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Complete Weapons Guide: An Overview/Grade of Every Weapon in the Game

The Goomy

Inkling
Joined
Jun 24, 2015
Messages
13
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IAmTheGoomy
Hey everyone! I’ve been playing a lot of Splatoon, and one of my favorite things about it is definitely how balanced all of the guns are. I am currently at A+(99)

Proof of rank:
https://www.reddit.com/r/splatoon/comments/3d9pv7/i_finally_did_it_i_plan_on_posting_a_full_weapons/).

I noticed that there really is nothing on here that’s a comprehensive list of all of the guns in the game, so I wanted to create a Weapons Guide! This will entail basic information about each gun, the best gamemodes/maps to use the gun on, and the counters to each gun.

Note: Some of this is opinion based, and I hope this opens up good discussion about the weapons in the game!

Note 2: I will mark guns I’ve used extensively with an (*)

Note 3: The format next to the gun will be (Range/(Damage/Impact/Ink Speed/Charge Rate)/(Fire Rate/Weight/Mobility))

I'm excited to bring you this as it took like 8 hours to complete!

.52 Gal (50/70/30) - Shooter, Sub: Splash Wall, Special: Killer Wail

The .52 Gal is definitely one of the better guns in the game. Its range is pretty long for a gun that has a lot of power, and it is fairly ink efficient. The .52 Gal holds the honor with the .52 Gal Deco of being one of the only guns in the game capable of getting a 2HKO. In addition, access to the Splash Wall allows for the gun to work amazingly well to control crucial points in ranked battles. The Killer Wail, however, is not very useful baring Tower Control. Definitely one of the better guns in the game, and should be used a fair amount. One thing to keep in mind is the fairly slow fire rate, so don’t rush into battle head on with this.

Best Gamemode: Tower Control

Best Maps: Saltspray Rig/Walleye Warehouse

Worst Map: Kelp Dome

Best Counter: Dual Squelcher

Grade: B+

.52 Gal Deco* (50/70/30) – Shooter, Sub: Seeker, Special: Inkstrike

Personally one of my favorite sets in the game. This does not mean, however, that it is a great set. I actually believe the .52 Gal Deco is worse than its brother gun. It is still capable of getting a 2HKO, which is amazing. However, Seekers are definitely one of the worst sub slots in the game. Their easily avoided for the most part, and cannot be thrown over objects. This gives the gun a limited range feeling, as you can’t really reach opponents you can’t see. The Inkstrike somewhat mitigates this issue, but it is still difficult to get kills at long range and control the map. The fact that it’s a 2HKO weapon saves this gun and makes it usable for sure.

Best Gamemode: Splat Zones

Best Map: Port Mackeral/Walleye Warehouse

Worst Map: Blackbelly Skatepark

Best Counter: Good Splat Bomb/Suction Bomb play

Grade: B

.96 Gal* (68/80/15) – Shooter, Sub: Sprinkler, Special: Echolocator

The .96 Gal is simply an amazing weapon. Its range is incredible for a weapon with 80 damage, but it takes extreme accuracy and patience to use. It’s a 3HKO from its effective range, and does an excellent job at keeping the opponents at bay with its excellent range. The Sprinkler is an amazing sub for this gun, as it allows it to ink areas it cannot fight its way directly into. The team support continues with the Echolocator, which shows your entire team the enemy’s location. However, the set can struggle in Tower Control, as most of that play is in close quarters, so it’s limited to Splat Zones and Turf war, really. This gun can perform well on every map, which sets it apart.

Best Gamemode: Splat Zones

Best Map: Bluefin Depot/Urchin Underpass

Worst Map: None

Best Counter: Jumping Blasters

Grade: A

.96 Gal Deco* (68/80/15) – Shooter, Sub: Splash Wall, Special: Kraken

The .96 Gal Deco is an amazing weapon, that basically fills the void the .96 Gal leaves in Tower Control. The Splash Wall is a highly underrated sub that can work effectively in all game modes, but takes practice to learn. This weapon is amazing in Tower Control as you can place Splash Walls in front of the tower and help support the tower forward. You can even bounce it off walls and land it onto the tower. In addition, it’s useful for the last 20 step push as the Kraken allows you to guaranteed hold the tower. It’s power is the same as the .96 Gal, which is amazing. This gun makes a perfect set of a gun that works in Splat Zones (.96 Gal), and one that works in Tower Control (.96 Gal Deco)

Best Gamemode: Tower Control

Best Map: Kelp Dome/Urchin Underpass

Worst Map: Blackbelly Skatepark

Best Counter: Rollers

Grade: A

Aerospray MG* (32/20/100) – Shooter, Sub: Seeker, Special: Inkzooka

Ah, the Aerospray MG. One of the most used weapons at the game’s release, and for good reason. It excels in the Turf War atmosphere, as it covers turf at an ink-redible rate (n_n). This gun is amazing for covering a lot of ground quickly to try to give your team support, as well as scoring points in Turf War. However, again, the seeker is not good for the Aerospray, as its crippling range is even less since you cannot throw bombs over walls with it. The Inkzooka definitely helps this problem, as you can quickly charge it and increase your effective range with it. I would say, unfortunately, that this is a gun best used outside of ranked due to its range, and lack of offensive pressure.

Best Gamemode: Turf War

Best Map: Kelp Dome/Blackbelly Skatepark

Worst Map: Bluefin Depot

Best Counters: Anything with decent range

Grade: C+

Aerospray RG (32/20/100) – Shooter, Sub: Ink Mine, Special: Inkstrike

The Aerospray RG is a brother weapon to the Aerospray MG, and unfortunately, it is probably the worst of the two. With identical stats, the only difference between the two guns in the full load-out. The Ink Mine is up there with the Seeker as one of the worst sub weapons in the game, especially for a gun that already has limited range. A gun like this would love to be able to extend its range with Splat/Suction Bombs. The Inkstrike is always a useful special, and it gets filled quickly due to the rate at which the Aerospray covers turf. Useful for claiming zones in Splat Zones, but does not extend the effective range of the weapon. This makes it a pretty pedestrian class.

Best Gamemode: Turf War

Best Map: Kelp Dome/Blackbelly Skatepark

Worst Map: Port Mackeral

Best Counters: Anything with decent range or Splat/Suction Bombs

Grade: C

Blaster (32/83/20) – Shooter, Sub: Disruptor, Special: Killer Wail

The key to using Blasters is the ability to deal big damage, while not having to hit the opponent. The Blaster is actually pretty decent at hitting the opponents with its passable range of 32, as well as the fact that the minimum damage it can deal with splash damage is 50 points. The Disruptor is not a Sub that is heavily distributed and works nicely to cripple an opponent for easy around the corner kills. The Killer Wail, however, is not incredibly useful outside of Tower Control. Speaking of Tower Control, every blaster (baring one) is good in that game mode since it’s good at getting kills on the tower. One thing that can be abused with Blasters is the minimum effective range. Getting very close to them makes it such that they have to directly hit you to kill.

Best Gamemode: Tower Control

Best Map: Saltspray Rig/BlackBelly Skatepark

Worst Map: Arowana Mall

Best Counter: Getting close

Grade: B-

Carbon Roller* (23/65/60) – Roller, Sub: Burst Bomb, Special: Inkzooka

The Carbon Roller is completely different than any of the other rollers. What separates it is the ability to flick the roller incredibly quickly. In addition, the Carbon Roller moves quickly and does not give the feeling of being weighed down like the other rollers. Unfortunately, this means that the range as well as the ability to roll over people is mitigated. The Burst Bomb gives the Carbon Roller some immediate offensive pressure and range, as they can be tossed out in dangerous situations. This is a great weapon for maps that you can sneak up on people. Finally, the Inkzooka is always amazing and adds to the effective range of the weapon.

Best Gamemode: Splat Zones

Best Map: Blackbelly Skatepark/Moray Towers

Worst Map: Kelp Dome

Best Counter: Ranged Weapons

Grade: B

Classic Squiffer (65/70/60) – Charger, Sub: Point Sensor, Special: Bubbler

The Classic Squiffer is similar to the Carbon Roller in that it is different than the rest of the chargers. It is effective at keeping the opponent at range, and can really put pressure on the opponent given good play, but its range is relatively low. The main pro of using this weapon is the incredibly fast charge rate. However, being outranged by things like the .96 Gal is a little upsetting. The Point Sensor is useful for this weapon, as you can reveal your opponents to take them out from range. The Bubbler is always good, but is not incredibly useful on this weapon as you are usually standing back from the action.

Best Gamemode: Splat Zones

Best Map: Blackbelly Skatepark/Kelp Dome

Worst Map: Arowana Mall

Best Counter: Grenade + Rushing up on them

Grade: B-

Custom Blaster (25/70/20) –Shooter, Sub: Point Sensor, Special: Bubbler

The Custom Blaster is the perfect culmination of the elements of a good blaster. It has really excellent damage, decent range (for its class), and good fire rate (for its class). These abilities combined form a really solid blaster that can keep amazing offensive pressure, and can be effective at getting damage at choke points (like the tower in Tower Control). Point Sensors are always useful as they reveal opponents locations and allow for easy kills around corners. The Bubbler is an amazing special for short ranged guns as you are generally near the action and can get surprise kills/spread the love to teammates.

Best Gamemode: Tower Control

Best Map: Urchin Underpass/Blackbelly Skatepark

Worst Map: Arowana Mall

Best Counter: Minimum Effective Range

Grade: A
 

The Goomy

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Jun 24, 2015
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IAmTheGoomy
Custom Dual Squelcher (68/27/55) – Shooter, Sub: Squid Beakon, Special: Killer Wail

The Custom Dual Squelcher is unfortunately one of the worst classes in the game. It has a lot of potential as a weapon that can cover turf quickly from range, but its damage really limits its ability to succeed, considering it has the same range as the .96 Gal. Squid Beakons are always useful to control areas in Splat Zones, and the Killer Wail is good in Tower Control. However, nothing makes this gun a powerhouse in any particular mode.

Best Gamemode: ???

Best Map: Port Mackeral/Kelp Dome

Worst Map: Arowana Mall

Best Counter: Rushing and Chargers

Grade: D+

Custom E-Liter 3K (97/20/15) – Charger, Sub: Squid Beakon, Special: Kraken

The Custom E-Liter 3K is everything wrong that the original E-Liter does right. Although the class still has the same gun (with the best range in the game), it unfortunately has weird and not useful Sub and Special. The Squid Beakon is not useful for a charger as you are usually not pushing into opposing territory. In addition, the Kraken nerf made it significantly worse, as well as the fact that you are usually not going to be close to the action to get kills with it anyway. Wasted potential on an amazing gun.

Best Gamemode: Splat Zones

Best Map: Arowana Mall/Moray Towers

Worst Map: None

Best Counter: Getting close

Grade: C+

Custom Jet Squelcher (80/32/40) – Shooter, Sub: Burst Bomb, Special: Kraken

The Custom Jet Squelcher is definitely an underrated set. The excellent range of 80 is highest for a shooter in the game, and allows for long range turf coverage and offensive pressure. In addition, the Burst Bomb helps the minimum effective range, as you can spam them at your feet when people are near. The Kraken helps the minimum effective range as well, but does not help with map coverage, the main goal of this set. Therefore, this set is good, but not amazing. The coverage is perfect for Splat Zones.

Best Gamemode: Splat Zones

Best Map: Bluefin Depot/Kelp Dome

Worst Map: Blackbelly Skatepark

Best Counter: Well placed Splat/Suction Bombs

Grade: B-

Custom Splattershot Jr. (32/32/75) – Shooter, Sub: Disruptor, Special: Echolocator

The same thing that happened to the Custom E-Liter 3K happened to the Custom Splattershot Jr. They took a gun that had an absolutely amazing set and turned it into something that leaves a lot to desire. With the short range of the gun, the goal should be to be on the front lines, putting pressure and working hard. But the disruptor doesn’t help due to low range, and the Echolocator is best used on guns that are more conservative. Therefore, this thing is outclassed by the regular Splattershot Jr.

Best Gamemode: Turf War

Best Map: Kelp Dome/Walleye Warehouse

Worst Map: Port Mackeral:

Best Counter: Ranged Weapons

Grade: C-

Dual Squelcher (68/27/55) – Shooter, Sub: Splat Bomb, Special: Ecolocator

The Dual Squelcher makes up for the mistakes of the Custom Dual Squelcher. The range is still excellent combined with the fire rate makes for efficient ink spreading. The Splat Bomb is one of the best subs in the game and can be thrown at your own feet to keep enemies away. Also, since this is a relatively passive gun, Echolocator is amazing for it since you will most likely live long enough to charge it, especially with the coverage of the gun.

Best Gamemode: Splat Zones

Best Map: Bluefin Depot/Kelp Dome

Worst Map: Urchin Underpass

Best Counter: Chargers

Grade: B

Dynamo Roller* (72/30/20) – Roller, Sub: Sprinkler, Special: Echolocator

The Dynamo Roller is definitely one of the best weapons in the game for keeping opponents at bay. Its ink-redible range helps it to push people back and make sure that you cover a large area. This works amazingly for Splat Zones since you can prevent them from getting close. In addition, the Sprinkler allows the roller to cover area while being defensive. This passive set is completed with the Echolocator, which is easy to charge with the set. It’s amazing to have a charger that is passive and works so well at it.

Best Gamemode: Splat Zones

Best Map: Urchin Underpass/Blackbelly Skatepark

Worst Map: Bluefin Depot

Best Counter: Rushing

Grade: A-

E-Liter 3k* (97/20/15) – Charger, Sub: Burst Bomb, Special: Echolocator

The E-Liter 3k is definitely the best charger class. The gun itself has amazing range that allows it to reach crucial areas like: Platform to platform on Bluefin Depot, Side Path to edge on Urchin Underpass, across the dang map on Arowana Mall). In addition, it doesn’t have to be charged all the way to get a kill. The Burst Bomb is amazing on this set, as it lowers the minimum effective range, letting you get kills when people try to rush you. And finally, since it’s a passive set, the Echolocator is amazing as it provides self-support and team support.

Best Gamemode: Splat Zones

Best Map: All (Moray Towers tho)

Worst Map: None

Best Counter: Outplay your opponent

Grade: A+

Forge Splattershot Pro (68/55/40) –Shooter, Sub: Point Sensor, Special: Inkzooka

The Forge Splattershot Pro is definitely a weird weapon. It has the same range as the .96 Gal, but less damage. However, it has the same amount of shots to kill. This sounds like an amazing weapon, right? Unfortunately it’s inkredibly ink inefficient, and it’s sub and special let it down. The point sensor is not too useful for this class as you normally will be farther back from the action, as opposed to throwing these things around corners. And although I believe the Inkzooka is a top tier special, it’s more useful on weapons with limited range. For these reasons, the gun is good, but not great.

Best Gamemode: Splat Zones

Best Map: Blackbelly Skatepark/Walleye Warehouse

Worst Map: Moray Towers

Best Counter: Rushing/Sniping

Grade: B-

Gold Dynamo Roller (72/30/20) – Roller, Sub: Splat Bombs, Special: Inkstrike

The Gold Dynamo Roller picks up right where the Dynamo Roller does in terms of being amazing at keeping opponents at bay and being able to control zones with its ink-redible spread. This set is basically just as good as the regular Dynamo, but lets it work with a different playstyle. The Splat Bomb is an amazing sub weapon that actually gives a kind of hit-and-run mentality. You can throw it into the ground and swim away to keep momentum. Since you can fill up your special gauge easily with your spread, the Inkstrike can help even more to control zones.

Best Gamemode: Splat Zones

Best Map: Blackbelly Skatepark/Urchin Underpass

Worst Map: Port Mackeral

Best Counter: Rushing

Grade: A-

Inkbrush (10/100/100) – Roller?, Sub: Sprinkler, Special: Inkstrike

The Inkbrush is definitely an interesting weapon, that can be effective if used correctly. Its main selling points are first of all the speed. You can quickly infiltrate enemy territory and try to gain position early, or help flank during the match. The Inkbrush may have the best Sub/Special combination in the game for Splat Zones. The Sprinkler helps you to charge your special as well as cover the zone. Inkstrike obviously helps to regain territory or the zone. One thing about this weapon is that Ninja Squid is basically necessary as the element of surprise is your best tool. Unfortunately it’s incredibly weak and has terrible range/coverage. This makes it completely unviable on Tower Control.

Best Gamemode: Splat Zones

Best Map: Blackbelly Skatepark/Port Mackeral

Worst Map: Kelp Dome

Best Counter: Not getting snuck up on, it’s the only way you die

Grade: B-
 

The Goomy

Inkling
Joined
Jun 24, 2015
Messages
13
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IAmTheGoomy
Jet Squelcher (80/32/40) – Shooter, Sub: Splash Wall, Special: Inkstrike

The Jet Squelcher is a really cool weapon that can work well in all game modes. The Splash Wall is amazing for team support, as you can put it into crucial choke points and use it to push forward with your amazing range. In addition, the Inkstrike helps to take control of zones in Splat Zones. The only bad thing about this weapon is that it’s really weak and therefore takes a lot of good aim from distance to get kills. The spread on this gun is decent and really should be used more than it is.

(For some reason this is the only size picture, sorry)

Best Gamemode: All

Best Map: Kelp Dome/Moray Towers

Worst Map: Blackbelly Skatepark

Best Counter: Rushing

Grade: B+

Kelp Splat Charger (85/50/40) – Charger, Sub: Sprinkler, Special: Killer Wail

The Kelp Splat Charger is definitely a good charger. Its range of 85 is definitely excellent and its charge time is pretty decent as well. Unfortunately where it falls short is in the Sub. Although the Sprinkler is an amazing option for most classes, it makes the weapon completely vulnerable from close range as there is nothing you can hit the opponent with from close. The Killer Wail is a decent special but does not help the close range issue. Definitely could be better. This gun needs good team support to succeed.

Best Gamemode: Splat Zones

Best Map: Arowana Mall/Moray Towers

Worst Map: None (Chargers are cool in this way)

Best Counter: Rushing

Grade: C+

Kelp Splatterscope (88/50/35) – Charger, Sub: Sprinkler, Special: Killer Wail

Don’t use this. The scope is unnecessary and not helpful. Splat Charger is better in every way, with the same Sub/Special.

Grade: F

Krak-On Splat Roller (55/50/40) – Roller, Sub: Squid Beakon, Special: Kraken

The Krak-On Splat Roller is extremely similar to the Tentatek Splattershot in that its stats are somehow so mediocre that it makes an amazing weapon. The Krak-On is a good weapon that works on pretty much any map, any gamemode, any style. It’s a fast roller that also has the option to flick at a decent range. In addition, it splats incredibly quickly and is a 1HKO when rolling and splatting. The Squid Beakon is an amazing Sub on rollers as they are generally going to be able to get where they want to and normally have the ink to place them. These are crucial for winning on certain Splat Zones maps (Saltspray Rig), and support the team. The Kraken is nice for using in dicey situations, and also can be used to ride the tower in Tower Control.

Best Gamemode: All

Best Map: All

Worst Map: None

Best Counter: Outplaying your opponent

Grade: A

L-3 Nozzlenose (57/40/Burst) – Shooter, Sub: Disruptor, Special: Killer Wail

The L-3 Nozzlenose is completely unique in that it’s the only gun in the game that is a burst fire. I feel like this is underwhelming in a game where the main goal should be to ABI (Always Be Inking). It’s hard to keep a consistent stream of ink with this gun. Unfortunately, these flaws are not mitigated by amazing stats. Its range is relatively poor, and the damage is abysmal. The Disruptor is a really cool Sub without a lot of distribution, but it’s not enough to make it a good weapon. The Killer Wail is mediocre as well.

Best Gamemode: Turf War

Best Map: Arowana Mall/Urchin Underpass

Worst Map: Kelp Dome

Counter: Pretty much everything

Grade: C-

Luna Blaster* (10/80/30) – Blaster, Sub: Ink Mine, Special: Inkzooka

First off, I’d like to say that the Luna Blaster looks bad a**. I want to own one of these in real life. Anyway, the Luna Blaster is an amazing choice on Tower Control. It hits incredibly hard, and you don’t have to hit the target to do damage. In addition, the range is not as much of a liability on Tower Control as most of the action is really close. The Ink Mine is useful to put onto the tower to help defend it, and it can even be placed on choke points to help gain momentum. And finally, the Inkzooka is an amazing special for any short ranged gun, and the Luna Blaster is no exception. It’s useful to hang onto until you get into a crappy situation from range and them BAM, get them. Such a cool gun, such a cool class, such Luna, much Blaster, WOW.

Best Gamemode: Tower Control

Best Map: Bluefin Depot/Urchin Underpass

Worst Map: Kelp Dome

Counter: Range or minimum effective range

Grade: A- (this is totally biased it should be B+, but it’s too cool to give that grade)

New Squiffer (65/70/60) – Charger, Sub: Ink Mine, Special: Inkzooka

The New Squiffer is definitely an interesting gun that actually performs a little better compared to its counterpart the Classic Squiffer. What separates the New Squiffer from other chargers is its incredibly short charge time, as well as the fact that it is still a 1HKO. Unfortunately, it is still outranged by things like the .96 Gal and Splattershot Pro, but it’s useful for pretty much everything else. The Ink Mine can be used to protect yourself from close up, while the Inkzooka can increase your effective range. Definitely a cool weapon that is so different than all the other chargers.

Best Gamemode: Tower Control

Best Map: Blackbelly Skatepark/Kelp Dome

Worst Map: Arowana Mall

Best Counter: Snipers

Grade: B

N-Zap ‘85* (50/32/75) – Shooter, Sub: Splat Bomb, Special: Echolocator

Ah, the N-Zap ’85, one of the first weapons I seriously considered maining. I really enjoy using this gun, the spread and fire rate are incredible, and really allow you to put offensive pressure on the opponent. In addition, the range of 50 with the fire rate of 75 is almost unprecedented. It’s really awesome seeing the coverage that this gun has, and it actually kills really quickly at close range. The Splat Bomb increases the range of the weapon further by letting you toss them into areas you can’t normally reach. Echolocator is amazing on a weapon like this that covers a lot of turf, as you can charge it pretty quickly and support your team.

Best Gamemode: Splat Zones

Best Map: Blackbelly Skatepark/Kelp Dome

Worst Map: Port Mackeral

Best Counter: Snipers and Midrange Guns

Grade: B+

Rapid Blaster (45/35/40) – Blaster, Sub: Ink Mine, Special: Bubbler

Don’t use this please. It’s so inferior to all the other blasters.

Grade: F

Rapid Blaster Deco (45/35/40) – Blaster, Sub: Suction Bomb, Special: Bomb Rush

Somehow worse than the Rapid Blaster.

Grade: F
 
Last edited:

The Goomy

Inkling
Joined
Jun 24, 2015
Messages
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IAmTheGoomy
Splash-O-Matic* (30/25/70) – Shooter, Sub: Suction Bomb, Special: Bomb Rush

The Splash-O-Matic is definitely a cool weapon that has several traits that separate it from things like the Aerospray. First, although it has the amazing fire rate like the Aerospray, it has decent range, and can actually hit something beyond 12 inches in front of your face. Also, it has increased accuracy, firing perfectly straight with good spread. This makes for a gun that can cover a lot of ground really quickly. Suction Bombs increase the range of the weapon regardless of map and make sure you can support the Splat Zone with Bomb Rush. The biggest weakness of this weapon is its terrible strength, so aiming is definitely important.

Best Gamemode: Splat Zones

Best Maps: Saltspray Rig/Blackbelly Skatepark

Worst Map: Moray Towers

Best Counter: Ranged Weapons

Grade: B-

Splat Charger (85/50/40) – Charger, Sub: Splat Bomb, Special: Bomb Rush

The basic Splat Charger is a much better set than the Kelp Splat Charger. Keeping the important range as well as relatively fast charge time, the Splat Charger is a very good run-of-the-mill charger. It’s an excellent place to start with chargers, and is preferred by some players because it does not take as long to charge as the E-Liter 3K. In addition, the Splat Bomb is an excellent sub as it can be thrown at the feet during a retreat to get away from charging opponents. Bomb Rush allows the set to cover a Splat Zone from a high vantage point.

Best Gamemode: Splat Zones

Best Maps: Saltspray Rig/Urchin Underpass

Worst Map: Blackbelly Skatepark

Best Counter: Rushing

Grade: A-

Splat Roller (55/50/40) – Roller, Sub: Suction Bomb, Special: Killer Wail

The Splat Roller is a very solid class, but is unfortunately outclassed by the Krak-On Splat Roller. However, this does not mean that it is bad, but needs to be played in a different way. The Suction Bomb can be used to effectively increase your range, but can also be used tactically. Throw it behind an opponent to force them into a splat or even use it to approach secretly. It also helps with getting opponents out of sniper spots, which generally is annoying to rollers. The Killer Wail is ok, and can be used to pin opponents to one side of the map.

Best Gamemode: Tower Control

Best Map: Saltspray Rig/Blackbelly Skatepark

Worst Map: Kelp Dome

Best Counter: Ranged Weapons/Good Bomb Use

Grade: B+

Splatterscope (88/50/35) – Charger, Sub: Splat Bomb, Special: Bomb Rush

Don’t use the scoped snipers, they get in the way and the Splat Charger is superior with the same Sub/Special.

Grade: F

Splattershot (50/45/55) – Shooter, Sub: Burst Bomb, Special: Bomb Rush

The Splattershot is an amazing gun, but it does not make an amazing class. The gun is amazingly useful at medium to short range, and is really good at performing on almost every map. It actually has decent spread and fire rate, making killing from close range a quick 3 shot kill. Unfortunately the Burst Bomb is lackluster and doesn’t really do much damage or increase range, and Bomb Rush of Burst Bombs is rather disappointing.

Best Gamemode: Tower Control

Best Map: Blackbelly Skatepark/Saltspray Rig

Worst Map: Moray Towers

Best Counter: Ranged Weapons

Grade: B-

Splattershot Jr. (32/32/75) –Shooter, Sub: Splat Bomb, Special: Bubbler

The Splattershot Jr. is the first weapon given to the character in the game, and this leads many to believe that it is the worst weapon. This could not be farther from the truth. The Splattershot Jr. is actually an amazing class that is easy to use. With decent range, damage, and ink-redible fire rate: the Splattershot Jr. is good at covering ground, and putting offensive pressure. The Splat Bomb increases the range of the gun and gives a good escape route. The Bubbler is probably the best special in the game, it can be passed to teammates, and is good with this gun as you can use it while deep in enemy territory due to your low range.

Best Gamemode: Tower Control

Best Map: Saltspray Rig/Kelp Dome

Worst Map: Moray Towers

Best Counter: Midrange weapons

Grade: A-

Splattershot Pro (68/55/40) –Shooter, Sub: Splat Bomb, Special: Inkstrike

The Splattershot Pro is a really interesting class for a couple reasons. On paper, it should be amazing. It has really good range, fire rate, and sub/special combo. However, the main thing that holds this gun back from being amazing is its ink inefficiency. It really does need to be refilled often, and requires ink refill clothing slots. If you commit fully to this gun, however, it can take you very far in Splat Zones. It has good range to protect the zone, and the Splat Bomb/Inkstrike can help to protect the zone and take the zone back respectively.

Best Gamemode: Splat Zones

Best Map: Walleye Warehouse/Saltspray Rig

Worst Map: Arowana Mall

Best Counter: Rushing/Sniping

Grade: B+

Sploosh-O-Matic (15/55/75) –Shooter, Sub: Squid Beakon, Special: Killer Wail

Besides sounding like a device that attempts to turn women on, the Sploosh-O-Matic is actually not that great of a class. The range of only 15 makes it comparable to the Aerospray, but has a much worse spread. However, its saving grace is the great damage output, making this gun almost function as a shotgun, working to kill enemies at close range and push on the front lines. The Squid Beakon is always a good sub to gain position on the map, and the Killer Wail can be used to guide enemies toward you.

(Same thing with size, weird)

Best Gamemode: Turf Wars

Best Map: Kelp Dome/Walleye Warehouse

Worst Map: Arowana Mall

Best Counter: Anything with range at all

Grade: C

Tentatek Splattershot* (50/45/55) –Shooter, Sub: Suction Bomb, Special: Inkzooka

Last but definitely not least is the Tentatek Splattershot. This class is the embodiment of utility. It can be used in any game mode, on any map, and have success against really any type of weapon. The stats may be mediocre, but the class as a whole is amazing. The range on the weapon is enough to be extremely effective at close range as well as outranging blasters in the midrange game. Next, the Suction Bomb increases the effective range by allowing you to aim at hiding targets and push forward. And the Inkzooka increases the range further and allows for amazing map control with its scary speed and range. Best class in the game (but not my favorite).

Best Gamemode: Any

Best Map: Any

Worst Map: None

Best Counter: Outplay Opponent

Grade: A+


Well, thank you all so much for reading this! I hope this thread can open up discussion about weapons in the game and reveal good strategies people have for using each weapon.

Here is my YT: www.youtube.com/user/IAmTheGoomy

I am currently attempting to raise 100$ to purchase an Elgato so I can record/upload high level Splatoon videos and weapon analysis. If you feel so inclined, donate here: http://www.gofundme.com/zafw5ww


Bye~
 
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winner133

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It's okay I guess,

Thought the splatterscope is F rank but the ink brush is B-?

Wat

EDIT: Still pretty good for your first overview, it just seems that some weapons are in the wrong rank
 
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CanadianWifier

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Extensive amounts of writing, and pretty easy to follow along with. Also I like your writing style :rolleyes:

Great for someone new to the game (like me) and trying to get better! Thanks!
 

LMG

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Btw, Chargers with Scopes get extra range. Also, the Nozzlenose outranges about half of the shooters (from the Sploosh-o-Matic to the Splattershot, .52 Gal and N-Zap) and the added mobility during the burst delay can also count as a bonus point (especially when paired up with :ability_runspeed:)

Edit: Just noticed the ranking of my beloved Custom Dual Squelcher :confused:. The Killer Wail can work as a soft-counter to Krakens and Bubblers, or at least to get the Charger harrassing your team off his nest.
 
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The Goomy

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Btw, Chargers with Scopes get extra range. Also, the Nozzlenose outranges about half of the shooters (from the Sploosh-o-Matic to the Splattershot, .52 Gal and N-Zap) and the added mobility during the burst delay can also count as a bonus point (especially when paired up with :ability_runspeed:)
I know that they get the extra range, but I'm not really sure +3 range is worth crippling your vision in order to shoot the weapon. Especially since the snipers in this game are pretty user friendly with the "x" over the reticle. I had not thought about the fact that you can strafe a little faster with the Nozzlenose. Does that make it a more usable weapon? I still find it really weak and poor with coverage.

Thanks for the insight!
 

LMG

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I know that they get the extra range, but I'm not really sure +3 range is worth crippling your vision in order to shoot the weapon. Especially since the snipers in this game are pretty user friendly with the "x" over the reticle. I had not thought about the fact that you can strafe a little faster with the Nozzlenose. Does that make it a more usable weapon? I still find it really weak and poor with coverage.

Thanks for the insight!
The Nozzlenose is pretty tricky to use, but it can be pretty deadly. Within the burst it fires as fast as the Aerospray, and it might just be the most accurate shooter aside of the Blasters by a tiny bit. Also, the Scopes are mostly to help those who have trouble tracking enemies far away (I, for one, can't do that very well due to my TV screen size).
 

winner133

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I know that they get the extra range, but I'm not really sure +3 range is worth crippling your vision in order to shoot the weapon. Especially since the snipers in this game are pretty user friendly with the "x" over the reticle.
+3 range is worth since if someone is +3 farther then the regular one isn't going hit. If anything has a slight range over it it will still has a slight advantage over it.

Plus it doesn't really even cripple your range that much. If you put your self in a bad position with the scope it's your fought you allowed your self to be in one, plus chargers use should really take a quick glance at the map on the gamepad. The scope (at least in my opinion) allows for easier snipes.

Also even without the scope you can still be sneaked behind or just "whoosh...." your attack making people run away or try to "SPLAT!" you
 

Captain Norris

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As a charger player myself, I am happy to see that you have used the E-liter "extensively."
Very well done guide. I do agree about the added range of the scope not being very important, as I have had times where I wish I could reach just a little bit farther. Of course, I do not enjoy having the scope slowing down my ability to quickly turn myself, which is why I rarely use the Splatterscope (that and the subs and specials). That being said, it may suit one of the three playstyles one can be as a charger.

E-liter 3k for the win, and thanks for this :)
 

Captain Norris

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Sorry for double posting, but I think playstyle is really what makes grading weapons tricky, especially the chargers. With three main playstyles (Lower-ground offensive, upper-ground offensive, and a bit of both) it is sorta difficult to place each of the chargers in a certain spot, as all the chargers can be used by those playstyles, but some are better for certain ones. Regardlesss, I think you graded to the best of your ability. Hope you get that Elgato (great hardware). It would be cool to do some matches or recordings with you sometime as a YouTube co-op someday.
 

Squidalicious

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I knew the Tentatek was my favorite from day one! Glad to see it is called the best weapon in the game! Tentatek is love Tentatek is life.
 

BluEyes

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The forge pro does not give you surprises. You know someones around the corner and someones lying in that suspicious pool of ink. It costs over 19000 coins, one of the most expensive. Its not getting too much love at the moment but at the right hands, its a super weapon. Its rivalled by the 96 gal but countered by competent chargers and the 80 range of the Jet squelcher, which you would want to avoid facing head on if you man this weapon.
 
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Robotoboy20

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The L-3 Nozzlenose is completely unique in that it’s the only gun in the game that is a burst fire. I feel like this is underwhelming in a game where the main goal should be to ABI (Always Be Inking). It’s hard to keep a consistent stream of ink with this gun. Unfortunately, these flaws are not mitigated by amazing stats. Its range is relatively poor, and the damage is abysmal. The Disruptor is a really cool Sub without a lot of distribution, but it’s not enough to make it a good weapon. The Killer Wail is mediocre as well.
Oh my god...it's range is actually VERY good... seriously. Dude... can we have a game where people don't just trash on a whole set of options the game gives you!? Fighting games are filled with this kind of crap. Truth is I completely disagree, and you rip on my favorite weapons. I think the devs put these in here for a reason. It's not like they just said "Welp! We need more options, just throw something together" I'm almost certain they play tested their game, and looked at the overall usefulness of these weapons. Just because somebody reaches A+99 doesn't mean anything. You want the absolute truth? I think you didn't learn how to use these weapons properly. I main the Nozzlenose and do just fine with it in higher ranks. Please stop trying to phase out options with weird opinions.

I've read people telling me the gun has a "slow kill speed" and "It's range sucks" and even "You need perfect aim to hit with it" none of that is true... I've mained this thing since it came out... and the kneejerk reaction and hilarious interpretation that Splatoon isn't made for burst fire cracks me up. None of this is true. Take it from me folks, the Nozzlenose is a very good gun that requires more a technical play style than some of the other more brain dead weapons.
 

Phobos

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Splash-O-Matic* (30/25/70) – Shooter, Sub: Suction Bomb, Special: Bomb Rush

The Splash-O-Matic is definitely a cool weapon that has several traits that separate it from things like the Aerospray. First, although it has the amazing fire rate like the Aerospray, it has decent range, and can actually hit something beyond 12 inches in front of your face. Also, it has increased accuracy, firing perfectly straight with good spread.
Nice guide! But the above is slightly misleading - the aerosprays and splash-o-matic actually have the same maximum range (well, more or less - the aeorspray is listed at 32 to the SoM's 30). It's just that the SoM is more effective than the aerospray towards its maximum range due to its straighter firing pattern.
 

Robotoboy20

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Btw, Chargers with Scopes get extra range. Also, the Nozzlenose outranges about half of the shooters (from the Sploosh-o-Matic to the Splattershot, .52 Gal and N-Zap) and the added mobility during the burst delay can also count as a bonus point (especially when paired up with :ability_runspeed:)

Edit: Just noticed the ranking of my beloved Custom Dual Squelcher :confused:. The Killer Wail can work as a soft-counter to Krakens and Bubblers, or at least to get the Charger harrassing your team off his nest.
Have I told you that I love your signature!? The oatmeal is amazing.
 

SquiddiamFancyson

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Hey man this is amazing and well written, your efforts are definitely appreciated. However I think you're underrating the CDS. It completely excels at team support and map control. Between decent range, beakons to get back to key points, and a special that scatters people, I find this to be as equally viable as the standard dual, just suited to an alternative role (whereas standard is more aggressive).

It's actually been amazing for me in tower control, as beakons allow you to dominate some maps with a competent team. The range lets you pick people off from a safe point and the wail forces people to bail from the tower. Other than that, I agree with most of your list, though I'd give the kelp splatterscope and the pros a higher ranking.
 

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