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Splattershot Guide for Turf War with Line Theory

v1.0 Original 29 June 2015


The Splattershot is the flagship of the gunner class, and one of the 3 basic weapons unlocked after some time with the Splattershot Jr. It is closely related to one of the currently highest rated weapons, the Tentatek Splattershot, but this guide will mainly be about the original that was available during the Global Testfire. So let’s get to this.

WEAPON

The Splattershot is a medium ranged gunner with an average fire rate, good splatting power, and good ink coverage. It splats in 3 shots on opponents with 1 or less major defense boosts, the only relevant amount of defense, and reaches 3 on even maximum defense if one damage up is equipped, which is not unheard of due to this set’s sub. The small spread makes this weapons still very forgiving to those with weaker aim, but it is not as forgiving as its little brother, the Splattershot Jr.

SUB

This set introduces the Burst Bomb. It’s the least intuitive out of the 3 grenade subs, but can still be incredibly useful. It splats in 2 hits on everyone, but becomes especially powerful with a major damage up. With this ability added, one direct hit can be immediately be followed up by a single shot for anyone with no defense boosts. It also takes so little ink that 4 bombs can be thrown in succession without reloading. This type of continuous pressure is by far the best out of all of the grenade types. The damage being spread out over different successive bombs also opens up room for adaptive play and creative strategies, as opposed to being limited to using only the one like in Splat and Suction Bombs.

SPECIAL

Bomb Rush makes its debut in the original Splattershot set. It gives you infinite bombs for the entire duration with a lowered time between each throw, which comes to 16 bombs if thrown consecutively, 18 with one major special duration up (not really worth it), and 20 bombs in succession if you include the 4 from your own ink tank afterwards. This makes for very powerful long lasting pressure and high inking power. It’s especially good because it is still useful outside of a fight for its inking power, which means you aren’t sitting on full meter and wasting gained meter for ground ink like you might do with other specials such as the Bubbler.

LINE THEORY

In the next section, I will be talking about it in terms of Line Theory, which you can read up on here.
http://squidboards.com/guides/turf-war-basics-and-line-theory.42/
OPENINGS

In the first phase of the match, the Splattershot is the first weapon available that can quickly Splat Hop or Splat Dash to the line. Because of this, it is heavily suited for offensive openings. Its good splatting power and medium range makes it great for harassing once it flies up to the line, and it can quickly start the holding game or break through an opponent who hasn’t yet created a good defensive position.

Its strong inking power also gives it the ability to have a strong defensive opening. It can cover ground quickly, using Burst Bombs for hard to reach areas, and be ready to hold the line with a good amount of ink for its team to fall back on.

HOLDING THE LINE

The good inking power of the Splattershot along with the pressure available from Burst Bombs makes it a strong defensive set that can hold very well against most other threats. Its range is long enough that it isn’t seriously beat out by anything other than squelchers and chargers, so it can keep almost anyone back by just firing in their general direction. The quick inking ability also lets it mop up enemy ink trails as soon as the player notices them. This lowers the chance of covert attacks coming in, and can trap opponents that have over extended, leading to an easy splat.

A large group of opponents coming in can be held back at choke points by Splat Bomb pressure, or a pocket Bomb Rush, so a good Splattershot user needs to be respected even when standing alone at choke points.

BREAKING THE LINE

Because it can take on almost any weapon in the game on equal terms, it is also great for breaking lines. A distracted or otherwise less prepared opponent can be quickly taken down making a hole in their line that the Splattershot can dash through. Splat Bomb pressure can also prove too much to handle for some players or weapon sets, and can push through by either forcing a retreat or getting a splat.

Once behind the line, the Splattershot can easily start inking opposing territory and defend itself at strategic locations, especially if a Bomb Rush is ready. Other than its high inking power, though, it does not have much else that other sets don’t behind the line.

SUMMARY

The Splattershot is a great overall weapon that can fulfill almost any role in the game. The strong inking power, medium range, and flexible subs make it great at almost anything it wants to do. It shows off the basics of the gunner style well, and lets you find your favorite role from there.
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The Apple BOOM
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A well written guide, but it could use some more depth like your other ones.
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