So, there have been a ton of threads about "What gear should I use with [insert weapon here]?" and I thought it might be helpful to put together a guide or quick reference of sorts.
This will likely be a constant work-in-progress (NOTE: Builds have not yet been adjusted for patch 2.7.0) and I'd love to have as much input and variety as possible as to not pigeonhole any weapon strategies. There will be five different categories: Shooters, Blasters, Rollers (including brushes) Buckets, and Chargers (including splattlings). The categories are grouped by similar traits, not similar playstyle (hence splattlings with chargers, etc.). There may be sub-categories in each weapon set. Most weapons are now completed. Please continue to submit builds if you have them. Still need builds for most of Sheldon's Picks Volume 1.
Each gear set will have a brief explanation of the kind of playstyle the gear favors, but this isn't an analysis thread, so nothing too indepth. Each weapon can (and should) have multiple gear sets, but I don't think more than 4 (which is admittedly a bit arbitrary). Some gear sets will be useful for multiple weapons and typically will feature perfect gear with "natural" rolls for the brand. This doesn't mean YOU HAVE to have perfect gear to make a weapon set work, these are just guidelines. Sometimes you'll want that one damage up sub on your otherwise perfect snorkel mask; that's OK. Use this guide as a suggestion, not as gospel.
You'll notice that a lot of my builds feature the red hi-tops, but as the community contributes more I'm sure that will change. The format for each weapon will be as follows:
Weapon
*Picture*
Example
Splattershot
Please feel free to submit builds in the thread and I will try to update as often as possible.
Without further ado:
Short Range Shooters: Below
Mid-Range Shooters
Long-Range Shooters
Chargers - Snipers
Chargers - Splatlings
Blasters
Rollers and Brushes
Sloshers
General Builds
Shooters - Short Range
Short range shooters should generally try to be quick and sneaky. You are great at covering turf, but your power also comes from a decent time-to-kill at close range. Ambushes are your friend. Try to pick gear that allows you to do this. You are also good at charging your special, so items that help you get your special or keep it are something to think about.
Aerospray MG
Aerospray RG
Splash-o-Matic
Neo Splash-o-Matic
Splattershot Jr.
Custom Splattershot Jr.
Sploosh-o-Matic
Neo Sploosh-o-Matic
(neo picture unavailable)
This will likely be a constant work-in-progress (NOTE: Builds have not yet been adjusted for patch 2.7.0) and I'd love to have as much input and variety as possible as to not pigeonhole any weapon strategies. There will be five different categories: Shooters, Blasters, Rollers (including brushes) Buckets, and Chargers (including splattlings). The categories are grouped by similar traits, not similar playstyle (hence splattlings with chargers, etc.). There may be sub-categories in each weapon set. Most weapons are now completed. Please continue to submit builds if you have them. Still need builds for most of Sheldon's Picks Volume 1.
Each gear set will have a brief explanation of the kind of playstyle the gear favors, but this isn't an analysis thread, so nothing too indepth. Each weapon can (and should) have multiple gear sets, but I don't think more than 4 (which is admittedly a bit arbitrary). Some gear sets will be useful for multiple weapons and typically will feature perfect gear with "natural" rolls for the brand. This doesn't mean YOU HAVE to have perfect gear to make a weapon set work, these are just guidelines. Sometimes you'll want that one damage up sub on your otherwise perfect snorkel mask; that's OK. Use this guide as a suggestion, not as gospel.
You'll notice that a lot of my builds feature the red hi-tops, but as the community contributes more I'm sure that will change. The format for each weapon will be as follows:
Weapon
*Picture*
Headgear name *Headgear picture* *primary ability* | *sub ability**sub ability**sub ability*
Clothing name *Clothing picture* *primary ability* | *sub ability**sub ability**sub ability*
Shoes name *shoes picture* *primary ability* | *sub ability**sub ability**sub ability*
Brief explanation of gear and playstyle.
Set II
Headgear name *Headgear picture* *primary ability* | *sub ability**sub ability**sub ability*
Clothing name *Clothing picture* *primary ability* | *sub ability**sub ability**sub ability*
Shoes name *shoes picture* *primary ability* | *sub ability**sub ability**sub ability*
Brief explanation of gear and playstyle.
Etc.
Clothing name *Clothing picture* *primary ability* | *sub ability**sub ability**sub ability*
Shoes name *shoes picture* *primary ability* | *sub ability**sub ability**sub ability*
Brief explanation of gear and playstyle.
Set II
Headgear name *Headgear picture* *primary ability* | *sub ability**sub ability**sub ability*
Clothing name *Clothing picture* *primary ability* | *sub ability**sub ability**sub ability*
Shoes name *shoes picture* *primary ability* | *sub ability**sub ability**sub ability*
Brief explanation of gear and playstyle.
Etc.
Splattershot
Sun Visor (no picture) |
Squidmark Sweat |
Blue Slip-ons |
This build maximizes bomb range to pressure distant foes while taking advantage of the splattershot's solid mid-range and time to kill. Damage up is added to both counter defense up as well as to make burst bombs more effective. Ink recovery allows the build to pressure from a distance with burst bombs while dipping after every throw for a near constant (if slow) stream of bombs. Swim speed is universally helpful and is useful for quickly approaching or escaping enemies.
Squidmark Sweat |
Blue Slip-ons |
This build maximizes bomb range to pressure distant foes while taking advantage of the splattershot's solid mid-range and time to kill. Damage up is added to both counter defense up as well as to make burst bombs more effective. Ink recovery allows the build to pressure from a distance with burst bombs while dipping after every throw for a near constant (if slow) stream of bombs. Swim speed is universally helpful and is useful for quickly approaching or escaping enemies.
Please feel free to submit builds in the thread and I will try to update as often as possible.
Without further ado:
Short Range Shooters: Below
Mid-Range Shooters
Long-Range Shooters
Chargers - Snipers
Chargers - Splatlings
Blasters
Rollers and Brushes
Sloshers
General Builds
Shooters - Short Range
Short range shooters should generally try to be quick and sneaky. You are great at covering turf, but your power also comes from a decent time-to-kill at close range. Ambushes are your friend. Try to pick gear that allows you to do this. You are also good at charging your special, so items that help you get your special or keep it are something to think about.
Aerospray MG
Set I by @NotAPerso
Squid Nordic:
Sky Bue Squideye/Squidstar Waistecoat/Vintage Check Shirt: //
Black Trainers/Choco Clogs/Moto Boots: //
Given that it's a short range weapon with a fast fire rate there are a few things to consider. Ink resistance isn't necessary since most instances that you'd be trapped by enemy ink you'll be able to cover ground fast enough that it won't matter. Being tracked can be a huge hinderance but depending on what you'd prefer you can go more stealthy with cold-blooded or benefit from being tracked with haunt.
As far as shirts go it's up to if you'd rather cold-blooded or haunt. If you go with cold-blooded then Sky-Blue squideye and squidstar waistcoat are both excellent choices. If you don't mind being tracked with a short range weapon then the vintage check could be your go-to (you gain the benefit of tagging anyone that takes you out.)
Shoes you could try out would be any with the quick respawn main ability. Black trainers, choco clogs, moto boots, and squink wingtips.
Squid Nordic:
Sky Bue Squideye/Squidstar Waistecoat/Vintage Check Shirt: //
Black Trainers/Choco Clogs/Moto Boots: //
Given that it's a short range weapon with a fast fire rate there are a few things to consider. Ink resistance isn't necessary since most instances that you'd be trapped by enemy ink you'll be able to cover ground fast enough that it won't matter. Being tracked can be a huge hinderance but depending on what you'd prefer you can go more stealthy with cold-blooded or benefit from being tracked with haunt.
As far as shirts go it's up to if you'd rather cold-blooded or haunt. If you go with cold-blooded then Sky-Blue squideye and squidstar waistcoat are both excellent choices. If you don't mind being tracked with a short range weapon then the vintage check could be your go-to (you gain the benefit of tagging anyone that takes you out.)
Shoes you could try out would be any with the quick respawn main ability. Black trainers, choco clogs, moto boots, and squink wingtips.
Aerospray RG
Stealth Goggles |
White Inky Rider (no picture) |
White Kicks |
This build is similar to the MG in terms of speed, but trades some ink efficiency for some special support. The RG is arguably the best gun at charging the inkstrike, so special duration makes it so you have very little downtime after the end animation of the inkstrike. Swim speed and run speed help with mobility and strafing during firefights.
White Inky Rider (no picture) |
White Kicks |
This build is similar to the MG in terms of speed, but trades some ink efficiency for some special support. The RG is arguably the best gun at charging the inkstrike, so special duration makes it so you have very little downtime after the end animation of the inkstrike. Swim speed and run speed help with mobility and strafing during firefights.
Splash-o-Matic
Pilot Goggle |
Sunny Day Tee |
Red Hi-Tops |
This set relies on speed to ambush people and to swim-strafe in combat situations. The suction bomb is one of the best subs in the game at zoning, so some extra distance can make up for the Splash-o-Matic's short range. The suction bomb rush is an amazing special for pushing enemies back and quickly gaining turf, so some special charge is used to fill the meter quickly.
Sunny Day Tee |
Red Hi-Tops |
This set relies on speed to ambush people and to swim-strafe in combat situations. The suction bomb is one of the best subs in the game at zoning, so some extra distance can make up for the Splash-o-Matic's short range. The suction bomb rush is an amazing special for pushing enemies back and quickly gaining turf, so some special charge is used to fill the meter quickly.
Neo Splash-o-Matic
Camo Mesh |
White Tee |
Blue Slip Ons |
This build uses bomb range to increase the threatening range of burst bombs. Likewise, damage up is used to increase the effectiveness of the bombs as well. This build prioritizes throwing 3 burst bombs over increased range, so the near equivalent of 2 ink saver sub mains are used. The build needs at least 2 damage subs to help with burst bomb splash damage.
Set II ("Sanic" based on build by @Hitzel)
Camo Mesh |
Layered Anchor LS (shirt actually red) |
Blue Slip Ons |
So Hitzel's neo-splash Sanic build actually runs two mains worth of run speed, but it relies on shinies. This is what I came up with that emulates that build as best as possible with natural rolls. Bomb range gives you some mid-range game. Damage helps with range splats. Ink saver sub doesn't give you an extra bomb, but it does leave you with a lot more ink so that you can use bombs more freely in combat. And lots of speed for confrontations. Hitzel calls it the "main slayer."
White Tee |
Blue Slip Ons |
This build uses bomb range to increase the threatening range of burst bombs. Likewise, damage up is used to increase the effectiveness of the bombs as well. This build prioritizes throwing 3 burst bombs over increased range, so the near equivalent of 2 ink saver sub mains are used. The build needs at least 2 damage subs to help with burst bomb splash damage.
Set II ("Sanic" based on build by @Hitzel)
Camo Mesh |
Layered Anchor LS (shirt actually red) |
Blue Slip Ons |
So Hitzel's neo-splash Sanic build actually runs two mains worth of run speed, but it relies on shinies. This is what I came up with that emulates that build as best as possible with natural rolls. Bomb range gives you some mid-range game. Damage helps with range splats. Ink saver sub doesn't give you an extra bomb, but it does leave you with a lot more ink so that you can use bombs more freely in combat. And lots of speed for confrontations. Hitzel calls it the "main slayer."
Splattershot Jr.
Pilot Goggles |
Striped Rugby |
Red Hi-Tops |
This is a speedy build that can swim-strafe or just run around to be more successful in combat. The goal is to charge the bubbler as quickly as possible and keep it for enough time to either splat the enemy in 1v1 or share with the team for a collective push. The added bomb range is to help throw splatbombs to hard to reach sniper perches or behind enemies to cut off their escape route.
Striped Rugby |
Red Hi-Tops |
This is a speedy build that can swim-strafe or just run around to be more successful in combat. The goal is to charge the bubbler as quickly as possible and keep it for enough time to either splat the enemy in 1v1 or share with the team for a collective push. The added bomb range is to help throw splatbombs to hard to reach sniper perches or behind enemies to cut off their escape route.
Custom Splattershot Jr.
Pilot Goggles |
Striped Rugby |
Red Hi-Tops |
This gun can effectively use the same gear set as its vanilla brother, even if the application is different. The swim and run speed are universally helpful for combat and movement. However, the kit of this weapon is much more support oriented. Use the added range on your disruptors to slow down opponents and make them easy prey for you or your allies. The special charge helps you get echolocator quickly and special duration can added a little time to its duration.
Set II
Sun Visor (no picture) |
Purple Cam LS |
Red Hi-Tops |
This build wants to fully utilize its disruptors with bomb range and ink recovery. You should be able to throw out quite a few disruptors while constantly dipping to regain ink. Again, the build wants to quickly charge echolocator to support your allies. Speed is always helpful on close-combat weapons.
Set III
Custom Splattershot Jr (Support Set) by @Inyo
Pilot Goggles |
Orange Cardigan (no picture) |
Hunter Hi-Tops |
This set is all about inking turf to get your Echolocator up and keep it up. SDU x3 means the Echolocator will last an extra second and a half, not a big jump but helpful nonetheless. One SCU main means you fill up an Echolocator with 168.2pts instead of 200, which is a big difference, especially since ISM + IRU means you can cover more turf and rack up those points much more easily if you get splatted. BRU means you can keep at a safer distance when tagging enemies with Disruptors for your friends to finish off. SSU is for flanking and escaping, since you don't have the range to go toe-to-toe with a lot of popular weapons. This set works best in Turf and in Splat Zones, I think, the latter due to the ability to cover the zone quickly while also being able to stay on the sidelines and support your killers.
Striped Rugby |
Red Hi-Tops |
This gun can effectively use the same gear set as its vanilla brother, even if the application is different. The swim and run speed are universally helpful for combat and movement. However, the kit of this weapon is much more support oriented. Use the added range on your disruptors to slow down opponents and make them easy prey for you or your allies. The special charge helps you get echolocator quickly and special duration can added a little time to its duration.
Set II
Sun Visor (no picture) |
Purple Cam LS |
Red Hi-Tops |
This build wants to fully utilize its disruptors with bomb range and ink recovery. You should be able to throw out quite a few disruptors while constantly dipping to regain ink. Again, the build wants to quickly charge echolocator to support your allies. Speed is always helpful on close-combat weapons.
Set III
Custom Splattershot Jr (Support Set) by @Inyo
Pilot Goggles |
Orange Cardigan (no picture) |
Hunter Hi-Tops |
This set is all about inking turf to get your Echolocator up and keep it up. SDU x3 means the Echolocator will last an extra second and a half, not a big jump but helpful nonetheless. One SCU main means you fill up an Echolocator with 168.2pts instead of 200, which is a big difference, especially since ISM + IRU means you can cover more turf and rack up those points much more easily if you get splatted. BRU means you can keep at a safer distance when tagging enemies with Disruptors for your friends to finish off. SSU is for flanking and escaping, since you don't have the range to go toe-to-toe with a lot of popular weapons. This set works best in Turf and in Splat Zones, I think, the latter due to the ability to cover the zone quickly while also being able to stay on the sidelines and support your killers.
Sploosh-o-Matic
Lightweight Cap |
Black Baseball LS |
Blue Moto Boots |
Because of the incredibly limited range of the sploosh, this build tries to be super fast and durable. Use the increased swim speed to either retreat or approach quickly and the increased run speed to run circles around the opponent. The extra defense helps get that last bit of time in to get close enough for a trade (at minimum) if you are seen. Likewise, the ink resistance helps you move easier if you get in a jam, and since movement is essential for this build it is included.
Consider the Camo Mesh to help with beacon ink usage:
|
Set II
Backwards Hat |
Squid-stitch Tee |
Choco Clogs |
This is a quick respawn build that tries to keep speed as a central focus as well. The special saver fits right in to a quick respawn build since you will often be in situations where you will trade and will not want to lose as much of your meter. If you miss the run speed for run-strafing you can use the Moto Boots:
|
Black Baseball LS |
Blue Moto Boots |
Because of the incredibly limited range of the sploosh, this build tries to be super fast and durable. Use the increased swim speed to either retreat or approach quickly and the increased run speed to run circles around the opponent. The extra defense helps get that last bit of time in to get close enough for a trade (at minimum) if you are seen. Likewise, the ink resistance helps you move easier if you get in a jam, and since movement is essential for this build it is included.
Consider the Camo Mesh to help with beacon ink usage:
|
Set II
Backwards Hat |
Squid-stitch Tee |
Choco Clogs |
This is a quick respawn build that tries to keep speed as a central focus as well. The special saver fits right in to a quick respawn build since you will often be in situations where you will trade and will not want to lose as much of your meter. If you miss the run speed for run-strafing you can use the Moto Boots:
|
Neo Sploosh-o-Matic
(neo picture unavailable)
Stealth Goggles |
Black Baseball LS |
Blue Moto Boots |
This is almost the same setup as the vanilla, but with special duration up for longer krakens. The speed of this build makes for some pretty deadly krakens. Remember to utilize your point sensors before you kraken so you can track down your victims.
Black Baseball LS |
Blue Moto Boots |
This is almost the same setup as the vanilla, but with special duration up for longer krakens. The speed of this build makes for some pretty deadly krakens. Remember to utilize your point sensors before you kraken so you can track down your victims.
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