Splatoon 2 Competitive meta discussion (Splatoon 2)

The Salamander King

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Clash doesn't need a nerf in the slightest.

The weapon finally got good, and it has a niche of being a fast paced blaster. However, as a blaster main myself, I hate this thing. The weapon just doesn't feel like a blaster to me, as directs are purely optional on this blaster. Which (as a range/rapid main) just doesn't make any sense to me. However, I think it has the niche of fighting short range shooters rather well, as it outranges them and can dance around them with indirects.

And the blast radius is very forgiving on this blaster, making it only a matter of dodging the opponent's attacks rather than trying to aim. And missing a shot doesn't matter when you're spitting a shot out every 1/5th of a second. Which is much faster than other blasters.

However, this comes at a cost. It only deals 30 damage with an indirect, and only 60 damage with a direct. Making it's time to kill extremely slow if the user only goes for indirects. Making it a 4 shot taking just over a second.

"Just over a second? @ThatOneGuy, that's not slow at all"

Oh, but it is rather slow in this game. Compared to weapons like the N-Zap firing 12 shots a second, or the .52 with 6 shots a second, allowing them to kill you 3 times over before the clash with indirects could kill you once. Even ranged weapons, like the Splattershot pro kill faster. And even weaker weapons, like the inkbrush kill faster. Making the Clash Blaster a slow kill when only indirects are used.

Not to mention the sloshing machine does whatever this weapon does (frontline, blaster like stingray) with more damage and range. All it takes is some aim and it doesn't have as much mobility.


"But with the clash blaster's stingray, it becomes a tower control beast"
But can it get that stingray fast / consistently without sacrificing it's build to special saver / comeback / tenacity / or special charge? Usually, no, since the painting is rather poor compared to other stingray weapons like the .52 deco and the jet squelcher (which aren't the best painters in the first place).

Also, the curling bomb + tentamissle kit is not scary at all. It still has the same problems as the first kit, and you don't even have a stingray to be a threat on tower and rainmaker. Instead you have inconsistent tentamissles. Not much of a threat, especially when the tentamissles need to get back to do damage, and the clash needs to go upfront to do damage.

With it's weaknesses of below average range, slow time to kill, and poor painting, the indirect size and fire rate is fine. The Clash has finally seen some success, and it shouldn't be nerfed as soon as it finds a niche.

But for weapons that seem to have taken the meta, slosher deco and heavy splatling seem like the most notable weapons to mention (along with vanilla blaster).

I'm not going to talk about vanilla blaster just because I'm sick and tired of discussing it.
In short, just a forgiving weapon with a panic button and a nice combo. Extremely one dimensional, with it's indirect + splashdown combo and with less endlag to be a nice close range killer. It's main weakness is paint, so nerfing the points to special will do a lot of damage to this weapon.

Slosher Deco, outside of zones and clam blitz, isn't that scary of a weapon. But in zones / clams it's a very good weapon.

It's still rather slow, and the time to kill is rather slow as well. Baller is not much of a threat in rainmaker and tower control, like it is on Zones or Clam Blitz. As for the main weapon, the slosher cannot break a rainmaker shield fast with just sloshes, and sloshing over the tower spire breaks the slosh, which sucks.

While being slow, and having a slow time to kill, Baller allows it to start pushes in clam blitz and instant captures on the zone. Along with it's respectable range and ability to kill over ledges, makes it a respectable slayer weapon with some paint to boot. Making it a solid addition to any team in those two modes. And thanks to sprinkler, the slosher doesn't need to be watching the zone in order to paint it. Not to mention it's amazing matchup against the vanilla blaster, outranging it, and having baller to tank hits and combo off of.

Slosher Deco needs to be careful of the heavy splatling before it starts getting comfortable. As a heavy can take the baller away, and toast it from far away. And it paints better as well. The slosher deco is a solid weapon, but it's not on the levels of broken.


Heavy Splatling has finally seen some use in the current meta, I'm surprised it took this long.

The main reason why heavy splatling is so popular is because it's one of the only weapons in the game with range and consistent paint. Plus with it's fast time to kill, and DPS when charged, it makes it a reliable defending weapon that can guard many objectives. Along with both of the specials it can have, stingray and bubbles, it can defend pushes extremely well. Denying towers and rainmakers with stingray, and making pushes with bubbles on zones and clams.

Chargers, jet squelchers, the hydra splatling and the squeezer are the only main weapons that get close to the heavy splatling's range, but they can't offer nearly as much paint to compensate. Making the heavy one the only hardcore painting anchor in the game, with it's ability to confront opponents and cover the map quickly. And it's two specials make it a defensive beast in this metagame.

However, there are some other weapons that I think people are sleeping on right now.

The Dapple Dualies are painting monsters. Both kits allow for fast paint and fast specials that help paint the map further. Not to mention the vanilla's beacons and the blue kit's toxic mist to further aid allies.

But besides being support weapons, the dapple dualies are incredibly mobile, in the light weight class, and having some of the best DPS after a dodge roll, allowing you to shred opponents who get close.

The only weakness these things have is their pitiful range. However, their dodge rolls and light mobility help them maneuver to enemies quicker, and allow for quick escapes if the dualies can't fight the threat immediately.

Reliable range, paint, killing power, and supportive special all rolled into one? (without any shot deviation or rng) Impossible, you say. However, the H-3 D exists. With it's good range, killing power, and paint, it can be one of the best defensive weapons to put onto your team. As it's potential for a 3 shot one combo kill is incredibly nice. And having a ranged weapon that can put out ink armor reliably is nice.

Suction Bomb and Armor really help on defense, particularly on clam blitz and tower control, since you can close off chokepoints / potential objective paths with the suction bombs, and have your team prepared for a push in any mode with the ink armor.

The only problem is that it's rather unreliable. As the weapon is extremely good on paper, the amount of endlag after a miss completely jinxes it from becoming popular. And it's rather unforgiving to a player who misses frequently. But to a seasoned player, the H-3 D is a wonderful weapon that has a high skill floor and ceiling. Making it a wonderful time investment to those who put their best effort into it.
Yeah, Dapples scare the crap out of me. Definitely the best of the duelies (although Squelchies come close) and basically an Aerospray that can actually function as a weapon.
 

Mar$el

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But remember with the clash, if you get two directs, it isn’t even half a second before they are dead...which in my opinion makes it over powered. Also I would like to note that the Heavy didn’t receive any buffs in he past patch, it has just been picked by a lot of people. And it’s specials (Stingray and Bubble Blower) happen to be some of the best specials in the game (if not the best) so it has a lot going for it right now. And this thing is killer with the bubbles. I was play8ng deck the other day and my god, this thing is great for kills with bubbles. It can pop them so fast, opponents don’t see it coming. It’s such a good feeling to get kills with Bubbles. It also has some of the best coverage in the game, complimented with above average range, fast kill time, what is not to like? This is such a meta breaker to be long range. I want this thing to wedge it self into competitive. This thing has deserved attention for awhile, but no one has given it that much attention in awhile (since the release in S1)
Actually the heavy has made it's way into competitive. The vanilla one more so than the Heavy Deco, however. Considering bubbles can be countered entirely with a single bomb rush from one of the many meta bomb rush weapons (Rapid blaster, Dapples, Sloshing Neo), it's not everyone's favorite choice. What is everyone's favorite choice is stingray, however. The Hero Splatling currently sits at a measly 180 points for special for one of the best painting weapons in the game + a sprinkler. This thing provides amazing long range pressure and builds ray so fast people who use it (especially SZ backliners) basically main stingray. It shreds through ballers and bubbles and with Object Shredder it's even better. I definitely think we'll be seeing a special increase to maybe like 210 or something. Unless a major ray nerf hits in 3.0 but we'll see.
 

ThatOneGuy

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Such a great write up by @ThatOneGuy as always! I agree with pretty much everything you said... however! As a Slosher enthusiast I can't help but nitpick a little lel. Slosher itself may not be the greatest rainmaker popping weapon, but the Deco has Sprinklers which can pop shields surprisingly fast.
Thanks lol. And yes, I did forget about the spinkler rainmaker pop tech. Which is pretty good for the slosher deco, but the initial sprinkler toss can be hard to land effectively (if your opponents are making the rainmaker bigger) and it's a lot of ink you lose for messing up.
But remember with the clash, if you get two directs, it isn’t even half a second before they are dead...which in my opinion makes it over powered.
"If you get two directs, it isn't even half a second."

The clash blaster's two direct kill can kill in: 31 frames. Which is just a bit over half a second. But yeah, it's not that slow if you do that.

But what's wrong with this, and limiting the clash from being OP?

You can only do this at close range, making it rather easy to avoid getting caught up into a double direct since most weapons can kill upfront before that clash even gets close. In comparison to other close range threats, the sploosh o matic can kill someone with ink armor faster, dapple dualies can shred you in just 11 frames, with about the same range, killing almost 3 times as fast as a clash up close. And it has dodge rolls to help it get closer to you anyway.

It needs 2 hits exactly in order to accomplish. Getting two hits in a row is what you need to do this with. Upclose, and not missing. If you miss, add another 20 frames onto your time to kill. Which makes killing with the clash somewhat slow. Since most weapons in this game can kill in under 30 frames in ideal situations. Notable weapons include:
The jet squelcher (takes 27 frames to kill)
The inkbrush (25 frames to kill)
Mini Splatling (27 frames to kill)
Squeezer (holding ZR) (24 frames to kill)

The only weapons that take much longer are the chargers and the longer range splatlings, but at least they have range to counter the fact they can't kill quickly.

So even under ideal situations, with perfect aim, positioning and directs, the clash blaster still takes too long to kill. As many other weapons (notably other blasters and shooters) can kill much quicker than the clash blaster.
 

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You can only do this at close range, making it rather easy to avoid getting caught up into a double direct since most weapons can kill upfront before that clash even gets close. In comparison to other close range threats, the sploosh o matic can kill someone with ink armor faster, dapple dualies can shred you in just 11 frames, with about the same range, killing almost 3 times as fast as a clash up close. And it has dodge rolls to help it get closer to you anyway.
But that just isn’t cutting it, the Clash has the range of a Splattershot, so stop comparing it to super short ranged things. This thing still has one of if not the highest impact of any blaster, along with a faster fire rate. And it even has more range than the Luna. This weapon in comparison to other certain weapons makes them almost seem like you should play them, for example the Luna...another I would argue would be Tri Slosher, which yes it does have some differences but in my option some of the qualities between the two seem similiar, yet the Clash looks to be more aggressive. The range is similiar, both weapons can hit enemies behind walls, in a wide area, and easily vertically, yet the Clash doesn’t have to worry about not getting that damage out, it’s fire rate is so high. A direct on the Clash gets you pretty close, if not surpass the damage of a direct in the Tri Slosher (did they buff it again to 62?). And yes you are going to yell at me and say the Tri Slosher is better at covering, but this isn’t turf war, and while turf is still important, the freaking curling bomb and the Neo allows you to get to the start fast, and everyone is complaining about its inability to get up in the front fast. I feel there is a reason Nintendo removed burst bomb originally off the Neo kit, it would be like so super fast, your opponent would be dead so quickly...and I bet if you were to ask the community, people would think this thing is OP. I have seen so many kill streak video thing on reddit with these things, and have been in tons of 20+ kill games with the Clash. It’s ability to kill might not be super fast but it’s ability to quickly apply pressure and reach around corners makes this thing hard to beat.
 

Nerdbird

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Wow, this thread is really taking off!

Thank you everyone for taking this discussion so seriously!
 

the

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Hey sorry to change the subject but does anyone have any tips on using the tenta brella effectively? I took it into turf and I’m not sure what to do other than place beakons and shoot my shield into teammates’ advances. It’s so hard to kill with this thing that I barely ever splat someone without trading. (Is it just me or does this weapon have start AND end lag?)
 

Nerdbird

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Hey sorry to change the subject but does anyone have any tips on using the tenta brella effectively? I took it into turf and I’m not sure what to do other than place beakons and shoot my shield into teammates’ advances. It’s so hard to kill with this thing that I barely ever splat someone without trading. (Is it just me or does this weapon have start AND end lag?)
No problem

As I see it, the Tenta Brella has really only one use, and that is its hugely oversized and potentially overwhelming shield.

I’m sure you’re familiar with this main idea of being (if I may use the common Overwatch example) the Reinheart of the team, using your shield to start pushes and protecting weapons with slow start-up times (effectively just the heavy Splatlings and the hydra) and people carrying the objective (rainmaker, power clam) etc.

However, as many will point out, it’s primary fire is almost useless (and yes, you are correct about the start AND end lag). Some would argue that it’s ability to one-shot at close range makes up for the bad firerate and unimpressive inking capability, but I would just shake this off as a pitifully thin silver lining. This isn’t helped by not having a bomb to help improve versatility and help speed up special charge (I’m hopeful for the inevitable alternative kit though.)

But then you didn’t ask for an analysis, you asked for some simple play-style tips...

Remember your place as a supportive weapon, but also that neither you nor your allies can see through. Use this huge blind spot to your advantage to thwart troublesome snipers, Splatlings and even rainmakers as you provide (if a bit slow moving) cover for your team.

The Brella does surprisingly large amounts of damage by just running it into foes (a tactic I call “ram-raiding”.) Use this to your advantage when confronted at short range and when starting a push.

Lots of people forget this, but you can actually swim through your Brella, something very useful to help increase your chances of winning a 1v1. Playing on both sides will both confuse your opponent and provide you with the means to make a well-timed escape.

Finally, look out for flankers.
These guys will seriously rain on your parade, and in the case of most weapons (dapples, octobrush etc.) will shred you before you can react. A good way to counter this is to stand touching your moving Brella as it moves forward in order to take advantage of the curve in the shield. This will also ensure that you can constantly stand on your ink colour, preventing you from taking damage you could easily avoid.

Hope this helps!
 
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I honestly think that the Tenta is the most support based. I am waiting for Nintendo to release a Brella with Splash Wall and Bubble Blower. But the Tenta actually excels at team support. The large shield helps cover a large area, and has a decent amount of health. The Squid Beakons further help with team support. Bubble Blower on this weapon kind of sucks, even though it looks good at first. Like I said before it would be a joke for a Brella to have Splash Wall and Bubble Blower, because both the sub and special have defensive capabilities. It’s just silly considering you already have a shield on your weapon. Do you want the protection as a sub or special? Wait never mind it’s already on your main, but we will give you the special anyways because why not.
And let’s worsen it’s combat by not giving a bomb. The only worse sub I could see for this thing is point sensor. I could see Ink Mine for those questioning, because a direct on an Ink Mine, you don’t have to be at point blank for a kill. But a bomb would be much better. Sprinkler would be good to help aid your bad paint coverage. Disruptor because it can help get opponents away. Sorry for ranting but Nintendo set this weapon up to be pretty terrible.
 
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Inkling kirby

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(I’m hopeful for the inevitable alternative kit though.)
The datamine got updated with the other brella kits. The Tenta Sorella Brella currently has a hyper-defensive kit of:
splash wall and ink armor.

Have fun with the Trump Brella when it comes out.

No one asked, but the Undercover Sorella Brella has a pretty decent kit, so I guess I'll share that too.
It has splat bomb (thank goodness) and baller (hopefully good for backup when the shield breaks).

Also I guess this pretty much confirms that the brand that makes all brellas is named Sorella, even though by the appearance of the various stickers they use it seems they work with other companies to make the alternate sets, like most of the splat weapons do.
 
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MotorGamer

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The datamine got updated with the other brella kits. The Tenta Sorella Brella currently has a hyper-defensive kit of:
splash wall and ink armor.

Have fun with the Trump Brella when it comes out.

No one asked, but the Undercover Sorella Brella has a pretty decent kit, so I guess I'll share that too.
It has splat bomb (thank goodness) and baller (hopefully good for backup when the shield breaks).

Also I guess this pretty much confirms that the brand that makes all brellas is named Sorella, even though by the appearance of the various stickers they use it seems they work with other companies to make the alternate sets, like most of the splat weapons do.
What is with Nintendo and absolutely screwing the Tenta Brella? They hate it like the Dynamo...like literally Nintendo. A splash wall...on a Brella...no matter which kit you choose you are getting either a sub or special that the main already has on it! What the heck!
Also the new Undercover kit seems decent actually, unlike it’s bigger brother
 

the

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Yeah if they add a sheldons picks in this game im hoping they give tenta brella curling or sucction bombs. Some indirect damage to make one-shotting easier.
 

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Yeah if they add a sheldons picks in this game im hoping they give tenta brella curling or sucction bombs. Some indirect damage to make one-shotting easier.
Well knowing Nintendo they will probably give it point sensor. Also did I mention that Ink Armor also sort of acts as a shield, something that the main weapon already has (although not as much as with Bubble Blower and Splash Wall
 

the

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Hey I just started using dapple nouveaus recently. I’ve actually never used dualies before but they’re really fun! Does anyone have any dapple/general dualie tips? Also, on how to use toxic mist effectively with this weapon?
 

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I think the Splash Wall will become Meta again. Can anyone get a comparison from the start up time now compared to the first game.
 

Nerdbird

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I think the Splash Wall will become Meta again. Can anyone get a comparison from the start up time now compared to the first game.
Mist then double dodge roll in close to take ‘em out before they can escape. Return fire is futile when you’re in enemy mist, and you’re movement is restricted enough to put you at a major disadvantage. Because of this you can use the mist well with the ambush style of the duelies to get a swift, clean combo-kill. I recommend at least a main of bomb ink saver, along with ink recovery up and swim speed up to help with the aggressive play-style that the dapples promote.
 
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ThatOneGuy

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Hey I just started using dapple nouveaus recently. I’ve actually never used dualies before but they’re really fun! Does anyone have any dapple/general dualie tips? Also, on how to use toxic mist effectively with this weapon?
I think the best advice to use with dapples is to not spam the dodge roll. It makes you predictable, and you want to be as unpredictable so your opponent will miss you.


I saw this enemy use two dodge rolls approaching me, and then they immediately rolled again. So, I predict this because I know they're probably going to roll a second time. And it didn't help that the dapple user dodge rolled in a straight line, instead of going to my sides or varying the direction of his rolls.

That opponent should have staggered the roll, or at least change the direction of the roll. Because they were rather predictable in that fight.

So typically, when you dodge roll, you want to roll to the opponent's side, or wait to dodge roll. Just to make you hard to predict and where you'll be going. Typically, rolling to the side of the opponent is your best option up close, since the enemy needs to adjust their camera again just to hit you.

Also, be sure to paint the map. Don't get caught up in fighting too many threats, because you can't reach a lot of them anyway. Most of the time, you're better off painting the map, and then flanking for some kills.

I don't have any tips for the mist because I primarily use the vanilla version hehe
 

the

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I think the best advice to use with dapples is to not spam the dodge roll. It makes you predictable, and you want to be as unpredictable so your opponent will miss you.


I saw this enemy use two dodge rolls approaching me, and then they immediately rolled again. So, I predict this because I know they're probably going to roll a second time. And it didn't help that the dapple user dodge rolled in a straight line, instead of going to my sides or varying the direction of his rolls.

That opponent should have staggered the roll, or at least change the direction of the roll. Because they were rather predictable in that fight.

So typically, when you dodge roll, you want to roll to the opponent's side, or wait to dodge roll. Just to make you hard to predict and where you'll be going. Typically, rolling to the side of the opponent is your best option up close, since the enemy needs to adjust their camera again just to hit you.

Also, be sure to paint the map. Don't get caught up in fighting too many threats, because you can't reach a lot of them anyway. Most of the time, you're better off painting the map, and then flanking for some kills.

I don't have any tips for the mist because I primarily use the vanilla version hehe
That’s pretty good advice... on paper “fast but short dodge rolls” sounds really cool, but the fact that i get locked into position after rolling makes that... a lot less impressive
 

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That’s pretty good advice... on paper “fast but short dodge rolls” sounds really cool, but the fact that i get locked into position after rolling makes that... a lot less impressive

The dodge rolls are a fixed distance/time, so yeah I can't tell you to shorten them or anything. Well, I think I phrased it bad. When I say "stagger the dodge rolls", don't immediately go for a dodge roll as soon as you see an opponent. Because they can back up, shoot you in the face, and that's not cool. So I guess I meant to say was shoot for a little bit (just hold zr) and then when you get into rolling range, then go for a roll.

Because smart opponents will do just that to you. They're going to wait until you're out of rolls / predict where you're going if you're rolling in a pattern.

Also, rolls are very useful for 1v1 scenarios (dodging one opponent's attacks, and then melting them thanks to your DPS) or escaping around a corner / into a pit. Since the dodge roll can instantly drop you down it makes for a quick getaway if needed.

Trying to roll 2 opponents at once is pretty risky, especially if they have something like a brush, or a weapon that doesn't have to aim extremely accurate. 1v2+ situations are pretty bad to get into generally (with any weapon) and you should avoid them. Hope this did a better job explaining what I posted the first time.
 

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The way to effectively dodge roll is to instead of going "roll - roll", go "roll - wait - roll - roll" unexpectedly.
 

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