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Vanilla .52 Gal build guide

Hello, I will be telling you some builds you might use with the weapon known as the .52 gal. Not the deco, just the normal .52 gal.

:wst_shot_gravity00:

Sub::splashwall:
Special::killerwail:
Stats:
Range: 50/100
Base Damage: 52/100
Fire Rate: 33/100



If you read this and wonder, HOW DO YOU GET THOSE ROLLS?! The brands help with these thing. If you want to know about all the brands rolling chances see this website. http://splatooniverse.com/ability-chart.php





1. Tower Control build
2. Rainmaker build
3. Splat Zones build



Tower Control
So in tower control I seem to be using this weapon quite a lot. As for me, I don't use the killer wail much but it can be very useful with getting the opposite team to back down, get off the tower or stop it from overtime. Here is the build I usually use when using this weapon:
Head: Paisley Bandana, :ability_inksaversub: :ability_swimspeed::ability_swimspeed::ability_swimspeed:
Shirt: :clothes_tel006:(Black Baseball LS), :ability_swimspeed::ability_runspeed::ability_runspeed::ability_runspeed:

Shoes::shoes_cfs001:(Plum Casuals), :ability_damage::ability_swimspeed::ability_swimspeed::ability_swimspeed:

This Build is for more of aggressive, supportive players. But can be played as defensive players.
(Still works great)


So you might be wondering, why so much swim speed up? This is to make it easier to avoid the shots being fire by your opponents. I will go over all of them 1 at a time stating why and how this build helps.

The paisley bandana will help you throw down a splash wall and not have almost your entire ink tank depleted from it. The swim speed with will help a lot with getting around, strafing, avoiding being sniped and being killed. This weapon is most of the time a 2 shot kill(if your opponent isn't stacking defense). If you can get the 2 shots you want to be able to get into your ink as fast as possible. This weapon is played with a ton of strategies but it still it is helpful to be able to swim fast to be a hard target to hit. The stacked up swim speed on this set will help you spread ink faster and all that. The prime reason to this head gear is the :ability_inksaversub:.

The black baseball LS is a simple shirt with only one star. I used my sea snails to get all the 3 slots. You might not really want to do that because there are other shirts like this but with more slots. I just go with this shirt because it works. This shirt and many others like it would also work. The :ability_swimspeed: is for the help of avoiding attacks, quicker mobility and for a couple other reasons. The :ability_runspeed: is what really makes you strafe when shooting. The run speed can help strafe and move around. The run speed can help you behind a wall you throw, spread ink and get you around more.

Plum Casuals, now, if your wondering why do you need a main attack on a weapon that 2 shots? Well because when people stack defense or have at least 1 main defense your 2 shot weapon will become a 3 shot. One main attack can fix this problem so when you have this main :ability_damage: you will always have a 2 shot kill. The swim speed I have already explained. This will boost the mobility even more! If your like me, you would like to be getting around more.

This concludes my build for the .52 gal on tower control. I recommend to stay off the tower and support the team mainly because you can use the swim speed and run speed to strafe the opponents trying to kill your teammates on the tower.











Rainmaker
So I actually use this weapon quite a lot in rainmaker. The splash walls are great for blocking the powerful blasts of the rainmaker and the shots of your enemy. I recommend highly some sub saver :ability_inksaversub: and :ability_inkrecovery:. This is because of the importance of using your splash walls in this mode. The ink recovery will help you recover ink faster after you throw a wall, repeatedly shoot ink somewhere, tried to/did pop the rainmaker bubble or just want to recover ink faster. One last thing would to have :ability_coldblooded: cold-blooded. It is nice to have that ring that lets your opponents know EXACTLY where you are go away twice as faster as it did without cold blooded. Cold blooded cuts the normal time in half. In version 2.7.0 echo-locater and haunt lasts for 9 seconds while point sensors last for 8 without cold-blooded. With cold blooded the 9 seconds become 4.5 seconds and 8 seconds turns into 4 seconds. see this website for more details:
http://splatoonwiki.org/wiki/Cold_Blooded
I recommend this set of cloths with this build.

Headgear

(Jungle Hat):head_hat001:
Main::ability_inksavermain:
Subs:ability_inksaversub::ability_inksaversub::ability_inksaversub:


Shirt
(Sky-Blue Squideye):clothes_tes003:
Main: :ability_coldblooded:
Subs::ability_inkrecovery::ability_inkrecovery::ability_inkrecovery:



Shoes
(Plum Casuals):shoes_cfs001:
Main::ability_damage:
Subs::ability_swimspeed::ability_swimspeed::ability_swimspeed:

I chose the Plum casuals because of the fast your opponent might be stacking defense up. And the swim speed comes in useful in multiple ways.
This concludes my build for this weapon on rainmaker, I hope this helps you and stay fresh.






Splat Zones!!


So this mode if you have not read my other guide, I hate it. No offense to you splat zone lovers I just suck at them. Anyways I used this weapon today in Splat zones to look for any builds that please me. I found one very similar to the ones in the other mode. So this is what I have. Just so you know I am trying to play this mode more in S+ so I can have some practice with it.

Headgear:

Paisley Bandana
Main: :ability_inksaversub:

Subs: :ability_swimspeed::ability_swimspeed::ability_swimspeed:



Shirt:


Layered Anchor LS

Main: :ability_runspeed:
Subs: :ability_damage::ability_damage::ability_damage:





Shoes:

Trail Boots :shoes_trs000:

Main: :ability_inkrecovery:
Subs: :ability_defenseup::ability_defenseup::ability_defenseup:




The Paisley bandana, also used in the TC build, will help with conserving your ink. If you didn't already know, the :splashwall: sub takes up a huge amount of your ink tank. This will help it conserve less and you be able to shoot more afterwards. The main is :ability_inksaversub: sub saver and 3 :ability_swimspeed: swim speed subs. I have already explained myself as to why and how you can use these things. But I guess I can do it here as well!
Warning, this is repeating most of what is in the tower control build.

The paisley bandana will help you throw down a splash wall and not have almost your entire ink tank depleted from it. The swim speed with will help a lot with getting around, strafing, avoiding being sniped and being killed. This weapon is most of the time a 2 shot kill(if your opponent isn't stacking defense). If you can get the 2 shots you want to be able to get into your ink as fast as possible. This weapon is played with a ton of strategies but it still it is helpful to be able to swim fast to be a hard target to hit. The stacked up swim speed on this set will help you spread ink faster and all that. The prime reason to this head gear is the:ability_inksaversub:.


I chose the Layered Anchor LS because the :ability_runspeed: main and the 3 :ability_damage: subs. The run speed will be really helpful as in REALLY helpful with strafing, spreading ink on the zone, or trying to get away. The 3 :ability_damage: is for the replacement of the main dmg up i have been using on the plum casuals. This will help keep the weapon a 2 shot kill instead of a 3 shot on defense stackers.




So I decided to use the Trail boots because ink recovery :ability_inkrecovery:, will really help if you are low on ink. You could throw that wall and camp behind getting ur ink up.the ink recovery will really help with all that. So I decided to use this not only because of the ink recovery, but because of the defense that will help you be more of a tank. If another 52 gal wants to fight, you would have the advantage if the other guy didnt run any defense. But if this guy stacks :ability_damage: then that's another story. The defense will help you survive a little longer in this colorful inky world.


This concludes my vanilla 52 gal build guide, this is only my second guide so please don't hate. Please review this and leave a like :). Please check out my other guide as well, Thank you for reading and stay fresh!


Author
trevar
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A very great guide! Thank you for the link to the chart! It is very helpful! This guide is very informative and is well organized! Waiting for that splat zones !
Being a >build guide<, it is decent! But maybe just clarifying that it IS the vanilla .52 gal you're talking about (saying that it has Splash Walls and the Killer Wail special). I just got confused when I saw it that's all.

I like how you link in what people are capable of with the extra swim speed. Heck, that is a lot of swim speed included! Toonns of ink hopping right..? Gave me ideas for a new play style!

Good job on this one! Hope the guide gets that splat zone build, because mostly I'd think that a player would play defensive/aggressive depending on if the said player has the objective or not. Supporting or inking the zone is something almost everyone can do, but as I've seen with the slow fire rate of the gals... I dunno. Good luck bru! cx
trevar
trevar
Yes a lot of squid hopping is recommended and I did the vanilla part so don't worry. At the beginning I even stated that it is NOT the deco. I guess the title will be enough now. I have also included the sub, special, and stats of the weapon at the beginning. Thank you for the review and the helpful info, stay fresh
Good, but for the abilities, you should have damage up, and if you use the gal with a seeker, you can easily knockout your enemies. hint, hint.
trevar
trevar
But there is damage up? Plum casuals. A Main in fact. And seekers are hard to get kills with when you are S+
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