It turns from a 3 shot kill to a 4 shot with one defense-up main or more. It takes 1 damage-up sub ability to counter one defense up main, and 3 subs/1 main damage-up to counter two defense-up mains.I see quite a few builds splattershot builds with damage up now. Do they need it or are they wasting ability slots?
Just the kits, same can be said for all alternate weapons.Is there a real difference in stats between the tentatek and the regular splattershot, or is it just the sub?
There is no difference in stats. There never is when comparing an original to a "sticker" weapon, the only differences are subs/specials.Is there a real difference in stats between the tentatek and the regular splattershot, or is it just the sub?
oh, ok. Don't know why I thought otherwise. Sorry for the late reply.Just the kits, same can be said for all alternate weapons.
Splattershot's fire rate/time to kill is good enough to not warrant mandatory Damage Up, honestly. If you're able to get a good position on an opponent, which you should, the 4 shot kill won't mean anything.
Yes. I've noticed a difference when not running at least 1 damage up main with burst bombs. I can easily get the three hit kill with burst bombs with only 1 main, but this is a lot less reliable without any damage ups.splattershots will stack damage because it helps burst bombs
the tenta is fast enough that it doesnt matter much, i mean obviously it can matter. but if you really want to avoid 4hit kill you need more than one subYes. I've noticed a difference when not running at least 1 damage up main with burst bombs. I can easily get the three hit kill with burst bombs with only 1 main, but this is a lot less reliable without any damage ups.
As for the tentatek, iirc only one sub is needed to cancel one defense main, so that is what I usually use. However, I've noticed a lot more defense up lately and that 4th hit is actually pretty detrimental. Especially against opponents with a similar TTK, it can turn a win into a trade or worse.