charge up, swim speed up, run speed up, ink recovery up, ink resistance up.
  • Custom Dual Squelcher- A Dual Squelcher that trades it's old subs for beakons and the killer wail.
    • Pros: Same as the old Dual Squelcher but it's now more of a team support without sacrificing range.
    • Cons: Still has bad close combat skills.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up.
  • N-ZAP '85- Has the same stats as a Splattershot Jr., except it shoots much more accurately, has better ink efficiency, and moves much faster while shooting. Comes with splat bombs and echolocator.
    • Pros: Good at inking turf. Good splatting up close. Really good at strafing. Can charge up echolocator pretty quickly.
    • Cons: Low fire power, especially at the edge of it's optimal range. Low range.
    • Good abilities: Ink saver (sub), swim speed up, run speed up, ink recovery up, ink resistance up, bomb range up.
  • N-ZAP '89- An orange N-ZAP that was recolored for looking too much like a real gun. Comes with sprinklers and inkstrike.
    • Pros: Amazing at inking turf thanks to both it's sub and special. Trades none of the stats of the '85.
    • Cons: Low firepower and range with no splat bombs to help with this.
    • Good abilities: Ink saver (sub), swim speed up, special charge up, run speed up, ink recovery up, ink resistance up
  • Splash-O-Matic- A really short-ranged pen with pinpoint accuracy and a great fire rate. Comes with suction bombs and bomb rush.
    • Pros: Despite short range and almost no scatter, it can ink pretty efficiently. Also, despite it's low power, the rapid fire accuracy can used to splat pretty easy once they're in range. It also has good mobility. Suction bombs make for a decent answer to far away foes.
    • Cons: The fact that is has short range makes many direct confrontations difficult.
    • Good abilities: Ink saver (main), Ink saver (sub), swim speed up, run speed up, ink recovery up, ink resistance up, bomb range up, ninja squid.
  • Neo Splash-O-Matic- Just like the regular Splash but with burst bombs and inkzooka.
    • Pros: Same as the Splash, but now it has better answers for it's low range with burst bombs and the inkzooka.
    • Cons: Still has low range on the main weapon.
    • Good abilities: Ink saver (main), Ink saver (sub), swim speed up, special charge up, run speed up, ink recovery up, ink resistance up, bomb range up, ninja squid.
  • Sploosh-O-Matic- A Splash-O-Matic with a funnel that increases spread and somehow increases it's power. Shortest range of all shooters, but great mobility. Hs beakons and a killer wail.
    • Pros: May be the most mobile shooter in the game. Decent at spreading ink. Beakons are pretty useful and the killer wail somewhat makes up for it's nonexistent range.
    • Cons: But the killer wail doesn't really make up enough for it's range. It's really bad and even though it kills really fast, the roller type weapons still do the same close-combat arguably better. Learning to be mobile is a must to not make it overshadowed by the rollers.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, run speed up, ink recovery up, ink resistance up, ninja squid.
  • Neo Sploosh-O-Matic- A new Sploosh with a new kit; Has point sensors and kraken.
    • Pros: You can now track down opponents while being mobile, then hunt them down with the kraken.
    • Cons: This kit has NO way to make up for range, making it worse in that regard to Sploosh.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, run speed up, ink recovery up, ink resistance up, ninja squid.
  • L-3 Nozzlenose- Unlike other shooters, it's only semi-automatic. One press of the trigger shoots out exactly 3 pellets, when 4 are required to kill. The key is timing. Comes with disruptors and killer wail.
    • Pros: Slightly above average range and great mobility. Disruptors can allow you to aim easier, and killer wail-disruptor combo can score you a kill in some maps.
    • Cons: It's not fully automatic and requires 4 shots to kill. This can sometimes make it hard to secure a kill. Can struggle when enemies get too close.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up.
  • L-3 Nozzlenose D- D stands for dolphin. Same as regular L-3 Nozzlenose. Comes with burst bombs and kraken.
    • Pros: Same pros as the L-3, but burst bombs allow you to easily soften up enemies so one trigger pull could splat an enemy. Kraken is good for enemeies who get too close.
    • Cons: Still not rapid fire and weak damage output.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up, damage up.
  • H-3 Nozzlenose- Like the L-3 Nozzlenose, it has a 3-round burst. But unlike L-3, H-3 kills in only 3 hits, and it's range is a little better at the cost of mobility and fire rate. Comes with suction bombs and echolocator.
    • Pros: Good range and decent power. Suction bombs can pressure opponents, while echolocator can make hunting foes and aiming easier, which this weapon really needs.
    • Cons: The accuracy required for this weapon can be real troublesome, especially with it's round bursts and slower fire rate.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up.
  • H-3 Nozzlenose D- The bigger D. Same stats as H-3 but comes with point sensors and inkzooka.
    • Pros: Still has the good range and power, but now with point sensors, it can track down opponents whenever want now, making aiming easier, even with the inkzooka!
    • Cons: The accuracy and slow fire rate is still a problem here.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up.

Blaster

  • Blaster- Yes. It's a blaster called Blaster. All blasters shoot a projectile that flies straight a set distance and explodes. A direct hit is an instant splat, the explosion itself splats in 2. Comes with disruptors and the killer wail.
    • Pros: Great power. The ability to splat around corners is pretty amazing. The disruptor can make a foe blaster food, and the killer wail is a decent answer to it's middling range. 
    • Cons: Really slow fire rate. Middling range. Has trouble both being mobile and inking turf, especially up walls. The fact the killer wail charges fast somewhat alieviates is low turf inking problem. Struggles with close range.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Custom Blaster- Same as the standard Blaster, but comes with point sensors and the bubbler.
    • Pros: New kit, same Blaster power. Point sensors can make aiming and scouting for hidden squids easier, while the bubbler can really up the offensive pressure.
    • Cons: Still slow fire rate and middling range. Takes a fairly long time to earn enough charge to use the bubbler. Still struggles close range.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Range Blaster- It's like the blaster, but has an even slower fire rate in exchange for range (hence the name.) Comes with splash wall and ink strike.
    • Pros: Good range along with the same old regular Blaster power. Behind a splash wall, your lower fire rate is meaningless while it still complements your increased range. Ink strike somewhat makes up for poor inking and can help when you're outranged.
    • Cons: Even worse with mobility and turf inking. Really slow fire rate can really bite you in the butt. Even worse at close range than the regular Blaster.
    • Good abilities:  Ink saver (main), swim speed up, ink recovery up, ink resistance up.
  • Custom Range Blaster- A Range Blaster that is custom. Comes with the splat bombs and the kraken.
    • Pros: Splat bombs can pressure opponents and do somewhat help with the Range Blaster's close combat problems, and occasionally with the slow fire rate. The kraken is always good for weapons that struggle up close.
    • Cons: Still tends to struggle up close, and the rate of fire is still nightmarish.
  • Rapid Blaster- As it's name implies, it has a faster fire rate than the normal Rapid Blaster. It also has decent range. However, it takes two direct hits to splat an opponent, and the explosion takes 3-5 with the explosion. Comes with the ink mine and bubbler.
    • Pros: Fairly fast rate of fire, decent range, and decent ink efficiency. ink mines can help you space easier and control areas. Bubbler is a good panic button. Stacking at leas 3 damage up mains and 2 subs can make the Rapid Blaster kill much more consistently, at 2-3 hits, as well as a direct hit doing 99.9 damage, making it much more threatening.
    • Cons: Although it technically has high power, it still takes a long time to splat opponents, especially notable if you opt out of adding enough Damage ups. It still strugggles to ink turf and struggles in close combat. Charging the bubbler takes a long time.
    • Good abilities: Damage up, ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Rapid Blaster Deco- Decorated with yellow arrows, this Rapid Blaster comes with suction bombs and bomb rush.
    • Pros: Still has that decent fire rate, range, and ink efficiency. Suction bombs can still help pressure opponents, which the bomb rush can help with claiming turf. The damage up trick still applies.
    • Cons: Stlll has that long time to splat, and still struggles up close. Even though suuction bomb rush helps claim territory, actually charging it up takes a pretty long time.
    • Good abilities: Damage up, ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up, bomb range up.
  • Rapid Blaster Pro- A Rapid Blaster that trades some explosion damage and rate of fire for extended range. Comes with seekers and inkzooka.
    • Pros: Decent rate of fire, and great range. The seekers really help give mobility to an otherwise fairly immobile weapon. The same damage up trick for the Rapid Blaster regular still works here, though not as well. Inkzooka is a little odd, but still helpful for picking off troublesome foes at a range.
    • Cons: Still takes a long time to splat. Struggles more in close range. Struggles to ink turf.
    • Good abilities: Damage up, ink saver (main), ink saver (sub), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Rapid Blaster Pro Deco- A mouthful version of the Rapid Blaster Pro with disruptors and killer wail.
    • Pros: Disruptors, especially with bomb range up, can help you abuse your maximum range, and escape to a safer position when someone gets too close. Killer wail is good area control, and combos well after a disruptor on some maps.
    • Cons: Has no answers to mobility, unlike the original with seekers. Still has the same weaknesses, too.
    • Good abilities: Damage up, ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, bomb range up.
  • Luna Blaster- Has very short range, but unlike every other blaster, has a gigantic explosion that still splats in two hits, and doesn't suffer in close range. It's fire rate is slightly faster than the regular Blaster. Comes with ink mines and the inkzooka. The projectile itself splats the opponent in a direct hit.
    • Pros: Even better at getting foes around corners than any blaster. Unlike most blasters, it actually inks turf decently. Ink mines can help deny areas of access, and the inkzooka covers up it's range problem. 
    • Cons: Short ranged. Low mobility. Even if it inks well, it still does it rather slowly.
    • Good Abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up.
  • Luna Blaster Neo- Blast 'em to the moon with your splat bombs and splat bomb rush!
    • Pros: Especially with bomb range up, a splat bomb can help with your range problem and can make approaching easier. Bomb rush just puts up the pressure and inks turf.
    • Cons: Still has short range and low mobility, and splat bombs are not as good as inkzooka to achieve far-off kills.
    • Good Abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, bomb range up.

Rollers

  • Splat Roller- Basic roller. Holding the trigger causes you to roll the weapon the ground. Pressing it allow you to flick ink a short distance away. The sweetspot in the center of the flick is an instant kill for all rollers. As is rolling over opponents, but usually it's better to aim for the splat by flicking rather than rolling. Comes with suction bombs and the killer wail.
    • Pros: Great up close, inks wide areas quickly, and kills immediately up close. Suction bombs and killer wail somewhat help with your range issue.
    • Cons: Pretty much no range. A lot of weapons outrange and outmaneuver you.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, bomb range up.
  • Krak-On Splat Roller- The most common roller and for good reason. It comes with squid beakons and the kraken.
    • Pros: Beakons are really useful to both you and your team, and the kraken can help break you out of bad situations.
    • Cons: No answers to it's bad range.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up, quick respawn, quick super jump.
  • Dynamo Roller- Rolls really slowly, but it's flick range is enormous, and covers turf like you wouldn't believe. Comes with the sprinkers and echolocator.
    • Pros: The flick range is huge, covering a whole area pretty easy, and outranges a lot of middle ranged weapons. Sprinkers just help with that, and it builds up echolocator easy, which benefits you as well. A damage up can help increase the RNG of a far-off flick splatting an opponent.
    • Cons: Even if a sweetspotted flick instantly splats, the Dynamo has a long start up in which it's easy to splat you. This long windup technically makes the weapon with the longest time-to-kill. It also has poor mobility, especially if you don't jump before flicking. Eats up inks like you wouldn't believe. Ink efficiency main and ink recovery are pretty much necessary.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up.
  • Gold Dynamo Roller- The wave of destruction with a gold set of paint. Comes with splat bombs and inkstrike.
    • Pros: Same as the Dynamo regular but with a new set. Splat bombs can help with sniper which give you problems, as can inkstrikes. A splat bomb along with the threat of an flick can be really dangerous to deal with. 
    • Cons: Still has the terrible windup, mobility, and ink efficiency. 
    • Good abilities: Ink saver (main), ink saver (sub) swim speed up, ink recovery up, ink resistance up, damage up, bomb range up.
  • Carbon Roller- Essentially the opposite of the Dynamo; It has the worst range, rolls faster than other rollers, and is the only roller that can't kill by rolling over enemies in one hit. Instead, only the flick can kill instantly. Comes with burst bombs and the inkzooka.
    • Pros: The flick kills really fast when sweetspotted. In fact, this weapon has the fastest kill in the whole game. Splat bombs and the inkzooka make up for it's horrid range issue. Also, it rolls fairly fast. A burst bomb followed by a long-range flick can kill opponents out of optimal range. Damage ups help increase the efficiency of this.
    • Cons: Worst range ever. You essentially have to be right next to someone and aim directly dead center at them to get the splat.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, damage up, bomb range up, ninja squid.
  • Carbon Roller Deco- A more mobile Carbon Roller, because it comes with seekers, and is the only weapon (so far) with seeker bomb rush.
    • Pros: Increased mobility for an already fairly mobile weapon? Please! Although seekers rarely get kills themselves, the seeker bomb rush is suprisingly good at scoring kills because it's almost impossible to dodge them all, especially in certain areas on certain maps, or if more than one is following you.
    • Cons: Thanks to missing out on burst bombs, it has a hard time traveling up walls. It also no longer has an answer for it's range problem, making it's range a bigger issue.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, ninja squid.

Brushes

  • Inkbrush- It has the fastest movement of all weapons, as holding the trigger allows you to drag the brush on the floor at high speeds! Comes with sprinklers and the inkstrike
    • Pros: As stated, it's the fastest weapon in the game in terms of movement. The sprinklers and inkstrike make for decent map control.
    • Cons: Bad range and sometimes struggles to kill, as it takes 4-5 hits to splat an opponent. The brush on the floor doesn't spread much ink.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, ninja squid, quick respawn.
  • Inkbrush Nouveau- The same speedy brush, but with the ink mine and bubbler. 
    • Pros: Still the fastest weapon, but with ink mines for area of denial, and the bubbler for team support... or just another panic button.
    • Cons: The kit doesn't actually compliment this weapon very well. Would not recommend. 
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, ninja squid, quick respawn.
  • Octobrush- Slightly slower than the inkbrush, but this is more than made up for by it's dramatically increased range, power, and superior set in beakons and kraken.
    • Pros: Being the second fastest moving weapon in the game is still pretty useful, especially with beakon support. Once you're in range of this weapon, you're probably a puddle of ink.
    • Cons: Although the range is an improvement, it's still very low. Often than not, you might find yourself trading a lot.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, ninja squid, quick respawn, quick super jump.

Chargers

  • Splat Charger- Standard sniper-type weapon. Holding the trigger makes it charge, and letting go releases it in a straight line. The longer it's held, the further it reaches and the more damage it deals. insta-splats at full charge. All of them has a laser showing where they're aiming. This one is the middle ground charger. Comes with splat bombs and it's bomb rush.
    • Pros: Long range, and decent charge time. Well spaced splat bombs could stop a close range situation. Adding damage ups allows you to get the insta-splat at earlier charges.
    • Cons: Bad at close range, has trouble inking whole areas without bomb rush.
    • Good abilities: Damage up, ink recovery up, ink saver (main).
  • Kelp Splat Charger- Stuffed with kelp for some reason gives this sprinklers and the killer wail
    • Pros: A sprinkler makes up for your underwhelming turf coverage, and can work as area control as well. Killer wail also works as area control.
    • Cons: Worse at close range, since it has no way of efficiently defending itself up close.
    • Good abilities: Damage up, ink recovery up, ink saver (main).
  • E-Liter 3K- The longest range in the game only outranged by itself with a scope. Comes with burst bombs and the echolocator.
    • Pros: Longest range in the game means you pressure opponents by just being there. With burst bombs, this weapon can handle opponents who think they're easy to kill. Echolocator is a great compliment to a weapon that needs to aim. The same damage up trick for the Splat Charger also works with the E-Liters.
    • Cons: Still sometimes struggle up close. Takes a long time to charge. Guzzles a lot of ink. Struggles to ink turf.
    • Good abilities: Damage up, ink recovery up, ink saver (main).
  • Custom E-Liter 3K- The same long ranged weapon you love, but with beakons and the kraken.
    • Pros: Can supply itself with beakons to jump to if it get splatted off it's pearch. The kraken can dispatch anyone who gets in your face.
    • Cons: Has no options to fight up close outside of kraken,  which can take a long time to charge due to it's underwhelming turfing skills.
    • Good abilities: Damage up, ink recovery up, ink saver (main).
  • Splatterscope/Kelp Splatterscope/E-Liter 3K Scope/Custom E-Liter 3K Scope- The respective chargers with a scope to zoom in to while charging, making aiming easier. It also has slightly increased range. Same kit as their regular counterparts and share the same weaknesses/suggestions except:
    • Pros: Slightly increased range and easier to aim with. 
    • Cons: Narrowed vision makes you less aware of your surroundings, which can be dangerous.
  • Classic Squiffer- Unlike all other chargers, which are long ranged and more defensive, the Squiffers are meant to get closer and be more aggressive. Comes with Point Sensors and bubbler.
    • Pros: Charges pretty fast, and still has the instant splat at full charge. Point sensors make tracking enemies easier, and the bubbler can get you out or tricky situations or even turn the fight in your favor.
    • Cons: When enemies get too close, it could be dangerous for you. Your low mobility while charging becomes an issue since you're required to be up close in the action. Quite a few weapons actually outrange you.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • New Squiffer- A brand new squiffer with a brand new set of ink mines. But wait! Order now and Sheldon will include a brand new inkzooka! All for 4500G!
    • Pros: The ink mines, if well-placed, can make spacing easier for you. The inkzooka makes up for the range you lost as a normal charger.
    • Cons: The previous weaknesses of the classic still plague the new one.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Bamboozler 14 MK I- A charger with a lot of unique qualities. For one, it charges faster than any charger, but cannot kill in one fully charged hit. Also, unlike other chargers, even without charging, it's bullets always fly at max range. Comes with the splash wall and killer wail.
    • Pros: Has a better range than the squiffer. Splash walls are a good compliment for this weapon's range, and the killer wail can be activated behind a splash wall if you're fast enough. It has full range no matter the charge, so a full charge followed by a tap charge is a splat. Adding more damage ups means you can charge less for the same effect. It also has decent mobility.
    • Cons: The fact it can't kill in one shot. It struggles when an enemy closes in on you without a wall up.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up.
  • Bamboozler 14 MK II- Unlike MK I, MK II comes with disruptors and echolocator.
    • Pros: Echolocator, especially for a weapon like the Bamboozler, is always good. The disruptor allows you to abuse your max range much easier, or sometimes escape from an unfavorable match up.
    • Cons: Without a splash wall, close range becomes even more of a problem. It still can't kill in one charge, either!
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up, bomb range up.

Sloshers

  • Slosher- A slosher called Slosher. How original. Sloshers have a special effect. When the trigger is pulled, they let loose a glob of ink that flies a certain distance then drop down. This can be used to get opponents behind walls. All sloshers require two direct hits to kill. This slosher comes with burst bombs and an ink strike.
    • Pros: Decent range, and cover turf nicely. A burst bomb's end lag can be cancelled early by pressing the trigger button right after you throw the bomb. This is called sloshbombing and this is faster than two sloshes. Damage up allows for you to be less accurate with the burst bomb to achieve the same effect, with at least one main and one sub.
    • Cons: Even with sloshbombing, it can still struggle to kill sometimes, since sloshing is fairly slow. While swinging your bucket, you are pretty immobile.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up, bomb range up.
  • Slosher Deco- A slosher that comes with an splash wall and a kraken.
    • Pros: Behind an ink wall, your slightly slower kill time means less, which is good. The kraken, as usual, is useful for enemies who get too close, or when you're at a disadvantage.
    • Cons: Without sloshbombing or an splash wall up, you have a slow time-to-kill. 
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Tri-Slosher- In case you didn't know the Tri-slosher is actually a brush washer! It has shorter range than the normal slosher, but it has a wider spread and better mobility while slinging ink. Comes with the disruptors and the bubbler.
    • Pros: It's kinda like the Splattershot Jr, with it's wider but shorter range, and it's bubbler that it charges fairly quickly. However, the disruptor allows you to stop foes who try to run away while you're bubbled.
    • Cons: Short range and still inherits the Slosher's slightly under average kill time.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up, bomb range up, ninja squid.
  • Tri Slosher Nouveau- An artsy version of the Tri-Slosher with seekers and echolocator.
    • Pros: Seekers give this bucket increased mobility, and the echolocator, although nice, doesn't quite fit this weapon, but if you need to fit it on your team, the option's there.
    • Cons: Nothing to address it's low range or time-to-kill.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up, ninja squid.
  • Sloshing Machine- Get it? Because it looks like a washing machine? Teehee. It shoots a small, swirling glob that explodes on contact with a surface. If the projectile does not get a direct hit, it's 3 hits to kill, otherwise, it's the standard 2 hits to kill. It's got splat bombs and it's rush.
    • Pros: Has slightly increased range from a normal Slosher, and the splat bombs and it's rush help keep pressure and keep turf.
    • Cons: It's not very good at inking turf by itself. Like every slosher before it, it's TTK is slightly under average.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up, damage up.

Splatlings

  • Heavy Splatling- Splatlings work like chargers, except they have two levels of charge. The longer you hold it, the longer the weapon will shoot. The Heavy Splatling has great range and a fast fire rate. Comes with splash walls and inkstrike.
    • Pros: Has a fast fire rate with high range, which is great offensively, but it's also good with covering a large area with your ink as well. Also, unlike chargers when charging, you still have decent mobility. Run speed up helps with this, too! Splash walls are a good complement to this weapon's range, power, and covers it's necessity to charge.
    • Cons: The fact that it needs to charge and has decreased mobility while charging means if an enemy closes in, you might get in trouble depending on how much charge you have. It also takes 4-5 shots to kill an opponent, so you gotta be accurate as well.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, run speed up, ink resistance up.
  • Heavy Splatling Deco- A shiny Heavy Splatling that comes with point sensors and the kraken.
    • Pros: Since this weapon sometimes struggles with close combat, the kraken is pretty useful to have in stock, and it can charge it up pretty fast, too. The point sensor helps you aim and scout easier, too.
    • Cons: Still struggles up close at times, and requires to charge.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, run speed up, ink resistance up.
  • Mini Splatling- A lighter, cuter version of it's heavy counterpart. Sacrifices range for a dramatically increased charge speed and mobility. Comes with suction bombs and inkzooka.
    • Pros: Although it has "middling range," it actually still outranges a lot of common weapons. It's also surprisingly mobile for a weapon that needs to charge. It's also great at inking turf. Suction bombs are pretty useful for spacing as well as traps. Inkzooka helps it with the couple of things that outrange it.
    • Cons: That slight charge time can mean the difference in some fights if you're not careful. Also you need to be wary of the things that do outrange you. 
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, run speed up, ink resistance up, bomb range up.
  • Zink Mini Splatling- Hope you got enough zinc in your diet. This comes with the disruptors and bubbler.
    • Pros: Still got the same pros as it's regular, but now it has the ability to abuse it's max range better with it's disruptors. The bubbler charges up pretty fast with this weapon and somewhat complements it's range and the disruptors.
    • Cons: It has no way to immediately threaten the things that outrange it. 
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, run speed up, ink resistance up, bomb range up.
  • Hydra Splatling- The three headed hydrant of terror! It sacrifices mobility and a lot of charge time by giving it incredible range! Comes with splat bombs and echolocator.
    • Pros: It actually beats out some chargers in range! It's silly how far this thing shoots without sacrificing power. Even with half a level of charge, it shoots for a fairly long time. It can ink over a wide area, albeit kinda messy. Splat bombs help a little when someone's closing in, and echolocator makes aiming and scouting easier. 
    • Cons: The charge time itself is a con. It's ridiculous in time to charge. In addition, you move slow as hell while doing so. Also, in order to get full range off this thing, it has to charge up at least one level to do so! A half-charge simply won't give the full range advantage. On top of all that, it eats a whopping 1/4 of your whole ink supply when fully charged! 
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up.

Closing Statement

WOWIE! It's cleaner than before, but it could also be better. For now I'll consider it done and share it. I might try to fix it later.
Decided to make a new one since both my own, and the competitive communities views have changed a lot since the last one.

I'm not a "professional." At best, I'm probably above average. This is mostly just my experience and possibly based on some guides. I WON'T cover absolute basics.


General Advice and Techs

Learn these! These are important! 

It's A Team Game
There is no "i" in "team." Always try to coordinate with teammates rather than going commando. Always try to help your teammates when you're not busy. But also try avoiding stepping on their toes. Although it is true that sometimes, there will be times where you get an uncoordinated team and you'll lose, just make sure you're not the one getting in the way and you try hard.
Splats ARE Important

Don't let some players fool you. splatting an opponent is just as important as the objective. For every kill you get, that's a few seconds an enemy isn't covering ground, and that's a few seconds you and your allies are undoing their progress, and gives you the one-squid advantage. Sure, there are times when you shouldn't go for the kill, like when it's too risky, but when you can, go for it, and defend yourself and your team.
Map Awareness
Whenever there is a break in the action, never forget to look at the gamepad, this can give important intel where to go, and where enemies may be approaching or hiding. Looking for things like how your ink in changing is important, as is seeing where an ally went splat.
Climbing Up Walls Faster
Pressing jump rapidly while swimming up walls makes you swim up the wall faster than normal.
Sharp Turning In Squid Form
Have you ever ended up swimming into enemy fire, traps, killer wail, or inkstrike but couldn't turn in time? While turning around, release the squid button and immediate press it again in the desired direction to turn faster than a regular turn. It can help in tricky situations like that.
Stealth Swimming
Slightly shifting the movement key foward while in squid form allows you to move through your ink without creating a rippling effect. Although is pretty slow, it's a stealth option that can sometimes help give you the edge on some matches.
Using Y
The Y button lets you reset your camera to right in front of the inkling. This also allows to suddenly change directions verses the slow turning you'll need to do. If someone is on your tail, just use Y to instantly turn around and shoot them. It can also be used, as it's intended, to simply revert your camera to normal position, which can help with.
Sprayswimming
It's only applicable with shooter/blaster-type weapons and the Dynamo Roller. You simply jump → spray ink while moving foward → swim in ink → repeat. It's the fastest way to move around when there is no ink or traveling through opposing territory. 
Splatterhopping
It allows you to travel even faster than jumpsraying for a short distance (estimated around 4% faster), and may be faster than sprayswimming up a incline, but it's definately slowing down an incline. Just shot the floor with one pellet, swim in it, repeat as fast as you can. But it's a little harder to master, especially with stick. In you're in a rush for the objective or want to travel through enemy ink faster, or even escape from enemies through their territory, then you should learn this. Always keep in mind it's only faster than sprayswimming a short distance. Long distance travel, use sprayswimming instead. 
Ledge Peeking
As you climb up a wall, right before you reach the edge, immediately jump back just a little and shoot. This allows you to shoot over the edge without actually having to climb onto the edge and lose cover. It can be done multiple times. Only non-Dynamo rollers and shooters benefit from this. It can be a little tricky to pull off.

Abilities

They're essentially perks that upgrade certain stats. Each article of clothing: headgear, shirt, and shoes, can have up to four ability "slots;" A main ability and 3 small small slot. The more expensive gear have more default slots to unlock. Knowing how to optimize them is important. The main ability is always stronger than the sub ability and can't be changed, while sub abilities vary and can be changed randomly. Some abilities are exclusive to certain gear.

Stacking:

They can stack. Some abilities have no stack limit, while some stop at a certain point. All abilites have a diminishing return of effect, meaning that the more you stack, the less the following ability will increase aforementioned stat. 

Details:

Normal Abilities
  • Ink Saver (Main)Decreases the amount of ink your main weapon consumes by up to 60%.
    • One of the most useful ability in the game. It allows the player to shoot or roll their main weapon for a much longer period of time than usual. Especially true with ink-guzzling weapons, this is always no matter the map.
  • Ink Saver (Sub)Decreases the amount of ink your subs use by up to 75%.
    • Can be very useful depending on how reliant the weapon in question is on it's sub. Often, it's probably better to opt fr Ink Recovery.
  • Ink Recovery UpIncreases the amount of ink you recover by up to 40% while in squid form (not necessarily only swimming in your ink.)
    • The ability to essentially reload faster no matter where, so long as you're in squid form, is just as useful as ink saver main, if not more so. Always useful and I recommend running this on your gear whenever you can.
  • Swim Speed UpIncreases the speed at which you swim by up to 25%
    • This allows you to move faster, and in a game all about movement, especially in your own ink, this is one of the best abilities available no matter the weapon, but especially mobile weapons.
  • Quick RespawnDecreases your respawn time (the kill cam) by up to 66%
    • Although most players normally advise against "preparing for the worst," in reality is in a game like Splatoon, you're gonna get splat a few times per match. Any time you're respawning, you're not contributing to the team or its objective. Minimizing this penalty is pretty great. However, unless you find yourself trading or dying a lot, I would still probably say it's best to invest in something more consistently useful during the match.
  • Quick Super JumpIncreases the super jump speed to double it's normal speed.
    • In higher ranks, you'll find that people super jump to other players a lot less. That's because it's pretty unsafe, especially without map awareness and no communication. However, this still helps with making back into fights faster, and if you're planning on using Stealth Jump, or even using it to escape trouble faster, then this is for you.
  • Special Charge UpIncreases how fast your special gauge charges by up to 30%.
    • Since specials are obviously really useful to have in stock, it can be potentially useful to run this ability, especially if your weapon is heavily reliant on it's special, such as bubblers or krakens.
  • Special SaverDecreases the penalty of special gauge loss by up to 100% (you lose none.)
    • Similar to Quick Respawn, it's decent if you die a lot, but often it's best to invest in more consistent abilities.
  • Special Duration UpIncreases the duration of how long specials last. Doesn't affect killer wails or inkstrikes (just extends the time you have to launch them, not the actual execution.)
    • Again, depending on how reliant you are on your special, this can be useful, it gives you extra time to push or get the kill. Would never recommend on a killer wail or inkstrike.
  • Damage UpIncreases damage dealt from all sources. It cannot, with a few minor exceptions, make a weapon splat an opponent shorter than the normal amount of shots to kill (i.e: a splattershot will always kill at 3 hits no matter how many are stacked.)
    • The main use of this perk is to specifically counter defense ups, which can actually reduce the amount of shots to kill. Weapons that also benefit from damage up will be explained later on. 
  • Defense UpDecreases damage taken by up to 20%
    • Unlike Damage up, Defense Up can actually reduce the amount of shots to splat you, usually only by one (one hit splats will always be 1 hit splats.) However, this usually doesn't make a major enough difference with most weapons to warrant using this over other perks.
  • Bomb Range UpIncreases the range at which you throw bombs (including those produced by a bomb rush), point sensors, and disruptions only.
    • Depending on how reliant the weapon in question relies on aforementioned subs, this can be useful. It can even be used to outrange certain weapons and can allow to pressure opponents from out of your usual range, such as snipers on perches.
  • Run Speed UpIncreases movement speed while in inkling form (both running and shooting, but not for rollers) up to 50%.
    • Pretty useful for high mobility weapons, as strifing while shooting is really useful. 

Exclusive Abilities

  • Ink Resistance UpMovement, health, and jump pentalty decreased by standing in enemy ink.
    • Again one of the most useful abilities. Since stepping even in a small puddle of ink can make the difference between a splat and being splat, or just a general escape, this is rarely a reason not to run on this.
  • Ninja SquidMakes your ripple effect while swimming in your ink nonexistent at the cost of swimming speed.
    • Since it allows you to remain unseen regardless of how fast you're swimming, this is very useful. Especially with weapons that rely on stealth.
  • Stealth JumpThere is no longer a cursor where you are going to super jump to, but your jump speed is reduced.
    • In general, it allows you to super jump much more safely, since they cannot see where you'll land. However, super jumping still tends to remain unsafe, and you're forgoing the ability to use Ink Resistance if you go with that.
  • Opening GambitFor 30 seconds at the start of the match, your run and swimming speed are increased.
    • Useful for rushing to the objective/center stage faster, but is a dead weight ability after that. Would not recommend.
  • Last-Ditch EffortFor the last 30 seconds of a match, your ink recovery and overall ink usage are better.
    • worse than Opening Gambit. As in most ranked matches, the games doesn't usually fall into the last 30 seconds of a match. I would suggest avoiding it.
  • TenacitySpecial Gauge slowly fills if there are less teammates on the field than the opponent. Bigger difference makes the gauge fill even faster.
    • Theoretically useful if your teammates die a lot, and allows you to quickly get revenge. A pretty decent ability to use especially in Ranked, where death means more.
  • HauntIf somebody kills you, they're marked on everyone's map for 12 seconds.
    • Since this is like a mini-tracking device on anyone who splats you, this can come in handy.
  • ComebackFor 20 seconds after you respawn, ink efficiency, ink recovery, running and swimming speed are increased.
    • Decent ability, especially if you get splat a lot. It pairs well with quick respawn. However, the same negatives applies here as with quick respawn.
  • Cold-BloodedReduces the tracking effects of echolocators, point sensors, and Haunt by 75%.
    • Since echolocators are pretty common, and many matchups rely on the initiative and stealth, having them wear off almost immediately is very useful. However, in a match where there are no tracking devices, this will be a dead weight ability. So keep that in mind.
  • Bomb SnifferAlerts you to nearby explosives with a skull pointing where it is.
    • Not too useful most of the time, as you can reveal mines by spraying ahead of you. But once it awhile, it can save you from surprise bomb traps. I still wouldn't recommend this ability.
  • ReconShows the position of the opponents on the game pad screen only to you while standing on spawn.
    • It's sounds more useful than in practice. Almost completely useless, as for one, you shouldn't be wasting time on the spawn point. Second, it only shows the positions to you, and since you can't communicate, there isn't much of a point. To hit a nail on the head, if there are players approaching, the map usually gives their approaching position away (as they leave an ink trail as they move.) I heavily recommend avoiding this ability if you got better options.

Rolling Gear

Besides the main ability, you need to unlock the rest of on your gear all individually by gaining Exp. When unlocked, they "roll" to a random perk with no control over it. If you have Super Sea Snails, which you get participating in Splatfests, or for 30,000 bucks at level 20, you can get an NPC called Spyke to either add slots (if they have less than 3 small ones) or reroll them if you have all the perks unlocked. There is a little secret to this; brands of clothing actually affect the odds of certain perks rolling! Specifically, they have 5 times the chance of rolling one ability, with only half the chance of another: Here are the odds of each:
  • Firefin- x5 Ink Saver(Sub), x0.5 Ink Recovery Up
  • Forge- x5 Special Duration Up, x0.5 Ink Saver (Sub)
  • Inkline- x5 Defense Up, x0.5 Damage Up
  • Krak-On- x5 Swim Speed Up, x0.5 Defense Up
  • Rockenberg- x5 Run Speed Up, x0.5 Swim Speed Up
  • Skalop- x5 Quick Respawn, x0.5 Special Saver
  • Splash Mob- x5 Ink Saver (Main), x0.5 Run Speed Up
  • Squiforce- x5 Damage Up, x0.5 Ink Saver (Main)
  • Takoroka- x5 Special Charge Up, x0.5 Special Duration Up
  • Tentatek- x5 Ink Recovery Up, x0.5 Quick Super Jump
  • Zekko- x5 Special Saver, x0.5 Special Charge Up
  • Zink- x5 Quick Super Jump, x0.5 Quick Respawn
  • Other (amiibo, Cuttlegear, KOG)- None.
This can help you manipulate the rolls to better suit the abilities you do and don't want a little better.

Subs and Specials

I want this out of the way before we get into the meat of the main weapons.

Subs

  • Splat Bomb- Can be thrown in an arc, and explodes after a few seconds. Insta-splats anyone within range.
    • The main use of this sub is to scout for hiding foes and pushing enemies out of advantageous positions, such as perches. The countdown for the weapon only counts while touching the floor, so rolling it causes it to explode sooner.
  • Burst Bomb- Throws in an arc like the splat bomb. But it doesn't one hit splat players. It explodes on contact instead, costs less ink (you can throw up to 3), and has a slightly smaller explosion radius.
    • Takes 2 direct hits to KO an opponent, 3-5 otherwise. It can be reduced to 3-4 indirect hits with enough damage ups. They have a similar use to splat bombs, but make up for lack of immediate kill power with utility. They can be used to ink walls faster than shooting it with most weapons it's equipped to, and are much more useful in close-combat situations than other bombs. For some weapons, this is their main draw. For other shorter ranged weapons, it's the opposite, instead burst bombs allow for damaging opponents from out of your main weapon's range.
  • Suction Bomb- Like the splat, but it sticks to a surface and takes awhile longer to explode. Has a bigger explosion radius.
    • Again, it works like a splat bomb. With it's ability to stick to walls, it can also be used to trick foes into approaching near a wall to then get blown to bits with a well-placed bomb. They also function as mini denial-of-area tools, since the increased time to explode and increase explosion radius will deter foes away from them.
  • Seeker- Travels in a straight along the floor while leaving a trail of ink behind. If you're looking at someone while you hold the button, it homes onto them. Insta-splats if it connects.
    • They're not really used for splats, since they're easily avoided by jumping on just hiding in your own ink, but rather for their ability to increase mobility, since one can swim in the trail it leaves behind. Sometimes, they can simply distract and psyche someone out who was expecting such a trick.
  • Ink Mine- You can place it in your own ink which is invisible to foes, explodes either after a set amount of time, or when an enemy steps near it. Insta-splats.
    • Useful area-of-denial tool. 
  • Disruptor- Flies like a bomb, but instead killing players, it's explosion weakens them; makes them slower, can barely jump, the area where they're hiding blinks, and they recover ink much slower.
    • This allows you to badly cripple opponents and usually forces foes either to retreat and/or makes them ripe for the kill. Important to keep in mind that they still have full power and can still splat you, so be careful.
  • Point Sensor- Flies like a bomb, but it's explosion reveals players within range to the team for 10 seconds.
    • Being able to reveal hidden foes to the whole team, even for a few seconds, is very useful intel to have.
  • Sprinker- Flies in an ark and sticks to the surface. Until it is either destroyed or you go splat, it sprays ink in a circular radius. You can only place one per player, and placing a new one destroys the old one.
    • It can funtion either as a distraction, area-of-denial tool, or just to ink areas quicker without further input, which still charges your special. Pretty useful to have. Good advice is to place it in areas where they're hard to aim
  • Splash Wall- Throws a waterfall right in front of you that enemies can't move or shoot through, but your allies can. It lasts until it runs out of ink (overtime or if it's damaged.)
    • It's literally cover you can place wherever you want. Very useful for just that alone. Keep in mind it dose not activate immediately. It can be bounced off walls for better angling, and usually activates faster after bouncing off a wall.
  • Squid Beakon- Allies, including you, can use it to super jump to. You can place up to three at once per person. Placing more than three will destroy the oldest one placed. 
    • Very useful, as being able to super jump to these relatively safely to get into the fray ASAP is always great to have. If your smart, they can sometimes be used as pseudo-cover or just bait. Just remember to actually place all 3 in strategic areas.

Specials

They're all temporary, and using a special instantly refills your ink.
  • Inkzooka- Fires a tall tornado of ink that insta-splats anyone in it's path. Inks as the tornados travel.
    • One of the most powerful specials in terms of kill potential. The recoil, lack of ink coverage (especially at your feet), and the learning curve to aim it is made up by its long range and ability to splat instantly. Even if it kills just two opponents, that's a big advantage for your team. However, it's not a panic button nor something you whip out just because, it's usually better to learn when to use it. Also worth noting is that you're not obligated to shoot it, you can stop at any time and swim to change positions.
  • Inkstrike- Shoots a missile that creates a huge ink vortex that quickly dispatches anyone who's in it's path. Inks a huge area.
    • Really useful, as it allows you to temporarily deny access, knock players out of advantageous areas, ink a large area away from you, and often knocks the objective out of the opponent's hands, even if it's just a few seconds.
  • Killer Wail- A huge beam-like soundwave splats anyone in it's path and goes straight through the terrain.
    • It not only charges faster than most specials, but it's essentially infinite range can allow you to deny a huge area from your opponents. It rarely splats, except maybe a super jumper, but it's utility and speed of charging make up for that.
  • Bubbler- Creates a shield around you that makes you invincible, but you take more knockback. Nearby teammates can pick up the effect.
    • It's mainly used as a personal panic button. But it also has a use for pushing an offensive advance on the opposing team. Even two bubbled players can scare, if not wipe, a whole team away for a big push.
  • Bomb Rush- As long as it's active, you can throw an endless supply of the sub weapon bombs (either splat, burst, suction, or seekers.)
    • It's has both great fire power, and is great crowd control. They really isn't much to it. Be wary that with splat and suction bomb rushes, you're still fairly vulnerable if you just spam them at close range. Keep in mind you can stop to use your main weapon if necessary.
  • Kraken- Makes you invincible, and you lay your own trail of ink as you move, so you can move through enemy ink and travel up walls. Pressing jump makes you corkscrew, splatting anyone in one hit.
    • Another panic button, but this one also gives you the ability to murder players by simply jumping into them. This can still scatter players and create team pushes if used correctly. Fun facts: it's actually slightly slower than swimming normally, and swim speed up actually increases the speed at which the kraken swims, same thing with ninja squid's slowing effect.
  • Echolocator- All enemies who are in play will have their positions revealed to the entire team for 12 seconds.
    • Even though it's has no fire power, it's still the most universally useful special. As stated previously, having the information of where the opponent is regardless to where they're at on any map, especially in a game where stealth and flanks plays a big role, is big in and of itself. it can be useful when running out of ink for an instant refill, and should probably be used if you're about to get splat anyway. Better than letting it go to waste. Also try to use it if there are 3-4 foes on the map alive, as it's sorta wasteful to use it on just 1 or 2.

Weapon Specific Advice

WARNING: most of these things are just my two cents. And general advice. 

Shooters

  • SplattershotAll-around weapon; They're useful in many scenario. Burst bombs and it's rush special make it fairly versatile. 
    • Pros: Useful in just about every map. Not too glaringly weak.
    • Cons: Despite having middling range, it still is outranged by many weapons.
    • Good Abilities: Swim speed up, run speed up, ink recovery up, ink resistance up, bomb range up.
  • Tentatek Splattershot- It's the splattershot, but much more common, and for good reason. Its kit, suction bombs and inkzooka, are superior in just about every case.
    • Pros: Like it's regular counterpart, it's well balanced and good in ever map. But it's kit complements it's ability more, especially the inkzooka covering it's middling range.
    • Cons: Still has that range problem.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up.
  • Splattershot Jr.- The weapon given to you at the start, but it's usefulness doesn't end at being a beginner weapon. Trades power and range for increased spread. Comes with splat bombs and bubbler
    • Pros: Pretty good at inking turf. This compliments the bubbler pretty well. Splat bombs can help with your range problem sometimes.
    • Cons: Low range and low fire power.
    • Good abilities: Ink saver (main), special charge up, swim speed up, run speed up, ink recovery up, ink resistance up, bomb range up.
  • Custom Splattershot Jr.- Just like the regular Splattershot Jr., but comes with a supportive set of disruptors and echolocator. It's not as good as it sounds in theory.
    • Pros: Support options for you team. Good at inking.
    • Cons: Lacks firepower, very weak overall. Would not advise to main this weapon.
    • Good abilities: Ink saver (main), special charge up, swim speed up, run speed up, ink recovery up, ink resistance up, bomb range up.
  • Splattershot Pro- A splattershot with increased range and a slightly slower fire rate. Comes with splat bombs and inkstrike.
    • Pros: Decent power and good range, and splat bombs compliment it pretty well. Inkstrike can help with people too far out of range.
    • Cons: High ink consumption and slower rate of fire. Lower mobility while shooting.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, bomb range up.
  • Forge Splattershot Pro- A Splattershot Pro sponsored by Forge. Comes with point sensor and inkzooka.
    • Pros: The new kit allows you to aim and scout players easier, while the inkzooka allows you to pressure foes from even further.
    • Cons: Still consumes a lot of ink and has low mobility. Takes a while to charge the inkzooka.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, bomb range up.
  • Aerospray MG- Very short range and low fire power, but shoots with great speed and really wide scatter. Might be the best turf coverer in the game. Comes with seekers and inkzooka.
    • Pros: Often considered the best in Turf War because it's rapid fire and wide area of inking makes it great for doing just that. Decent kit for making up for it's miserable range.
    • Cons: Still suffers from it's range and power issue in many fights, so it relies pretty heavily on flanks or it's special for kills.
    • Good abilities: Ink saver (main), special charge up, swim speed up, run speed up, ink recovery up, ink resistance up, ninja squid.
  • Aerospray RG- A gold version of the MG. Comes with ink mines and ink strike, so it's a little more defensive in nature.
    • Pros: Still arguably the best turf inker. Inkstrike push this even further. 
    • Cons: Still has bad range. Ink mines, although not bad, don't complement this weapon too well.
    • Good abilities: Ink saver (main), special charge up, swim speed up, run speed up, ink recovery up, ink resistance up, ninja squid.
  • .52 Gal- Same range tier as the Splattershot, but trades fire rate and some maneuverability for fire power. Comes with splash wall and killer wail.
    • Pros: Very powerful in terms of kills. Can splat opponents with only two hits. Decent kit to compensate for it's range and fire rate problems.
    • Cons: Low fire rate means more accuracy is required. Sometimes, the RNG screws you over and you miss your shots anyway. Middling range means a lot of weapons outrange you. Subpar at inking turf. Consumes a lot of ink. One Defense Up on the opponent easily reduces this to a 3 hit knockout. Very notable.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up.
  • .52 Gal Deco- A studded .52 Gal Comes with seekers and inkstrike.
    • Pros: Very powerful for splatting. Seekers increase your mobility, and inkstrike can help your turfing, and sometimes, your range problem.
    • Cons: Same as the regular .52: Low fire rate, high ink consumption, middling range, and RNG sometimes messes you up. One Defense Up on the opponent easily reduces this to a 3 hit knockout. Very notable.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up.
  • .96 Gal- Like the .52 Gal, but it trades even more of a fire rate for more range. Comes with sprinkler and echolocator.
    • Pros: Still splats in only 2 hits. Sprinklers help fix your turf covering problems and compliments the echolocator pretty well, and the echolocator itself complements the .96 Gal.
    • Cons: RNG can screw this weapon up even more if you're unlucky. Very low fire rate and high ink consumption. Can be turned into a 3 hit kill with just one Defense Up. However, even a small damage up can counter this no matter how many Defense Ups the opponent stacks.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up.
  • .96 Gal Deco- A sparkly .96 Gal. Gets a better kit in the form of splash walls and the kraken.
    • Pros: Same power as the .96. But it's better complemented by the splash wall, which helps with it's fire rate problem and complements it's range decently. Kraken can help if an enemy get's too close for comfort.
    • Cons: Same weaknesses as it's non-sparkly counterpart, except now it has no way of improving it's turf problem.
    • Good abilities: Ink saver (main), ink saver (sub), special charge up, swim speed up, ink recovery up, ink resistance up, damage up.
  • Jet Squelcher- Trades fire power for amazing range and accuracy. Comes with splash wall and inkstrike.
    • Pros: Longest range of all shooters. Splash walls are decent to make up for your damage problem.
    • Cons: Low damage output. Somewhat struggles at close range. Pretty bad ink consumption. Low mobility.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, damage up.
  • Custom Jet Squelcher- A squelcher with an answer to it's close-combat problems, burst bombs and the kraken.
    • Pros: Still has the range, but burst bombs and kraken help alleviate the close range range problem.
    • Cons: Still has low damage output and high ink consumption and still has low mobility.
    • Good abilities: Ink saver (main), ink saver (sub), special charge up, swim speed up, ink recovery up, damage up.
  • Dual Squelcher- Shares the squelcher's name, but shoots faster and has better mobility at the slight cost of range. Comes with splat bombs and echolocator.
    • Pros: Despite technically being weaker, it's still better at splatting than the Jet Squelcher. Also inks turf better. Splat bombs can help pressure players who get too close. Echolocator compliments this squelcher decently.
    • Cons: The actual damage output is still low and can still struggle with close combat.
    • Good abilities: Ink saver (main), ink saver (sub), special charge up, swim speed up, run speed up, ink recovery up, ink resistance up.
  • Custom Dual Squelcher- A Dual Squelcher that trades it's old subs for beakons and the killer wail.
    • Pros: Same as the old Dual Squelcher but it's now more of a team support without sacrificing range.
    • Cons: Still has bad close combat skills.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up.
  • N-ZAP '85- Has the same stats as a Splattershot Jr., except it shoots much more accurately, has better ink efficiency, and moves much faster while shooting. Comes with splat bombs and echolocator.
    • Pros: Good at inking turf. Good splatting up close. Really good at strafing. Can charge up echolocator pretty quickly.
    • Cons: Low fire power, especially at the edge of it's optimal range. Low range.
    • Good abilities: Ink saver (sub), swim speed up, run speed up, ink recovery up, ink resistance up, bomb range up.
  • N-ZAP '89- An orange N-ZAP that was recolored for looking too much like a real gun. Comes with sprinklers and inkstrike.
    • Pros: Amazing at inking turf thanks to both it's sub and special. Trades none of the stats of the '85.
    • Cons: Low firepower and range with no splat bombs to help with this.
    • Good abilities: Ink saver (sub), swim speed up, special charge up, run speed up, ink recovery up, ink resistance up
  • Splash-O-Matic- A really short-ranged pen with pinpoint accuracy and a great fire rate. Comes with suction bombs and bomb rush.
    • Pros: Despite short range and almost no scatter, it can ink pretty efficiently. Also, despite it's low power, the rapid fire accuracy can used to splat pretty easy once they're in range. It also has good mobility. Suction bombs make for a decent answer to far away foes.
    • Cons: The fact that is has short range makes many direct confrontations difficult.
    • Good abilities: Ink saver (main), Ink saver (sub), swim speed up, run speed up, ink recovery up, ink resistance up, bomb range up, ninja squid.
  • Neo Splash-O-Matic- Just like the regular Splash but with burst bombs and inkzooka.
    • Pros: Same as the Splash, but now it has better answers for it's low range with burst bombs and the inkzooka.
    • Cons: Still has low range on the main weapon.
    • Good abilities: Ink saver (main), Ink saver (sub), swim speed up, special charge up, run speed up, ink recovery up, ink resistance up, bomb range up, ninja squid.
  • Sploosh-O-Matic- A Splash-O-Matic with a funnel that increases spread and somehow increases it's power. Shortest range of all shooters, but great mobility. Hs beakons and a killer wail.
    • Pros: May be the most mobile shooter in the game. Decent at spreading ink. Beakons are pretty useful and the killer wail somewhat makes up for it's nonexistent range.
    • Cons: But the killer wail doesn't really make up enough for it's range. It's really bad and even though it kills really fast, the roller type weapons still do the same close-combat arguably better. Learning to be mobile is a must to not make it overshadowed by the rollers.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, run speed up, ink recovery up, ink resistance up, ninja squid.
  • Neo Sploosh-O-Matic- A new Sploosh with a new kit; Has point sensors and kraken.
    • Pros: You can now track down opponents while being mobile, then hunt them down with the kraken.
    • Cons: This kit has NO way to make up for range, making it worse in that regard to Sploosh.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, run speed up, ink recovery up, ink resistance up, ninja squid.
  • L-3 Nozzlenose- Unlike other shooters, it's only semi-automatic. One press of the trigger shoots out exactly 3 pellets, when 4 are required to kill. The key is timing. Comes with disruptors and killer wail.
    • Pros: Slightly above average range and great mobility. Disruptors can allow you to aim easier, and killer wail-disruptor combo can score you a kill in some maps.
    • Cons: It's not fully automatic and requires 4 shots to kill. This can sometimes make it hard to secure a kill. Can struggle when enemies get too close.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up.
  • L-3 Nozzlenose D- D stands for dolphin. Same as regular L-3 Nozzlenose. Comes with burst bombs and kraken.
    • Pros: Same pros as the L-3, but burst bombs allow you to easily soften up enemies so one trigger pull could splat an enemy. Kraken is good for enemeies who get too close.
    • Cons: Still not rapid fire and weak damage output.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up, damage up.
  • H-3 Nozzlenose- Like the L-3 Nozzlenose, it has a 3-round burst. But unlike L-3, H-3 kills in only 3 hits, and it's range is a little better at the cost of mobility and fire rate. Comes with suction bombs and echolocator.
    • Pros: Good range and decent power. Suction bombs can pressure opponents, while echolocator can make hunting foes and aiming easier, which this weapon really needs.
    • Cons: The accuracy required for this weapon can be real troublesome, especially with it's round bursts and slower fire rate.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up.
  • H-3 Nozzlenose D- The bigger D. Same stats as H-3 but comes with point sensors and inkzooka.
    • Pros: Still has the good range and power, but now with point sensors, it can track down opponents whenever want now, making aiming easier, even with the inkzooka!
    • Cons: The accuracy and slow fire rate is still a problem here.
    • Good abilities: Ink saver (main), swim speed up, run speed up, ink recovery up, ink resistance up.

Blaster

  • Blaster- Yes. It's a blaster called Blaster. All blasters shoot a projectile that flies straight a set distance and explodes. A direct hit is an instant splat, the explosion itself splats in 2. Comes with disruptors and the killer wail.
    • Pros: Great power. The ability to splat around corners is pretty amazing. The disruptor can make a foe blaster food, and the killer wail is a decent answer to it's middling range. 
    • Cons: Really slow fire rate. Middling range. Has trouble both being mobile and inking turf, especially up walls. The fact the killer wail charges fast somewhat alieviates is low turf inking problem. Struggles with close range.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Custom Blaster- Same as the standard Blaster, but comes with point sensors and the bubbler.
    • Pros: New kit, same Blaster power. Point sensors can make aiming and scouting for hidden squids easier, while the bubbler can really up the offensive pressure.
    • Cons: Still slow fire rate and middling range. Takes a fairly long time to earn enough charge to use the bubbler. Still struggles close range.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Range Blaster- It's like the blaster, but has an even slower fire rate in exchange for range (hence the name.) Comes with splash wall and ink strike.
    • Pros: Good range along with the same old regular Blaster power. Behind a splash wall, your lower fire rate is meaningless while it still complements your increased range. Ink strike somewhat makes up for poor inking and can help when you're outranged.
    • Cons: Even worse with mobility and turf inking. Really slow fire rate can really bite you in the butt. Even worse at close range than the regular Blaster.
    • Good abilities:  Ink saver (main), swim speed up, ink recovery up, ink resistance up.
  • Custom Range Blaster- A Range Blaster that is custom. Comes with the splat bombs and the kraken.
    • Pros: Splat bombs can pressure opponents and do somewhat help with the Range Blaster's close combat problems, and occasionally with the slow fire rate. The kraken is always good for weapons that struggle up close.
    • Cons: Still tends to struggle up close, and the rate of fire is still nightmarish.
  • Rapid Blaster- As it's name implies, it has a faster fire rate than the normal Rapid Blaster. It also has decent range. However, it takes two direct hits to splat an opponent, and the explosion takes 3-5 with the explosion. Comes with the ink mine and bubbler.
    • Pros: Fairly fast rate of fire, decent range, and decent ink efficiency. ink mines can help you space easier and control areas. Bubbler is a good panic button. Stacking at leas 3 damage up mains and 2 subs can make the Rapid Blaster kill much more consistently, at 2-3 hits, as well as a direct hit doing 99.9 damage, making it much more threatening.
    • Cons: Although it technically has high power, it still takes a long time to splat opponents, especially notable if you opt out of adding enough Damage ups. It still strugggles to ink turf and struggles in close combat. Charging the bubbler takes a long time.
    • Good abilities: Damage up, ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Rapid Blaster Deco- Decorated with yellow arrows, this Rapid Blaster comes with suction bombs and bomb rush.
    • Pros: Still has that decent fire rate, range, and ink efficiency. Suction bombs can still help pressure opponents, which the bomb rush can help with claiming turf. The damage up trick still applies.
    • Cons: Stlll has that long time to splat, and still struggles up close. Even though suuction bomb rush helps claim territory, actually charging it up takes a pretty long time.
    • Good abilities: Damage up, ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up, bomb range up.
  • Rapid Blaster Pro- A Rapid Blaster that trades some explosion damage and rate of fire for extended range. Comes with seekers and inkzooka.
    • Pros: Decent rate of fire, and great range. The seekers really help give mobility to an otherwise fairly immobile weapon. The same damage up trick for the Rapid Blaster regular still works here, though not as well. Inkzooka is a little odd, but still helpful for picking off troublesome foes at a range.
    • Cons: Still takes a long time to splat. Struggles more in close range. Struggles to ink turf.
    • Good abilities: Damage up, ink saver (main), ink saver (sub), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Rapid Blaster Pro Deco- A mouthful version of the Rapid Blaster Pro with disruptors and killer wail.
    • Pros: Disruptors, especially with bomb range up, can help you abuse your maximum range, and escape to a safer position when someone gets too close. Killer wail is good area control, and combos well after a disruptor on some maps.
    • Cons: Has no answers to mobility, unlike the original with seekers. Still has the same weaknesses, too.
    • Good abilities: Damage up, ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, bomb range up.
  • Luna Blaster- Has very short range, but unlike every other blaster, has a gigantic explosion that still splats in two hits, and doesn't suffer in close range. It's fire rate is slightly faster than the regular Blaster. Comes with ink mines and the inkzooka. The projectile itself splats the opponent in a direct hit.
    • Pros: Even better at getting foes around corners than any blaster. Unlike most blasters, it actually inks turf decently. Ink mines can help deny areas of access, and the inkzooka covers up it's range problem. 
    • Cons: Short ranged. Low mobility. Even if it inks well, it still does it rather slowly.
    • Good Abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up.
  • Luna Blaster Neo- Blast 'em to the moon with your splat bombs and splat bomb rush!
    • Pros: Especially with bomb range up, a splat bomb can help with your range problem and can make approaching easier. Bomb rush just puts up the pressure and inks turf.
    • Cons: Still has short range and low mobility, and splat bombs are not as good as inkzooka to achieve far-off kills.
    • Good Abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, bomb range up.

Rollers

  • Splat Roller- Basic roller. Holding the trigger causes you to roll the weapon the ground. Pressing it allow you to flick ink a short distance away. The sweetspot in the center of the flick is an instant kill for all rollers. As is rolling over opponents, but usually it's better to aim for the splat by flicking rather than rolling. Comes with suction bombs and the killer wail.
    • Pros: Great up close, inks wide areas quickly, and kills immediately up close. Suction bombs and killer wail somewhat help with your range issue.
    • Cons: Pretty much no range. A lot of weapons outrange and outmaneuver you.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, bomb range up.
  • Krak-On Splat Roller- The most common roller and for good reason. It comes with squid beakons and the kraken.
    • Pros: Beakons are really useful to both you and your team, and the kraken can help break you out of bad situations.
    • Cons: No answers to it's bad range.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up, quick respawn, quick super jump.
  • Dynamo Roller- Rolls really slowly, but it's flick range is enormous, and covers turf like you wouldn't believe. Comes with the sprinkers and echolocator.
    • Pros: The flick range is huge, covering a whole area pretty easy, and outranges a lot of middle ranged weapons. Sprinkers just help with that, and it builds up echolocator easy, which benefits you as well. A damage up can help increase the RNG of a far-off flick splatting an opponent.
    • Cons: Even if a sweetspotted flick instantly splats, the Dynamo has a long start up in which it's easy to splat you. This long windup technically makes the weapon with the longest time-to-kill. It also has poor mobility, especially if you don't jump before flicking. Eats up inks like you wouldn't believe. Ink efficiency main and ink recovery are pretty much necessary.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up.
  • Gold Dynamo Roller- The wave of destruction with a gold set of paint. Comes with splat bombs and inkstrike.
    • Pros: Same as the Dynamo regular but with a new set. Splat bombs can help with sniper which give you problems, as can inkstrikes. A splat bomb along with the threat of an flick can be really dangerous to deal with. 
    • Cons: Still has the terrible windup, mobility, and ink efficiency. 
    • Good abilities: Ink saver (main), ink saver (sub) swim speed up, ink recovery up, ink resistance up, damage up, bomb range up.
  • Carbon Roller- Essentially the opposite of the Dynamo; It has the worst range, rolls faster than other rollers, and is the only roller that can't kill by rolling over enemies in one hit. Instead, only the flick can kill instantly. Comes with burst bombs and the inkzooka.
    • Pros: The flick kills really fast when sweetspotted. In fact, this weapon has the fastest kill in the whole game. Splat bombs and the inkzooka make up for it's horrid range issue. Also, it rolls fairly fast. A burst bomb followed by a long-range flick can kill opponents out of optimal range. Damage ups help increase the efficiency of this.
    • Cons: Worst range ever. You essentially have to be right next to someone and aim directly dead center at them to get the splat.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, damage up, bomb range up, ninja squid.
  • Carbon Roller Deco- A more mobile Carbon Roller, because it comes with seekers, and is the only weapon (so far) with seeker bomb rush.
    • Pros: Increased mobility for an already fairly mobile weapon? Please! Although seekers rarely get kills themselves, the seeker bomb rush is suprisingly good at scoring kills because it's almost impossible to dodge them all, especially in certain areas on certain maps, or if more than one is following you.
    • Cons: Thanks to missing out on burst bombs, it has a hard time traveling up walls. It also no longer has an answer for it's range problem, making it's range a bigger issue.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, ninja squid.

Brushes

  • Inkbrush- It has the fastest movement of all weapons, as holding the trigger allows you to drag the brush on the floor at high speeds! Comes with sprinklers and the inkstrike
    • Pros: As stated, it's the fastest weapon in the game in terms of movement. The sprinklers and inkstrike make for decent map control.
    • Cons: Bad range and sometimes struggles to kill, as it takes 4-5 hits to splat an opponent. The brush on the floor doesn't spread much ink.
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, ninja squid, quick respawn.
  • Inkbrush Nouveau- The same speedy brush, but with the ink mine and bubbler. 
    • Pros: Still the fastest weapon, but with ink mines for area of denial, and the bubbler for team support... or just another panic button.
    • Cons: The kit doesn't actually compliment this weapon very well. Would not recommend. 
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, ink resistance up, ninja squid, quick respawn.
  • Octobrush- Slightly slower than the inkbrush, but this is more than made up for by it's dramatically increased range, power, and superior set in beakons and kraken.
    • Pros: Being the second fastest moving weapon in the game is still pretty useful, especially with beakon support. Once you're in range of this weapon, you're probably a puddle of ink.
    • Cons: Although the range is an improvement, it's still very low. Often than not, you might find yourself trading a lot.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, ninja squid, quick respawn, quick super jump.

Chargers

  • Splat Charger- Standard sniper-type weapon. Holding the trigger makes it charge, and letting go releases it in a straight line. The longer it's held, the further it reaches and the more damage it deals. insta-splats at full charge. All of them has a laser showing where they're aiming. This one is the middle ground charger. Comes with splat bombs and it's bomb rush.
    • Pros: Long range, and decent charge time. Well spaced splat bombs could stop a close range situation. Adding damage ups allows you to get the insta-splat at earlier charges.
    • Cons: Bad at close range, has trouble inking whole areas without bomb rush.
    • Good abilities: Damage up, ink recovery up, ink saver (main).
  • Kelp Splat Charger- Stuffed with kelp for some reason gives this sprinklers and the killer wail
    • Pros: A sprinkler makes up for your underwhelming turf coverage, and can work as area control as well. Killer wail also works as area control.
    • Cons: Worse at close range, since it has no way of efficiently defending itself up close.
    • Good abilities: Damage up, ink recovery up, ink saver (main).
  • E-Liter 3K- The longest range in the game only outranged by itself with a scope. Comes with burst bombs and the echolocator.
    • Pros: Longest range in the game means you pressure opponents by just being there. With burst bombs, this weapon can handle opponents who think they're easy to kill. Echolocator is a great compliment to a weapon that needs to aim. The same damage up trick for the Splat Charger also works with the E-Liters.
    • Cons: Still sometimes struggle up close. Takes a long time to charge. Guzzles a lot of ink. Struggles to ink turf.
    • Good abilities: Damage up, ink recovery up, ink saver (main).
  • Custom E-Liter 3K- The same long ranged weapon you love, but with beakons and the kraken.
    • Pros: Can supply itself with beakons to jump to if it get splatted off it's pearch. The kraken can dispatch anyone who gets in your face.
    • Cons: Has no options to fight up close outside of kraken,  which can take a long time to charge due to it's underwhelming turfing skills.
    • Good abilities: Damage up, ink recovery up, ink saver (main).
  • Splatterscope/Kelp Splatterscope/E-Liter 3K Scope/Custom E-Liter 3K Scope- The respective chargers with a scope to zoom in to while charging, making aiming easier. It also has slightly increased range. Same kit as their regular counterparts and share the same weaknesses/suggestions except:
    • Pros: Slightly increased range and easier to aim with. 
    • Cons: Narrowed vision makes you less aware of your surroundings, which can be dangerous.
  • Classic Squiffer- Unlike all other chargers, which are long ranged and more defensive, the Squiffers are meant to get closer and be more aggressive. Comes with Point Sensors and bubbler.
    • Pros: Charges pretty fast, and still has the instant splat at full charge. Point sensors make tracking enemies easier, and the bubbler can get you out or tricky situations or even turn the fight in your favor.
    • Cons: When enemies get too close, it could be dangerous for you. Your low mobility while charging becomes an issue since you're required to be up close in the action. Quite a few weapons actually outrange you.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • New Squiffer- A brand new squiffer with a brand new set of ink mines. But wait! Order now and Sheldon will include a brand new inkzooka! All for 4500G!
    • Pros: The ink mines, if well-placed, can make spacing easier for you. The inkzooka makes up for the range you lost as a normal charger.
    • Cons: The previous weaknesses of the classic still plague the new one.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Bamboozler 14 MK I- A charger with a lot of unique qualities. For one, it charges faster than any charger, but cannot kill in one fully charged hit. Also, unlike other chargers, even without charging, it's bullets always fly at max range. Comes with the splash wall and killer wail.
    • Pros: Has a better range than the squiffer. Splash walls are a good compliment for this weapon's range, and the killer wail can be activated behind a splash wall if you're fast enough. It has full range no matter the charge, so a full charge followed by a tap charge is a splat. Adding more damage ups means you can charge less for the same effect. It also has decent mobility.
    • Cons: The fact it can't kill in one shot. It struggles when an enemy closes in on you without a wall up.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up.
  • Bamboozler 14 MK II- Unlike MK I, MK II comes with disruptors and echolocator.
    • Pros: Echolocator, especially for a weapon like the Bamboozler, is always good. The disruptor allows you to abuse your max range much easier, or sometimes escape from an unfavorable match up.
    • Cons: Without a splash wall, close range becomes even more of a problem. It still can't kill in one charge, either!
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up, bomb range up.

Sloshers

  • Slosher- A slosher called Slosher. How original. Sloshers have a special effect. When the trigger is pulled, they let loose a glob of ink that flies a certain distance then drop down. This can be used to get opponents behind walls. All sloshers require two direct hits to kill. This slosher comes with burst bombs and an ink strike.
    • Pros: Decent range, and cover turf nicely. A burst bomb's end lag can be cancelled early by pressing the trigger button right after you throw the bomb. This is called sloshbombing and this is faster than two sloshes. Damage up allows for you to be less accurate with the burst bomb to achieve the same effect, with at least one main and one sub.
    • Cons: Even with sloshbombing, it can still struggle to kill sometimes, since sloshing is fairly slow. While swinging your bucket, you are pretty immobile.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up, damage up, bomb range up.
  • Slosher Deco- A slosher that comes with an splash wall and a kraken.
    • Pros: Behind an ink wall, your slightly slower kill time means less, which is good. The kraken, as usual, is useful for enemies who get too close, or when you're at a disadvantage.
    • Cons: Without sloshbombing or an splash wall up, you have a slow time-to-kill. 
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up.
  • Tri-Slosher- In case you didn't know the Tri-slosher is actually a brush washer! It has shorter range than the normal slosher, but it has a wider spread and better mobility while slinging ink. Comes with the disruptors and the bubbler.
    • Pros: It's kinda like the Splattershot Jr, with it's wider but shorter range, and it's bubbler that it charges fairly quickly. However, the disruptor allows you to stop foes who try to run away while you're bubbled.
    • Cons: Short range and still inherits the Slosher's slightly under average kill time.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up, bomb range up, ninja squid.
  • Tri Slosher Nouveau- An artsy version of the Tri-Slosher with seekers and echolocator.
    • Pros: Seekers give this bucket increased mobility, and the echolocator, although nice, doesn't quite fit this weapon, but if you need to fit it on your team, the option's there.
    • Cons: Nothing to address it's low range or time-to-kill.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up, ninja squid.
  • Sloshing Machine- Get it? Because it looks like a washing machine? Teehee. It shoots a small, swirling glob that explodes on contact with a surface. If the projectile does not get a direct hit, it's 3 hits to kill, otherwise, it's the standard 2 hits to kill. It's got splat bombs and it's rush.
    • Pros: Has slightly increased range from a normal Slosher, and the splat bombs and it's rush help keep pressure and keep turf.
    • Cons: It's not very good at inking turf by itself. Like every slosher before it, it's TTK is slightly under average.
    • Good abilities: Ink saver (main), swim speed up, special charge up, ink recovery up, ink resistance up, damage up.

Splatlings

  • Heavy Splatling- Splatlings work like chargers, except they have two levels of charge. The longer you hold it, the longer the weapon will shoot. The Heavy Splatling has great range and a fast fire rate. Comes with splash walls and inkstrike.
    • Pros: Has a fast fire rate with high range, which is great offensively, but it's also good with covering a large area with your ink as well. Also, unlike chargers when charging, you still have decent mobility. Run speed up helps with this, too! Splash walls are a good complement to this weapon's range, power, and covers it's necessity to charge.
    • Cons: The fact that it needs to charge and has decreased mobility while charging means if an enemy closes in, you might get in trouble depending on how much charge you have. It also takes 4-5 shots to kill an opponent, so you gotta be accurate as well.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, run speed up, ink resistance up.
  • Heavy Splatling Deco- A shiny Heavy Splatling that comes with point sensors and the kraken.
    • Pros: Since this weapon sometimes struggles with close combat, the kraken is pretty useful to have in stock, and it can charge it up pretty fast, too. The point sensor helps you aim and scout easier, too.
    • Cons: Still struggles up close at times, and requires to charge.
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, run speed up, ink resistance up.
  • Mini Splatling- A lighter, cuter version of it's heavy counterpart. Sacrifices range for a dramatically increased charge speed and mobility. Comes with suction bombs and inkzooka.
    • Pros: Although it has "middling range," it actually still outranges a lot of common weapons. It's also surprisingly mobile for a weapon that needs to charge. It's also great at inking turf. Suction bombs are pretty useful for spacing as well as traps. Inkzooka helps it with the couple of things that outrange it.
    • Cons: That slight charge time can mean the difference in some fights if you're not careful. Also you need to be wary of the things that do outrange you. 
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, run speed up, ink resistance up, bomb range up.
  • Zink Mini Splatling- Hope you got enough zinc in your diet. This comes with the disruptors and bubbler.
    • Pros: Still got the same pros as it's regular, but now it has the ability to abuse it's max range better with it's disruptors. The bubbler charges up pretty fast with this weapon and somewhat complements it's range and the disruptors.
    • Cons: It has no way to immediately threaten the things that outrange it. 
    • Good abilities: Ink saver (main), ink saver (sub), swim speed up, ink recovery up, run speed up, ink resistance up, bomb range up.
  • Hydra Splatling- The three headed hydrant of terror! It sacrifices mobility and a lot of charge time by giving it incredible range! Comes with splat bombs and echolocator.
    • Pros: It actually beats out some chargers in range! It's silly how far this thing shoots without sacrificing power. Even with half a level of charge, it shoots for a fairly long time. It can ink over a wide area, albeit kinda messy. Splat bombs help a little when someone's closing in, and echolocator makes aiming and scouting easier. 
    • Cons: The charge time itself is a con. It's ridiculous in time to charge. In addition, you move slow as hell while doing so. Also, in order to get full range off this thing, it has to charge up at least one level to do so! A half-charge simply won't give the full range advantage. On top of all that, it eats a whopping 1/4 of your whole ink supply when fully charged! 
    • Good abilities: Ink saver (main), swim speed up, ink recovery up, ink resistance up.

Closing Statement

WOWIE! It's cleaner than before, but it could also be better. For now I'll consider it done and share it. I might try to fix it later.
Have a good one! ;p

BOY. Haven't had a journal in a long time...

The usual schlump of mine related to art. Nothing really to say about that, except I need help. And I still don't have a replacement phone.

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:iconmylucidheartwork:
Mylucidheartwork Featured By Owner Dec 20, 2015  Student Digital Artist
thank you for the fave ^^
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DamaiMikaz Featured By Owner Nov 27, 2015  Hobbyist Digital Artist
Thanks a lot for adding my work to your collection.
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CrushedBoyWonder Featured By Owner Nov 26, 2015
thanks
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TixieLix Featured By Owner Nov 1, 2015  Hobbyist Digital Artist
Thanks for the Castlevania fave!
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Shikuha Featured By Owner Oct 29, 2015  Hobbyist General Artist
Thank you for watching me~ <3
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fmafan567 Featured By Owner Oct 17, 2015  Hobbyist
Ayye m89

What'd you think of the season finale for Rick and Morty?! I watched it a few weeks ago, and I was just wondering what you thought about it. Tbh, it almost made me cry. :XD: I don't think a cartoon's ever made me want to cry like that, either (unless you count Disney's Fox & The Hound).
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:iconminimissdreamy:
minimissdreamy Featured By Owner Edited Oct 17, 2015  Hobbyist Digital Artist
Thank your for adding my artwork to your fav
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:iconmaximumspazzitude:
MaximumSpazzitude Featured By Owner Sep 27, 2015  Student Filmographer
hey i haven't really made time for animal crossing lately but im going to start grinding villagers out of my town, i should be ready to take lily back soon
sorry for burdening you with my baby for so long lol
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RukiaCH Featured By Owner Sep 20, 2015   General Artist
thank you for the fave :heart: :happybounce:
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Remthedeathgoddess Featured By Owner Sep 18, 2015
Thank you very much for the fave! :) 
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