Squiffer guide: The lightning charger.

Squiffer guide: The lightning charger.

Hello and welcome to my Squiffer Guide! First, I know some of you are probably visual learners and are not interested in reading this long guide which is perfectly fine. I am a visual learner myself so I completely understand! There is a video section at the end of this guide with some of my gameplay. I only have a few videos currently but I may add more in the future.

Classic Squiffer: Supportive

The Classic Squiffer is the default version of the gun unlocked at level 6. This version is focused on a defensive loadout offering 2 powerful support options in the Point Sensor sub and the Bubbler special. Point Sensor tags anyone hit with a tracker that makes them visible to your entire team. The tracker can also be seen through walls making it easy to ready your shot on anyone attempting to ambush you around corners. Bubbler is an amazing defensive special that gives you invincibility for a short duration and also transfers the effect to anyone on your team close to you.
New Squiffer: Offensive

The New Squiffer is the second version of the gun unlocked at level 11 and requires the Octomaw boss scroll for Sheldon to create it. Unlike the default version, the New Squiffer takes an offensive approach with the weapon by giving you the Ink Mine sub and the Inkzooka special. Ink Mines can be used in both offensive and defensive plays making them a very versatile sub weapon. Inkzooka more than makes up for the Squiffer's short range as a charger weapon by giving you several long range ink blasts that instantly splat anyone hit. This will often be your answer to enemy chargers that try to pin you out of range.
  • This guide will mainly focus on the New Squiffer since it is my preferred loadout. However, I will try my best to also include as much about the Classic Squiffer as possible and the difference in play styles offered by both loadouts.
Pros:
  • Fastest charge speed and mobility of all the charger type weapons.
  • Squiffer is the most ink efficient charger. Fully charged shots only use 10% of your ink.
  • Inkzooka offers extended range to quickly deal with enemy chargers or safely defend/overtake areas. (New)
  • Ink Mine is a great tool for both offensive and defensive plays when used correctly. (New)
  • Point Sensor removes the opponent's option of hiding. This can often force retreats and make opponents easy to snipe. (Classic)
  • Bubbler is one of the best specials in the game. You can quickly turn a game around with 1 good push by your team. (Classic)
  • Extremely fun weapon to use!
  • Two very different play styles offered by both loadouts.
Cons:
  • Shortest range of all the charger type weapons.
  • Other chargers have the advantage. On certain maps you often have to put yourself in a bad position to reach an enemy charger.
  • Several rapid fire weapons can challenge your range. This can make the Squiffer difficult to use at times.
  • Like all chargers, the Squiffer has a high skill cap compared to most guns. Honestly, Squiffer may be the most demanding charger in the game skill wise due to it's short range.
How should I be playing this weapon?
One important thing to note about the Squiffer, and really any charger in general, is that you are NOT a powerhouse. If you are someone that wants to rush the team head on 1v4 then you should probably play the Aerospray MG/RG. With that said, your general role will be supporting your team and defending areas from a distance. Chargers can shoot long lines of ink which can give your team a fast path to areas or cut off the opponent's movement options. Generally at the start of a match you will want to focus on getting your team to the center quickly with your long ink shots since early control of center is very important. Once your team is in center you can focus on taking out opponents and controlling enemy ink so that your team has the mobility advantage. It's important to keep in mind that playing a charger is not always about the kills. Pinning the opponents out of range of certain areas can often be the difference of a win or loss.

How you play the Squiffer will really depend on which version of the gun you use. With the Classic Squiffer you have one of the best support loadouts in the game so you will want to be near your team a lot. Both the Point Sensor and Bubbler benefit the entire team when used and can quickly turn the tides of battle. With the New Squiffer you have a strong offensive loadout that you will want to play more aggressive with. For starters, Inkzooka can obliterate an entire team when used correctly! This is very useful when defending an area from multiple opponents or trying to overtake an area under enemy control. Ink Mines are really fun to use and can create quite a bit of safe pressure with proper positioning. You can also condition your opponents by placing Ink Mines in certain areas. A good example of this is placing an Ink Mine on the center tower of Blackbelly Skatepark. If the opponent randomly goes up to the center tower and gets splatted by an Ink Mine they will probably think twice about going up there next time.

Also no, motion control is not necessary to be good with a charger. Not everyone plays the same, so if motion control is not for you then don't force yourself to use it if you are perfectly fine aiming with stick. I personally can't stand motion control so I don't use it. However, I would encourage you to practice twitch shooting as it is really important! My videos later in the guide should show exactly what this gun can do with or without motion controls and the importance of twitch shots.

Helpful tips and info:

  • You can cancel your charge by switching to squid form. This is good for situations when you need to quickly escape pressure but already have a charge ready. You can also cancel your charge by using a sub weapon or special.
  • Players can see which way a charger is shooting since there is a line when you aim. You can hide where you're aiming by using walls (or really anything that blocks your shot). This is great for sniping players around the corner since you can hide your aim on the wall directly in front of you until you are ready to fire.
  • Chargers have a rapid fire mechanic that they can use on players that rush them. By rapidly pressing the trigger you can do a quick barrage of short range attacks that use a low amount of ink. Squiffer deals 40.0 damage per rapid shot which is actually quite a bit and the max range is 2 yards. Inklings have 100 health so 3 shots is a splat!
  • Use your long ink shots to cut off an opponent's movement options. This forces them to either retreat or waste time painting over your ink line. Playing a charger is more than just getting kills. Giving your team a better position by keeping opponents in check is extremely important!
  • Charge speed is slowed down considerably while in the air. Try to remain on the ground as much as possible.

Knowing your range:
It is important to know how far you can reach with any weapon and especially with a charger. Squiffers maximum range is right at 5 yards which is decent since it charges really quick. It is good to keep in mind that any other charger will out range you!
Here are some distance comparisons:
Ink Mine (New Squiffer):

  • Ink Mines use 60% of your ink supply.
  • Explodes 10 seconds after being set. It will automatically explode when shot with enemy ink or stepped on.
  • You can only have 1 Ink Mine active at any given time.
  • The explosion is slightly delayed meaning it can be avoided by someone aware of it.
  • Weak hit deals 30.0 damage while the strong hit does 180.0 damage.
Proximity:
The range for the weak hit is pretty big considering how small the mine is itself. To get the strong hit the opponent must be inside the explosion area.
Uses:
There are plenty of different uses for these lil guys! Having an invisible attack that you can set pretty much anywhere is pretty powerful. However, the attack itself is kinda slow which can often times result in the opponent escaping the deadly hit and only taking minor damage.
The double attack trap:
Ink mines are incredible in tight areas such as this small path way in Arowana Mall. It leaves very little room to escape once you dedicate to going past the exit at the start of the path. Even if you were to miss the opponent in this scenario as long as you trap them in your ink shot they wouldn't be able to escape the Ink Mine explosion! This assumes they are not running Ink Resist on their feet which could give them enough time to escape on a missed shot.

The tiny defender:
Blackbelly Skatepark is known for it's 2 small square that both need to be held to win in ranked play. By placing an Ink Mine in one of the squares it can momentarily neutralize the square if the opponents happen to gain control of it. This forces them to spend the extra time to repaint it and gives your team an extra few seconds to stop them. It could also splat a careless opponent which is even better!

The blockade:
Ink Mines are great at denying the opponents a small area such as this spot in Saltspray Rig. This also happens to be the spot for the ring in ranked mode which makes it even better. You can almost force the opponents to come over the walls which gives you a general area to shoot at with your Squiffer. One final pro about this area is you can reach the top platform where chargers like to stand meaning you are holding off multiple entrances at the same time.

The guardian:
Let's face it... Inkzooka is amazing but it can leave you pretty vulnerable with the delay between shots. Setting an Ink Mine before using your special can give you a little extra defense. This is also a nice option if you feel like you need to cover your back. It can turn a flank where you just simply get splatted from behind into a trade in some cases which is always better.

Point Sensor (Classic Squiffer):

Throws a black box and marks anyone hit with a tracker. You can mark multiple people at the same time and can throw up to 2 Point Sensors with a full supply of ink. This sub is very useful as a charge user since you know where to aim ahead of time and you give your team a big advantage as they can see the opponents position also.
  • Point Sensors use 40% of your ink supply.
  • Anyone hit will be marked for 10 seconds. (3 seconds if using Cold-blooded ability)
  • Can mark as many people as you want.
  • Useful for checking around corners or high ground before advancing.
Inkzooka (New Squiffer):

Inkzooka gives you short access to a long ranged weapon that shoots a pillar of ink. This special give you 6 separate shots if you shoot them quick enough while the Special Duration Up ability can grant at least 1 more shot to Inkzooka (more may be possible with ability stacking but I'm not sure).
  • This is your answer to other charger users or simply anyone who has the range advantage on you. Don't go out of your way to splat someone if it puts you in a bad position. Simply save this special for dealing with them when the time is right.
  • This is a very powerful special that can quickly take out an entire team. Don't waste it on one person because you have it ready. Save this for when you are defending a ring from multiple opponents or trying to take over a ring in enemy control.
  • You can hide in squid form between shots to make yourself harder to hit while moving around.
Bubbler (Classic Squiffer):

Similar to the Inkzooka, this is a game changing special. You can quickly turn a game around with 1 strong push with your team being protected by Bubbler. During this special you are immune to all damage and any teammates nearby also gain the effect of Bubbler! One small drawback from this special is that attacks can push you back. This can be really dangerous on stages with water hazards such as Arowana mall.
  • This special is your ace in the hole. If something happens and the game is looking bad, this special could save the entire game with team communication. That's how strong this special is!
  • If you are winning and the opponents do an all or nothing push this special is a good way to shut that down completely. Bubbler is amazing for defensive plays just as much as it is for offensive plays.
Head:
For your head slot it honestly doesn't matter too much. There are a few niche abilities that can help in certain situations but overall it is up to you. I personally use Swim speed as my main ability (currently) since I like to swim fast and play a very mobile charger.
Opening Gambit can get you quick control of the center and give your team a good start in a match. This is a toss up between 30 seconds of speed vs swim speed for the entire match. I personally like swim speed.
Gearing with losing in mind is not the best idea but sometimes you just get destroyed by the other team. Getting free points towards your special and potentially being able to reverse a bad scenario is pretty nice. Both Inkzooka and Bubbler are game changing specials so I could see someone running Tenacity.

Body:

One of the best abilities in the game hands down. The utility Ninja Squid gives is insane. This will get you out of a lot of bad situations since you can swim away without an animation giving away your direction.
Cold Blooded is a really strong option since there are a lot of tracking options in Splatoon. Ninja Squid is awesome but it loses all of its use when you have a tracker on you. Cold Blooded is a contender for a main slot for that reason. This ability cuts tracking times from 10 seconds to 3!
Recon will not see any real use until August but it's still a really strong ability on its own. This allows you to see ALL of the enemy team while you are on your spawn point. Once teams can properly communicate and you can tell your team where opponents are this ability will be pretty strong. Currently this ability will give you a general direction on where to go to deal with other team.

Feet:
Stealth Jump is awesome and mediocre at the same time. It is awesome in the fact that you can't be camped on your super jumps anymore, but you could avoid using this ability by simply being smart with your super jumps in the first place. Sometimes you just need to super jump and having that option without having to worry about dying on the spot is great.
Not quite as important since you will often be outside of skirmishes but Ink Resist is always a very strong option for any weapon. There will be plenty of times when you get surrounded in enemy ink and wish you was using this ability. Ink Resist will save you from a lot of situations that you would be doomed otherwise. Overall, Ink Resist is probably the best ability in the game utility wise. Possibly second only to Ninja Squid.

Subs:
Swim speed is great. Run a couple of these when possible.
Squiffer has 2 amazing specials that both benefit from extra time. Recommend using at least 1 for the 6th shot of Inkzooka.
Build your game changing specials faster!
Squiffer is actually pretty ink efficient. Use 1 of each if you want. 1 Ink saver insures your 10th shot will have enough ink to fully charge.
Don't use this. You can only get 2 Point Sensors from a full ink supply even when stacking multiple Ink Savers and Ink Mine is not super demanding for ink.
Use 1 or none at all.
Pretty useful. You can cut your respawn time down to around 2 seconds with a couple of these.
Only if you plan on using Classic Squiffer since this increases the range of Point Sensor.


Ranked match example:

Highlight Video:
  • Like
Reactions: Aykorn
Author
D3RK
Views
1,769
First release
Last update
Rating
4.86 star(s) 7 ratings

Latest reviews

A really good guide! I main chargers/carbon but it's been a while since I've been good with a squiffer. This guide really helped me get back into the feel of the squiffer! Thanks!
A very detailed and well formatted guide to the Squiffers and their advised playstyles.
Even though i read this after august, i found this guide insightful.Good on you.
I really like this weapon guide because I would have never used the Squiffer otherwise. I didn't see how it could be viably used. However I want to bridge the gap between this and other weapon guides like Ikieri's Inkbrush guide and say that this guide could have a section on recommended gear sets based on game mode and role. This guide has over other guides though, some really nice advice on sub abilities that synergize with the Squiffer.
Very informative guide, which gives some interesting insight into a relatively underrated weapon.
Looking forward to future content!
Love this! Feel that this is an oft overlooked weapon, and this really helps!
Top Bottom