Hello everyone, I am here today to spill some tips and tricks behind one of my favorite weapons, and what I believe to be an underrated weapon, the Grim Range Blaster. I'm personally a S+ blaster user who uses this weapon regularly (almost daily) in competitive and solo queue.
Now let's get started,
The weapon is extremely specialized to kill your opponents quickly with it's burst bomb and blast combo, leaving enemies who are in your sight without defense up dead. And with your ability to one shot kill, you can eliminate enemies that try to come in close within milliseconds. However, after 2 burst bomb and blast kills, you will already find yourself low on ink. And with an awful fire rate, it will be easy to be killed if your opponent hits their shots.
Looking at the Grim Range Blaster and it's main perk of the weapon is to be able to pick off enemy players unmatched by any other weapon in the game. So, here is a quick little guide on how to achieve that "burst cancel" combo on the Grim.
These are weapons that I see regularly in a competitive game, meaning this is a personal opinion on the most popular competitive weapons. All instances are assumed to be a 1v1 scenario, meaning that actual gameplay properties might vary. There will be some variation to the matchups as there are many different variables to account for; abilities on the weapon, specials being ready, being in enemy ink, etc. So don't be surprised if you beat a weapon that I say counters the Grim.
Shooters:
Permanent Inkbrush
: With amazing coverage, and a very fast charging Kraken with splat bombs to help space, going up to these guys up close is extremely dangerous. They are fast, so landing a burst cancel might be tough, usually, you'll have to ko with two blasts, or a really presice direct. You do outrange them, so try to ward them off with your range. An even matchup both ways I'd say.
Octobrush Line: A slower inkbrush, but still is rather quick. And still has great turfing ability. But a vanilla octobrush cannot even approach you up front without a kraken, as they will get outranged. And the nouveau is going to have to use a special or try to zone you out with bombs. Overall, a matchup favoring the Grim.
CHARGERS:
Damage Up: This is a must on the Grim. As I said before, this ability is vital to have on the weapon, as it assists the weapon's deadly combo immensely. A Grim Range Blaster that doesn't have this perk is missing out on many combo kills and should probably consider switching weapons.
Sub Saver: This is not as vital as Damage up, but it is a great perk to have on the weapon, allowing you to burst combo multiple enemies and not being starving for ink afterward. Equipping roughly two mains worth will allow you to throw 3 burst bombs in quick succession.
Swim Speed Up: Since the Grim doesn't have the range like some other weapons, having the ability to quickly strafe is amazing. As you'll most likely have to swerve around your enemies before you engage for a kill. This ability is just a preference I have, not extremely necessary.
Other Useful Abilities to consider using:
: Mostly the same reason to have as Sub Saver, have more frequent burst combos. I just prefer ink saver sub, as I can fire more combos immediately and not have to dip into ink for a moment.
Ink Resistance: Since your weapon doesn't cover the ground too well, being able to escape in enemy turf easier is definitely a boon I would want.
Bomb Range Up: More range for your bombs, allowing you to zone out attackers easier. Also, your bombs are thrown faster, allowing you to throw at the same range quicker. However, bomb range can mess up your burst combo slightly, as the bomb might go farther than the blast, but you can practice seeing if it messes up the combo for you.
Ink saver Main: An ability that helps your ink economy slightly by giving you more straight forward blasts. Using it with Ink Saver Sub is highly recommended as you can pull off more combos in quick succession.
Cold Blooded: Although a niche option, having Cold Blooded Equipped allows you to shark teams easier and not have to suffer from Haunt users.
Abilities I would personally avoid using:
Run Speed Up: Sure while this helps you traverse catwalks better, but a majority of the game is on the ground. And your strafing speed while firing rivals that of a statue. Even with run speed up, it's still more efficient to bunny hop in and out of ink to strafe.
, Special Charge and Tenacity: While having a Killer Wail at the ready frequently is a good thing, it isn't what the Grim is meant to do. As it simply lacks the ink covering ability to spam Killer Wails efficiently. You probably don't need to have increased special charge, as Killer Wail is pretty easy to charge as well.
Special Duration Up: The Killer Wail blasts it's gnarly sounds for approximately 4 seconds, you cannot increase the duration of the wail, but you can dismount quicker. Dismounting quicker isn't nearly as useful as some of the other perks on this list.
Special Saver: Pretty much for the same reason as the two above, also you shouldn't be holding on to a Wail for too long anyway since it charges rather fast.
Quick Respawn: You shouldn't be using this weapon to trade with the opposition, as your burst cancel combo is second to none, allowing you to successfully win firefights easily with a combo. If you do decide to use this ability, use it as an insurance perk at best.
Now let's get started,
Why do I like this weapon so much?
STRENGTHS:
STRENGTHS:
- It has a reliable main weapon that can 2 shot kill with two blasts (unless your target has defense up)
- It has a mid-ranged One shot kill that negates defense up abilities
- The burst bomb is extremely versatile, allowing the weapon to adapt to certain situations
- It's ability to burst cancel is amazing, allowing for extremely quick picks and kills at the start of a game.
WEAKNESSES:
- The ink consumption is horrendous on this weapon, as you are only guaranteed 11 shots on a full tank without any main saver abilities
- The rate of fire is rather slow, meaning if you miss a shot, or your blast goes a bit too far off, it'll be a while till you get another chance to shoot.
- Even with burst bombs, your painting ability isn't the best in the world, meaning it can be somewhat tough to gain map control.
- The Grim Range Blaster isn't the most gear independent weapon, often having to rely on set ablities to make it viable.
The weapon is extremely specialized to kill your opponents quickly with it's burst bomb and blast combo, leaving enemies who are in your sight without defense up dead. And with your ability to one shot kill, you can eliminate enemies that try to come in close within milliseconds. However, after 2 burst bomb and blast kills, you will already find yourself low on ink. And with an awful fire rate, it will be easy to be killed if your opponent hits their shots.
Looking at the Grim Range Blaster and it's main perk of the weapon is to be able to pick off enemy players unmatched by any other weapon in the game. So, here is a quick little guide on how to achieve that "burst cancel" combo on the Grim.
- First and foremost, the key to getting the combo quickly and consistently is damage up, Damage up allows you to get put some wiggle room on your burst blast combo. As a direct burst bomb and a blast will kill without damage up, but since we're humans here, we can't always hit that direct burst bomb. So, with 23 ability points (roughly equivalent to 2 mains and 1 sub of damage), you are able to get a strong splash (from the burst bomb) and a weak blaster shot to kill (without defense) You can stack up the damage to your liking, but try to optimize your gear to see where the burst cancel fits for you.
- Secondly, the combo is usually done as a quick burst bomb throw and followed up by a quick blast. (You can land a blast on someone and then follow up with a quick burst bomb to finish off an opponent) But burst bomb and then blast is a bit safer as it's easier to land a blaster shot than a burst bomb most of the time.
- As I said above, there is some wiggle room with the combo, as a splash blaster shot has varying damage depending on where you hit the target. And there are two levels of burst bomb splash damages as well. Basically for both of these varying damages: closer=more damage.
- Finally, don't be afraid of burst cancelling a target with a kraken or bubbler, as your combo will destroy them before they even have a chance to activate the speical.
These are weapons that I see regularly in a competitive game, meaning this is a personal opinion on the most popular competitive weapons. All instances are assumed to be a 1v1 scenario, meaning that actual gameplay properties might vary. There will be some variation to the matchups as there are many different variables to account for; abilities on the weapon, specials being ready, being in enemy ink, etc. So don't be surprised if you beat a weapon that I say counters the Grim.
Shooters:
- Tentatek Splattershot: Probably the weapon you will see most of the time in competitive play, it's extremely common. Your burst cancel is a very good option against this, even head-on as you out range it and can land the shots before it gets close. However, watch out for defense up variants, while it fights you it will turf quicker than you, and up close it will shred you unless you get a direct, and while you're not a prime inkzooka target, some will not hesitate to fire their inkzooka at you. I'd say this is an even matchup for both weapons.
- .52 Gal (vanilla) : A weapon not as common as a tentatek, but still goes along the same lines. A .52 is a bit less suspectable to your burst combo, as they commonly run defense and usually have a wall around them. And they still turf better than your weapon. However, they still die to your directs if they want to get up close, but this weapon will shred you even quicker up close range. I'd say the matchup is slightly favored for the .52 here.
- Berry Splattershot Pro
- .96 Gal Deco : A weapon that has received so many nerfs, but still finds it's place in the meta today. The .96 outranges you, can melt you faster than the berry, has a wall, and a kraken if things get hairy for them. Not to mention, it has some decent coverage going for it as well. You can burst cancel this weapon a bit more freely as .96 decos don't run defense too often, and if you burst cancel before they get kraken, they're going to struggle to rebuild a kraken for the next encounter. A matchup favored for the .96 deco, but isn't impossible to overcome.
- Cherry H-3
- Custom Jet Squelcher : A weapon that greatly outranges you, and has the tools to ward you off up close. However, you out damage the weapon significantly, as your burst cancel is nowhere near as lethal as their burst cancel.
- Carbon Roller (vanilla): An extremely quick close range killer that can burst cancel, and pull out an inkzooka if need be. However, if you spot a carbon, you greatly outrange it, and can burst cancel it extremely comfortably. Not to mention, you could direct the carbon if you start seeing it get close to you. Overall a matchup favoring the Grim
- Krak-on Splat Roller : Another roller that needs to get up close to kill you, but has a Kraken in case things aren't going their intended way. However, you outrange anything it has, can blast it around the corner it's trying to shark you from, and you two have the same coverage capacity. Overall, a matchup strongly favoring the Grim.
- Dynamo Roller (vanilla): A roller that shares a mid-range one shot kill with you, but is extremely slow. But, with all that slowness comes coverage, and the dynamo will out turf you every time, so it's wise to spot this threat and burst cancel before it gets a chance to seize your map control. Just don't approach it from the front, unless you want to trade. But, if you flank this weapon, there isn't much it can do. Matchup favoring the Grim.
Permanent Inkbrush
Octobrush Line: A slower inkbrush, but still is rather quick. And still has great turfing ability. But a vanilla octobrush cannot even approach you up front without a kraken, as they will get outranged. And the nouveau is going to have to use a special or try to zone you out with bombs. Overall, a matchup favoring the Grim.
CHARGERS:
- Fresh Squiffer
- Splatterscope Line: A standard charger, they have a fast charge time that greatly outranges your blasts and bombs. Never approach these guys head on, unless they just shot, even then it's risky because the damage up can melt you extremely quickly. These fast charging snipers don't have invincibility specials like their relatives, so trying to close the gap isn't too risky. The vanilla might have a splat bomb for you though. If they don't move from their perch you can blast them from a blind spot or, it's easy burst cancel meat for you. A matchup somewhat favoring the Grim, not by much though.
- E-Liter Line: The most range in the entire game, they will try to keep their distance away from you most, if not all of the time. However, just be cautious of the Custom's Kraken, and be wary of where the E-Liter is located, as most experienced snipers won't let you see the laser until it's too late for you. However, if you shoot at them from their blind spot, or successfully flank them and don't mess up the burst cancel, you're as good as gold. Matchup favoring the Grim.
- Luna Blaster Line: This is more so for the popular neo set, but I feel the vanilla deserves some mention. Quite possibly the easiest weapon in the game, fast fire rate, one shot kill at close range. However, this thing has no range. It can't even turf as well as your weapon can (without ). You can burst cancel this weapon easily as it can't touch you while you're burst cancelling. And if it comes close to you, you can direct to close the deal before it two taps you. Just be sure to watch out for it flanking you, and you should be fine. A great matchup for the Grim
- Custom Range Blaster : Another popular blaster, and your weapon has the same attributes as it. However, this blaster can pull out a kraken, not having to rely on a direct, and it can space you out with splat bombs. On the bright side, you turf more than this weapon, and your powerful burst cancel kills before they can two shot you. Up close, the CRB wins with kraken, and from farther ranges Grim wins with a burst cancel. Either way, it's usually who gets their blast off first, or it's going to be a fight to see who can land their directs. A pretty even matchup on both sides here.
- Grim Range Blaster
- Rapid Blaster Line : This blaster has more range than you, but has significantly less power. Don't let that fool you though, as a rapid blaster user typically runs enough damage to mimic a range blaster's two shot kill. The key to winning this matchup is to try and catch them outside of their turf, which may be hard as they have enough range to sit back in their territory. So, a flank is usually required. Just be sure to be in range of your blasts, as you are outside of their set blast distance. If you ever get into a direct battle with one, you should be able to win with your weapon, as they have to land two to eliminate you. Just be careful of bubble on vanilla, and watch out as the deco can zone you with suction bomb rush. A losing matchup, but ever so slightly.
- Zink Mini Splatling
- Heavy Splatling Deco
- Custom Hydra Splatling
- Tri-Slosher
- Slosher Line
RECOMMENDED ABILITIES
Abilities I personally use on the Grim:
Damage Up: This is a must on the Grim. As I said before, this ability is vital to have on the weapon, as it assists the weapon's deadly combo immensely. A Grim Range Blaster that doesn't have this perk is missing out on many combo kills and should probably consider switching weapons.
Sub Saver: This is not as vital as Damage up, but it is a great perk to have on the weapon, allowing you to burst combo multiple enemies and not being starving for ink afterward. Equipping roughly two mains worth will allow you to throw 3 burst bombs in quick succession.
Swim Speed Up: Since the Grim doesn't have the range like some other weapons, having the ability to quickly strafe is amazing. As you'll most likely have to swerve around your enemies before you engage for a kill. This ability is just a preference I have, not extremely necessary.
Other Useful Abilities to consider using:
: Mostly the same reason to have as Sub Saver, have more frequent burst combos. I just prefer ink saver sub, as I can fire more combos immediately and not have to dip into ink for a moment.
Ink Resistance: Since your weapon doesn't cover the ground too well, being able to escape in enemy turf easier is definitely a boon I would want.
Bomb Range Up: More range for your bombs, allowing you to zone out attackers easier. Also, your bombs are thrown faster, allowing you to throw at the same range quicker. However, bomb range can mess up your burst combo slightly, as the bomb might go farther than the blast, but you can practice seeing if it messes up the combo for you.
Ink saver Main: An ability that helps your ink economy slightly by giving you more straight forward blasts. Using it with Ink Saver Sub is highly recommended as you can pull off more combos in quick succession.
Cold Blooded: Although a niche option, having Cold Blooded Equipped allows you to shark teams easier and not have to suffer from Haunt users.
Abilities I would personally avoid using:
Run Speed Up: Sure while this helps you traverse catwalks better, but a majority of the game is on the ground. And your strafing speed while firing rivals that of a statue. Even with run speed up, it's still more efficient to bunny hop in and out of ink to strafe.
, Special Charge and Tenacity: While having a Killer Wail at the ready frequently is a good thing, it isn't what the Grim is meant to do. As it simply lacks the ink covering ability to spam Killer Wails efficiently. You probably don't need to have increased special charge, as Killer Wail is pretty easy to charge as well.
Special Duration Up: The Killer Wail blasts it's gnarly sounds for approximately 4 seconds, you cannot increase the duration of the wail, but you can dismount quicker. Dismounting quicker isn't nearly as useful as some of the other perks on this list.
Special Saver: Pretty much for the same reason as the two above, also you shouldn't be holding on to a Wail for too long anyway since it charges rather fast.
Quick Respawn: You shouldn't be using this weapon to trade with the opposition, as your burst cancel combo is second to none, allowing you to successfully win firefights easily with a combo. If you do decide to use this ability, use it as an insurance perk at best.
IN CONCLUSION:
The Grim Range Blaster is a powerful weapon that can get multiple quick picks at the beginning of a game, allowing your teammates to push the objective without much interference. However, with its awesome power, it has to use about half of the ink tank to get one kill. Not to mention, it relies on certain abilities to perform that role, so your actions might be predictable. Overall, you have the abilty to completely shred teams in half once mastered.