Misceallanous gear discussion

Grushi

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I just realized we never had a place to talk about random gear updates you're making for your builds, which feels weirdly obvious in hindsight.

Welcome! Feel free to post any build updates here, for any weapon, and any reason.
 

Grushi

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So my sorella tent build looks like this for now

:comeback: :ink_saver_main::ink_saver_main::quick_super_jump:
:quick_super_jump: :quick_super_jump::quick_super_jump::ink_resistance_up:
:stealth_jump: :swim_speed_up::swim_speed_up::special_saver:

I'm considering switching out the ink res for sub defense. I originally had another special saver sub but realistically I don't die enough to justify it and the purpose of this build is to never die, so it felt like overkill.
I tried ink res and I really can't tell if I like it, I notice a difference but if I'm ever having to stay mobile without having my shield paint for me I'm most likely dying very fast anyway. So maybe I'll try sub defense? I could also go for more qsj but one more sub only gets me 2 frames less startup which basically never matters.
I guess I could try swim speed too? I don't know
 

DzNutsKong

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I may have shared this one but forget honestly

1736972144635.png


This is my current MINT Decav build. NOT Charcoal, only Mint. Sub Saver and Ink Recovery Up are two abilities that I didn't think deserved mention in my guide for this weapon (which needs updating but that's beside the point). Seeing another Decav run it got me thinking, so I thought about where I would even try this, made a build, tested it out and here we are lmao.

The main idea here is obviously for improved Suction Bomb spam to push people out of specific chokepoints better. That much is obvious, but at a glance it wouldn't seem like it would benefit the Decavitator that much. As nice as bombs can be this isn't really the kind of weapon that should play to them as much as some other weapons might. So why run this build?

Well, I think this is best for letting you put Big Bubbler in a few more safe spots than you could otherwise. Since so many choke points are directly below ledges where your opponent has the high ground, there are a lot of scenarios where Suction Bomb spam against high ground is the only way to properly keep opponents from getting close to your bubble. This lets you put your bubbles in a bit more spots than you otherwise could without having to fear them getting shredded immediately.

This alone isn't much, especially since there are a lot of weapons that can more slowly work to chip it down at a safer distance and when the base ink efficiency is perfectly fine for the weapon. However I don't think Mint Decav as a weapon is super restricted in its gear choice. You could run Swim Speed Up, maybe Special Charge Up, maybe throw a sub or two of Special Saver somewhere, and while I still think doing something like this is worse than all of those it's not by enough to be that big of a deal. If you prefer to run the weapon this way or find it more fun then you won't end up feeling like you're playing a worse weapon or anything.


In case you're wondering why something similar might not work for Charcoal Decav - Splash Wall is very important, but you're not often cycling them like you would with Suction Bomb. The two subs of Special Power Up you need for Inkjet also give this weapon much less gear freedom than its base kit.
 

QuagSass

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I was showing off my Nautilus builds on Discord the other day and it reminded me of a Naut 47 build I wanted to make. So now I decided to pull myself up by the bootstraps or however that saying goes and started actually doing it. Here's my outline of an Opening Gambit build for Nautilus 47:

Näyttökuva 2025-01-15 230019.png


I went back and forth on having either 2s Swim Speed Up/ 1s Ink Resist Up or 2s Ink Resist Up/ 1s something else for a bit. I usually like to run 2-3 subs of IRU on any Splatling so just having the 1 here is gonna feel weird. But I figured the SSU is gonna be more worth it for Nautilus in the long run. And! If I do a good job keeping the OG up then I don't even have to worry about the IRU, OG gives me that. And even if I can't keep OG up consistently, Naut still works just fine with 1s of IRU. I just need to get used to it.

I made a really cute outfit for it too! The kind that's all cute and pink and pastel and fits me perfectly UwU
But Sendou.ink doesn't have the Eel-cake Hat on it yet so I can't put the build on my profile :(
 

OnePotWonder

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My current build for RBPD:

:swim_speed_up::intensify_action::intensify_action::quick_super_jump:
:swim_speed_up::ink_saver_main::ink_saver_main::ink_recovery_up:
:ink_saver_main::special_power_up::special_power_up::ink_resistance_up:

This build is optimized for leaning into an anchor playstyle. More so just not dying, ever; no Stealth Jump or Special Saver means getting back into play after being splatted can be time-consuming. 20 AP of Swim Speed definitely helps counteract that, both with the getting back into play and the never dying. The one thing I have on this build that's more unique is the Special Power Up, a criminally underrated ability for Killer Wail 5.1. The two subs I use here increase its duration by around 12-13%. Compare that to the 5-6% point cost decrease of two subs of Special Charge Up, and it's a no-brainer which gives you more special uptime in the long run.

In writing this I actually realized I have one extra unnecessary sub of Ink Saver (Main) on this build. I'll have to rearrange a few things to change it to a second sub of Quick Super Jump at some point.
 

isaac4

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I just realized we never had a place to talk about random gear updates you're making for your builds, which feels weirdly obvious in hindsight.
We did actually have at least two threads on sharing builds but they just never stayed active for long but this thread has the best title so I'll just use this one instead.

LDE vMachine build
Screenshot 2025-01-16 000612.png

This is what I've been using on vMachine for around 4 or 6 months now.
It's a slight variation from my previous build which only had one sub of ism and one sub of iss for double Fizzy.
The more I played vMachine though, the more obvious it became to me that double Fizzy was not worth building my gear around for such an ink hungry weapon like Machine.
It was very rare for double Fizzy to be relevant in any of my matches so now my previous build is only used for Humpback RM where spamming bombs on choke is extremely important.
Outside of that map/mode though, there's practically almost no situation where I would take the double Fizzy over the extra slosh.
Sure, I only get it with LDE effects active but Machine desperately needs to have less downtime so it can play towards its aoe slayer role.

The main and sub of rsu are pretty standard as well as the two subs of ssu. If I could fit more ssu i would but ink efficiency is too important for this weapon.
There's probably an argument to be made that I could even remove the single sub of rsu but I don't think it's too important.
Machine can be a little more flexible with the type of mobility it decides to prioritize but I would still say one main of rsu is optimal.

Sub Defense is the only other interesting thing to talk about with this build and while I wouldn't call it mandatory, it definitely feels much more important here than on something like Slosher.
Machine is a slow weapon, both with its mobility and kill time but the positions it likes to play in make it a target for the enemy team pushing in. It's going to deal with a lot of bombs and random chip damage so decreasing the chance of dying to that with a single sub is really nice, especially when it also reduces the location time of subs like Angle Shooter and Point Sensor.

Ntri build
Screenshot 2025-01-16 002714.png

My Ntri build shares a story of a desperate Cooler addict who doesn't have the pfs to get enough of them.
One main and two subs help deal with the terrible 210p Cooler cost which has only gotten worse with the recent Fizzy changes that nerfed their paint output.

Despite those changes though and my previous statements on double Fizzy with vMachine, having double Fizzy on Ntri is actually pretty important.
It won't always play a big factor but the main weapon already has pretty good ink efficiency, it just doesn't have the range to move in safely and that's very important as the Cooler support of its team which is why having the option to increase your Fizzy output can be very useful.
That's especially true for a mode like RM or certain Zones maps.
There's definitely an argument to be made that another sub of scu would be better here but there's only so much scu you can stack before it doesn't make much of a difference so I would prefer the option to increase my paint output with double Fizzy instead.
You also get the very fun experience of throwing two Fizzy's, popping Cooler, and then throwing two more again.

Lastly, the two subs of special saver are there to help mitigate the cost of dying while still needing to get Cooler.
Ntri is a lot more likely to die before getting its special compared to Zap or Edit so lessening the impact of that is extremely important to the weapon's Cooler output.
 

Catloafman

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spy.png
So I made this gear a while back for both undercovers and let me tell you undercover gear isn't simple to make

When a weapon is as bad as undercover competitively nobody bothers with coming up with builds which is sad cause I find undercover to be one of my favorite weapons

The idea behind this build is... USE YOUR SUB WEAPON and it works pretty well (as well as undercover can work) but I have always had this nagging feeling that this build isn't optimal, does it matter? prolly not but I am a bit unsatisfied with this build
 

OnePotWonder

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View attachment 13902So I made this gear a while back for both undercovers and let me tell you undercover gear isn't simple to make

When a weapon is as bad as undercover competitively nobody bothers with coming up with builds which is sad cause I find undercover to be one of my favorite weapons

The idea behind this build is... USE YOUR SUB WEAPON and it works pretty well (as well as undercover can work) but I have always had this nagging feeling that this build isn't optimal, does it matter? prolly not but I am a bit unsatisfied with this build
If I may make a suggestion, replace the Ink Saver (Sub) with Sub Power Up for vanilla Undercover. The ability increases mines' explosion radius, making them way more consistent to combo off of with your main. Sub Saver isn't particularly useful for Ink Mine anyway due to its lack of white ink frames.
 

isaac4

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Since we're sharing Nautilus builds, here's the one I made for @QuagSass's splatling tournament.
Screenshot 2025-01-16 223745.png

There's not a lot I have to add here.
Outside of bomb spam, I didn't have much of a reason to use LDE and CB would be fine but I wasn't dying enough to warrant using it.
I also prefer the consistency of having quick movement at all times instead of only having those abilities active after dying.
The two subs of special saver are also there to help out with the 210p TSD since there are plenty of situations where you'll die right before getting your special.

I thought about making a different one for the vanilla kit but there's not much of a difference between the two when it comes to gear building.
 

QuagSass

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Nautilus takeover!!!! RAAAAAAHHH!!!!

Anyways I just wanted to point out something fun about my OG build that I adapted from my primary Naut 47 build.

Näyttökuva 2025-01-17 121955.png


2s sub saver lets you get 1 fullcharge after 2 Point Sensors. So if you pick up the 47 for it's sub, then I highly recommend investing in 2s sub saver.
Of course, Nautilus is a very special Splatling and getting a fullcharge isn't a big deal. But it does help you follow up on your sensors faster. Makes it so you're not a sitting duck if someone decides to capitalise on you essentially nuking your own ink tank. That's also why it has the 2s of ink recovery. It's not much, but it helps lessen the wait ever so slightly. The idea to put ink recovery was something I picked up from the Splatling server. Didn't think I would like it as much as I did.

Also you might recognise this build if you've been following my profile posts for a while. It's one of the outfits that I drew as lineart practice! This build has evolved a lot over time, it used to be a more general Nautilus build focusing on mobility. This is also the second Naut build I ever made. The Rainmaker focused build with Object Shredder was my first. I think I made this build pretty soon after I started playing competitively, sometime around Inkjet meta I think. My team ran a double Splatling comp back then, since I wasn't very good with Ballpoint at the time. BP/Naut was a weird combo, but a very fun one.
 

Catloafman

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Nautilus builds... I like naut builds
Nautaproblem.png


While I do love Nautilus it isn't my favorite Splatling so I really didn't want to make a build for both kits especially when I cannot decide which kit I like more so this is a hybrid build

I idea is rather simple really, Run speed, swim speed and 0.2 ink res for mobility
(QSJ and SS because obviously)

The non-standard part of this build is the Sub power up and ink recovery, which I've found feel really good for both Point sensor and suction bomb especially on Naut
The sub power up is nice for longer tracking durations on sensor which is great because I don't want to me throwing out them constantly
And the extra range you get on suction bomb is severely underrated especially on gold naut which does have issues poking players outside of its range

And of course the ink recovery is great not just for less downtime after a sub weapon but also helps with the main weapon so its a win win

Maybe this build isn't optimal but I've found it to be quite fun and I would recommend more people to try out sub power up and ink recovery on naut
 

OnePotWonder

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While we're on the topic of Nautilus builds, here's mine:

:comeback::swim_speed_up::swim_speed_up::quick_super_jump:
:run_speed_up::run_speed_up::special_saver::sub_resistance_up:
:stealth_jump::swim_speed_up::swim_speed_up::ink_resistance_up:

With Comeback active this build has 22 AP of Swim Speed and 23 AP of Run Speed. The extra ink savers and Special Charge Up are a nice added bonus, letting you do pretty much anything really well after jumping back in from spawn.

I do not play Nautilus 79.
 

AdphæeXD

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I'd feel weird naut putting my normal fit in; it's nothing special, but it's important to me, and it's personalized enough.
IMG_0055.jpeg

I don't use Special Saver 'cause I didn't like tsd upon release, but the Sub Saver has been really useful. Other than that it's rather standard.
 

Grushi

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The idea behind this build is... USE YOUR SUB WEAPON and it works pretty well (as well as undercover can work) but I have always had this nagging feeling that this build isn't optimal, does it matter? prolly not but I am a bit unsatisfied with this build
(sorry to break the nautilus streak)

For undercover if there's one change I'd make it's to replace the 1.1 swim speed with run speed. I like swim speed on it but run speed actually feels pretty good and it stacks surprisingly well! Makes it feel like it can fight a bit better, and you can play in riskier spots.
Also I don't think the second qsj sub is that necessary unless you personally jump out a lot, and the special saver isn't that useful since you probably don't die that much, so I'd say you can switch those.
 

technobyte

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I don't have any naut builds, but my heavy edit builds should be close enough right?
1000001468.png

Here's the original build I had for edit. It honestly feels really solid and really supports the weapon's strengths. A few months back, though, I was working a few tweaks and came out with this:
1000001467.png

Ik I sacrifice my special output a bit here, and this is probably more run speed than what most would want. However, the extra two subs feels pretty good! It's not a major difference, but compared to the first build, my gameplay just seems more fluid in a way. Additionally, my special output didn't really take that much of a hit considering how well the weapon already turfs.

The difference between the two is kind of marginal, but I wanted to show both builds since I still consider the first one to be great for vanilla edit with how it greatly benefits from high cooler output whereas crab seems a lot more situational. Everyone probably already does this, but I find I prefer making builds that feel right for me rather than ones that play to the meta or some popular style. I guess my preferences align with the meta once in a while though. I might even experiment with making a third build replacing stealth jump with special charge up but we'll see what happens. As always thanks for reading :)
 
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McSquid82

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I know a lot of people will call me crazy, but I tend to use an ink recovery build for weapons like Range Blaster, Dynamo Roller and even the Sloshing Machine. When you have both an ink hungry main weapon and an expensive bomb and like to use both of them it really makes a difference. While some main weapons have good enough ink efficiency you can run Ink Saver Sub, some subs have a penalty on it so I just use Ink Recovery Up instead. And when I do, I tend to use three mains of it for whatever weapon I'm using.
 

QuagSass

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Yesterday was Humpback practice day (pain) and I decided to take the Tri-Stringer out for a spin to see if I liked it for that map better than cExplo. It went pretty well. Feels nice that my stringer skills haven't rusted from not playing it for so long. Plus the more chip-damage focused kit of the vBow felt better with my team's current comp. Might actually replace my bad splatling map pocket with the bows.

Which is why I took a second look at my Tri-Stringer build:

Näyttökuva 2025-01-21 102802.png


It's a solid build, I like it a fair bit. I was consistently dishing out more specials than our nSplash. Mainly because I died less due to being impossible to kill, but y'know. Still counts.
But there's a single little piece of Sub Defence. A remnant from my early days of comp Splatoon, where I didn't quite have a solid idea of what I liked to have in a build. Fortunately the bows are gear independant, so it doesn't hurt to have it there. But myeh, I don't like it. Stinky. I wanna change it to something else and I'd be down for suggestions. I typically like to go for mobility subs, but I have like 0 RSU, SSU and IRU chunks (the curse of a Splatling main)
I've currently changed it to Ink Saver Main, which gives me an extra full charge, but that's only a placeholder. It's a little useless when I already have LDE.
 

isaac4

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I've stopped using vTri almost entirely now except for when I'm in the mood to mess around in Open but I still want to improve my current build since I've felt dissatisfied ever since I finished it.

Screenshot 2025-02-17 232246.png

This build feels like it's trying too to hard to give the weapon everything it needs while not having the gear space for it.
Current idea is to make two separate builds so that one can focus on CB/QR and the other can lean towards a sharking playstyle.
Screenshot 2025-02-17 233931.png
Screenshot 2025-02-17 234152.png

Normally, I would just create one build that I find optimal and keep it at that but the lack of a poking tool and Inkjet makes it harder for vTri to efficiently play the role it would want in its team.
The CB/QR build looks like it makes more sense for this kit but I want to try out the second build anyway and see how I feel about it.
 

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