The "What do I use with this weapon?" Build Compendium

SupaTim

Prodigal Squid
Joined
Aug 18, 2015
Messages
681
Location
NC, USA
NNID
SupaTim101
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*
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.
Example
Splattershot
:wst_shot_normal00:

Sun Visor (no picture) :ability_bombrange:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Squidmark Sweat :clothes_swt001: :ability_bombrange:|:ability_damage::ability_damage::ability_damage:
Blue Slip-ons :shoes_slp000::ability_bombrange:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

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
:wst_shot_blaze00:

Set I by @NotAPerso
Squid Nordic: :ability_comeback::ability_quickrespawn::ability_quickrespawn::ability_quickrespawn:
Sky Bue Squideye/Squidstar Waistecoat/Vintage Check Shirt: :ability_coldblooded::ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:/:ability_coldblooded::ability_swimspeed::ability_swimspeed::ability_swimspeed:/:ability_haunt::ability_runspeed::ability_runspeed::ability_runspeed:
Black Trainers/Choco Clogs/Moto Boots: :ability_quickrespawn::ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:/:ability_quickrespawn::ability_swimspeed::ability_swimspeed::ability_swimspeed:/:ability_quickrespawn::ability_runspeed::ability_runspeed::ability_runspeed:
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
:wst_shot_blaze01:
Stealth Goggles :ability_swimspeed:|:ability_specialduration::ability_specialduration::ability_specialduration:
White Inky Rider (no picture) :ability_specialduration:|:ability_runspeed::ability_runspeed::ability_runspeed:
White Kicks :shoes_lts000::ability_swimspeed:|:ability_runspeed::ability_runspeed::ability_runspeed:

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
:wst_shot_precision00:
Pilot Goggle :head_eye002: :ability_bombrange:|:ability_specialduration::ability_specialduration::ability_specialduration:
Sunny Day Tee :clothes_tes007: :ability_specialcharge:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Red Hi-Tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

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
:wst_shot_precision01:
Camo Mesh :head_cap006: :ability_swimspeed:|:ability_inksaversub::ability_inksaversub::ability_inksaversub:
White Tee :clothes_tes000::ability_inksaversub:|:ability_damage::ability_damage::ability_damage:
Blue Slip Ons :shoes_slp000::ability_bombrange:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

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 :head_cap006: :ability_swimspeed:|:ability_inksaversub::ability_inksaversub::ability_inksaversub:
Layered Anchor LS :clothes_tly005: (shirt actually red) :ability_runspeed:|:ability_damage::ability_damage::ability_damage:
Blue Slip Ons :shoes_slp000::ability_bombrange:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
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.
:wst_shot_first00:

Pilot Goggles :head_eye002: :ability_bombrange:|:ability_specialduration::ability_specialduration::ability_specialduration:
Striped Rugby :clothes_plo001: :ability_runspeed:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:
Red Hi-Tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

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.
:wst_shot_first01:

Pilot Goggles :head_eye002: :ability_bombrange:|:ability_specialduration::ability_specialduration::ability_specialduration:
Striped Rugby :clothes_plo001: :ability_runspeed:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:
Red Hi-Tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

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) :ability_bombrange:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Purple Cam LS :clothes_tel002: :ability_bombrange:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:
Red Hi-Tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

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 :head_eye002: :ability_bombrange:|:ability_specialduration::ability_specialduration::ability_specialduration:
Orange Cardigan (no picture) :ability_specialcharge:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:
Hunter Hi-Tops :shoes_shi004: :ability_inkrecovery:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

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
:wst_shot_short00:
Lightweight Cap :head_cap001: :ability_swimspeed:|:ability_defenseup::ability_defenseup::ability_defenseup:
Black Baseball LS :clothes_tel006: :ability_swimspeed:|:ability_runspeed::ability_runspeed::ability_runspeed:
Blue Moto Boots :shoes_bot003::ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:

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:
:head_cap006: :ability_swimspeed:|:ability_inksaversub::ability_inksaversub::ability_inksaversub:

Set II
Backwards Hat :head_cap009: :ability_quickrespawn:|:ability_specialsaver::ability_specialsaver::ability_specialsaver:
Squid-stitch Tee :clothes_tes017: :ability_swimspeed:|:ability_quickrespawn::ability_quickrespawn::ability_quickrespawn:
Choco Clogs :shoes_sdl001: :ability_quickrespawn:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

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:
:shoes_bot000: :ability_quickrespawn:|:ability_runspeed::ability_runspeed::ability_runspeed:

Neo Sploosh-o-Matic
:wst_shot_short00: (neo picture unavailable)
Stealth Goggles :head_met002: :ability_swimspeed:|:ability_specialduration::ability_specialduration::ability_specialduration:
Black Baseball LS :clothes_tel006: :ability_swimspeed:|:ability_runspeed::ability_runspeed::ability_runspeed:
Blue Moto Boots :shoes_bot003::ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:

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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SupaTim

Prodigal Squid
Joined
Aug 18, 2015
Messages
681
Location
NC, USA
NNID
SupaTim101
Shooters - Mid-range
Mid-range shooters are some of the most versatile weapons in the game. They are usually good at spreading ink, and have a decent time-to-kill. They are often adept at playing offense and can fill the assassin role as well. Some kits are good at support. Definitely for players who want to be a jack-of-all-trades. Gear should help with speed and ink efficiency.

.52 Gal
:wst_shot_gravity00:
Note about the .52 gal: One defense ability can reduce the .52 from a two-hit-splat to a three-hit-splat. This can be very detrimental as the gun has a slow rate of fire. One damage sub is enough to counter one defense main. However, most people fall into two extremes: they don't wear any defense at all or stack defense to an absurd degree. The builds below reflect two different mindsets when constructing loadouts: one is to cover your damage bases and run at least 2 damage up mains (or the equivalent) and the second is to ignore damage up and hope for the best. It is advisable to run at least one damage sub to counter random defense users. Also, when using the .52 in ranked damage up becomes more important as you will find more dedicated defense users in those modes.

Set I by @MrL1193
Legendary Cap (no image):ability_damage:|:ability_damage::ability_damage::ability_damage: (or as many subs of Damage Up as you can get)
Anchor Sweat:clothes_swt006::ability_coldblooded:|:ability_damage::ability_damage::ability_damage:
Red Hi-Tops:shoes_shi005::ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

Regarding the .52 Gal, I don't think that exactly 1 main or 3 subs of Damage Up is an ideal amount. If you just want insurance against 1 main or so of Defense Up, you only need 1 or 2 subs of Damage Up to retain your 2HKO. If, on the other hand, you want insurance against 3 or more Defense Up (which is what most people who actually run Defense Up will be using), you'll need 1 main and 3 subs of Damage Up at the very least to retain the 2HKO (and possibly more). Cold blooded allows you to stay stealthy, even after an echo and swim speed is always useful.

Suggestion from @wuil
Use the white headband instead of the legendary cap as this might be easier to obtain:
:head_first: :ability_inkrecovery:|:ability_damage::ability_damage::ability_damage:


Set II
White Headband :head_first: :ability_inkrecovery:|:ability_damage::ability_damage::ability_damage:
Navy Striped LS :clothes_tel003: :ability_damage:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:
Red Hi-Tops :shoes_shi005::ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This build runs a lot of ink efficiency to make up for the large amount of ink used by the splash wall. Two damage mains can take on almost every defense user. Some swim speed is included to help with mobility. If you are confident in your ability to manage your ink, feel free to use a damage and movement speed shirt like the Layered Ancher LS:
:clothes_tly005: (shirt actually red) :ability_runspeed:|:ability_damage::ability_damage::ability_damage:

Set III by @Leanny
:head_cap009::ability_quickrespawn:|:ability_specialsaver::ability_specialsaver::ability_specialsaver: or :head_met005::ability_specialsaver:|:ability_quickrespawn::ability_quickrespawn::ability_quickrespawn: or :head_cap009::ability_quickrespawn:|:ability_quickrespawn::ability_quickrespawn::ability_quickrespawn: (Hard to obtain)
:clothes_tes017::ability_swimspeed:|:ability_quickrespawn::ability_quickrespawn::ability_quickrespawn: or :clothes_msn::ability_swimspeed:|:ability_swimspeed::ability_swimspeed::ability_swimspeed: (Hard to obtain)
:shoes_sht002::ability_inkresistance:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:

This set is a bit aggressive orientated. You get the 'optimal gear effect' (means ~50% of the maximum effect) by having 1 main and 3 subs. You try to minimize your respawn time while being able to swim directly back to the battle field. Swim speed is for extra mobility and ink recovery for refilling your tank faster. Ink resistance is for the case that you are surrounded by enemie ink. Thanks to ink saver, you keep around 65% of your special and can use a lot more killer wails.

.52 Gal Deco
:wst_shot_gravity01:
Note about the .52 gal: One defense ability can reduce the .52 from a two-hit-splat to a three-hit-splat. This can be very detrimental as the gun has a slow rate of fire. One damage sub is enough to counter one defense main. However, most people fall into two extremes: they don't wear any defense at all or stack defense to an absurd degree. The builds below reflect two different mindsets when constructing loadouts: one is to cover your damage bases and run at least 2 damage up mains (or the equivalent) and the second is to ignore damage up and hope for the best. It is advisable to run at least one damage sub to counter random defense users. Also, when using the .52 in ranked damage up becomes more important as you will find more dedicated defense users in those modes.
Camo Mesh :head_cap006: :ability_swimspeed:|:ability_inksaversub::ability_inksaversub::ability_inksaversub:
Part-time Pirate :clothes_tly007: :ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Blue Moto Boots :shoes_bot003::ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:

This build seeks to utilize the seeker sub as much as possible. The ink saver sub and ink recovery abilities both help to get out more seekers. Run speed and swim speed are also used to help with movement and strafing in combat. A damage up main is used to make sure the gun is (almost) always a two-hit splat. With practice and on the right maps, the seekers can become both a lethal sub and an effective distraction. Try to get one more damage sub somewhere on your gear to keep the 2HKO against 2 defense mains.

Set II
White Headband :head_first: :ability_inkrecovery:|:ability_damage::ability_damage::ability_damage:
Sunny Day Tee :clothes_tes007: :ability_specialcharge:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Blue Moto Boots :shoes_bot003: :ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:

This build is all about building to the inkstrike. The .52 isn't too bad at coverage and with its awesome TTK (with damage ups) it is great in combat, so it can stay alive and keep inking. Ink recovery is for dipping after a seeker and damage ups ensure a two-hit splat. Run and swim speed for better movement options.

L-3 Nozzlenose
:wst_shot_triplequick00:
Sun Visor (no picture) :ability_bombrange:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Black Baseball LS :clothes_tel006: :ability_swimspeed:|:ability_runspeed::ability_runspeed::ability_runspeed:
Blue Moto Boots :shoes_bot003: :ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:

The nozzlenose is a difficult weapon to master, but this build tries to capitalize on its strengths. It is an efficient weapon, so not a lot of ink efficiency is needed. However, to more effectively use the disruptor, some bomb range and ink recovery have been added. The gun is incredibly mobile, and adding a lot of run speed helps keep you a step ahead of your opponent in order to get two volleys in.

Set II by @Inyo (Scout Set)
Camo Mesh :head_cap006: :ability_swimspeed:|:ability_inksaversub::ability_inksaversub::ability_inksaversub:
Black Inky Rider :ability_bombrange:|:ability_runspeed::ability_runspeed::ability_runspeed:
Strapping Reds :ability_inkresistance:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:

This build emphasizes the mobility of the L-3 and its ability to get to mid faster than almost any other weapon that isn't a Brush.

The combination of Run Speed and Swim Speed means you can keep one step ahead and to the blind side of your foes. Ink Saver Main subs mean you can fire for a hundred years and not run out of ink. Ink Resistance is a must for the L-3 since you don't really spread ink around your feet that well. Bomb Range Up lets you throw Disruptors from a safer distance, while the Ink Saver Sub(s) let you shoot more after throwing said Disruptors.

All in all, this set emphasizes the L-3s strengths of speed, range, and the ability to harass and annoy the enemy team (it's not bad at spreading ink, either). In Ranked mode with communication via Skype or whatever, the L-3 is the perfect scout weapon to feed information to your team while splatting anybody who gets to mid just after you do.

L-3 Nozzlenose D
:wst_shot_triplequick01:
Stealth Goggles :head_met002: :ability_swimspeed:|:ability_specialduration::ability_specialduration::ability_specialduration:
Rockenberg Black :clothes_tes005: :ability_damage:|:ability_runspeed::ability_runspeed::ability_runspeed:
Red Hi-Tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This build tries to play to every strength of the weapon. Special duration and stacks of swim speed help the kraken. Damage up helps the burst bombs and sometimes steal a one-volley kill. Run speed accentuates the already very mobile weapon. If you find yourself wanting some more ink efficiency, try the part time pirate:
:clothes_tly007: :ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:

Set II
Sun Visor (no picture) :ability_bombrange:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Navy Striped LS :clothes_tel003: :ability_damage:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:
Red Hi-Tops :shoes_shi005::ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed: or Blue Moto Boots:shoes_bot003: :ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:
I made this set because I was having trouble keeping my ink tank full; the gun goes through ink faster than I was used to, especially with burst bombs. Bomb range helps pressure people with burst bombs, which are further strengthened by damage up. Be sure to practice burst cancelling (burst bomb followed by one volley) to increase your time to kill. Swim speed or run speed is based on preference, although swim speed does help the kraken. If you can get away with just ink recovery try the Rockenberg Black (see above build) or the Layered Anchor LS:
:ability_runspeed:|:ability_damage::ability_damage::ability_damage:

N-Zap '85
:wst_shot_quickmiddle00:
Fake Contacts :head_eye007: :ability_specialcharge:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Red Vector Tee :clothes_tes013: :ability_inksavermain:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:
Blue Moto Boots :shoes_bot003: :ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:

The N-Zaps have great mobility while firing, so adding to that makes circle strafing your opponent really easy. The main goal of this build to to charge echolocator as quickly as possible. While the gun is already ink efficient, the efficiency perks help you keep firing after a splatbomb and give you some breathing room (to keep firing) if you miss a few shots. A downside to this build is no swim speed, so feel free to swap out the boots for Red Hi-tops or some of the ink efficiency for some speed. Consider the sunny day tee:
:clothes_tes007: :ability_specialcharge:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

N-Zap '89
:wst_shot_quickmiddle01:
Two Stripe Mesh :head_cap010: :ability_specialsaver:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Red Vector Tee :clothes_tes013: :ability_inksavermain:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:
Blue Moto Boots :shoes_bot003: :ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:

Although The '89 can utilize the same build as the '85 for charging inkstrike quickly, I've swapped some ink efficiency for some special saver. This gun needs less efficiency than the '85 because the lack of splat bombs, but that can affect survivability. The gun is still great at charging its special with good coverage and the sprinkler, and the movement buffs are really useful on the N-Zaps.

Splattershot/Heroshot Replica
:wst_shot_normal00:/:wst_shot_normalh:
Sun Visor (no picture) :ability_bombrange:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Squidmark Sweat :clothes_swt001: :ability_bombrange:|:ability_damage::ability_damage::ability_damage:
Cyan Trainers :shoes_sht004: :ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:

This is based on suggestions from @Hitzel who is perhaps the most well known competitive splattershot user. 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. With the 2.7.0 changes to burst bombs, ink recovery allows the build to still have some pressure from a distance with burst bombs similar to the pre-patch build. To throw three burst bombs you needat least 6 subs worth of ink saver sub, which is hard to get alongside of damage and bomb range. Two pieces of shiny gear are needed for Hitzel's current build.

Set II
Pilot Goggles :head_eye002: :ability_bombrange:|:ability_specialduration::ability_specialduration::ability_specialduration:
Part-time Pirate :clothes_tly007: :ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Red Hi-Tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This build sacrifices range for some extended bomb rush duration and ink resistance durability. The damage helps counter defense up and make burst bombs more effective. The ink recovery helps provide a consistent flow of burst bombs. There is enough bomb range to still threaten opponents outside your gun's range, and when you hit your special you can really pressure your opponents. For maximum effect, you want at least one more sub of damage somewhere on your gear.

Tentatek Splattershot/Octoshot Replica
:wst_shot_normal01: (octoshot picture unavailable)
Stealth Goggles :head_met002: :ability_swimspeed:|:ability_specialduration::ability_specialduration::ability_specialduration:
Navy Striped LS :clothes_tel003: :ability_damage:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:
Blue Moto Boots :shoes_bot003: :ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:

The tentatek needs damage up to ensure a three-hit splat. While the gun is ink efficient, the suction bomb takes up a lot of ink so the ink saver main is there to help you keep firing after a suction bomb (don't go too crazy though). Swim speed and run speed help with movement and strafing in combat, although adding more of either could suit your playstyle. Special duration up is to add a few extra seconds and one or two extra shots with the inkzooka.

Set II
Two Stripe Mesh :head_cap010: :ability_specialsaver:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
White Anchor Tee :clothes_tes022: :ability_ninjasquid:|:ability_damage::ability_damage::ability_damage:
Red Hi-Tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This is my personal favorite for assassin type builds. The tentatek is a great all-around gun that can zone, play defense or offense, and has an excellent special. This build simply relies on the existing strengths of the gun and tries to implement them in an assassin role.The damage subs help keep a 3-hit splat against defense up. The stacking swim speeds counter the ninja squid speed nerf, and allow you to stalk your foes without being seen. Any sort of swim speed hat could work here; I've chosen the special saver to help keep the inkzooka charged if you are splatted. I would also suggest the Camo Mesh, since it can help with ink to toss suction bombs:
:head_cap006: :ability_swimspeed:|:ability_inksaversub::ability_inksaversub::ability_inksaversub:

Set III by @Vitezen
Hero Headset Replica:head_msn000::ability_runspeed:|:ability_swimspeed::ability_swimspeed::ability_damage:
Rockenberg Black:clothes_tes005::ability_damage:|:ability_runspeed::ability_runspeed::ability_runspeed:/ Layered Anchor LS :clothes_tly005::ability_runspeed:|:ability_damage::ability_damage::ability_damage:
Oyster Clogs:shoes_sdl000::ability_runspeed:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:/ White Kicks:shoes_lts000::ability_swimspeed:|:ability_runspeed::ability_runspeed::ability_runspeed:

Eschew all subtlety. This build is designed for a strategy I use, which is to rush mid and hold the line for the rest of the game, or as long as possible, while still having strong capabilities for rapid pushes when the time comes. Swim speed is preferable to quick respawn because they have similar payoffs in returning to action, but not in mobility. I've forsaken choices such as ink savers because I don't think you'll have much trouble with ink management when you're working with team members or holding a fortified position. Similarly, special charge isn't necessary because you'll often be holding a full charge and waiting for a chance to use it on entrenched enemies in a push, or during tactical retreat from the hot spot. Similarly, the occasional extra kill from special duration will not usually be worth a slot. You'll be moving so fast that you don't need ink resistance where you're going. There is no need for cold-blooded because you'll either be staying in the same area or pushing together with your team.

Wasabi Splattershot

Fake Contacts :head_eye007::ability_specialcharge:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Sunny Day Tee :clothes_tes007::ability_specialcharge:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Blue Moto Boots :shoes_bot003::ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:
This set tries to charge ink strike as quickly as possible while retaining elements of the sonic builds. Movement buffs help you strafe or reposition. Ink recovery helps keep ammo up after a splat bomb or just in general. One should also consider at least one damage sub somewhere on the gear to combat defense builds.

Set II - Quick Inkstrike Build (based on a build by @Hitzel )
Tentacles Helmet :head_met003::ability_runspeed:|:ability_specialduration::ability_specialduration::ability_specialduration:
Squid-Pattern Waistcoat (no picture) :ability_specialduration:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Oyster Clogs :shoes_sdl000::ability_runspeed:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
This set seeks to preserve the standard "sonic" set that many tentatek players use. It also stacks special duration in order to reduce the end animation for the inkstrike. With the equivalent of 2 mains of special saver your inkstrike will fire very quickly.
 
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SupaTim

Prodigal Squid
Joined
Aug 18, 2015
Messages
681
Location
NC, USA
NNID
SupaTim101
Shooters - Long Range
Long range shooters typically occupy some of the top tiers of competitive usage. Many have an excellent time-to-kill, which, coupled with long range, make them difficult to approach and difficult to escape. They usually have a downside to balance their range and lethality (i.e. bad ink efficiency for high damage, or low damage for great range/rate of fire).

.96 Gal

:wst_shot_heavy00:
Fake Contacts :head_eye007: :ability_specialcharge:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Rainy Day Tee :clothes_tes008: :ability_inksavermain:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Red Hi-Tops :shoes_shi005::ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

The .96 is a great all-around weapon. It has enough offensive power to make pushes. Its sub lets it contribute to map control and charge its special quickly. And the echolocator is one of the best specials in the game. This build focuses on ink efficiency and swim speed. The slow rate of fire means you want to keep your opponents at range, so you need to be able to quickly retreat if necessary. To charge your special you want to be able to have good sprinkler placement as well as the ability to keep firing, hence the ink savers and ink recovery. This can be a great support weapon in the right hands.

.96 Gal Deco
:wst_shot_heavy01:
Studio Headphones :head_hdp000: :ability_inksavermain:|:ability_specialduration::ability_specialduration::ability_specialduration:
Rainy Day Tee :clothes_tes008: :ability_inksavermain:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Red-Hi Tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This build trades ink recovery for more ink saver, as it is more effective with splash walls. The swim speed and special durations are also really good with kraken. This is one of the best guns in the game because of its powerful two-hit splat, splash wall, and kraken. Make sure you use your movement buffs to reposition and keep enemies at range.

Set II by @tazz

Lightweight Cap :ability_swimspeed:|:ability_defenseup::ability_defenseup::ability_defenseup:
Baby Jelly Shirt :ability_defenseup:|:ability_inksavermain::ability_inksavermain::ability_inksavermain: or Forest Vest :ability_inkrecovery:|:ability_defenseup::ability_defenseup::ability_defenseup: or Mountain Vest :ability_swimspeed:|:ability_defenseup::ability_defenseup::ability_defenseup:
Squid Stitch Slipons :ability_defenseup:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

A good defense build that gives you almost the equivalent of 3 main defense ups. This will usually cause most weapons an extra hit to splat you if they don't run damage ups, which can give you some extra time to trade, splat, or retreat. This much defense can even stop a charger shot that hasn't been fully charged in some cases.

If you get a shirt with :ability_coldblooded:|:ability_defenseup::ability_defenseup::ability_defenseup:this is ideal (but not natural on anything), but that doesn't run ink efficiency abilities though, so be careful of our ink consumption.

Dual Squelcher
:wst_shot_quicklong00:
Fake Contacts :head_eye007: :ability_specialcharge:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Red Vector Tee :clothes_tes013: :ability_inksavermain:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:
Red Hi-Tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This build focuses on building up to echolocator very quickly. Although the gun is fairly ink efficient, splat bombs take up a lot of ink, hence the ink efficiency perks. The gun also has low damage output, and I've found that increasing ink efficiency can get those last few shots in for a splat before running out of ink. The gun did get a buff for run speed, but I prefer swim speed to retreat and get enemies back in better range.

Custom Dual Squelcher
:wst_shot_quicklong01:
Fake Contacts :head_eye007: :ability_specialcharge:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Rainy Day Tee :clothes_tes008: :ability_inksavermain:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Red Hi-Tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This weapon is much more support oriented and doesn't always do well in close range combat. For that reason I put a build together with a lot of swim speed to make hasty retreats if necessary. Having lots of ink efficiency allows the gun to get a lot of map control without constantly dipping, and the ink recovery keeps the time submerged to a minimum.

H-3 Nozzlenose
(No H-3 Pictures)
Set I by @HappyBear801
Urchins Cap:head_cap000:: :ability_bombrange:| :ability_quickrespawn::ability_quickrespawn::ability_quickrespawn:
Green Cardigan: :ability_recon:| :ability_inksavermain::ability_inksavermain::ability_inksavermain:
Blue Sea Slugs:shoes_sht005:: :ability_specialcharge:| :ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:

This weapon has a very complex but interesting playstyle: the hard-hitting assassin. As for the main weapon, it wants to be in the fray, but at a good distance to where it can pick of foes without them rushing it down. Since it uses up a lot of ink in doing so, however, Ink Refill Up and Ink Saver Main help it not be so onerous. Special Charge Up helps build the Echolocator and Recon keeps the enemies in check, because with this weapon, you want to track your adversaries down. Quick Respawn helps both support the Recon and getting the weapon back into the fray efficiently. Lastly, Bomb Range Up increases the range on the Suction Bomb if the main weapon isn't cutting it against a particular weapon.

H-3 Nozzlenose D
(No H-3 Pictures)
Set I by @HappyBear801
Sun Visor: :ability_bombrange:| :ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Camo Layered LS:clothes_tly002:: :ability_specialcharge:| :ability_damage::ability_damage::ability_damage:
White Arrows:shoes_sht003:: :ability_specialduration:| :ability_specialcharge::ability_specialcharge::ability_specialcharge:

Unlike the normal H-3 Nozzlenose, which has the Suction Bomb to support the main weapon, with this version you cannot afford to miss one shot. Hence, the Damage Up comes to help the weapon get kills and Ink Refill Up helps you recover more quickly from the weapon's ink-hungry nature. Bomb Range Up increases the range on the Point Sensor, which is very useful since this variant of the weapon is all about remaining in the back and getting precise kills from there. The rest of the loadout is all about the Inkzooka. 1 main and 3 subs of Special Charge Up is very helpful since this is one of the slowest weapons at charging the Inkzooka, which requires the most points out of any special in the game. And, since you want to get as many kills with this 1-shot tool as you can, Special Duration Up gives you some more time to do so.

Jet Squelcher
:wst_shot_long00:
Jungle Hat :head_hat001: :ability_inksavermain:|:ability_inksaversub::ability_inksaversub::ability_inksaversub:
Part-time Pirate :clothes_tly007: :ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Red Hi-tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This build is basically for sitting back and inking everything at a distance. The gun itself is terrible at close-range combat, so you need to be good at utilizing your wall and knowing when to retreat. The ink savers (main and sub) help with staying efficient after a wall, while the swim speed help you retreat if needed. One damage up main gets you to 99.9 damage with three hits, which can steal a 3-hit splat here and there. Ink resistance may not be needed and you might be better served by different shoes depending on playstyle.

Custom Jet Squelcher
:wst_shot_long01:
Studio Headphones :head_hdp000: :ability_inksavermain:|:ability_specialduration::ability_specialduration::ability_specialduration:
Part-time Pirate :clothes_tly007: :ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Red Hi-tops :shoes_shi005::ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This is one of the best guns in the game as it has the best range of any shooter and burst bombs for close range. The kraken is also a great special for this weapon as it can prevent a death by ambush and allows you another way to deal with close range combat. This build is made for ink efficiency so you can stand and shoot to cover ink that no one else can reach. It also has damage up to get to the 99.9 three-hit damage and helps with burst bombs. The special duration up lets you keep kraken a bit longer, which can allow you to just get to that one pesky enemy. The build could use a bit more swim speed, so consider stealth goggles if you are comfortable with the gun's ink efficiency:
:head_met002: :ability_swimspeed:|:ability_specialduration::ability_specialduration::ability_specialduration:

Set II by @SewenNewes

:head_cap000: :ability_bombrange:|:ability_damage::ability_unknown::ability_unknown: (after one damage up, subs don't matter as much)
:clothes_tel003: :ability_damage:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:
:shoes_slp000: :ability_bombrange:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This set seeks to focus on the CJS's defensive capabilities by stacking Bomb Range Up to bring the range of your Burst Bombs past that of most shooters while also using Damage Up to hit certain key 2hk. On an opponent with no defense this set gets you a 2hk with one direct hit from Burst Bomb and either one Jet Squelcher shot or one near miss Burst Bomb. This combination allows you to hold key points very effectively since non-chargers usually can't approach without using a special or a team effort. The CJS is fairly ink efficient in firefights compared to similar shooters but Ink Saver Main helps shore up turf coverage between the battles. Swim Speed Up is for moving between key defensive points quickly as well as making Kraken more effective. For the remaining two subs it comes down mostly to preference but aim for Bomb Range Up, Swim Speed Up, Ink Saver Main, or Special Charge Up.

Set III by @Leanny
:head_ncp003::ability_tenacity:|:ability_quickrespawn::ability_quickrespawn::ability_quickrespawn: or :head_cap009::ability_quickrespawn:|:ability_quickrespawn::ability_quickrespawn::ability_quickrespawn: (Hard to obtain)
:clothes_first::ability_quickrespawn:|:ability_damage::ability_damage::ability_damage: or :clothes_tly007::ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
:shoes_sht002::ability_inkresistance:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery: or :shoes_shi005::ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

3 damage up subs are a must have, so you can deal max damage to anyone who does not wear any defense up. You try to stay behind and support your team, while constantly charging your special bar with ink and tencaity. After the Kraken you are quite vulnerable and might get splatted pretty fast or you are at the front line where you can most likely only defend with your burst bombs. In case you die you can get back to the field really quick thanks to Quick Respawn.

Splattershot Pro
:wst_shot_expert00:
Jungle Hat :head_hat001: :ability_inksavermain:|:ability_inksaversub::ability_inksaversub::ability_inksaversub:
Rainy Day Tee :clothes_tes008: :ability_inksavermain:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Red Hi-Tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This gun is terribly ink inefficient, so this build is all about ink efficiency. Two main ink savers (main) plus some ink saver (sub) allows you to more comfortably throw your splat bomb and keep firing. The stacks of swim speed allow you to quickly reposition or retreat to regrain ink. The gun can be good close-mid range, but it is best to keep your enemies far away. This gun requires good aim, so lots of practice is recommended.

Forge Splattershot Pro
:wst_shot_expert01:
Studio Headphones :head_hdp000: :ability_inksavermain:|:ability_specialduration::ability_specialduration::ability_specialduration:
Linen Shirt :clothes_shirt014: :ability_bombrange:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:
Red Hi-Tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This build attempts to stack ink efficiency while strengthening the rest of the gun's kit. Bomb range helps tag distant enemies with the point sensor while special duration helps keep your inkzooka up for a few more seconds which gives you exactly one more shot. Swim speed helps you reposition or retreat. If you are more interested in throwing LOTS of sensors and not as interested in throwing them FAR, try the white shirt:
:clothes_shirt003::ability_inkrecovery:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:

Berry Splattershot Pro

Sun Visor (no picture) :ability_bombrange:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Rainy Day Tee :clothes_tes008::ability_inksavermain:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Red Hi-Tops :shoes_shi005::ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
This is a powerful weapon that has one of the strongest subs in the game with one of the strongest specials in the game. You still want some ink saver to make sure you have enough ammo wen it counts. Bomb range helps with both using your bombs to zone people as well as getting your bomb rush out as far as possible. Ink recovery is to help you gain ink to throw more bombs as well as not having to be in the ink as long to regain ammo.
 
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SupaTim

Prodigal Squid
Joined
Aug 18, 2015
Messages
681
Location
NC, USA
NNID
SupaTim101
Chargers - Snipers
This is the standard sniper rifle class of Splatoon. Most chargers have excellent range and natural OHKO with a fully charged shot. There are variances that balance out each weapon (i.e. longer charge time, ink consumption, poor mobility, etc.). Typically you want to stack damage up and ink recovery. With enough damage up, you can get a OHKO with less than a fully charged shot. Since stats (besides a slight bump in range) are unchanged for scoped VS un-scoped weapons, all scoped variants will be included in the vanilla versions.

Bamboozler 14 Mk I
:wst_charge_light00:
White Headband :head_first: :ability_inkrecovery:|:ability_damage::ability_damage::ability_damage:
Part-time Pirate :clothes_tly007: :ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Blue Moto Boots :shoes_bot003::ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:

The Bamboozler is one of the most mobile chargers and has the second shortest range of charges. This means you will likely be in or close to the action as a bamboozler. This is why both ink resistance and run speed was included. Like most chargers, you'll want damage up and ink recovery. Damage up isn't quite as useful on a bamboozler, as it is always at least a two-shot splat, even with a fully charged shot. However, if enemies get close up you may find yourself spamming ZR instead of charging. Having damage up brings your uncharged shots-to-splat to 3, which can make a difference. Since the wall nerf affects ink recovery, you may consider a damage up + ink saver shirt instead of the part time pirate:
Stripe Navy LS :clothes_tel003: :ability_damage:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:

Bamboozler 14 Mk II
:wst_charge_light00: (no Mk II picture available)
White Headband :head_first: :ability_inkrecovery:|:ability_damage::ability_damage::ability_damage:
Squidmark Sweat :clothes_swt001: :ability_bombrange:|:ability_damage::ability_damage::ability_damage:
Blue Moto Boots :shoes_bot003::ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:

Like its Mk I brother, the Mk II will be in or close to the main action. So, mobility while firing is important, which is why I've included ink resistance and run speed. The disruptors on this weapon are amazing, so some bomb range is included to tag opponents. Without splash walls not as much ink efficiency is needed, but some is still helpful, as this is still a charger. 6 damage subs still allow a 3 uncharged hit splat, which is important if an enemy gets into close quarters with you.

Bamboozler 14 MkIII

White Headband :head_first: :ability_inkrecovery:|:ability_damage::ability_damage::ability_damage:
White Tee :clothes_tes000::ability_inksaversub: |:ability_damage::ability_damage::ability_damage:
Tan Work Boots :shoes_bot001::ability_bombrange:|:ability_runspeed::ability_runspeed::ability_runspeed:
This weapon uses as similar set to the Mark II, but has some gear to help with burst bombs. The damage ups help with the main gun but more importantly with burst bombs. With the changes to burst bombs you can't use them as defensively now, but they can still soften your opponents or get the kill after a fully charged shot from the bamboozler. One main sub saver doesn't give you any extra bombs, but it does help you keep ink in teh tank when using them in combat.

E-Liter 3k/Scoped
:wst_charge_long00:/:wst_charge_longscp00:
White Headband :head_first: :ability_inkrecovery:|:ability_damage::ability_damage::ability_damage:
Part-time Pirate :clothes_tly007: :ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Cyan Trainers :shoes_sht004::ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:

This is honestly a pretty standard charger build that can be found on any e-liter or splat charger/scope. It has a lot of damage up to allow for OHKOs from 75% charged shots. It also stacks a ton of ink recovery since you should be dipping after every one or two shots. The damage up especially helps the burst bombs of the e-liter, which can be used if an enemy makes it to your perch. This can be a go-to set for any sniper.

If you want to better avoid detection, try the Anchor Sweat
:clothes_swt006: :ability_coldblooded:|:ability_damage::ability_damage::ability_damage:

Custom E-Liter 3k/Scoped
:wst_charge_long01:/:wst_charge_longscp01:
Snorkel Mask :head_eye005: :ability_damage:|:ability_specialduration::ability_specialduration::ability_specialduration:
Part-time Pirate :clothes_tly007: :ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Cyan Trainers :shoes_sht004: :ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:

Since the Custom features a kraken, some ink recovery is sacrificed for special duration. Lots of damage and ink recovery is still present to increase the effectiveness of shots that aren't fully charged. Since the e-liter isn't usually in the thick of things movement speed buffs aren't usually included and the kraken is usually used as an "oh crap" button. However, if you do want to increase the speed of your kraken, consider either ink recovery or strength shoes with the krak-on brand:
Hunter Hi-Tops:shoes_shi004: :ability_inkrecovery:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Plum Casuals:shoes_cfs001: :ability_damage:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
If you want to better avoid detection, try the Anchor Sweat
:clothes_swt006: :ability_coldblooded:|:ability_damage::ability_damage::ability_damage:

Set II by @tazz
Squash Headband/Legendary Cap/Snorkel Mask :head_hbd002:/:head_eye005: :ability_damage:+:ability_damage::ability_damage::ability_damage:
FC albacore :ability_damage:+:ability_specialcharge::ability_specialcharge::ability_specialcharge:
Clownfish Basics :shoes_slo006: :ability_specialcharge:+:ability_swimspeed::ability_swimspeed::ability_swimspeed:

The headgear is unnatural and difficult to get, but useful for so many sets and really worth getting. This set is basically sacrificing ink recovery for a powerful, frequent kraken.
For a natural set, use white headband :ability_inkrecovery:+:ability_damage::ability_damage::ability_damage: and plum high tops :ability_damage:+:ability_swimspeed::ability_swimspeed::ability_swimspeed:. This preserves some special charge while keeping things easier to get.

Splat Charger/Splatterscope
:wst_charge_normal00:/:wst_charge_normalscp00:
White Headband :head_first: :ability_inkrecovery:|:ability_damage::ability_damage::ability_damage:
Part-time Pirate :clothes_tly007: :ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Cyan Trainers :shoes_sht004::ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:

This is honestly a pretty standard charger build that can be found on any e-liter or splat charger/scope. It has a lot of damage up to allow for OHKOs from 75% charged shots. It also stacks a ton of ink recovery since you should be dipping after every one or two shots. Bomb rush is a solid special, if a bit less useful on a weapon with this range. It may suit your playstyle to focus on the special though, so perhaps using the snorkel mask with duration ups can be useful:
Snorkel Mask :head_eye005::ability_damage:|:ability_specialduration::ability_specialduration::ability_specialduration:
If you want to better avoid detection, try the Anchor Sweat
:clothes_swt006: :ability_coldblooded:|:ability_damage::ability_damage::ability_damage:

Kelp Splat Charger/Kelp Splatterscope
:wst_charge_normal01:/:wst_charge_normalscp01:
White Headband :head_first: :ability_inkrecovery:|:ability_damage::ability_damage::ability_damage:
Part-time Pirate :clothes_tly007: :ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Cyan Trainers :shoes_sht004::ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:

This is honestly a pretty standard charger build that can be found on any e-liter or splat charger/scope. It has a lot of damage up to allow for OHKOs from 75% charged shots. It also stacks a ton of ink recovery since you should be dipping after every one or two shots. The sprinkler helps cover turf and charge the special, while the killer wail funnels people to into your range or takes out opposing snipers. If you want to better avoid detection, try the Anchor Sweat:
:clothes_swt006: :ability_coldblooded:|:ability_damage::ability_damage::ability_damage:

Set II (by @skeletonboxers )
Black Arrowbands :head_eye000: :ability_tenacity:|:ability_specialsaver::ability_specialsaver::ability_specialsaver:
Camo Layered LS :clothes_tly002: :ability_specialcharge:| :ability_damage::ability_damage::ability_damage:
Clownfish Basics :shoes_slo006: :ability_specialcharge:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

A bit niche gear set I have for my Kelp splatterscope is focusing on special charging. With the charge required for Killer Wail to be lower than other specials, you can charge your wail extremely fast. Always have a sprinkler out: for covering clean or enemy turf, having it out as a decoy to snipe distracted players, or throwing it on a wall to give you ink to escape if people fire in your direction (covers the cross fire). Fake contacts are good too if you want faster ink recovery and if you think you'll be splatted more often (tenacity if you're a more defensive player and will die less):
:head_eye007: :ability_specialcharge:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Also consider:
Soccer Headband (no picture) :ability_tenacity:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery: (best of both worlds)

Classic Squiffer
:wst_charge_quick00:
Pilot Goggles :head_eye002: :ability_bombrange:|:ability_specialduration::ability_specialduration::ability_specialduration:
Sunny Day Tee :clothes_tes007: :ability_specialcharge:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Blue Moto Boots :shoes_bot003: :ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:

This build seeks to go right into the fray. Bomb range is used to tag distant opponents with the point sensors. Special charge up is to quickly build up to the bubbler, which is also enhanced with special duration up. Movement and positioning are important for this gun because you are always trying to keep your effective range and you might have to get out of some tough spots.

New Squiffer
:wst_charge_quick01:
Treasure Hunter (no picture) :ability_inkrecovery:|:ability_specialduration::ability_specialduration::ability_specialduration:
Sunny Day Tee :clothes_tes007: :ability_specialcharge:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Blue Moto Boots :shoes_bot003::ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:

This build also is comfortable in the thick of things with lots of movement buffs. It also adds some ink efficiency perks to help it keep firing during combat situations (you should reposition often) or to quickly gain ink back after an ink mine. The inkzooka is a bit hard to charge, so special charge helps alleviate some of that, and the special duration gives you an extra couple of seconds with it.

Fresh Squiffer

Builds by @rsnw All-rounds build:
Takoroka Mesh :head_cap002::ability_defenseup: | :ability_specialcharge::ability_specialcharge::ability_specialcharge:
Black Baseball LS :clothes_tel006::ability_swimspeed: | :ability_runspeed::ability_runspeed::ability_runspeed:
Red Hi-tops :shoes_shi005::ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:


Aggressive:
Two Stripe Mesh :head_cap010::ability_specialsaver: | :ability_swimspeed::ability_swimspeed::ability_swimspeed:
Black Pipe Tee :ability_specialsaver: | :ability_runspeed::ability_runspeed::ability_runspeed: (neutral roll)
Blue Moto Boots:shoes_bot003::ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:


Defensive:
Lightweight Cap :head_cap001::ability_swimspeed:|:ability_defenseup::ability_defenseup::ability_defenseup:
Mountain Vest :ability_swimspeed:|:ability_defenseup::ability_defenseup::ability_defenseup:
LE Soccer Cleats :ability_inkresistance:|:ability_specialcharge::ability_specialcharge::ability_specialcharge: or Blue Moto Boots:shoes_bot003::ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:

You can mix the sets listed above with each others, but these abilities are mostly what you want to use. Swim speed and run speed are your best friends, swim speed is also added for the kraken. Defense up can come handy when approaching longer ranged weapons or close combat (which you should avoid) Special abilities are good, but not necessary if you play more of a support role. Ink resistance is a must. I feel like there is no need for ink efficiency abilities.
 
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SupaTim

Prodigal Squid
Joined
Aug 18, 2015
Messages
681
Location
NC, USA
NNID
SupaTim101
Chargers - Splatlings
You might be thinking "splattlings aren't chargers, why are they here?!" I've categorized them as chargers because they still require a charge in order to fire. The mechanic is similar even if playstyle and purpose is totally different. As splattlings you will want to be more pressure focused and, depending on range, more aggressive. Builds should help with mobility and ink efficiency.

Heavy Splatling

Fake Contacts :head_eye007: :ability_specialcharge:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Rainy Day Tee :clothes_tes008: :ability_inksavermain:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Oyster Clogs :shoes_sdl000::ability_runspeed:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
This build wants to be fairly well rounded, charging the inkstrike, being ink efficient, and being high mobile. The ink saver allows you to fire another volley, while the ink recovery gives you less downtime. You should try to be pressuring as much as possible. Stacks of swim speed are to help reposition or retreat, as this weapon isn't the best in close quarter combat. Run speed helps this weapon reposition quickly either during a charge or during a volley. This will help you track fleeing or closing enemies more easily.

Heavy Splatling Deco

Studio Headphones :head_hdp000: :ability_inksavermain:|:ability_specialduration::ability_specialduration::ability_specialduration:
Black Baseball LS :clothes_tel006: :ability_swimspeed:|:ability_runspeed::ability_runspeed::ability_runspeed:
Clownfish basics :shoes_slo006: :ability_specialcharge:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
This build focuses on charging kraken and being quick enough to chase people down with it. Use point sensors to tag people before krakening, otherwise the same principles for the vanilla heavy splatling apply here: lay down suppression fire as often as possible, stay towards the back and avoid direct conflict, reposition if necessary, use run speed to move quicker while charging or firing. The build does sacrifice some ink efficiency, so if you are worried about that, try the hunter hi-tops:
:shoes_shi004: :ability_inkrecovery:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

Set II (by @ShinyTogetic)
Hero Headset Replica :head_msn000::ability_runspeed:|:ability_quicksuperjump::ability_quicksuperjump::ability_quicksuperjump: (difficult to get)
(White Sailor Suit) :ability_inksavermain:|:ability_runspeed::ability_runspeed::ability_runspeed:
(Punk Whites) :ability_specialcharge:|:ability_runspeed::ability_runspeed::ability_runspeed:
With this set you can...
1. Make use of the required run speed ups of causing pressure to the opposition
2. A Saver-Main Main can actually give you an extra volley of ink to spread around which makes good use of...
3. Special Charge up to kraken up in certain situations (Flanking, attacking RM shield etc etc)
Quick Super Jump is kinda odd... but as of Patch 2.2.0 the cooldown period from kraken is pretty bad so Quick Super Jump can somewhat mitigate this problem! Or to get out of a hairy situation...
Alts:
:shoes_bot003::ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:
Only use this if you find yourself in enemy ink often or for precaution
You can replace :ability_quicksuperjump: with :ability_specialduration: on the headset (tentacles helmet :head_met003:) for a longer kraken

Hydra Splatling

From @Of Moose & Men
:head_hat001::ability_inksavermain: | :ability_inksaversub::ability_inksaversub::ability_inksaversub:
:clothes_tes003::ability_coldblooded: | :ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
(Strapping Reds) :ability_inkresistance: | :ability_inksavermain::ability_inksavermain::ability_inksavermain: or (Mawcasins) :ability_inkrecovery:| :ability_inksavermain::ability_inksavermain::ability_inksavermain: or (strapping Whites) :ability_inksaversub: | :ability_inksavermain::ability_inksavermain::ability_inksavermain:
It is almost a requirement to have ink saver main. The Hydra eats up ink, like no other weapon. With Ink saver main, you can alleviate that. With two sets of Ink Saver, it adds another fully charged shot, and two half charged shots after throwing a splat bomb. With the Jungle Hat, you are capable of saving a bit of ink on both your Main and Sub weapon, once again allowing for more shots, even after throwing a Splat Bomb. Comes in handy VERY often. Cold Blooded I also feel is necessary as Hydra is more often than not really trying to stay up high, and hidden, much like a charger. The shoes are a bit of a toss up, Ink Resistance Up can be very beneficial, as it could help in getting you out of enemy ink far faster than non Ink Resistance Up shoes. Which, as a splatling, can be very helpful. However, it is not necessary, and because of that Mawcasins can be chosen over the Strapping reds. Ink recovery up can definitely help in recovering Ink since it does take as much ink as it does. Strapping Whites can aid in taking a bit less ink to throw Splat Bombs, which means more charges afterwards. Regardless, Ink saver main is nearly a requirement, and I STRONGLY advise carrying it if you ever intend on becoming a Hydra main.
Custom Hydra Splattling

Set I by @Oxenfree

:head_ncp001::ability_inksavermain: | :ability_defenseup::ability_defenseup::ability_defenseup:

:clothes_tly003::ability_inksavermain: | :ability_damage::ability_damage::ability_damage:

:shoes_sht004::ability_damage: | :ability_inkrecovery::ability_inkrecovery::ability_inkrecovery: or :shoes_cfs001::ability_damage: | :ability_swimspeed::ability_swimspeed::ability_swimspeed:

Ink Saver main is sort of a no brainer, the Hydra Splatling guzzles ink like no other, and Ink Saver main helps in alleviating that. With 2 Mains it adds an extra fully charged shot or 2 half charged shots. The Defense up is for the VERY few no damage up Gals out there, which allows you to avoid the 2HKO and it becomes a 3HKO. Although a damage up less Gal is very uncommon, it can still come in handy if and when you do run into one. The Gals either run 1 main + 3 subs or none at all, so I felt it was appropriate to prepare for the latter, since it's impossible to avoid the 2HKO from the former. The Damage up investment allows you to guarantee the 3HKO from a fully charged shot on all Inklings running 3 Def mains and below. Ink Recovery up is there simply to lessen the time it takes to recover Ink. Swim Speed can also be used to sort of alleviate the nerf the Heavy weapons received in the recent updates.

Mini Splatling

Sun Visor (no picture) :ability_bombrange:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery: or Pilot Goggles :head_eye002: :ability_bombrange:|:ability_specialduration::ability_specialduration::ability_specialduration:
Black Squideye :clothes_tes001::ability_runspeed:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Purple Sea Slugs :shoes_sht007::ability_runspeed:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery: or Blue Moto Boots :shoes_bot003::ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:
Based on a build by @Silxer. I find the bomb range pretty handy for applying pressure, getting the nice pick-off over a far distance, or even trapping enemy inklings due to the increased throw ranged for the Suction Bombs. I find stacking run speed to be the way to Mini Splatling since, like the L-3's, has pretty great strafing speed with run seed and that really helps out in winning close range engagements and just mobility in general. Lastly, I just like using ink recovery for most weapons I use since it's just a good skill in general for keeping your ink tank up all the time.

Also consider the punk whites if you want to trade out some ink recovery for special charge (to get more inkookas)
(No picture):ability_specialcharge:|:ability_runspeed::ability_runspeed::ability_runspeed:

Set II by @ShinyTogetic
:head_vis000::ability_runspeed:|:ability_swimspeed::ability_swimspeed::ability_swimspeed: (not a natural role)
:clothes_tel006::ability_swimspeed:|:ability_runspeed::ability_runspeed::ability_runspeed:
:shoes_lts000::ability_swimspeed:|:ability_runspeed::ability_runspeed::ability_runspeed:
One day I thought "hey if tentatek can make us of this set so can this right?"
ehh... kinda because its not a shooter weapon! But hey this is the work of a mini sentry... with this you can keep the pressure with your fast charge speed and nimble abilities on both land and ink! Please be courteous of the ink consumption... due to suction bombs...
Basically a high speed, or "sonic" build for the mini.
Alts:
:shoes_bot003::ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:
If you find yourself in enemy ink often

Zink Mini Splatling

Pilot Goggles :head_eye002: :ability_bombrange:|:ability_specialduration::ability_specialduration::ability_specialduration:
Red Vector Tee :clothes_tes013: :ability_inksavermain:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:
White Kicks :shoes_lts000: :ability_swimspeed:|:ability_runspeed::ability_runspeed::ability_runspeed:
Based on suggestions of @PK21. This build tries to play to the strengths of the weapon's kit. Bomb range for tagging distant enemies with disruptor. Ink saver to get a few more volleys in. Special charge and special duration to charge bubbler and keep it for longer. Speed is important to this weapon since, although it has decent range, it will often find itself in the middle of combat. So being able to quickly reposition or run-strafe is important.

Set II (by @Zolda)
Skull Bandana :ability_specialsaver: I :ability_specialduration::ability_specialduration::ability_specialduration:
Black Inky Rider:ability_bombrange: I :ability_runspeed::ability_runspeed::ability_runspeed:
:shoes_sht007::ability_runspeed: I :ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
The idea of this build is to maximize your own maneuverability while decreasing the maneuverability of opponents, giving you a major advantage in combat. The Run Speed Up further enhances the already high mobility of the Mini-Splatling, and Bomb Range Up is essential for making sure you are able to shut down your opponent's movement ability. This build places more emphasis on Disruptors than the Bubbler overall, but the Special Saver/Special Duration Up combo will still make sure that Bubbler plays an important role.

Set III by @ShinyTogetic
:head_eye006: :ability_specialduration:|:ability_runspeed::ability_runspeed::ability_runspeed: hard (not a natural role) or :head_met003::ability_runspeed:|:ability_specialduration::ability_specialduration::ability_specialduration: easier
:clothes_plo001: :ability_runspeed:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:
:shoes_bot003::ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:
"Moar Sanic Speed" Lots of run speed up for more effective run strafing (which is important for the mini splatlings). Moar Chances to bubble due to its really good inking capabilities and stacking special charge. Special duration keeps the bubble for longer. However, since this set doesn't run any ink efficiency you need to be very vigilant for the ink consumption
Alt:
:clothes_tel002: :ability_bombrange:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:
OR
Black Inky Rider :ability_bombrange:|:ability_runspeed::ability_runspeed::ability_runspeed:
For disruptor abuse

Refurbished Mini Splatling

Set I by @ShinyTogetic
Hero Headset Replica :head_msn000::ability_runspeed:|:ability_damage::ability_damage::ability_damage: (brandless) [at least two damage subs and one main can work too]
Rockenburg Black :clothes_tes005::ability_damage:|:ability_runspeed::ability_runspeed::ability_runspeed:
Blue Moto Boots :shoes_bot003::ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:

Refurbished Mini was one of the new weapons from sheldon's pick that caught my eye so I decided to use it as part of my arsenal of weapons
with this set you can still run around like a mad man but with burst bombs to cover more ground easliy...
since burst bombs got buffed (and nerf'd) you can pretty much always deal medium indirect damage to you opponents and two shots from the splatling itself can result in a 3hko instead of the usual 4hko hell a direct from a burst bomb can result in 2hko if you're lucky enough
just be mindful of your burst bomb usage...
 
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SupaTim

Prodigal Squid
Joined
Aug 18, 2015
Messages
681
Location
NC, USA
NNID
SupaTim101
Blasters
Blasters are typically high damage, high ink consumption, and low fire rate. They reward good spacing, aim, and positioning. Gear should focus on ink efficiency, damage, and high mobility.

Blaster
:wst_shot_expmiddle00:
Sun Visor (no picture) :ability_bombrange:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Rainy Day Tee :clothes_tes008: :ability_inksavermain:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Red Hi-Tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This build focuses on mobility and ink efficiency with bomb range to support disruptors. Since you have a OHKO with a direct hit and a 2HKO on indirect, you should be swim strafing a lot to get the right position. Throw disruptors liberally to slow down your opponents and to support your team. A disrupted opponent is easier to get a direct hit on. With so much swim speed you can rush in to throw disruptors then quickly retreat back into your territory to reposition and begin picking people off.

Custom Blaster
:wst_shot_expmiddle00:
Studio Headphones :head_hdp000: :ability_inksavermain:|:ability_specialduration::ability_specialduration::ability_specialduration:
Squid-Pattern Waistcoat :ability_specialduration:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:(no picture)
Neon Sea Slugs :shoes_sht002: :ability_inkresistance:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:

This build is all about abusing the bubbler. Ink efficiency and some extra mobility are still highlighted, but the bubble makes this kit extremely effective at securing splats. Knowing when to bubble and getting good accuracy takes a lot of practice.

Range Blaster
:wst_shot_explong00:
Fake Contacts :head_eye007::ability_specialcharge:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Rainy Day Tee :clothes_tes008: :ability_inksavermain:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Neon Sea Slugs :shoes_sht002: :ability_inkresistance:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery: or Strapping Reds :ability_inkresistance:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:

The vanilla range blaster is a great set for zoning and pressure. It has better range than most blasters, a wall to play around, and the ink strike to push snipers around, cut off choke-points, or provide cover fire. This build focuses on ink efficiency, mobility, and charging the ink strike. Because of your range you can really push people back, so having a lot of ink efficiency to keep firing is very important. Try to get the high ground for even more effective pressure.

Custom Range Blaster
:wst_shot_explong01:
By @Of Moose & Men
Paisley Bandanna :ability_inksaversub: | :ability_swimspeed::ability_swimspeed::ability_swimspeed: or :head_cap006: :ability_swimspeed:| :ability_inksaversub::ability_inksaversub::ability_inksaversub:
Squidstar Waistcoat :ability_coldblooded:| :ability_swimspeed::ability_swimspeed::ability_swimspeed: or Krak-On 528 :ability_runspeed:|:ability_swimspeed::ability_swimspeed::ability_swimspeed: or :clothes_tes008: :ability_inksavermain:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
:shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed: or :shoes_cfs001: :ability_damage:|:ability_swimspeed::ability_swimspeed::ability_swimspeed: or :shoes_lts000: :ability_swimspeed:|:ability_runspeed::ability_runspeed::ability_runspeed:

One thing is for sure, the Custom Range blaster most certainly wants swim speed up. It helps in both getting away quickly, something a slow shooting blaster really, as well as making the Kraken near impossible to get away from. Swim speed up is arguably one of the best abilities in the game, simply because of its utility, on this weapon, it is no different. Ink efficiency is always a great idea for ink Guzzling weapons. Ink saver Sub makes Splat Bombs take a little less ink than usual, which is about half a shots worth of ink, which can come in handy every so often. The real trouble in Headgear is, there isn't much else to choose from, and Ink Saver Sub I feel is the best of the 6 possibilities. The clothes are simply up to personal preference. Cold blooded I will always endorse, it's one of the best abilities in the game, making you undetectable for 7 of the 10 seconds possible. However, run speed up can come in handy when in tough situations. Ink Saver main allows for a little more ink efficiency which can be helpful. The shoes, much like the clothes are up to personal preference. Like Cold Blooded, I will always suggest Ink Resistance up for its ability to save you if and when you are in enemy ink. Though, it is not a requirement. Damage up I do not feel is necessary on this blaster for its high damage caps, it will always be a 1-2 hit splat regardless of how much damage up or defense up is carried. Much like with the clothes Run speed up can be helpful in sticky situations.

Luna Blaster
:wst_shot_expshort00:
Fake Contacts :head_eye007: :ability_specialcharge:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Squidstar Waistcoat (no picture) :ability_coldblooded:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Strapping Reds (no picture) :ability_inkresistance:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:

The luna blaster is one of the best assassin type weapons. However, it has limited range, so you need to be extra stealthy to be effective. Like most blasters, ink efficiency and mobility is important. Cold blooded is used because stealth is so important for this weapon. Ink resistance is used because you will often be near your opponents ink in order to splat them. Despite the nerfs, the inkzooka is one of the best specials in the game and the special charge helps you get it more often. Be sure to use it to take down hard to reach snipers or other distant threats. This set is great on tower control because it can both pressure the tower on defense as well as push the tower on offense, protecting it with the ink mine. If you are comfortable with the ink efficency, consider more speed with the red hi-tops:

:shoes_shi005::ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

Luna Blaster Neo
:wst_shot_expshort00:
Retro Specs :head_eye000: :ability_quickrespawn:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:
Squid-stitch Tee :clothes_tes017: :ability_swimspeed:|:ability_quickrespawn::ability_quickrespawn::ability_quickrespawn:
Choco Clogs :shoes_sdl001: :ability_quickrespawn:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This set is a respawn set because you have to get pretty close to the action to splat people and trades can occur often. The set still uses ink saver main so that you can keep firing if you are pressuring people around corners or after a splat bomb. Swim speed is always useful, especially on blasters who might need to reposition often to get better angles for that OHKO. Also consider the black trainers if you want to quickly recover ink after a splat bomb:
:shoes_sht009: :ability_quickrespawn:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:

Set II by @tazz
Squid Nordic (no picture) :ability_comeback:|:ability_quickrespawn::ability_quickrespawn::ability_quickrespawn:
Squid stitch tee :clothes_tes017: :ability_swimspeed:|:ability_quickrespawn::ability_quickrespawn::ability_quickrespawn:
Cream hi tops :shoes_shi002::ability_stealthjump:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

A fun offensive Luna set with stealth jump. More or less a variation of the quick respawn set from above. Good on tower control.

Rapid Blaster
:wst_shot_explight00:
Snorkel Mask/Squash Headband/Legendary Cap :head_eye005:/:head_hbd002: :ability_damage:|:ability_damage::ability_unknown::ability_unknown:
Navy Striped LS :clothes_tel003: :ability_damage:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:
Plum Casuals :shoes_cfs001: :ability_damage:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

The Rapid blaster is a very polarizing weapon. Some people love it because of its range and ability to pressure. Other people think it is one of the worst weapons in the game because of its inherent 2HKO. To minimize this weakness, I've elected to run 3 damage up mains along with 1 damage up sub. This gets you to 99.0 dmg with one hit, which can steal OHKOs if the enemy is slightly in your ink. It also almost guarantees a two indirect hit splat. So, this build focuses on damage up and ink efficiency. Damage up hats are limited, so do the best you can.

Set II by @HappyBear801
Studio Headphones :head_hdp000:: :ability_inksavermain:| :ability_specialduration::ability_specialduration::ability_specialduration:
Varsity Jacket :clothes_jkt003:: :ability_damage:| :ability_specialsaver::ability_specialsaver::ability_specialsaver:
Bubble Rain Boots: :ability_damage:| :ability_defenseup::ability_defenseup::ability_defenseup:

This set has a big focus on the main weapon but also dedicating some slots for aid on the Bubbler. Damage Up is, of course, very useful for this weapon because of the 2-shot kill, and it also allows a greater chance of killing with the edge of the Inkmine explosion. This weapon is one that wants to stay back and set up traps for the enemy's frontrunners, so Defense Up is also ideal in this situation. Ink Saver Main is a good help since the weapon isn't super ink-efficient and it can help one have more ink for more shots after or before placing an Inkmine. You'll want to have your Bubbler pretty quickly after being splatted, since this doesn't charge it super quickly, hence the Special Saver, and Special Duration Up allows for longer invincibility with it to account for the long time-to-kill.

Rapid Blaster Deco
:wst_shot_explight01:
Snorkel Mask/Squash Headband/Legendary Cap :head_eye005:/:head_hbd002: :ability_damage:|:ability_damage::ability_unknown::ability_unknown:
Navy Striped LS :clothes_tel003: :ability_damage:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:
Cyan Trainers :shoes_sht004: :ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:

The deco version of the Rapid Blaster uses a very similar setup. It is considered a better version because the suction bomb is just so good at zoning people and stealing splats and suction bomb rush is amazing at claiming turf, pushing enemies out, and splatting people. Since you will be using your suction bomb much more often than an ink mine, ink recovery has been added to quickly regain ink. With good spacing and positioning this weapon can actually be really effective.

Set II by @HappyBear801
Pilot Goggles :head_eye002:: :ability_bombrange:| :ability_specialduration::ability_specialduration::ability_specialduration:
Pirate-Striped Tee :clothes_tes018:: :ability_specialduration:| :ability_inksavermain::ability_inksavermain::ability_inksavermain:
Cherry Kicks :shoes_lts001:: :ability_stealthjump:| :ability_runspeed::ability_runspeed::ability_runspeed:

This set mainly focuses on improving the capabilities of the sub and special weapons. Bomb Range Up improves the range of Suction Bombs, both as a sub and as in the Suction Bomb Rush special, which make it both a great ranged and close-range option. Special Duration Up allows Suction Bomb Rush to last for longer, which is good because the bombs come out and explode rather slowly and it's one of the shorter Bomb Rushes. Ink Saver Main allows me mostly to shoot more blasts in order to have enough ink to use my sub, but the Rapid Blaster itself isn't the most ink-efficient of weapons, so it helps there as well. Stealth Jump helps me to get back into the fray unnoticed, which especially helps when I play this weapon offensively (depends on map and mode). Run Speed Up helps mitigate any issues with longer-ranged weapons, like Squelchers, .96 Gals., any Charger, etc. If you are worried about movement in the fray, try the blue moto boots:
:shoes_bot003::ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:

Rapid Blaster Pro
(no picture)
Snorkel Mask/Squash Headband/Legendary Cap :head_eye005:/:head_hbd002: :ability_damage:|:ability_damage::ability_unknown::ability_unknown:
Navy Striped LS :clothes_tel003: :ability_damage:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:
Cyan Trainers :shoes_sht004: :ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:

This uses the same set as the Rapid Blaster. The damage ups get you to 99.0 damage, which can steal a OHKO if an enemy has been in your ink, and it almost ensures a two-hit splat with indirect hits. The seeker takes a lot of ink, so the set uses a lot of ink efficiency abilities. This setup can also utilize the swim speed if you are confident in your ink consumption. Swim speed can be important to reposition and keep enemies at range. Range is very important to the Rapid Pros because of the slightly slower rate of fire and need for incredible accuracy at closer range. Consider both:
Part Time Pirate :clothes_tly007: :ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Plum Casuals :shoes_cfs001: :ability_damage:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

Set II by @HappyBear801
Fishfry Visor :head_vis001:: :ability_specialcharge:| :ability_inksaversub::ability_inksaversub::ability_inksaversub:
Green Zip Hoodie :clothes_prk001:: :ability_specialduration:| :ability_inksaversub::ability_inksaversub::ability_inksaversub:
Cyan Trainers: :shoes_sht004::ability_damage:| :ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:

This weapon needs lots of ink efficiency perks, especially on the Seekers, thus, six mains of Ink Saver Sub should be a big help. Ink Refill Up helps to go for another round quicker, after both using up the main weapon and the Seekers (because the main weapon is also very ink-hungry). Damage Up is great for this weapon since it has the slowest time-to-kill in the game, although its not super-essential since it does have two 1-shot side weapons. This isn't the best weapon for charging Inkzooka quickly, the special with the most points needed, so a main of Special Charge Up will be a big aid, and Special Duration Up allows for more opportunities for 1-shot kills with that special, since you'll want to take every opportunity to use it. If you'll want more Special Charge Up on this set, use the Baseball Jersey :clothes_shirt008:: :ability_specialcharge:| :ability_inksaversub::ability_inksaversub::ability_inksaversub:.

Rapid Blaster Pro Deco
(no picture)
Set I by @Of Moose & Men
Sun Visor :ability_bombrange: + :ability_inkrecovery::ability_inkrecovery::ability_inkrecovery: or :head_eye007::ability_specialcharge: + :ability_inkrecovery::ability_inkrecovery::ability_inkrecovery: or Soccer Headband :ability_tenacity: + :ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
:clothes_tly008::ability_specialsaver: + :ability_specialcharge::ability_specialcharge::ability_specialcharge: or :clothes_tel002::ability_bombrange: + :ability_specialcharge::ability_specialcharge::ability_specialcharge:
:shoes_slo006::ability_specialcharge: + :ability_swimspeed::ability_swimspeed::ability_swimspeed:

I'm sure it's pretty clear what the objective is here. I feel this weapon is amazing at zoning, and I do mean Amazing. The combination of its range, Fire rate, disruptors, and Killer Wail is proof of such. Constantly filling up the Special meter is the main goal, and this set I feel really plays into it. Ink Recovery Up is an awesome ability regardless of what weapon you are using it for. Bomb Range up allows for the Disruptor to be thrown far enough to be able to hit them at the max Range of your shots. Tenacity can be ran with any combination of these gear sets as long as you are aware of the loss you take in bomb range up or Charge Up. Tenacity fills up your special meter anytime your team mates go down, so it goes without saying why that can be beneficial. Special Saver makes being splatted a little less painful as you maintain 65% of your special you've acquired. Last but not least is Swim Speed Up. Which is used simply for taking advantage of the straight line the Rapid Blaster Pro shoots and swimming away if and when things get too dicey. Everything here plays into the fact the Rapid Blaster Pro Deco is very much an offensive supportive weapon because of its insane ability to zone and keep the enemy away for as long as you need and can.
 
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SupaTim

Prodigal Squid
Joined
Aug 18, 2015
Messages
681
Location
NC, USA
NNID
SupaTim101
Rollers
Rollers are one of the quirkiest weapon classes in the game. They can be powerful OHKO weapons that cover a lot of ink. However, each class of roller can play very differently and requires different build mentalities to be successful.

Carbon Roller
:wst_roller_compact00:
Camo Mesh :head_cap006: :ability_swimspeed:|:ability_inksaversub::ability_inksaversub::ability_inksaversub:
White Anchor Tee :clothes_tes022: :ability_ninjasquid:|:ability_damage::ability_damage::ability_damage:
Red Hi-Tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This build is the ultimate assassin - really fast time to splat, decent speed (even with ninja squid speed nerf), burst bombs for tough situations, and the inkzooka to take out anyone else. Don't be afraid to be aggressive with this set, jumping out to splat people, then rolling away with some quickness. Use burst bombs to pressure people or to burst cancel into a quick splat at a longer range. If you don't like the ninja squid, try the anchor sweat for stealth:
:clothes_swt006: :ability_coldblooded:|:ability_damage::ability_damage::ability_damage:
Some say that rollers don't need ink resistance, so consider running a swim speed shoe or another Krak-On brand shoe with an ability that you like.

Set II
Pilot Goggles :head_eye002: :ability_bombrange:|:ability_specialduration::ability_specialduration::ability_specialduration:
Sunny Day Tee :clothes_tes007::ability_specialcharge:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Red Hi-Tops :shoes_shi005::ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This build is a more general build that seeks to charge the inkzooka faster and use it longer. Bomb range is for better pressure with burst bombs. This is a speedy build which can still jump out at people and splat them from seemingly nowhere. Once again, some people say that the carbon roller doesn't need ink resistance, so feel free to use another swim speed or Krak-On brand shoe. Also consider the Sun Visor if you want some ink recovery to support burst bombs:

Sun Visor :ability_bombrange:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:

Carbon Roller Deco
:wst_roller_compact01:
Set I by @HappyBear801
Camo Mesh:head_cap006:: :ability_swimspeed:| :ability_inksaversub::ability_inksaversub::ability_inksaversub:
Forge Octarian Jacket: :ability_haunt:| :ability_specialduration::ability_specialduration::ability_specialduration:
Blueberry Casuals:shoes_cfs000:: :ability_inksaversub:| :ability_swimspeed::ability_swimspeed::ability_swimspeed:

First things first about this weapon: You want to mitigate the ink eaten by Seekers. Honestly, if you mess up your usage of one and you're in enemy sights, especially if the enemy is question has a weapon with more range (which is very likely), then you want to have some ink saved for either escaping from or killing the person. Special Duration Up is great for Seeker Rush, since the Seekers come out pretty slowly and the special doesn't last too long on its own, so you want to have some extra time to throw another one or two. Also, since this weapon is all about tracking enemies on the front lines, Haunt is great team support and even self tracking in case an enemy gets the better of your offense and kills you. Lastly, for the main weapon itself, Swim Speed Up is amazing for rushing foes down, both in the trail of a Seeker or in already-lain-down ink.

Dynamo Roller
:wst_roller_heavy00:
Set I by @Trinitrotoluene

:head_first::ability_inkrecovery:|:ability_damage::ability_damage::ability_damage:
:clothes_swt006::ability_coldblooded:|:ability_damage::ability_damage::ability_damage:
:ability_inkresistance:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:

This set contains all of the abilities that make the dynamo more effective in zoning and pressuring your opponents. the white headband and strapping reds alleviate the dynamo's ink consumption problem by increasing the dynamo's ink efficiency and decreasing the amount of time spent in the ink. cold blooded gives the dynamo some measure of stealth, which is always helpful. the damage ups increase the dynamo's effective lethal range, letting its user splat targets from a safer distance. it also has the benefit of making the sprinkler stronger :]. ink resistance up preserves mobility and makes it safer to move around in general. of course, if you don't want to use ink resistance up, shoes like the mawcasins, orange arrows, or power boot replicas can work in its place. also, for a more aggressive spin, you can replace the strapping reds with the red hi-tops, which give the dynamo more swim speed.

Set II by @Trinitrotoluene
:head_cap009::ability_quickrespawn:|:ability_specialsaver::ability_specialsaver::ability_specialsaver:
:clothes_first::ability_quickrespawn:|:ability_damage::ability_damage::ability_damage: OR :clothes_tel000::ability_quickrespawn:|:ability_quickrespawn::ability_quickrespawn::ability_quickrespawn: (hard to get)
:shoes_shi002::ability_stealthjump:|:ability_swimspeed::ability_swimspeed::ability_swimspeed: OR
:ability_stealthjump:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:

if you know the standard quick respawn + stealth jump cheese on tower control mode, then you should know how this works. if not, here's a quick rundown: the quick respawns ensure that less time is spent in the respawn phase while stealth jump hides your jump marker, allowing you to land on the tower with a reduced risk of people noticing. special savers are helpful for retaining a charge (you're going to be splatted a ton, so this is always helpful), ink recovery ups ensure that you spend more time attacking, and damage ups extend the dynamo's effective lethal range.

alternatively, if you get extremely lucky, you can add on a shirt with extra quick respawn subs to make the respawning process even faster.

Gold Dynamo Roller
:wst_roller_heavy01:
Set I by @Trinitrotoluene
:head_eye007::ability_specialcharge:|:ability_specialcharge::ability_specialcharge::ability_specialcharge: (difficult to get, the normal perfect is usable)
:clothes_tly008::ability_specialsaver:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:
:shoes_slo004::ability_swimspeed:|:ability_specialsaver::ability_specialsaver::ability_specialsaver:

This is a fun set that works well for the more aggressive gold dynamo player. all of the special charge ups present reduce the number of points needed to get an inkstrike from 180 to 149 points, and given how quickly the dynamo spreads ink, it often is easy to get those 149 points in the first 30 seconds of the match. the special savers ensure that 76% of the charge i build up is kept after getting splatted, making it easier to get more inkstrikes off. swim speed up is helpful for moving around, hence the usage of the orange lo-tops, but the octoling boots or red sea slugs can be used if ink recovery up or a different set of abilities is desired.

Do note that the headpiece is difficult to obtain but using a natural roll is fine.

Tempered Dynamo Roller

WIP

Splat Roller/Hero Roller Replica
:wst_roller_normal00:/:wst_roller_normalh:
Set I by @ShinyTogetic
Backwards Cap :head_cap009: :ability_quickrespawn:|:ability_specialsaver::ability_specialsaver::ability_specialsaver:
Green Check Shirt :clothes_shirt002::ability_bombrange:|:ability_specialsaver::ability_specialsaver::ability_specialsaver:
Choco Clogs :shoes_sdl001::ability_quickrespawn:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This is basically a Quick Respawn set for the vanilla roller. Make use of the bomb range up for the suction bombs; a great zoning sub that gives you some range. This set is aggressive because the quick respawn lets you try for trades easier. Special Saver since you will be dying a lot and to have your special sooner.
If bomb range doesn't suit you then go for this you'll have more swim speed and quick respawn subs over it:
Squid-Stitch Tee:clothes_tes017::ability_swimspeed:|:ability_quickrespawn::ability_quickrespawn::ability_quickrespawn:

Krak-On Roller
:wst_roller_normal01:
Set I by @VideoGameVirtuoso
Traditional Headband (no picture) :ability_comeback:|:ability_swimspeed::ability_swimspeed::ability_swimspeed: (hard to get)
Squidstar Waistcoat (no picture) :ability_coldblooded:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
Red Hi-Tops :shoes_shi005::ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

Comeback allows trading to have an advantage, which can allow your team to recover quickly, and even push, if you can play well after respawning. Cold Blooded allows you to flank or isolate your opponents more frequently without being spotted, as it is one of the greatest strengths for rollers due to their multiple OHKOs. Ink Resistance Up allows you to take less damage and penalties while in enemy turf, which often happens when playing aggressively. All that Swim Speed Up, along with Comeback activated, allows you to become incredibly mobile while also increasing your map presence, which is one of the weak points of rollers, and heavily improves an aggressive playstyle.

Set II (quick respawn set)
Backwards Cap :head_cap009: :ability_quickrespawn:|:ability_specialsaver::ability_specialsaver::ability_specialsaver:
Tricolor Rugby :clothes_plo002: :ability_quickrespawn:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:
Choco Clogs :shoes_sdl001: :ability_quickrespawn:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

The Krak-On is very good at trades since it is a pretty close range weapon that requires a wind-up for the flick. So stacking quick respawn allows the trades to be in your favor. Special charge up and special saver help you charge kraken and swim speed help make those krakens deadly. If you are worried about ink efficiency you can try either the retro specs or the white striped LS:
:head_eye000: :ability_quickrespawn:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:
:clothes_tel000: :ability_quickrespawn:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:

Brushes
Brushes are an interesting melee class of weapons that are very difficult to master. They typically specialize in covering turf but they can be effective assassin type weapons. They are quick, so getting into and out of situations can be easy with proper technique.

Inkbrush
:wst_roller_brushmini00:
Fake Contacts :head_eye007: :ability_specialcharge:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Navy Striped LS :clothes_tel003: :ability_damage:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:
Plum Casuals :shoes_cfs001::ability_damage:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This build wants to charge special quickly while stacking damage up to help with the effective range of the ink brush. Ink efficiency helps you have enough ink left to approach and assassinate or assassinate and retreat.

Inkbrush Nouveau
:wst_roller_brushmini01:
Set I by @HappyBear801
Classic Straw Boater: :ability_specialduration:| :ability_specialsaver::ability_specialsaver::ability_specialsaver:
Green Striped LS :clothes_tel009:: :ability_ninjasquid:| :ability_defenseup::ability_defenseup::ability_defenseup:
Zombie Hi-Horses:shoes_shi001:: :ability_specialcharge:| :ability_quicksuperjump::ability_quicksuperjump::ability_quicksuperjump:

This loadout has a big focus on the Bubbler, with the rest of it focusing on staying alive as best as possible for some quick and stealthy flanks. Special Saver and Special Charge Up help get the Bubbler quicker, and Special Duration Up helps it last for longer. Quick Super Jump helps this weapon get back in the fray quickly, which is good because this is the definition of a pushy weapon. Defense Up is great for keeping alive in 1v1s while rushing the adversary down. Lastly, Ninja Squid keeps one hidden while flanking from the other side (this should be done more often than pushdowns, but one should be prepared for both). If you want to mitigate the ink taken from placing an Inkmine, use the Herbivore Tee: :ability_ninjasquid:| :ability_inksaversub::ability_inksaversub::ability_inksaversub:

Permanent Inkbrush

WIP

Octobrush
:wst_roller_brushnormal00:
Set I by @HappyBear801
Designer Headphones :head_hdp001:: :ability_inksaversub:| :ability_specialduration::ability_specialduration::ability_specialduration:
Gray Vector Tee :clothes_tes014:: :ability_quicksuperjump:| :ability_specialcharge::ability_specialcharge::ability_specialcharge:
White Seahorses:shoes_slo003:: :ability_inkrecovery:| :ability_quicksuperjump::ability_quicksuperjump::ability_quicksuperjump:

This setup is all about getting back into the fray to utilize the sub and special weapons as best as possible. Quick Super Jump is all about getting back in, well, quickly in order to pick off more adversaries. Ink Refill Up and Ink Saver Sub help mitigate the ink hunger of Squid Beakons in order to place them more efficiently. Special Charge Up helps with getting Kraken as quickly as possible, and Special Duration Up helps it last longer to get in more kills.

Set II
White Headband :head_first: :ability_inkrecovery:|:ability_damage::ability_damage::ability_damage:
Navy Striped LS :clothes_tel003: :ability_damage:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:
Plum Casuals :shoes_cfs001::ability_damage:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
This build focuses on damage in order to guarantee a three hit kill and slightly increase the range. The octobrush can suck up ink so both ink recovery and ink saver main subs have been included. Some swim speed has also been included to help quickly approach enemies. If you want to be more sneaky, try the Anchor Sweat
:clothes_swt006: :ability_coldblooded:|:ability_damage::ability_damage::ability_damage:

Octobrush Nouveau
(no pic)
Set I based on a set by @SkyBlue
Squid Nordic (no pic) :ability_comeback:|:ability_quickrespawn::ability_quickrespawn::ability_quickrespawn:
Squid Satin Jacket (no pic) :ability_quickrespawn:|:ability_specialsaver::ability_specialsaver::ability_specialsaver:
Red Hi-Tops :shoes_shi005::ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This set is a basic quick respawn/comeback set. It is great for the octobrush, which likes to quickly approach and assassinate people, but sometimes has trouble surviving. Both comeback and special saver make you dangerous, even after a splat. Use your bombs to cut people off, then move in for the splat.

The damage up set for the vanilla octobrush will also work.
 
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skeletonboxers

Inkling
Joined
Jun 6, 2015
Messages
5
NNID
tabster123
Typical go-to set for your long range chargers: ink recovery + dmg stacking.

A bit niche gear set I have for my Kelp splatterscope is focusing on special charging. With the charge required for Killer Wail to be lower than other specials, you can charge your wail extremely fast. Always have a sprinkler out: for covering clean or enemy turf, having it out as a decoy to snipe distracted players, or throwing it on a wall to give you ink to escape if people fire in your direction (covers the cross fire). This set is really something you would use only in rainmaker since popping the shield can give you another wail right after using the previous one (ive gotten 3 wails out right after each ohter with this set typically 2 is more often). For me I wear clownfish basics (special chargeup main, krak on brand) and the arrowband glasses (tenacity, zekko brand) for rainmaker. fake contacts are good too if you want faster ink recovery and if you think youll be splatted more often (tenacity if youre a more defensive player and will die less). Camo layered LS is special charge, squid force brand. dmg up helps you play better mid range.
 

ShinyTogetic

Inkling Cadet
Joined
Jun 12, 2015
Messages
202
Location
paldea
NNID
Maikaru
Switch Friend Code
SW-3468-6485-0599
I wonder... can I suggest some sets for splatling if I may?
 

Of Moose & Men

Inkling Fleet Admiral
Joined
Aug 9, 2015
Messages
513
Location
Anatat Tatanatat
NNID
MuhFugginMoose
Got one for the Hydra people may enjoy. The problem with it is, it doesn't really have any gear that can give it exactly what it needs, so it sadly has to fish for shinies. With that said, there is a set of gear that does not require that, however still can get the abilities it wants minus one slot.

:head_eye000: :ability_quickrespawn: + :ability_inksavermain::ability_inksavermain::ability_inksavermain:
:clothes_tes003: :ability_coldblooded: + :ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
(Strapping Reds) :ability_inkresistance: + :ability_inksavermain::ability_inksavermain::ability_inksavermain: or (Mawcasins) :ability_inkrecovery: + :ability_inksavermain::ability_inksavermain::ability_inksavermain:

It is almost a requirement to have ink saver main. The Hydra eats up ink, like no other weapon. With Ink saver main, you can alleviate that. With two sets of Ink Saver, it adds another fully charged shot as well as two extra "half charged" shots. Comes in handy VERY often. Cold Blooded I also feel is necessary as Hydra is more often than not really trying to stay up high, and hidden, much like a charger. The shoes are a bit of a toss up, Ink Resistance Up can be very beneficial, as it could help in getting you out of enemy ink far faster than non Ink Resistance Up shoes. Which, as a splatling, can be very helpful. However, it is not necessary, and because of that Mawcasins can be chosen over the Strapping reds. Ink recovery up can definitely help in recovering Ink since it does take as much ink as it does. Again, Ink saver main is nearly required.

Now, on to the gear that is really difficult to get, but can be extremely good provided you manage to get it.
:head_hdp000::ability_inksavermain: + :ability_inksavermain::ability_inksavermain::ability_inksavermain: / :ability_runspeed::ability_runspeed::ability_runspeed:
:clothes_vest001: :ability_inkrecovery: + :ability_inkrecovery::ability_inkrecovery::ability_inkrecovery: or :clothes_vest002: :ability_coldblooded: + :ability_inksaversub::ability_inksaversub::ability_inksaversub: or :clothes_plo003::ability_coldblooded: + :ability_inksavermain::ability_inksavermain::ability_inksavermain: or :clothes_tes003: :ability_coldblooded: + :ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
:shoes_shi006::ability_runspeed: + :ability_runspeed::ability_runspeed::ability_runspeed: / :ability_inksavermain::ability_inksavermain::ability_inksavermain: or :shoes_bot003: :ability_inkresistance: + :ability_runspeed::ability_runspeed::ability_runspeed:

Like I said, this is a very difficult set to actually manage to get, but I've gotten 2 of the three, sadly no pures. Regardless, this set will be absolutely amazing if you some how manage to get it. I've gone over ink Saver main, and why it's necessary, you will likely always see Ink Saver Main on any Hydra worth his salt. So I doubt I'll have to go over that again. The difficulty comes up in the clothes, Ink Recovery up is nice to have, however, it isn't exactly necessary. Because you are a defensive weapon, you should have the time to refill, thus making Ink Recovery a mere convenience. I still feel cold blooded is one of the best abilities for the Hydra to have. Amazingly, all the cold blooded gear, bar one, has subs that are absolutely amazing for the Hydra. Ink Saver Sub allows you to throw a Splat bomb, and have one full charge as well as a half charge, which can be very beneficial. More Ink Saver main can't hurt, but it isn't necessary. And Ink Recovery up I've gone over, except this has Cold Blooded. As far as shoes go, Run Speed up can be very helpful, due to its low mobility. Again, Ink resistance up isn't necessary, but it can be very beneficial, which is why the Blue moto boots are pretty good if you want Ink Resistance up. However, I do not feel 1 set of run speed is enough to make a difference for the Hydra.
 

SupaTim

Prodigal Squid
Joined
Aug 18, 2015
Messages
681
Location
NC, USA
NNID
SupaTim101
Sloshers (buckets)
Sloshers are powerful semi-automatic bucket-like ink launchers. They are usually a two-hit splat with decent ink coverage and range. A slosher in the right hands is a formidable weapon.

Slosher

Camo Mesh :head_cap006: :ability_swimspeed:|:ability_inksaversub::ability_inksaversub::ability_inksaversub:
Linen Shirt :clothes_shirt014: :ability_bombrange:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:
Blue Moto Boots :shoes_bot003: :ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:
The vanilla slosher is a powerful weapon that splats in two hits, has burst bombs for versatility, and has the ink strike for zoning and covering turf. This build aims to increase mobility and ink efficiency while supporting burst bombs. Use burst bombs to get at people who outrange you or to get a quick burst-canceling kill. Camo mesh isn't great, but it does help with speed and burst bombs.

Set II by @Zolda and @ShinyTogetic
:head_cap000::ability_bombrange:I:ability_quickrespawn::ability_quickrespawn::ability_quickrespawn: or Camo Mesh :head_cap006::ability_swimspeed:|:ability_inksaversub::ability_inksaversub::ability_inksaversub: or Sun Visor :ability_bombrange:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
:clothes_tly003::ability_inksavermain:l:ability_damage::ability_unknown::ability_unknown: or Basic Tee :clothes_first::ability_quickrespawn:|:ability_damage::ability_damage::ability_damage: or Squidmark Sweat :clothes_swt001::ability_bombrange:|:ability_damage::ability_damage::ability_damage:
:shoes_cfs001::ability_damage:I:ability_swimspeed::ability_swimspeed::ability_swimspeed: or Cyan Trainers :shoes_sht004::ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
This build is primarily based on maximizing the power of the 1-slosh/1 near-hit burst bomb combo. With one Damage Up main and one sub, you can get a kill from a near-hit burst bomb and a Slosher hit. This makes the Slosher much more effective at killing since it's quicker than trying to hit with 2 sloshes, and the burst bomb doesn't even have to be a direct it. With Bomb Range Up utilized as well, this is quite a deadly combo in the right hands.

One nice thing about this build is that you only need one Damage Up sub, which is quite easy to get with the Black Layered LS since it's favored, but you don't have to worry about tripling it and can have whatever you want for the other two sub slots. You can also swap out the hat for the Sun Visor, which trades the Quick Respawn subs for Ink Recovery subs if you'd rather have more ink efficiency. Personally though I prefer the Quick Respawn since death is more common in ranked and in the event of a trade, you still come out with a slight advantage.
Alt:
:head_amb000::ability_swimspeed:|:ability_unknown::ability_unknown::ability_unknown: (anything useful)

Slosher Deco

Studio Headphones :head_hdp000: :ability_inksavermain:|:ability_specialduration::ability_specialduration::ability_specialduration:
Black Baseball LS :clothes_tel006: :ability_swimspeed:|:ability_runspeed::ability_runspeed::ability_runspeed:
Strapping Reds :ability_inkresistance:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:

This build stacks a lot of ink saver main to have a lot of ink leftover after a splash wall. Run speed is helpful on the sloshers, but this build also wants to have swim speed for the kraken. Special duration up helps keep the kraken up for a few more seconds.

Soda Slosher

Set I by @Cyan
:ability_inkrecovery:|:ability_inksaversub::ability_inksaversub::ability_inksaversub: - Fugu Bell Hat
:ability_specialsaver:|:ability_inksavermain::ability_inksavermain::ability_inksavermain: - Shirt & Tie
:ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed: - :shoes_shi005:
One main of special saver helps boost the already generous Light special loss, allowing for your special meter to be raring to go by the time you re-enter the battle after being splatted whilst having a full special meter, due to the tenacity effect added in Ranked. Ink Recovery and Ink Saver Sub are both excellent to combine into one, allowing for less ink intensive Splat Bombs and a slightly faster ink refill, so you can keep up your ink levels for applying pressure with the main weapon. The swim speed boost is good too, as this weapon needs to get in range as quickly as possible to deal the 2 sloshes needed to splat, and this offers that without going overboard. Ink Resistance is there for the simple reason that the Sloshers struggle to paint the ground at your feet well, and after trying this weapon without Ink Resistance, I was getting stuck more easily, making it harder to manoeuvre around. The Soda Slosher is pretty flexible with what you can throw on it, and this build gives it better ink efficiency and movement (thanks to swim speed and Ink Resistance), to enable you to get close and attack without running out of ink faster than you'd like.

Set II by @Cyan
As an alternative, you can ditch the Ink Saver Main for more Ink Saver Sub, with the following build structure:

:ability_inksaversub:|:ability_specialsaver::ability_specialsaver::ability_specialsaver: - :head_hbd004:
:ability_swimspeed:|:ability_inksaversub::ability_inksaversub::ability_inksaversub: - Fugu Tee
:ability_inkresistance:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery: - :shoes_sht002:

Since Ink Saver Main isn't overly effective on Sloshers, having more Ink Saver Sub will boost ink efficiency more than Ink Saver Main, so this build swaps out 3 subs of Ink Saver Main for 3 subs of Ink Saver Sub, giving less ink intensive bombs (Splat Bombs are pretty ink intensive), whilst keeping the Ink Recovery and Swim Speed in with little impact on their effectiveness. It should achieve similar results to the first build, since it's only replacing Ink Saver Main for Ink Saver Sub, and as previously mentioned, the extra Ink Saver Sub should prove more effective overall with ink efficiency than having 3 subs of Ink Saver Main.

Tri-Slosher

Studio Headphones :head_hdp000: :ability_inksavermain:|:ability_specialduration::ability_specialduration::ability_specialduration:
Linen Shirt :clothes_shirt014: :ability_bombrange:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:
Soccer Cleats (no picture) :ability_inkresistance:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:

This set tries to enhance the strengths of this kit. The tri-slosher is still a two-hit splat, even if the range is a bit less than the regular slosher. This makes it a dangerous weapon in the right hands. The bomb range is for tagging foes with disruptors while special charge and special duration help get the bubbler. If you can get in close with this kit and hit the bubbler then your foes will have nowhere to run. Even without special charge the bubbler can be charged fairly easily, so consider movement speed shoes like the Red Hi-Tops or Blue Moto Boots.

Tri-Slosher Nouveau

Fake Contacts :head_eye007: :ability_specialcharge:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
Red Vector Tee :clothes_tes013: :ability_inksavermain:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:
Red Hi-Tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

This is the same set I use for the dual squelcher because it has lots of ink efficiency, lots of help charging the echo, and movement buffs. The seeker isn't the best sub, but with practice you can get decent with sniping people with them. They do take a lot of ink though, so ink recovery is important. The echolocator is one of the best specials in the game, so using gear to get it as fast as possible is a great way to support your team. Run speed is important for sloshers, so if you prefer that use the blue moto boots.

Set II by @HappyBear801
Tri-Slosher Nouveau:
Streetstyle Cap :head_cap003:: :ability_inksaversub:| :ability_quickrespawn::ability_quickrespawn::ability_quickrespawn:
Herbivore Tee: :ability_ninjasquid:| :ability_inksaversub::ability_inksaversub::ability_inksaversub:
Punk Yellows: :ability_specialsaver:| :ability_runspeed::ability_runspeed::ability_runspeed:

Basically a big Ink Saver Sub kit when it comes down to it. Seekers are very tank-consuming, and this isn't the most ink-efficient of Seeker-loadout weapons, so the 1 main and 3 subs is a big help there. There's also some focus on getting back into the fray, because this weapon does want to be in the action, just not in the forefront and instead hunting down the enemy teammates at all times, so Quick Respawn and Special Saver allow you to be back in and ready with Echolocator in a faster manner. Ninja Squid is really good for not being noticed yourself, especially since the enemies will usually be very aware of their surroundings under echolocation. Also good for setting up unexpected Seekers. Run Speed Up is also very good on a weapon with this short a range, and while it isn't extremely necessary, if an enemy with longer range sees you it'll be helpful for rushing down so he/she gets in your dead zone.

Sloshing Machine

Studio Headphones :head_hdp000: :ability_inksavermain:|:ability_specialduration::ability_specialduration::ability_specialduration:
Red Vector Tee :clothes_tes013: :ability_inksavermain:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:
Red Hi-Tops :shoes_shi005: :ability_inkresistance:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:

A set focused on ink efficiency, speed, and charging bomb rush. With some practice the sloshing machine can be a force because of its ability to act like a blaster or a slosher depending on the situation. Bomb rush is one of the best specials in the game for covering turf and pushing enemies out, so special charge helps both get it quicker and keep it longer. I always felt like I was running out of ink, so after trying some configurations with ink recovery I landed on just stacking ink saver main. You may have to hit an enemy three times, so having enough ink to keep sloshing is really important.

Set II
Snorkel Mask/Squash Headband/Legendary Cap :head_eye005:/:head_hbd002: :ability_damage:|:ability_damage::ability_unknown::ability_unknown:
Navy Striped LS :clothes_tel003: :ability_damage:|:ability_inksavermain::ability_inksavermain::ability_inksavermain:
Neon Sea Slugs :shoes_sht002::ability_inkresistance:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
With 2 mains and 1 sub of damage up you make a direct hit or two direct hits in 90 damage. This will often splat people as you spread ink very well and make them stand in your ink. I've found that the sloshing machine isn't very ink efficient so I included the ink saver main and ink recovery perks. If you are decent at keeping your ink up, try the Red Hi-Tops.

Set III by @Leanny
:head_eye000::ability_quickrespawn:|:ability_inksavermain::ability_inksavermain::ability_inksavermain: or :head_first::ability_inkrecovery:|:ability_damage::ability_damage::ability_damage:
:clothes_tly007::ability_damage:|:ability_inkrecovery::ability_inkrecovery::ability_inkrecovery: or :clothes_tes008::ability_inksavermain:|:ability_swimspeed::ability_swimspeed::ability_swimspeed:
LE Soccer Cleats: :ability_inkresistance:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:

Special Charge Up for building Bomb Rush faster, Damage Up for extra bomb damage and 3 sub ink saver are enough to make 16 instead of 14 shots. I feel like it does not need speed, but that is only my opinion, you can also use the Rainy-Day Tee with the white Headband for more swim speed instead of quick recovery.

Sloshing Machine Neo

WIP

I wonder... can I suggest some sets for splatling if I may?
We should be able to suggest our own sets for weapons.
Yes, please suggest builds. Hopefully this will become more of a community thing than just my opinion. I will probably need more pages after the initial post though, so I'll just start linking them.

Got one for the Hydra people may enjoy. The problem with it is, it doesn't really have any gear that can give it exactly what it needs, so it sadly has to fish for shinies. With that said, there is a set of gear that does not require that, however still can get the abilities it wants minus one slot.

:head_eye000: :ability_quickrespawn: + :ability_inksavermain::ability_inksavermain::ability_inksavermain:
:clothes_tes003: :ability_coldblooded: + :ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
(Strapping Reds) :ability_inkresistance: + :ability_inksavermain::ability_inksavermain::ability_inksavermain: or (Mawcasins) :ability_inkrecovery: + :ability_inksavermain::ability_inksavermain::ability_inksavermain:

It is almost a requirement to have ink saver main. The Hydra eats up ink, like no other weapon. With Ink saver main, you can alleviate that. With two sets of Ink Saver, it adds another fully charged shot as well as two extra "half charged" shots. Comes in handy VERY often. Cold Blooded I also feel is necessary as Hydra is more often than not really trying to stay up high, and hidden, much like a charger. The shoes are a bit of a toss up, Ink Resistance Up can be very beneficial, as it could help in getting you out of enemy ink far faster than non Ink Resistance Up shoes. Which, as a splatling, can be very helpful. However, it is not necessary, and because of that Mawcasins can be chosen over the Strapping reds. Ink recovery up can definitely help in recovering Ink since it does take as much ink as it does. Again, Ink saver main is nearly required.

Now, on to the gear that is really difficult to get, but can be extremely good provided you manage to get it.
:head_hdp000::ability_inksavermain: + :ability_inksavermain::ability_inksavermain::ability_inksavermain: / :ability_runspeed::ability_runspeed::ability_runspeed:
:clothes_vest001: :ability_inkrecovery: + :ability_inkrecovery::ability_inkrecovery::ability_inkrecovery: or :clothes_vest002: :ability_coldblooded: + :ability_inksaversub::ability_inksaversub::ability_inksaversub: or :clothes_plo003::ability_coldblooded: + :ability_inksavermain::ability_inksavermain::ability_inksavermain: or :clothes_tes003: :ability_coldblooded: + :ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:
:shoes_shi006::ability_runspeed: + :ability_runspeed::ability_runspeed::ability_runspeed: / :ability_inksavermain::ability_inksavermain::ability_inksavermain: or :shoes_bot003: :ability_inkresistance: + :ability_runspeed::ability_runspeed::ability_runspeed:

Like I said, this is a very difficult set to actually manage to get, but I've gotten 2 of the three, sadly no pures. Regardless, this set will be absolutely amazing if you some how manage to get it. I've gone over ink Saver main, and why it's necessary, you will likely always see Ink Saver Main on any Hydra worth his salt. So I doubt I'll have to go over that again. The difficulty comes up in the clothes, Ink Recovery up is nice to have, however, it isn't exactly necessary. Because you are a defensive weapon, you should have the time to refill, thus making Ink Recovery a mere convenience. I still feel cold blooded is one of the best abilities for the Hydra to have. Amazingly, all the cold blooded gear, bar one, has subs that are absolutely amazing for the Hydra. Ink Saver Sub allows you to throw a Splat bomb, and have one full charge as well as a half charge, which can be very beneficial. More Ink Saver main can't hurt, but it isn't necessary. And Ink Recovery up I've gone over, except this has Cold Blooded. As far as shoes go, Run Speed up can be very helpful, due to its low mobility. Again, Ink resistance up isn't necessary, but it can be very beneficial, which is why the Blue moto boots are pretty good if you want Ink Resistance up. However, I do not feel 1 set of run speed is enough to make a difference for the Hydra.
Thank you!

I'm probably just going to copy and paste most of this (I always attribute though).
 
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PK21

Semi-Pro Squid
Joined
Apr 7, 2015
Messages
89
NNID
PuffleKirby21
Oh you used my set for the Zink! Thank you! :D Wonder why I didn't get a notification for it though...

Working on another set right now that's pretty similar. Got inspired after seeing someone with a pure/shiny :head_vis000: and having Spyke finally like me and getting it exactly.
:head_vis000: :ability_runspeed:|:ability_runspeed::ability_runspeed::ability_runspeed:
:clothes_shirt002: :ability_bombrange:|:ability_specialsaver::ability_specialsaver::ability_specialsaver:
:shoes_sht003: :ability_specialduration:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:
So it's similar to the last set except :ability_swimspeed: and :ability_inksavermain: are sacrificed for :ability_specialsaver: and more :ability_runspeed:. I wouldn't play any differently from the last set really, other than this set is a bit more special-based. (Looking back at it I think my first set was better... still going to try and finish making this anyways.)
 

ShinyTogetic

Inkling Cadet
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Messages
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paldea
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Maikaru
Switch Friend Code
SW-3468-6485-0599
One set for Heavy Splating Deco (I actually have this but the subs for the headset and the Suit are switched up)

:head_msn000::ability_runspeed:|:ability_quicksuperjump::ability_quicksuperjump::ability_quicksuperjump:
(White Sailor Suit) :ability_inksavermain:|:ability_runspeed::ability_runspeed::ability_runspeed:
(Punk Whites) :ability_specialcharge:|:ability_runspeed::ability_runspeed::ability_runspeed:

With this set you can...
1. Make use of the required run speed ups of causing pressure to the opposition
2. A Saver-Main Main can actually give you an extra volley of ink to spread around which makes good use of...
3. Special Charge up to kraken up in certain situations (Flanking, attacking RM shield etc etc)
Quick Super Jump is kinda odd... but as of Patch 2.2.0 the cooldown period from kraken is pretty bad so Quick Super Jump can somewhat mitigate this problem! Or to get out of a hairy situation...

Alts:
:shoes_bot003::ability_inkresistance:|:ability_runspeed::ability_runspeed::ability_runspeed:
Only use this if you find yourself in enemy ink often or for precaution
You can replace :ability_quicksuperjump: with :ability_specialduration: on the headset for a longer kraken
 

SupaTim

Prodigal Squid
Joined
Aug 18, 2015
Messages
681
Location
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NNID
SupaTim101
Oh you used my set for the Zink! Thank you! :D Wonder why I didn't get a notification for it though...

Working on another set right now that's pretty similar. Got inspired after seeing someone with a pure/shiny :head_vis000: and having Spyke finally like me and getting it exactly.
:head_vis000: :ability_runspeed:|:ability_runspeed::ability_runspeed::ability_runspeed:
:clothes_shirt002: :ability_bombrange:|:ability_specialsaver::ability_specialsaver::ability_specialsaver:
:shoes_sht003: :ability_specialduration:|:ability_specialcharge::ability_specialcharge::ability_specialcharge:
So it's similar to the last set except :ability_swimspeed: and :ability_inksavermain: are sacrificed for :ability_specialsaver: and more :ability_runspeed:. I wouldn't play any differently from the last set really, other than this set is a bit more special-based. (Looking back at it I think my first set was better... still going to try and finish making this anyways.)
Yeah, I edited it in so I'm not sure it triggers the notification when you edit.

Thanks for the input!
 

VideoGameVirtuoso

Pro Squid
Joined
Feb 18, 2012
Messages
143
NNID
ExtremeTechPro
Well, I use the Krak-On Roller quite aggressively, with this build:

Traditional Headband - Comeback with Swim Speed Up
Squidstar Waistcoat - Cold Blooded with Swim Speed Up
Red Hi-Tops - Ink Resistance Up with Swim Speed Up

Comeback allows trading to have an advantage, which can allow your team to recover quickly, and even push, if you can play well after respawning. Cold Blooded allows you to flank or isolate your opponents more frequently without being spotted, as it is one of the greatest strengths for rollers due to their multiple OHKOs. Ink Resistance Up allows you to take less damage and penalties while in enemy turf, which often happens when playing aggressively. All that Swim Speed Up, along with Comeback activated, allows you to become incredibly mobile while also increasing your map presence, which is one of the weak points of rollers, and heavily improves an aggressive playstyle.

Before this build, I used two other ones for the Krak-On Roller:

Stealth Goggles - Swim Speed Up with Special Duration Up
Hero Jacket Replica - Swim Speed Up with Swim Speed Up
Red Hi-Tops - Ink Resistance Up with Swim Speed Up

This is a super aggro build that emphasizes chasing enemies down with the Kraken. However, outside of that, you are quite vulnerable, especially against any location tracking kits. It places you in many high risk scenarios while the Kraken is on cooldown, so if you cannot guarantee at least a trade without the Kraken, this build is not viable for your playstyle.

This last build was what I used when Splatoon was released:

Gas Mask - Tenacity with Special Duration Up
Red Vector Tee - Ink Saver (Main) with Special Charge Up
Red Hi-Tops - Ink Resistance Up with Swim Speed Up

This build is fairly balanced to suit all sorts of scenarios, but is more support oriented than other builds. It heavily focuses on covering turf, obtaining the Kraken, then making a decisive push towards an objective or tactical map location. It also encourages covering enemy turf while they are distracted, at the cost of your teammates being outnumbered during teamfights frequently. Squid Beakons are used more often in this equipment set, and are best used after a push has succeeded, or when you obtained the Kraken while covering turf in enemy territory.

There are no smilies for Traditional Headband, which is why I did not use smilies in this post. Same issue with the Hero Jacket Replica.
 
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Zolda

Full Squid
Joined
Nov 8, 2015
Messages
47
Location
USA
Great idea for a thread, I think this is going to be a very good resource. I have a build for the Zink Mini-Splatling that's been working very well for me.

Skull Bandana :ability_specialsaver: I :ability_specialduration::ability_specialduration::ability_specialduration:

Black Inky Rider:ability_bombrange: I :ability_runspeed::ability_runspeed::ability_runspeed:

:shoes_sht007::ability_runspeed: I :ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:

The idea of this build is to maximize your own maneuverability while decreasing the maneuverability of opponents, giving you a major advantage in combat. The Run Speed Up further enhances the already high mobility of the Mini-Splatling, and Bomb Range Up is essential for making sure you are able to shut down your opponent's movement ability. This build places more emphasis on Disruptors than the Bubbler overall, but the Special Saver/Special Duration Up combo will still make sure that Bubbler plays an important role.

I do have ideas to change this up some and make little improvements (Like switching Ink Recovery Up out for Ink Saver Main) but this has been working really well for me so far.
 

SupaTim

Prodigal Squid
Joined
Aug 18, 2015
Messages
681
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SupaTim101
Thanks for the input everyone!

I will keep updating here and there when I have time. Please feel free to leave your build here and I'll put it in. I'm a bit worried about space, so if you submit more than one build for one weapon I may only use one (but I will try to link to the post where you suggested it).
 

Inyo

Inkling Cadet
Joined
Apr 23, 2015
Messages
235
Location
Many parts of Canada
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SurfGreenGibby
L-3 Nozzlenose (Scout Set)

Camo Mesh: Swim Speed Up + Ink Saver Sub x3

Black Inky Rider: Bomb Range Up + Run Speed Up x3

Strapping Reds: Ink Resistance + Ink Saver Main x3


This is my L-3 set. It emphasizes the mobility of the L-3 and its ability to get to mid faster than almost any other weapon that isn't a Brush.

The combination of Run Speed and Swim Speed means you can keep one step ahead and to the blind side of your foes. Ink Saver Main subs mean you can fire for a hundred years and not run out of ink. Ink Resistance is a must for the L-3 since you don't really spread ink around your feet that well. Bomb Range Up lets you throw Disruptors from a safer distance, while the Ink Saver Sub(s) let you shoot more after throwing said Disruptors.

All in all, this set emphasizes the L-3s strengths of speed, range, and the ability to harass and annoy the enemy team (it's not bad at spreading ink, either). In Ranked mode with communication via Skype or whatever, the L-3 is the perfect scout weapon to feed information to your team while splatting anybody who gets to mid just after you do.
 

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