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Charger advice, tips and guide.

I was advised on Reddit to post this here.

Here is my advice, tips and guide to using chargers well. If you have anything you think I should add please leave a comment.

I am using a mobile phone so it may take a number or edits before I get the formatting correct. Please also notify me of any errors or breakages.

I primarily use the Splatterscope and I use it on all three game modes.


The basics.

Chargers are the sniper rifle equivalent of an Inkling weapon, they're precise, instant splat weapons with long range.

Chargers are called Chargers because you need to charge each shot. You can prematurely release the trigger however you will do less damage and your shot won't go as far however it will be just a precise. An uncharged shot deals 40 damage and the maximum varies upon the Charger.

Your reticule will display a cross if the enemy is within range of your shot, it does not indicate an instant splat though.


General advice.

Due to their increased range with the need to charge each shot it is advised that you stay behind the front line, it is typically best if your distance from the front line is equal to how far past it you can shoot. For example if you can fire 50m you want to be about 25m from the front line.

Being on higher ground allows you to see and shoot further however be careful of enemies getting below you, always have a way out and don't be afraid to retreat.

As with other games, a lower sensitivity is best for Chargers. This allows for much finer and minute adjustments in your aim. I personally use -2.

Try to be at the end of an area, never the middle. Stand at the beginning of a corridor and proceed to the other end, don't take your time in the middle.

The damage increase ability reduces the charge time on Chargers instead of increasing it's damage.

You don't need to fully charge a shot for a kill. Depending on how damaged an enemy is an uncharged shot of 40 damage can kill them. This greatly increases your survivability in close quarter combat.

If you are on raised ground it is often safe to fire a single, uncharged, shot at your feet to hide in it. Enemies will typically think you've ran away because they've covered the entire surface however this relies on you not being directly hit at the time.

Always have a retreat line. Even if it's a thin line of ink you shot you should ensure you have a way to retreat if needed.

Don't camp the entire game. If you're in a well balanced match you'll often find yourself in one or two spots the entire match, try switch things up and push with your allies to break the deadlock.

Don't be afraid to jump down. A good example of this is that a lot of Charger users will stay on that box near their base on Walleye Warehouse, jump down and move up with your team, you can cover every angle of attack from being on the central floor or on top of the stacked boxes.

If for whatever reason you can't focus on covering some enemy ink one shot across their area or path will often reveal an enemy who chooses to cover it or jump it to move on.

Killing enemies spreads ink and lots of it. One easier way to do well in turf wars is to focus on kills because your natural ink coverage is very poor.

Being splatted isn't that bad. Quite often it's worthwhile capturing or delaying enemy capture of a splat zone or jump on the tower to take it back to neutral point or further, as a charger you're better off being on the tower attacking due to the constant and quick changing front line.

A charged or charging shot shows where you are aiming. While charging it's best to look at a wall or floor that the enemy can't see while charging and then move your reticule to shoot them. Also do not leave a charged shot crossing an enemy line of sight because this gives away your position.

Pre-charge your shots so that you are ready however don't keep it charged while moving or stay in the same place just to keep the charge.

Don't stand still. If you ever find yourself trading shots than even a simply shuffle increases you life expectancy and gives you more time to charge a shot.


To use a scoped Charger or to not.

As you charge you'll start to zoom in to a first person perspective and a scope will surround your peripheral vision.

Depending on how aware you are some people dislike this because it stops them from being taken by surprise.

In terms of stats the scoped variants have a slight increase in range but a slight decrease in mobility however are still very middle of the range in terms of the other Chargers.

Learn to compensate for lag. You'll find those players who just don't seem to splatter no matter how much you splat them, one of the easiest way to splat them is to shoot earlier than you think you would need as the come around corners or out of cover however in bad games you can actually shoot through edges of cover.


Countering the enemy.

Rollers.
Typically the best thing to do is to run away if they're too close and charge and fire a quick shot and repeat if needed. Often an ally may turn and splat them while you distract him. Be aware of one getting below you due to their splash attack.

Short range.
These are the easiest guys to splat because you should be back from the front line giving you room to breathe.

Long range.
These can pose a problem because if you don't realise the enemy has a longer ranged weapon they can take you out before you realise their weapon. Just keep enough of your ink in front of you.

Chargers.
This is just a game of range, who ever has the greater range will often win a direct fight. You'll have to try to flank the enemy or charge and shoot between their slower shot times. Sometimes it's worth leaving them if they're still learning how to use one because they won't do too much damage.

The maps.

A lot of the ranges mentioned will vary depending on which weapon you choose however most will be from the ranges of the Splat Charger, Splatterscope and their kelp variants due to their median ranges.


Arrowana Mall.

This map is deceptive for Chargers. A lot of people think this is heaven for chargers however there are a lot of dangers.

The best spot to hold is the raised platform to the right of the ramp to the splat zone. From here you can hit the opposite side of the splat zone as well as both enemy hold points on the left and right. Holding either side positions yourself is useful however full of flanking danger.

From all three positions you are open to fire and bombs from the enemy. If your team doesn't hold your right side well enough the central point is very open to flanking.

If you're pushed back two of the best positions is on the high walls which make a gate, of sorts, to the lowered area in front of your spawn. From up here you can hit any enemy keeping your team mates withing as well as being able to actively push the centre area.


Blackbelly Skate Park.

This map can be good or bad for you and I have found it to be the biggest skill tester.

Depending on how good you think the enemy team is you could probably sit on the centre tower all game but that's boring.

Your range allows you to push both yours and your enemy's half pipe to stop them flanking or to allow your team to break out. The raised, walled, areas at the ends of the half pipes can make good vantage points for half the map however you're very open to everyone.

The "best" spot I found is the slightly raised wall in front of the square block in the left of your base. It can see both splat zones, towards the enemy half pipe, the aforementioned raised area from the half pipe and the central tower. All the while you're protected from behind, in front of you is wide open and your team mates will be a
ring around you.

Using your range to cover the raised, curved path from your spawn helps allies slip through a spawn camp.


Bluefin Depot.

Don't get pushed back. If you're forced onto your raised spawn area you'll do very poorly trying to oust the enemies below you.

Spread your ink to the opposite sides to warn of flanking enemies but try to stick to the main side.

The best splat zone spot I've found is the raised lump right in front or, but not in, the splat zones if you hold it or a square lump that over looks this spot, in the middle of both walls up from the splat zone, if you're pushed back.

In terms of tower control you're best off riding the tower for offence or staying on the higher ground for offence. If the tower isn't your thing then offensive wise go to the far right and raised areas and pick off or distract the enemies dropping down.

Camp Triggerfish.

It is believed this will be an upcoming map eventually. I shall update this if and when necessary.
http://splatoon.wikia.com/wiki/Camp_Triggerfish


Kelp Dome.

Avoid the raised mesh in general, stick to solid ground. You're extremely vulnerable to those below you and your Charger's ink costs are quite high, stand on the blocks instead.

Depending on how alert you are you can do a lot of work here. By putting a bit of in on path to the far left of your base, where the enemy ramp drops down, you give your team an early waring for when they're flanking. Keeping some on the top of the enemy ramp that connects to the mesh too is also a good idea.

Avoid risky corners like they're lepers. Stay at a safe corner and shoot down the line.

The best opening I've found is to go to the left, from your spawn, ramp that connects to the mesh to cover their drop down ramp and those who've climbed the wall in front of their spawn.


Moray Towers.

Moray towers is a very deceptive map for chargers. If you're new to chargers I highly advise not using them on this map, I'll get to why in a second.

All chargers are viable as with every map but, just like every map, some do better than others. I'd advise a Squiffer or E-Litre 3K for this map.

One of the best things you can do is ink the walls across the central area that lead up to the enemies lowest tier. There's the obvious one that has a big quarter pipe in the middle leading to the wall however to the left you can see down the side of the walking ramp you can ink the small wall that leads to their splat zone.

If you chose a Squiffer play aggressively because there's no viable defensive plays I can find in this map. Just attack your way up the walking ramps, but ink the vertical shortcut walls for your team mates of course, and use their open length to your advantage.

For the rest being aggressive isn't too easy even against a mediocre team. If you've pushed them back quite far holding the top of the mesh platform wall standing on and using the box at the top for cover however by being at the open edge on your lowest tier, covering the middle, will probably be best because you can deny the enemy entrscd to your half of the map. It's crucial however that you keep your quarter pipe ink and block ant enemy ink paths that sneak down the side of your walking ramp. If you're too pushed back or the enemy is on the ball directly attacking your lowest tier being atop your mesh platform wall denies the enemy tower and holds your splat zone but because you can't hold he previously mentioned position you are open to flanking if your team mates can't hold them back.

If everything is going to hell being at the top of a walking ramp and shooting down is much better than being on an above tier shooting down.

The reason this map is deceptive is due to your kill range and their hit boxes. Enemies have a smaller hit box from above making them harder to hit below you however being too high limits your kill range. Unlike automatic weapons you can't spray enough ink to bog someone down and kill them via indirect hits. You have a kill range of X however there's no bullet drop as send in other games. What this means is that even though through extra height, jumping and running to make your ink go further the actual instant kill point is always a finite distance and if your Y meters high that's X-Y* meters less farther you can get the instant kill. This means that if you're X+1 meters high and the enemy is right below you than you can't kill them in one hit.
*I know the maths is highly flawed but it's just an example.


Port Mackerel.

Another deceptive map for chargers. It's true they can do well but all to often they don't watch their corners.

One huge benefit you can o for you team is ink the horizontal paths connecting the cortical ones.

The raised areas are OK for when you've been pushed back however more often it's best to be on the floor.

Start at one path, push to the end with your ink and go to the next path and then the third. As a charger it's easy to lock a single path down but with player hesitation you can ink another giving your team the movement advantage.

Always aim at walls and floor on this map, due to all the level, straight paths your line of sight is a beacon. On the flip side you can use it to hold enemies back who don't want to enter the path.

Never be at the front lines here unless you're making an aggressive push, like with a Bomb Rush, Kraken or Inkzooka, otherwise you'll be flanked constantly. Stay one horizontal path behind.


Saltspray Rig.

You only have three spots in this map really and depending on your team mates you'll either do well or do terrible. You've got the perch overlooking the splat zone, the wall covering the splat zone and entrance to it or the two square corners either side of the elevators.

If you've lost the tower then stay on your raised area however if you have it standing on the square corner after the elevator overlooks the entire path and you can attack those on the enemies raised area too.

For splat zones being in the zone is a very powerful position. You can hit both perches and walls as well as having a long shot to the enemy ramp leading to the zone entrance, these are also useful for firing the other way when the enemy flanks and attacks from one of your positions.


Urchin Underpass.

An easy map if you know what you're doing. Nearly every position give chargers the advantage on this map if you just use them.

The single best spot to hold is your side of the central area, just in front of the crest leading towards your base. You can see and splat enemies coming from their main path, the raised area on the right, with the mesh, and the drop point on the left.

I actually advise staying in this spot for most of the time because of how easy it is for the enemy to break free through the side routes. The path your team has to push t get into their base leaves the two sides paths wide open for anyone to take, staying back in the centre area allows you to take them out or warn your team. Only once they are locked in their spawn with all your team mates on the raised area would I advise moving up.

You you yourself are pushed back then stay on the raised path to the left or right.

Useful hint for everyone.

There is a bin and vending machine just to the left of the crest to the centre. You can ink and hide on top of these even without ninja squid because no one focuses on it. Placing a Splat Beacon atop one is just funny.


Walleye Warehouse.

Probably my favourite map out of them all. If you're in the centre you can defend half of the map with ease.

Unless the enemy is right below your box, overlooking the centre, don't stand on the box. It's not that much use and greatly limits what you can hit.

Being on the floor in the centre allows you to cover every attack angle, defend against every flanking manoeuvre and due to those facts you get a very high amount of ink coverage done.

As a charger you can actively push the enemy base yourself on this map, just don't get stuck on the central ramps and watch for enemies on the raised area to your right.


The guns, sub-weapons and specials, just basic stuff you may wish to skip.

The guns.

The Classic or New Squiffer.
This gun has the lowest range but fastest charge time of all the chargers and the greatest mobility.

The (Kelp) Splat Charger.
These guns has a slight reduction in range but has a slight increase in mobility, to make up for it.

The (Kelp) Splatterscope.
The Scoped versions of the Splat chargers have a slight increase in range but a slight reduction in mobility.

The (Custom) E-Litre 3K.
The E-Litre 3K has the longest range of all the Chargers but at the cost of the highest charge time and lowest mobility.


The sub-weapons.

Burst Bombs. (E-Litre 3K)
These are useful for taking out enemies that get too close for comfort however they're not too useful for covering ground.

Ink Mine. (New Squiffer)
These are well placed on a retreat or a path the enemy will take however due to New Squiffer's range you won't camp much thus using them defensibly doesn't help too much.

Point Sensor. (Classic Squiffer)
This greatly helps you find hidden enemies in the ink and it's throw range is on par with your shot range making killing much for efficient.

Splat Bombs. (Splat Charger and Splatterscope)
These are useful for covering some ground or enemy denial however they fair poorly as a direct attack. You can throw them at the floor to roll them over edges or to reduce their range if needed.

Sprinkler. (Kelp Splat Charger and Kelp Splatterscope)
This has very minute combat effectiveness, it is best utilised for generic map coverage however you can use it as a shield to absorb a shot or two.

Squid Beacon. (Custom E-Litre 3K)
This is best place away from your current spot, I'd you are splatted the enemy is sure to destroy your beacon if he can see it. You can place up to three so spread them around the map where you and your team mates will find them useful.

The special weapons.

Bomb Rush. (Splat Charger and Splatterscope)
This is useful for a large area denial or ink coverage or for an aggressive push into enemy territory.

Bubbler. (Classic Squiffer)
Due to the Classic Squiffer's shorter range and more aggressive play style this increases survivability as well as allowing you to wipe out a group of enemies safely.

Inkzooka. (New Squiffer)
This brings a lot of range that the New Squiffer lacks as well as allowing you to push the front line.

Echolocator. (E-Litre 3K)
Probably the most useful overall special for yourself and your team. This helps prevent flanking and allows you to kill those hidden in their own ink.

Killer Wail. (Kelp Splat Charger and Kelp Splatterscope)
The Killer Wail is basically one giant Charger, it takes a moment to fire but it's range covers the map plus it goes through walls. It is very useful for countering an enemy sniper or holding off enemies on a lane.

Kraken. (Custom E-Litre 3k)
Probably the worst special for a Charger however it is useful for countering someone who snuck up behind you.
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I play a LOT of chargers, and I have to say this helped me out a lot regardless! excellent guide.
A lot of good advice, but the guide itself is not very well formatted.
Great guide helped me a lot.
I just joined Squidboards to learn how to use a charger...
Wasn't dissapointed (Need to prove it works though)
I think this is a great guide, especially for those new to chargers. I think it covers a lot of great points too! It's even worth a read for those who are quite skilled with chargers.
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