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How to be a supportive squid

How to play a more supportive role
this guide will focus on different support roles suitable to different weapons.
ever wanted to do a more supportive take on splatoon or interested how you can aid your team more? this guide may enlighten you!
(note that this guide focus on turf war and is based on my own expierence/opinion)


table of contents

1. support in splatoon, a rather complicated matter.
2. the two major support roles; intro.
3. ground sub roles.
4. aid teammates sub roles
5. conclusion

6. recommended ability's
7. other supportive tricks and tips.

1. Support in splatoon , a rather complicated matter.
soooo...
How can you actually support in splatoon? there are no medics, tanks,... whatsoever?
Well, 'support' is a broad term, it should be even more so taken in splatoon.
but; I do believe a full support role is not possible/feasible, so you always need to adept yourself to offensive when needed, being offensive is supportive to your team in its one way.
so In this guide i will divide support in 2 major roles; ground and aid teammates.
those are further divided in 'sub-roles' o make things as clear as possible, the idea is to choose an weapon that fills up multiple if not all support roles of one major role.
Once you get the hang of it, the end goal is too cover sub-roles of both major roles to fully unlock your teams
potential.

2. the two major support roles; basics.
the first of the two roles ground, you focus on covering ink and keep watch over your teams back, this allows your team to fully focus on pushing on.
Guarding points where the enemy can easily ambush is also important.
if an enemy made it into your territory, its your job to thwart them or at least warn your team so you don't end up getting spawn camped thanks to the enemy letting allies super jump to him/her or similar situations that are hard to get out of.


now to aid teammates, in this role, you help more directly to your teams victory.
you ink in advance, scout the battlefield, disrupt enemy's, be your teams second gun/backup fire....
obviously, this is a more offensive take.


3. ground sub-roles.
inking:
While your team focuses on moving on, you paint the are they leave behind un-inked to both rank up your score but most importantly keep your options open for
guarding as
more inkt means more places you can
quickly swim too if needed.
weapons with good ink spread are obviously the best for this;
e.g.: splattershots, slosher, N'Zap, ...

guarding
you effectively guard your territory to minimize the chance of needing to retreat or enemy's taking over your base.
Guarding several points that teammates while probably neglect is also very important.
(for example, the middle area of walleye warehouse as alot of these spots).
nothing is more annoying then enemy's exploiting these spots and flanking you.
now, if one of more enemy's are approaching, i put up a 3-step plan to take the best turn of actions.

1: go for the splat, the 'best' action you can take.
you use your broad ground to your advantage to surprise the enemy while staying unpredictable.
or simply, if you weapon has the range, wait for them and open fire.
if you know your going to get splated or getting overwhelmed, switch to 2.

2: warn your team: use booyah/nice or c'mon/to my to let the team know somethings up.
if you have point sensor, use it too.
If there's an risk of you getting splatted and thus the enemy gaining control on a choke-point, your warned team can atleast minimize the enemy's win and make them more aware.

3: delay the enemy's approach:
okay, your still alive, but your team is stil far away (or not taking your warning to heart).
your best bet is to delay the enemy's approach by using your sub and using favorable terrain.
if you know your team isn't going to help you or you can't hold them anymore, cut your loses and retreat to a more favorable ground.
(if your up to it, you can also be tricky and instead of retreating, stay close-by to splat the enemy after all.)
by now, your team cannot simply 'ignore' the enemy anymore and you can start your comeback.

obviously, you never want to get yourself in step 3, so making step 1 your priority while step 2 is your backup should you know you will get splatted.

the weapon here best strikes an balance between inking (recovering) and killing.
(for example: N-Zap, slosher, (mini)-splatling...)
BUT, you can take it more extreme and fully focus on offensively guarding.
in this case, you take a weapon that's good at getting kils but probably not so at inking the ground.
This is alot more risky but can be effective if your up to the snuff.
(for example, snipers, luna blaster, brushes, rollers)


summarize.
an weapon having both great inking spread and kill ratio is the best overall for this major role.
(e.g. splatershot, N-Zap, slosher,...)
if your feeling up to the snuff, you can fully focus on taking any intruder out, alot more risky but high reward.
(e.g. snipers, luna blaster, brushes, rollers...)


4. aid teammates sub-roles.

scouting:
you scout the ground your team is approaching, either by inking it, using an point sensor or luring enemy's one way or another.
The idea to make your team as aware as possible.
Weapons with point sensor are obviously very good at this, though weapons with long inking range do the job pretty well too.

splatlings, especially the heavy splatling deco are very good at this job if you know how to angle your fire upwards and rain ink onto the enemy's ground.
chargers along with a sub-weapon on the lines of bombs and sprinklers are also a very good pick.
short-range weapon have a very hard time doing this.
your best bet with those is utilizing its special and sub to its fullest.

inking in advance:
you ink as much of the battlefield as you can to broaden your teams options and making it harder for enemy's too approach.
inking paths, making enemy's stuck in your inkt...
this role while both improve your teams options and lower the enemy's.

long range weapons can easily paint multiple paths for your teammates and are safer to use but don't spread as much.
(e.g. snipers, dual sqeulchers, aurospray...)
whereas medium-short range weapons are riskier but more effective at laying cover inkt.
(e.g. N-zap, splattershot, (mini)-splatling, slosher, rollers)

cover gun:
this is similar to 'inking in advance' but you focus directly on enemy's rather then inking their ground.
using subs and the benefit of multiple guns firing at the enemy to space them or cripple them in a way is important.
Being offensive is important here but never get too confident, your still in a support role and nobody wants an cover gun in front of them.

long-range weapons are the most difficult yet most rewarding for this job as they can both interfere and directly splat opponents.
medium-range are the most efficient overall being able to cover fire and splat consistently.
short-range have the most trouble here, as above, your need to use their subs and/or specials to their fullest to contribute to this role.

Sumarize:
those sub-roles aren't as complicated as the previous ones and are pretty close to each other, but even more so important to be able to contribute to all of them.
short-range weapons have the most trouble contributing to any of these roles, using the subs and special from those are very important.
(e.g. rollers, brushes, splattershot..)
whereas medium and long range weapons have a much easier time contributing.
(e.g. slohers, chargers, splatlings)

5. conclusion
Okay, you now know the possible roles you can fill in.
now, the idea is too have an weapon that can fill up as much as these sub-roles as possible and of course, pick a weapon your good with.
Its also important to switch roles accordingly.
winning the match? focus on the first major role to ensure your victory.
losing the match? focus on the second major role to aid your teams comeback.

Overall short range weapons are god-tier for covering ground but due to well, having short-range are trickier to use on more offensive scenarios like defending against enemy's.
Utilizing the weapons subs and specials are a must.

medium-range weapons can easily strike a balance.

long-range weapons are not good at covering ground, but can easily nail the offensive sides.
Thanks to this, its risky since if the enemy is controlling the map, its very hard to make an comeback.
on the other hand, if you do control properly, your an invaluable asset to your team.

one more thing; try picking weapons with point sensors, disruptors, bubbler and echo locator.
They make it easier to play the roles and can easily prove vital.

6. recommended abilty's.

:ability_specialduration:when using specials like echolocator, bubbler, bomb rush...
this is an very helpful ability since longer is better.

:ability_specialcharge:specials are important for you, especially since you probably don't get splatted as much.
This allows you to use more of them and more frequently aiding you and your team greatly thanks to the pressure add to enemy's.

:ability_bombrange:when using throw able sub, this allows you to throw further in the enemy territory and make it safer for you to use your sub.

:ability_damage: if you're playing it more offensive, ensures enemy's are splatted if you want them too and gives more breathing room.

:ability_swimspeed: allows you to quickly get around the battlefield, which is important for your role.



7. other supportive tricks and tips

- Ally's probably are eager to super jump too you.
make sure you have a safe spot ready behind cover so your ally can safely super jump back in the fray.

- shoot at ally's you see are stuck in enemy's ink.
obviously and simple but it can safe lives.




That concludes my guide.
This is my first guide i ever created so i hope you got more insight on supportive play!
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