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The Rate my Loadout Thread - post your loadouts here and we'll critique them!

Hitzel

Inkling Commander
Joined
Nov 5, 2007
Messages
399
Location
South Jersey
NNID
Hitzel
This is a popular topic in other games, so let's try it here:

The rules are simple. Post your loadout, and we'll discuss it. Maybe you'll find ways to improve it :)

For reference, here is a community spreadsheet of all gear: GEAR SPREADSHEET
Also, here is a PDF listing all possible Abilities to go on gear: ABILITY PDF

Make sure you post:
  • Weapon
  • Game Mode(s)
  • Gear: Main + Sub Abilities
  • Alternate Gear
  • A brief description of your loadout
Try to post loadouts you know work for you. Talk about how the build works, how you put it together, why you think it's strong, and what you think the weaknesses are.

Feel free to post loadouts you are currently working on, but make sure you at least put some thought into it before posting.

Have fun!
 

Hitzel

Inkling Commander
Joined
Nov 5, 2007
Messages
399
Location
South Jersey
NNID
Hitzel
I'll Start:

Name: Splattershot Survive & Harass (The 2-Shot Kill Build)

  • Splattershot (normal) @ Burst Bomb + Bomb Rush
  • All Game Modes
  • Hat: Snorkel Mask :head_eye005: :ability_damage: + :ability_damage::ability_damage::ability_specialsaver:
  • Body: Retro Sweat :clothes_swt001: :ability_bombrange: + :ability_damage::ability_damage::ability_damage:
  • Shoes: Red Hi-Tops :shoes_shi005: :ability_inkresistance: + :ability_damage::ability_swimspeed::ability_swimspeed:
Alternate Gear:

  • Octoling Goggles :head_rvl000: :ability_bombrange: + :ability_damage::ability_damage::ability_specialsaver:
Description:

The goal here is to optimize Burst Bomb damage and feed into my hit and run/keepaway playstyle. I really love those water balloons!

Burst Bomb + Splattershot can be a 2-hit kill combo when I invest into damage mods, allowing me to quickly confirm kills off of stray Burst Bomb hits as I harass with them. If they don't hit, I can just swim back and avoid danger. Bomb Range makes this more effective and safe.

The Splattershot itself is also very strong, killing only 3 frames slower than the 52 Gal.

Since minimal defensive investment cancels out my damage strategy, I find it necessary to invest more into damage. I invested into +9 Damage for two reasons:

1 - 1 burst bomb direct hit + 1 bullet kills all opponents up to +6 Defense Up.
2 - At +2 Damage, even +3 Defense can't reduce the Splattershot from a 3-shot kill to a 4-shot.

I am currently experimenting with Octoling Goggles (which have miraculously rolled identical to my Snorkel Mask lol) because +6 Bomb Range is almost that of an E-Liter, and +6 Damage still hits the +3 Defense Up threshold. EIther way, I plan on going for a save scrummed perfect +3 damage roll on my hat(s) so that I can go for perfect Red Hi-Tops.

I feel that this heavy damage investment is affordable because the Splattershot is particularly ink efficient compared to other weapons, so I have no need to invest into efficiency. I am, however, omitting strong main abilities such as Cold Blooded, Tenacity, and Comeback, but I feel that the utility to my personal playstyle offered by the high damage is more valuable for me as a player.

I feel that this build’s greatest weakness is actually the Special. Burst Bomb Rush can be used for lots of useful things, including mobility, suppression, and ink spreading, but it is less threatening than something such as Inkzooka.

Here is a color-coded Goggle Doc I'm using for myself. Feel free to steal the format.

Any feedback is appreciated!
 
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NamelessCrow

Inkster Jr.
Joined
Apr 19, 2015
Messages
29
Location
United States
NNID
TylerBlind
Ayyy I'm in.

Name: idk (not saying I don't know a name, we're just gonna literally name it "idk")
  • Splattershot Jr. @Splat Bomb:splatbomb: + Bubbler:bubbler:
    • Splash-o-Matic @Suction Bomb:suctionbomb:+ Bomb Rush :bombrushsuctionbomb://N-ZAP '85 @Splat Bomb + Echolocator:echolocator:
  • Any Game Mode
  • Gear-v v v
    • :head_ncp000:Hat: Bobble Hat @Quick Super Jump w/- Ink Saver (Main) x3
    • :clothes_shirt010:Shirt: Vintage Check Shirt @Haunt w/- Swim Speed Up + Damage Up x2
    • :shoes_shi001:Shoes: Zombie Hi-Horses @Special Charge Up w/- Special Saver x3
  • Alternate Gear- v v v
    • :head_eye002:Hat: Pilot Goggles @Bomb Range Up w/- Swim Speed Up + Ink Saver (Main) x2
    • :clothes_prk002:Shirt: Zekko Hoodie @Ninja Squid w/- Damage Up x3
    • :shoes_slp002:Shoes: Squid-Stitch Slip-Ons @Defense Up w/- Damage Up + Ink Recovery Up x2

  • Description:
Well there isn't a whole lot to this loadout tbh. A main part of it focuses on mobility, which is why no matter what set of gear you're using, you always have one swim speed up:ability_swimspeed:. Especially with the alternate gear, although I'm looking to change out the shoes or try to change the abilities on mine. What I would be looking for specifically would either be:
  • :shoes_slp002:Squid-Stitch Slip-Ons @Defense Up w/- Damage Up + Swim Speed Up x2 (or at least one swim speed up, the rest is preference)
or
  • :shoes_shi005:Red Hi-Tops @Ink Resistance Up w/- Damage Up + Swim Speed Up x2 (or at least one swim speed up, the rest is preference)

My only issue is finding the Red Hi-Tops I would like as I would need to re-roll the pair I currently have. But, I have digressed. I like to take more flanking style routes with this class, and it works with any of the weapons I mentioned above as well. The N-ZAP '85 and the Splattershot Jr. are insanely similar stat wise, and are very usable with this set of gear and play style. It's more up-close-and-personal than anything else. The Splash-o-Matic Works well too, however the upcoming Sploosh-o-Matic and Neo Sploosh-o-Matic seem to be more towards this play style as well.

Each special that is offered with any of the weapons I've previously stated goes hand-in-hand with the abilities of this class. The bubbler is great in general whether around teammates or not. It will totally save you from losing a gun fight or give the extra second to get away that you needed. Echolocator is just useful for everyone and helps in the recon role that a flanker uses most often. And Bomb rush is good for a more tactical approach, covering areas and holding them down consistently. Regarding the two unreleased weapons that I have mentioned, the regular Sploosh-o-Matic comes with a Killer Wail:killerwail:, and the Neo Sploosh-o-Matic comes with a Kraken:kraken:. both of these are extremely useful in flanking and supporting your time from the sides. When set up correctly, the Killer Wail can be devastataing to the opposing team and can quickly turn the tides of a close game. Krakens are just good because they let you get right into your opponents face, and definitely help with flanking and going aroudn your opponent, rather then facing them head-on.

All in all, this is a set I've used for a while that has consistently gotten me results no matter the game mode. Again, my only beef would be on my alternate shoes bc I can't seem to find a perfect fit, but alas, maybe one day.
 
Last edited:

Smartguyc

Inkling
Joined
Jul 2, 2015
Messages
4
NNID
Smartguyc1089
Sploosh o-matic beacon and flank

The aim of this set is to flank the enemy with many different beacons put in annoying positions, and support your team with them too
you'l spend the early game placing beacons behind the main central area, and some in the pushback area as well.

try to build up the killer wail and use it to scatter your enemy. Then push into one of their flanks and place as many beacons as possible (maybe 10 or 15.) When they start destroying them, stealth jump to them and splat them



headgear: Ink recovery up main and ink saver sub as the sub
shirt: Swim speed up and ink saver sub
shoes: stealth jump and ink recovery up
 

Hitzel

Inkling Commander
Joined
Nov 5, 2007
Messages
399
Location
South Jersey
NNID
Hitzel
Yooo since when did they give us all of these gear and ability emotes? So useful.

Sploosh o-matic beacon and flank

The aim of this set is to flank the enemy with many different beacons put in annoying positions, and support your team with them too
you'l spend the early game placing beacons behind the main central area, and some in the pushback area as well.

try to build up the killer wail and use it to scatter your enemy. Then push into one of their flanks and place as many beacons as possible (maybe 10 or 15.) When they start destroying them, stealth jump to them and splat them



headgear: Ink recovery up main and ink saver sub as the sub
shirt: Swim speed up and ink saver sub
shoes: stealth jump and ink recovery up
My first thought is that you can use a Dual Squelcher here on select maps because it has the same subs, although I feel that Squelchers want to be able to super jump away form trouble so I don't like stealth jump for them.

For the Squelcher specifically, maybe consider getting a pair of Hero Replica Boots and rolling 2 Quick Super Jump subs on them via save scrumming. They come with Quick Super Jump and because they are brandless, they have the greatest chance of rolling 2 more Quick Super Jumps. This will allow you to quickly get away and super jump back to another one of your beacons whenever enemies get too close. The lack of Ink Resist isn't too bad since Squelchers can't move while firing and aren't trying to be close to enemy Ink anyway.

This would give you a close range and long range option while only having to roll one more piece of gear.

@NamelessCrow have you considered a tenacity hat for that shield-building?
 

NamelessCrow

Inkster Jr.
Joined
Apr 19, 2015
Messages
29
Location
United States
NNID
TylerBlind
Yooo since when did they give us all of these gear and ability emotes? So useful.



My first thought is that you can use a Dual Squelcher here on select maps because it has the same subs, although I feel that Squelchers want to be able to super jump away form trouble so I don't like stealth jump for them.

For the Squelcher specifically, maybe consider getting a pair of Hero Replica Boots and rolling 2 Quick Super Jump subs on them via save scrumming. They come with Quick Super Jump and because they are brandless, they have the greatest chance of rolling 2 more Quick Super Jumps. This will allow you to quickly get away and super jump back to another one of your beacons whenever enemies get too close. The lack of Ink Resist isn't too bad since Squelchers can't move while firing and aren't trying to be close to enemy Ink anyway.

This would give you a close range and long range option while only having to roll one more piece of gear.

@NamelessCrow have you considered a tenacity hat for that shield-building?
I never understood how tenacity works really. Could you please explain for me?
 

NamelessCrow

Inkster Jr.
Joined
Apr 19, 2015
Messages
29
Location
United States
NNID
TylerBlind
When there are more people alive on their team than yours, you slowly gain special meter. You gain faster if the difference is larger.
If there is more ALIVE? I always thought it was something that only really worked if someone disconnects in the middle or befor e a match starts then you just gain it faster, but I definitely didn't know that. That's hella cool, I'll defnitely try that. Probably switch my regular bobble hat for a Sporty bobble hat then. Thanks for the input, I appreciate it loads!
 

ChiePet

Pro Squid
Joined
Jul 4, 2015
Messages
105
Location
RVA, USA
NNID
ChiePet
Alrighty~ so these are my two most used/favorite layouts for Splatoon; I base my design entirely on Satonaka Chie and her P4/P4U aspects, but I without a doubt love these.


Set 1: Chie "Tomoe"

Lvl 20; Turf War/Tower Control
Krak-On Ink Roller
Squid Beacon
Kraken

Headwear:
Fake Contacts;
Main 1x Special Charge; 2x Ink Recovery, 1x Ink Saver (Main)

Clothes:
Olive Ski Jacket;
Main 1x Recon, 1x Special Saver, 1x Ink Saver (Sub), 1x Swim Speed

Shoes:
White Arrows;
Main 1x Special Duration, 1x Special Charge, 1x Damage Up, 1x Ink Recovery.



Set 2: Chie "God Hand"
Lvl 20; Turf War/Tower Control

Aerospray RG
Ink Mine
Inkstrike

Headwear:
Fake Contacts;
Main 1x Special Charge; 2x Ink Recovery, 1x Ink Saver (Main)

Clothes:
Olive Ski Jacket;
Main 1x Recon, 1x Special Saver, 1x Ink Saver (Sub), 1x Swim Speed

Shoes:
Clownfish Basics;
Main 1x Special Charge, 1x Special Saver, 2x Swim Speed.

All said and done, I have Loadouts for both the Krak-On and the RG that aren't themed that cater at least 20% more than these already do for them, but hey; if it works, It works.~
 

Joseph Staleknight

Inkling Fleet Admiral
Joined
Jun 9, 2015
Messages
719
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East Coast USA
NNID
JStaleknight
Switch Friend Code
SW-1169-3473-1031
Alright, here's some of my favorite gear combos for Turf Wars (and only Turf Wars since I don't play Ranked Battles often enough to determine the best gear there). While I usually shuffle things around to get the most of my gear (and often forget to take screeencaps at that), I've felt these two sets are suited decently to my gameplay style.

Weapon for both gear sets: The Splash-O-Matic with sub-weapon :suctionbomb:Suction Bombs and special :bombrushsuctionbomb:Bomb Rush.
I feel this weapon is prefect for quickly downing foes because despite each shot being weak they come rapidly and have great accuracy/precision, which helps me take down foes quickly when I aim it well. I've also grown to love the Suction Bombs as, despite sticking in one place and needing time to arm themselves, they have a great AoE that lets me quickly reclaim turf and pick off foes (especially when spamming them with my special).

Set 1: Slippery Like Bananas

Headgear: :head_met005:Visor Skate Helmet (Main: :ability_lastditcheffort:Last-Ditch Effort; Subs: :ability_specialduration:Special Duration Up, :ability_swimspeed:Swim Speed Up, :ability_quickrespawn:Quick Respawn)
Clothes: :clothes_jkt000:Olive Ski Jacket (Main: :ability_recon:Recon; Subs: :ability_inksaversub:Ink Saver (Sub), :ability_swimspeed:Swim Speed Up, :ability_quicksuperjump:Quick Super Jump)
Shoes: :shoes_sht006:Red Sea Slugs (Main: :ability_specialsaver:Special Saver; Subs: :ability_defenseup:Defense Up, :ability_runspeed:Run Speed Up, :ability_swimspeed:Swim Speed Up)


This gear set is optimized for mobility, especially in squid form. The three Swim Speed Ups help me get across maps quickly (and the Run Speed Up is there for those times when I have to run in humanoid form). Meanwhile, I have Defense Up to keep myself from getting splatted too quickly, and Quick Respawn and Quick Super Jump to get back into the fray if I do. For that matter, I've also got a Special Saver main so that I don't have to waste as much time filling my special meter back up. Finally, I have a single Special Duration Up since I like having some extra time for one more bomb.

As for the special abilities, the Last-Ditch Effort helps compensate for the relative lack of ink efficiency so that I can attempt to make a final stand in the last half-minute. Recon is also useful since I can get a good grasp of where the enemies are and how to proceed from there.

Overall I feel this is a solid choice of gear for moving quickly and outrunning foes to outgun them when they least expect it. For that reason I decided to make my signature feature my Inkling wearing the getup like a boss.

Set 2: The Irukandji Special

Headgear: :head_msk001:Paintball Mask (Main: :ability_comeback:Comeback; Subs: :ability_specialduration:Special Duration Up (2x), :ability_damage:Damage Up)
Clothes: :clothes_swt003:Firefin Navy Sweat (Main: :ability_bombrange:Bomb Range Up; Subs: :ability_inksaversub:Ink Saver (Sub), :ability_specialsaver:Special Saver, :ability_inksavermain:Ink Saver (Main))
Shoes::shoes_rvl000:Octoling Boots (Main: :ability_specialsaver:Special Saver; Subs: :ability_specialsaver:Special Saver, :ability_swimspeed:Swim Speed Up, :ability_inkrecovery:Ink Recovery Up)


This one's pretty much a contrast to the previous set since it's meant to save up on ink (and provide a minor boost to my damage output with Damage Up) at the expense of defense and mobility. The only constant concession to the latter is my one Swim Speed Up.

I've especially put emphasis on Special Savers and Special Duration Ups since I really like using my Bomb Rushes. Considering that I'd easily get splatted wearing this, I don't want to lose much of my special gauge when respawning. The duration ups also help with getting an extra bomb or two out before having to get my ink back. Meanwhile, the Ink Savers for both main and sub weapons and the Ink Recovery Up sub allow me to save up on my ink in the heat of battle and get it back quickly so that I don't get stuck with an empty tank as often, especially when there's a foe gunning me down. The Bomb Range Up main also helps me get a bomb across a distance I can't normally jump even as a squid (e.g. the ramps leading down to the lower area of Saltspray Rig, the two center areas in Bluefin Depot, etc.)

Finally, my sole special ability Comeback is a godsend when I get splatted. With it I can Super Jump to a teammate and quickly start making up for lost progress, or otherwise quickly take out a foe who's squatting on my team's turf. It also serves to bolster my mobility even if briefly, which is good if the other team's started penetrating our home base.

While this gear doesn't offer me much in moving around or tanking hits like my other set, it does let me have more ink to dish out the pain and take some major turf. It's also quite awesome for quickly getting or retaining specials and driving back the opponents. All I need with this gear is a good team to cover for the weaknesses and good aiming skills, and I'm golden!
 

Njok

Bouncer
Joined
Jun 17, 2015
Messages
670
Location
Netherlands
Kamikaze Squid
Tower Control

Krak-on Splat Roller, Beakons, Kraken

:head_ncp000: - :ability_tenacity:+:ability_damage:+:ability_quickrespawn:+:ability_quickrespawn:
:clothes_jkt003:-:ability_damage:+:ability_haunt:+:ability_haunt:+:ability_defenseup:
:shoes_slo003:-:ability_specialcharge:+:ability_swimspeed:+:ability_swimspeed:+:ability_swimspeed:

The game mode is super fast, so this set up allows me to keep up.

Damage up 1x main + 1x sub: this makes every flick a potential multi kill. Also allows to keep a little distance when attacking the tower.

Swim speed 3× sub: great for not having to superjump if the tower is nearby. Also really good for hopping of the tower and circling around when needed.

Quick respawn 2x sub and special saver 2x sub: well it's tower control so you're gonna die. These are mandatory in any setup imo.

Special charge speaks for itself and the defense is there because of Spyke (i hate you man).
 

Smartguyc

Inkling
Joined
Jul 2, 2015
Messages
4
NNID
Smartguyc1089
I have a new set for the gatling gun in tower control,

:head_cap004:
Opening gambit main
2 swim speed ups and an ink recovery up

clothes_vest000 mountain gilet
swim speed up main
1 ink recovery up
1 ink saver sub
1 ink saver main

:shoes_slo004:ink saver sub
2 defense ups (goddamit spyke just fix it)
swim speed up

Just run like hell for the tower, Preferably escorted by an inkbrush, and use your incredible fighting power to stay on.
Splash wall the rod in the center if 2 people get on, and pick them off
if you inkstrike, go for the tower, and try to get on while it is being struck
if you get on the tower, you should get 2 or 3 people before you die,

if you are too slow for mines, you can use bomb sniffer shoes instead
 

Marraphy

Inkling Cadet
Joined
Apr 23, 2015
Messages
179
NNID
Marraph
I'm putting together a gimmicky set for Tower Control, that takes advantage of the fact that deaths and squid jumping are very common in this mode : P



QSJ would help me pile onto the tower faster, quick respawn since I die a bunch lol, and tenacity to take advantage of my teammate's deaths : P

I have an alternate pair of shoes:

I'd like it if I could get shoes with more QSJ/Respawn, so I'm gonna keep trying with other pairs, but for now these two should be fine. Should I go with the QSJ ones or the Respawn ones? With the red shoes I have 2 2/3 QSJ and only 1 2/3 Respawn, but with the brown shoes I have 3 Respawn and 1 QSJ. I'm kind of leaning towards the ones with more respawn?

I haven't actually used this yet in TC, do you guys think it'll be good?
 

PK21

Semi-Pro Squid
Joined
Apr 7, 2015
Messages
89
NNID
PuffleKirby21
I only use 2 sets. One for Turf Wars, and one for Ranked modes.

1. Inkfinite Ammo!
Mode: Turf War
Weapon: Any weapon really, but I mostly use the Inkbrush and .96 Gal.
Head: :head_eye003: (Main: :ability_lastditcheffort:, Subs: :ability_specialcharge::ability_inkrecovery::ability_inkrecovery:)
Clothes: :clothes_tes020: (Main: :ability_recon:, Subs: :ability_inksavermain::ability_inksaversub::ability_inksaversub:)
Shoes: :shoes_shi005: (Main: :ability_inkresistance:, Subs: :ability_inksavermain::ability_swimspeed::ability_swimspeed:)
Summary: I like to use weapons that waste a lot of ink, so I try to patch out that weakness as much as possible. Ink Resistance is needed on the Inkbrush since you'll have to run through enemy ink at times, and Recon lets me know where it's safe to super jump to.

2. Ranked Inkfinite Ammo! (It's 1 AM I can't think of a lot of great names)
Mode: Splat Zones and Tower Control
Weapon: Also varies, but I use the Hero Charger Replica, .96 Gal, and Blaster the most.
Head: :head_eye000: (Main: :ability_quickrespawn:, Subs: :ability_inksavermain::ability_inksavermain::ability_quickrespawn:)
Clothes and Shoes are the same.
Summary: Not much different, but you die a lot in ranked matches. Like, a whole lot. Quick Respawn makes that less of a nuisance, with more ink saving to boot.

Not quite done rerolling everything yet, but it's close enough to satisfy me. :)
 

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