About the Splat Charger
Medium-rate of fire
Long-ranged weapon
Creates straight path when fully charged
Can be charged to deal more damage and a longer ink trail
Great for inking up walls
Overview
Every shooting game has to have a sniper-class, and this is Splatoon’s version of the sniper. The Splat Charger is long-range weapon that creates long, narrow pathways for your allies when shooting a fully-charged ink shot. This weapon can be shot multiple times by simply tapping the trigger, though these shots are obviously not as damaging as a fully charged shot (fully charged is an instant Splatter, compared to 3 or 4 uncharged shots.)
Ultimately, Chargers will want to use fully charged attacks when at a distance, and short bursts during close-quarters firefights. However, it’s extremely unsafe to play this weapon at close quarters, since every other weapon (with the exception of the Blaster) has a better rate of fire than you, while also dealing more damage. Knowing this, it’s best to stay away from congested areas as much as possible. Instead, Chargers should play this weapon as either a support, or as a specialist/lone-wolf role.
As a support, Chargers can create long ink pathways for allies right at the start of a match. This allows your team to get to the contention point that much quicker during Splat Zones, or to give your team a headstart on inking the center of the map in Turf Wars. After this, Chargers can proceed to splatter enemies from behind his teammates, gradually building his Special meter.
As a lone-wolf, Chargers can utilize their charged shots to ink up walls and swim up to advantageous positions, leading to a better view of enemies and the overall level. Here, bombs are your best friend. A great tactic to utilize is inking a spot on the ground below you when atop a bird’s nest, and hide in your ink from time to time, either to recharge your ink, or to avoid being seen by enemies. Your bombs can then be thrown by quickly popping out and back into your ink, if an enemy comes nearby and suspects you.
In both cases, you’ll want to utilize your ink trail to retreat if need be. When faced with a 2v1 or 3v1 situation, throw a Splat Bomb to pressure your opponents, then retreat to recharge your ink. It’s also good to signal your teammates to assist you as you retreat, giving you some time to breathe.
The default load out of the Splat Charger has a Splat Bomb as your Sub weapon, and Bomb Rush as your Special. These weapons compensate for your lack of close-range effectiveness, and when utilized effectively, can help you pressure opponents, as well as cover tons of area in ink. For example: besides using them for retreating purposes, Splat Bombs are great for baiting opponents. By throwing one at a hiding opponent, you can force them to run into the open, giving you a free splatter. Here's an example:
Getting tons of splatters or making ink trails for your teammates charge up your Special meter, and activating Bomb Rush can clear out tons of enemies nearby, as well as cover a wide area around you with ink.
Can't wait to see some 360 No Scope MLG headshots in high-level play!
Medium-rate of fire
Long-ranged weapon
Creates straight path when fully charged
Can be charged to deal more damage and a longer ink trail
Great for inking up walls
Overview
Every shooting game has to have a sniper-class, and this is Splatoon’s version of the sniper. The Splat Charger is long-range weapon that creates long, narrow pathways for your allies when shooting a fully-charged ink shot. This weapon can be shot multiple times by simply tapping the trigger, though these shots are obviously not as damaging as a fully charged shot (fully charged is an instant Splatter, compared to 3 or 4 uncharged shots.)
Ultimately, Chargers will want to use fully charged attacks when at a distance, and short bursts during close-quarters firefights. However, it’s extremely unsafe to play this weapon at close quarters, since every other weapon (with the exception of the Blaster) has a better rate of fire than you, while also dealing more damage. Knowing this, it’s best to stay away from congested areas as much as possible. Instead, Chargers should play this weapon as either a support, or as a specialist/lone-wolf role.
As a support, Chargers can create long ink pathways for allies right at the start of a match. This allows your team to get to the contention point that much quicker during Splat Zones, or to give your team a headstart on inking the center of the map in Turf Wars. After this, Chargers can proceed to splatter enemies from behind his teammates, gradually building his Special meter.
As a lone-wolf, Chargers can utilize their charged shots to ink up walls and swim up to advantageous positions, leading to a better view of enemies and the overall level. Here, bombs are your best friend. A great tactic to utilize is inking a spot on the ground below you when atop a bird’s nest, and hide in your ink from time to time, either to recharge your ink, or to avoid being seen by enemies. Your bombs can then be thrown by quickly popping out and back into your ink, if an enemy comes nearby and suspects you.
In both cases, you’ll want to utilize your ink trail to retreat if need be. When faced with a 2v1 or 3v1 situation, throw a Splat Bomb to pressure your opponents, then retreat to recharge your ink. It’s also good to signal your teammates to assist you as you retreat, giving you some time to breathe.
The default load out of the Splat Charger has a Splat Bomb as your Sub weapon, and Bomb Rush as your Special. These weapons compensate for your lack of close-range effectiveness, and when utilized effectively, can help you pressure opponents, as well as cover tons of area in ink. For example: besides using them for retreating purposes, Splat Bombs are great for baiting opponents. By throwing one at a hiding opponent, you can force them to run into the open, giving you a free splatter. Here's an example:
Getting tons of splatters or making ink trails for your teammates charge up your Special meter, and activating Bomb Rush can clear out tons of enemies nearby, as well as cover a wide area around you with ink.
Can't wait to see some 360 No Scope MLG headshots in high-level play!