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The Wild Gunman: The N-Zap Series

1. [BASE] The N-Zap Family: A Basic Overview
i. N-Zap '85 (NZ5)
ii. N-Zap '89 (NZ9)
2. [WHAT] Which N-Zap Should I Choose?
3. [NZ85] The N-Zap '85
i. Main Weapon
ii. Splat Bombs
iii. Echolocator
vi. Recommended Abilities
v. Useful Techniques
4. [NZ89] The N-Zap '89
i. Main Weapon
ii. Sprinkler
iii. Inkstrike
iv. Recommended Abilities
v. Useful Techniques

1. [BASE] The N-Zap Family: A Basic Overview
The N-Zap family is based on the NES Zapper peripheral of old. It has slightly better range than the Splattershot, but poorer damage. It also has better handling (run speed while firing). As such, you shouldn't just run up to people and shoot; you will lose to any of the much better, oft-used close range weapons like the Tentatek Splattershot and .52 Gal Deco. Use your speed and range well, and you will come out on top. This is important when using the N-Zap. Choose this if you want to out-maneuver, out-perform, and outgun your foes.
1.i. N-Zap '85 (NZ5)
The NZ5 is based off of the original design for the NES Zapper. It comes with Splat Bombs and the Echolocator, in a similar manner to the Dual Squelcher. This allows you to suppress and flush out foes, and track them down with the Echolocator. This loadout is well suited for any mode.
1.ii. N-Zap '89 (NZ9)
The NZ9 comes from the redesigned NES Zapper after the US Government determined that toy guns look unrealistic. As such, it sports a bright orange sheen. Beyond that, it has the Sprinkler and the Inkstrike, allowing it to cover turf at an ungodly rate. As such, it is more effective during Splat Zones and Turf War than other modes, although it is also serviceable in Tower Control if one sticks a Sprinkler on the spire of the tower.
2. [WHAT] Which N-Zap Should I Choose?
The N-Zap you choose should be determined mostly by the map. For instance, on maps like Port Mackerel and Camp Triggerfish, where there are lots of hiding places, you may want to take the Splat Bombs and Echolocator of the NZ5. On maps with good Sprinkler spots such as Kelp Dome and Flounder Heights, take the NZ9. Also, since it is very difficult to properly dodge a Splat Bomb whilst charging the Rainmaker, the NZ5 is best for this mode.
3. [NZ85] The N-Zap '85
3.i. Main Weapon
Note: This section is identical to section 4.i.
The main weapon of the N-Zap is highly versatile. It is extremely similar to the Splattershot family, but has better range and handling, but slightly poorer coverage and TTK. Use the weapon's speed to your advantage, as you lose almost no run speed while firing. You can use this to easily keep away from opponents with poor range, and keep close to opponents with greater range. It also benefits more from strafing/trigger sway as a result.
3.ii. Splat Bombs
While these eat up a good chunk of your ink, they are much more useful than they seem. They are essentially Splatoon's frag grenades. While, on the surface, they are easy to dodge, eat up a lot of ink, and are hard to aim, throwing them in places that your opponents can't see mitigates the first issue, Ink Saver Sub gets rid of the second, and simple practice remedies the third. Also, Inkzooka users and Rainmakers are easy pickings for Splat Bombs, and throwing a Splat Bomb at an enemy's feet, then spraying ink around them is a very practical strategy.
3.iii. Echolocator
What you see here is what you get. Splatoon's version of a UAV, this special marks all currently active players with a rotating squid icon. This lasts 12 seconds or until the affected enemy dies. This can also be seen through walls and even if the enemy is behind you or swimming in their ink. This is invaluable for this weapon, as its low TTK makes it bad if you get ambushed. It also greatly assists your teammates. Nothing is sweeter than an enemy trying to ambush you, then a teammate pops their Echolocator and you turn around and splat them.
3.vi. Recommended Abilities
- Ink Saver Sub
- Bomb Range Up
- Run Speed Up
- Ninja Squid
4. [NZ89] The N-Zap '89
4.i. Main Weapon
Note: This section is identical to section 3.i.
The main weapon of the N-Zap is highly versatile. It is extremely similar to the Splattershot family, but has better range and handling, but slightly poorer coverage and TTK. Use the weapon's speed to your advantage, as you lose almost no run speed while firing. You can use this to easily keep away from opponents with poor range, and keep close to opponents with greater range. It also benefits more from strafing/trigger sway as a result.
4.ii. Sprinkler
The Sprinkler is mainly used as a distraction and as a suppression tool. It rotates constantly, shooting streams of ink in a circular pattern. Place it in a high traffic area, such as high above the center of the map, where it can hinder enemies. It does do damage, but it takes five hits from it to splat, so don't count on it. It also works as a decoy. Throw it somewhere away from your planned attack path, then strike from behind.
4.iii. Inkstrike
This special allows you to create a tornado of ink at any area of the map by using the GamePad. This is really only useful in Splat Zones and Tower Control. It allows you to easily contest zones and force enemies off the tower, but has little use other than this...unless you are playing Turf War. In that case, launch one off right as the match ends to get that last few percent. Often, games are won and lost by this tactic.
4.iv. Recommended Abilities
- Defense Up
- Ink Saver Main
- Run Speed Up
- Ninja Squid
Author
Chiramijumaru
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4.50 star(s) 2 ratings

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A good guide. Some choices could stand to be explained better, i.e. why to pick which abilities to compliment the playstyle of the user. Further, aesthetic of the guide is lacking--though containing useful information and properly organized, it doesn't look very clean. More open space between paragraphs and changing size of titles would ease on the eyes.

Otherwise, decent guide.
Chiramijumaru
Chiramijumaru
Thanks for the review! Yeah, I typed this pretty hastily. Rest assured those issues will be fixed:
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