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The Firing Range Part 3 - A Basic Guide to Sub and Special Weapons!

The Firing Range Part 3 - A Basic Guide to Sub and Special Weapons!

Hey there, fellow squid kids! This guide is part 3 of my "Firing Range" guides.
I had to split them up due to Squidboards having a size limit to guides.. But enough of that!

If you've no idea what these guides are about, click here to check out Part 1!

This part of the guide is going to be all about Subs and Specials. It'll be pretty short in comparison to the other parts!

As with my other guides, we'll be using CTRL+F for easily finding what you need.​
1. Damage Tiers [DMG1]
2. Sub Weapons [SWP1]
Splat Bombs [SPB1]
Burst Bombs [BSB1]
Suction Bombs [SUC1]
Seeker [SKR1]
Ink Mine [IMN1]
Disruptor [DIS1]
Point Sensor [PSS1]
Sprinkler [SPR1]
Splash Wall [SWL1]
Squid Beakon [SBK1]
3. Special Weapon [SWP1]
Bubbler [BBL1]
Inkzooka [IZK1]
Bomb Rush [BMR1]
Killer Wail [KWL1]
Inkstrike [ISK1]
Echolocator [ECH1]
Kraken [KRA1]
4. Ending Notes [END1]

Damage Tiers [DMG1]
To keep in uniform with Part 1 and 2, I've included a short Damage Tier list for the Sub weapons.
Seeker (Distant)
20.0 - 5 shots to splat
Vs 1 Defense: 18.9
Vs 2 Defense: 18.1
Vs 3 Defense: 17.5
1 Attack +: 21.8
2 Attack +: 23.3
3 Attack +: 24.4
Sprinkler
30.0 - 3 shots to splat.
Vs 1 Defense: 28.4
Vs 2 Defense: 27.2
Vs 3 Defense: 26.2
1 Attack +: 32.7
2 Attack +: 33.3
3 Attack +: 33.3
Burst Bomb
60.0
Vs 1 Defense: 56.2
Vs 2 Defense: 54.4
Vs 3 Defense: 52.5

1 Attack +: 65.4
2 Attack +: 69.9
3 Attack +: 73.4
Seeker - Close Range (Non Impact)
80.0 - 2 shots to splat.
Vs 1 Defense: 75.9
Vs 2 Defense: 72.6
Vs 3 Defense: 70.0
1 Attack +: 87.2
2 Attack +: 93.2
3 Attack +: 97.9
Splat Bomb - Close range
Suction Bomb - Close range
Ink Mine - Close range
Seeker - Impact
180.0
Vs 1 Defense: 170.9
Vs 2 Defense: 163.4
Vs 3 Defense: 157.5
1 Attack +: 196.3
2 Attack +: 209.8
3 Attack +: 220.3

Sub Weapons [SWP1]
All Sub Weapons outside of the Seeker, Squid Beakon and Splash Wall share the same range.​


+1 Range
Image to be added
+2 Range
Image to be added
+3 Range
Image to be added
Damage Tier
180.0 - Close
30.0 - Distant
Unless specified by a post under Splat Radius, all offensive sub weapons deal the same amount of damage on impact, and lesser to the surrounding area:

Burst Bombs, the Sprinkler, Splash Wall, and the Seeker for distant targets don't use these damage numbers.


Splat Bombs [SPB1]
The basic bomb weapon, it's on the default Splattershot Jr and Splat Charger, an overall decent sub weapon. This pyramid-shaped bomb bounces along the ground. The timer doesn't start until the bomb first hits the ground, so for a delayed explosion throw it far. However if you need a quicker blast, throwing it at the floor and making it roll is the best option.

Burst Bombs [BSB1]
The Burst Bombs are big, ink filled Water Balloons that splat on impact, causing major damage in the immediate area. They aren't as powerful as other bombs, but without ink savers can be used 3 times before running out of ink.

Suction Bomb [SUC1]
The Suction Bomb will stick to the first surface it comes into contact with before starting it's timer to detonate. It leaves a decent area of ink on exploding.

Seeker [SKR1]
This Weapon makes a beeline forward, leaving behind a trail of your ink. This can be useful for both approaching or retreating. However, once it spots an enemy, or if youre facing an enemy whilst using it, the bomb will lock on and start homing in. This is avoidable by a simple jump, but it can catch people off guard behind corners!
To show off the Seekers true range, I had to take it out of the firing range and into Port Mackerel!

Inkmine [IMN1]
The Inkmine is a trap explosive placed at your feet. It lasts around 10 seconds or until it detects an enemy before priming itself and exploding the area. The Inkmine is not an instant explosion, when it's about to explode, it takes another second to prime, giving swift and aware Inklings ample time to escape.

Disruptor [DIS1]
The Disruptor is a non-damaging bomb which severely reduces the abilities of whomever it hits and those in a small area around the blast point. This weapon is EXTREMELY useful if you can hit, as it reduces the enemies overall stats. They will shoot slower, they will deal less damage, they will run about as fast as they would if they were stuck in your ink. This weapon is amazing for 1v1 situations, as well as escaping ambushes and handicap (running into 2+ enemies). And the icing on the cake - this weapon costs little ink compared to other sub weapons!
[Please note, this is only an estimation of max range. The middle two were hit in this example.]

Point Sensor [PSS1]
Like the Disruptor, the Point Sensor is another non-damaging weapon. Instead, this weapon causes you and your allies to see and track whoever is in the blast radius, as if they were hit by the Echolocator, Haunt, or Recon abilities. As with the Disruptor, this weapon uses less ink than most other subs.
[And again, as with the Disruptor, this is only an estimation of max range. This was as far as I could get without missing.]

Sprinkler [SPR1]
The Sprinkler is a great sub weapon to help keep a point held, ink a small area whilst you focus on another area, or even point denial in certain cases. This weapon's damage is nothing to fret over, unless it happens to be placed in an area that causes it to splat you multiple times whilst you can't counteract. I will admit I have been humiliated by a Sprinkler more times than once.

Splash Wall [SWL1]
The Splash Wall is a great control weapon, it throws out a small device which blocks a small area from passage from enemy players. To get through it, the enemy must either traverse around it, destroy it, or wait for it to use up all it's ink and disappear. Any enemy who happens to find themselves underneath a splash wall will be splatted fast. This weapon's throw range is alot shorter than most sub weapons, but that's a fine loss in how much power this can give your team defending a choke point.
This range is a set distance away from you, even if you aim at the floor you will throw it forward.

Squid Beakon [SBK1]
The Squid Beakon is another support style sub weapon that allows you or allies to Super Jump straight to it. The enemy can see your Squid Beakons, so placing them in hard to reach or inconvenient but strategic spots is key. After a player Super Jumps to the Beakon, it breaks, but multiple Squid Kids can Super Jump to the same Beakon in quick succession, as the Beakon only breaks once the Squid lands. This weapon is not thrown. Only 3 Beakons can be active at one time.
Special Weapons
I like to refer to these as the Final Smashes of Splatoon. Each weapon gives a distinct advantage or power bonus to the player when used, and should be watched out for!

Bubbler [BBL1]
The Bubbler is the first Special Weapon any new Squid Kid will experience. It's on the default Splattershot Jr Loadout, and boy is it powerful! This little gem wraps you in a bubble shield, blocking ALL enemy attacks - even other Special Weapons - for a short time, the only drawback of this is you will feel extra pushback when taking damage, instead. This CAN push you off ledges if you're not too careful! This effect is passable onto nearby allies, making this a great pushing tool, or supporting tool to help an ally being swamped by enemies.​

Inkzooka [IZK1]
Your Inkling puts away their puny little gun, and pulls out a huge green tube of ink destruction. The look on the enemies eyes turns to fear as you aim the sight directly at them and fire a tornado of justice - and your ink - right into their face. The Inkzooka is a great Special for taking out foes. It oneshots Inklings it hits, and has great range. The ink trail itself starts further along than where you shoot, so you can shoot if over obstacles easily!

Bomb Rush [BMR1]
This ability temporarily causes your sub weapon to cost 0 ink! This Super is only available on weapon sets with "Bomb" subs (Splat, Burst, Suction). When you use it, your Inkling will glow, and you'll get a small notification telling you to "Throw Bombs!"

Killer Wail [KWL1]
The most bad-*** soundin' Super Weapon. You pull out a giant speaker, sending a giant sound wave across the map, instantly splatting any Inkling who happens to be inside it's range.

Inkstrike [ISK1]
TACTICAL NUKE!!!
This weapon is very strong, you pull out a touch pad, and then on your IRL touch pad, touch on the Map where you'd like to strike, which sends the rocket on your back flying upwards towards it's target, before leaving a massive tornado of ink at the designated spot, splatting any unfortunate squiddo who happened to be in the Radius. It gives fair warning, atleast!

Echolocator [ECH1]
The Team Utility Special, an absolute beast of a weapon. It reveals all of the enemy team for a short time, and tracks them onscreen and on the Minimap. Knowing where your opponent is already a huge advantage, I shouldn't even need to explain it. To make things even better, it also gives this info to your Allies!

Kraken [KRA1]

This Special Weapon is extremely powerful and versatile. For a small duration (6~seconds), you transform into an invincible Kraken - a giant, dangerous lookin' squid form. You become invincible to enemy attacks, you move at swim speed, and you leave behind a trail of Ink. Your jump also becomes a Spin Attack, oneshotting any Inklings in your path of destruction. You can also swim through enemies ink, leaving a thin trail of your own! As with the Bubbler, you'll suffer increased knockback instead of damage as a Kraken.


Ending Notes [END1]
Thank you for reading the final part of this guide! I hope it has helped you in some way or another!
Check out part 1 and 2 for regular weapons!
Click here to Super-jump to The Firing Range Part 1!
Click here to Super-jump to The Firing Range Part 2!
(Links will be added when the guides are made!)[/spoiler]
Author
Meloetta
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