How many Damage Ups should I use on the Custom Blaster?

drwatson

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What amount is most optimal for it? I'm currently thinking of running 1 main and 6 subs (ideally), but should I be using more or less?
 

ChiePet

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Doesn't Damage up only make the Blast Radius stronger? Like increases overall how powerful the 'missed' hits are? Because I'd say Blaster/ C. blaster is typicall 1-shot kills unless missing a lot, so at best maybe 1 Main and 1x row of subs (aka 3x.)
 

drwatson

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Damage Up can make a near miss ohko, and the more you have the more this will occur. Without Damage Up, near misses still 2hko and you'll only be able to get a 1 hit if you get a direct. I see some Blasters with three mains and some with just 1, so 1 main and 3 subs does sound good.
 

Njok

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Cap=max for the blast radius since aside from increasing the ohko range of the radius you are actually also playing a very important support role by just blasting in their general direction, making them weak and easy to pick off for a teammate and chasing them out of camping spots. So it all just kind of depends on which other abilities you want to be running.

I personally like to throw in some bomb range and tenacity and/or special charge and the obvious ink resistance, so i also usually end up with 2 mains (or any combination of mains/subs that results in roughly the same).
 

drwatson

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Hm, ok. I run Red Hi- Tops for Ink Res. and Swim Speed, and the Anchor Sweat for Cold-Blooded and Damage, but other than that there's not really much since the C. Blaster doesn't need any ink efficiency imo. I'll probably wait for the Legendary Cap (I'm level 42 right now) and try to reroll triple damage up which will probably take forever but will be worth it, lol.
 

Pitero

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As a Custom Blaster myself, I either run 2 Damage Up mains (1 main, 3 subs), or none. The difference is really slight and only visible with a significant amount of it.

Recently I've started to value Tenacity/Special Charge Up and Swim Speed Up over Damage Up (and I must say that Im a huge enthusiast of it overall). Bubbler and a good range are the things that make Custom Blaster so great and supporting both gave much more kills and wins.

I still run my Defense Up/Damage Up set depending on maps/modes. Since Custom's fire rate is slower than Lunas, making the opponent hit you one more time has saved my life a lot of times aswell. You can also nicely combine Damage and Defense with Pink Sweater, give some Special Charge Up on Takaroka etc. etc. But it all comes down to preferences :)

In conclusion: If going for Damage Up - get at least 2 mains imo. If not, other abilities will serve better.
 

curry time

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I find running more than 2 mains (or a main and 3 subs) redundant, as the increase in ohko range on a near-miss at that point is barely noticeable. That's the most necessary detail when it comes to building for Blasters.

Other than that, the usual Cold Blooded and Swim Speed help a lot. I've been enjoying Bomb Range on the regular Blaster lately as it allows you to cripple an opponent from positions you couldn't before (at round start this can make a huge difference). Same goes for the Custom and its Point Sensors, and no doubt the Neo Luna and its Splat Bombs.
 
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MakesDream

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drop the custom and play the rapid blaster and get the damage cap :)

I don't know by how much the blast radius can be extended by but id say not to deal with it. use the blaster in situations where two hits is enough maybe use one main to counteract defense. but i feel like you should use the blasters two hits to your advantage. only shoot them when you can shoot and they can't behind walls and such or get crazy good at getting the direct hits. i would use your subs for stuff like special builders. cause bubbler is a great team weapon
 

LMG

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Damage Up can make a near miss ohko, and the more you have the more this will occur. Without Damage Up, near misses still 2hko and you'll only be able to get a 1 hit if you get a direct. I see some Blasters with three mains and some with just 1, so 1 main and 3 subs does sound good.
Actually, all Blasters that splat in one direct hit can splat in one near miss if they hit close enough, even with no Damage Ups. It still helps to have some, though
 

drwatson

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So, I see that there's a lot of different possibilities on what to run. I'll probably start rotating gear for Cold-Blooded, Bomb Range, Special charge up, etc., but always keeping some damage up. Thanks for the input, guys. :)
 

Azza

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As a custom blaster user, I've always obsessed over dmg up. I didnt reach my intended gear yet, but I have a pure dmg dress. I'm trying to get pure bomb range pilot goggles and, the shoes being dmg main and 3x bomb range.

As someone has said, it depends on the maps and modes to what alternatives I might run. Respawn, swim, special charge, bomb range or include stealth jump for the longer maps. I favor all of these.

I'm also really looking forward to the neo luna, as my alt in a slosher and I've grown to love splat bomb with bomb range. Having a blaster with this sub is like heaven to me.
 

drwatson

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Inkipedia says the max use of Damage Up is 30% overall increase, so you don't need to go over that.
 

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