Oka Chokka
Inkster Jr.
- Joined
- Apr 15, 2017
- Messages
- 32
Lately I've taken on a bit of a personal challenge: each day I visit Callie in Octo Canyon, find out what the recommended weapon of the day is, and use that weapon exclusively for the whole day. (Usually I settle for 10 Turf Wars.) Some weapons click with me, some don't, and I decided to make this thread as a place to keep my records. Not only do I hope to become at least passingly familiar with every weapon in the game (hopefully Callie cycles through all of the weapons without repeating any), but I also thought it'd benefit me (and potentially others) to give a brief review of each weapon based on my experience. With that said...
Kensa Splattershot Jr.
Sub: Torpedo
Special: Bubble Blower
The Kensa Splattershot Jr. is okay. Nothing too groundbreaking but pretty well-rounded in its abilities. The Torpedo complements the weapon's short range by being able to pinpoint opponents a fair distance ahead, but rarely splats opponents by itself. Frontal assaults are probably best done with a combination of Torpedoes and main weapon pressure. The Bubble Blower is a good defensive measure that offers opportunities for teammates to splat the enemy team, although the Kensa Splattershot Jr. takes time to pop the bubbles itself, given its low power and short range, which gives it less of an offensive edge when used without teammates nearby.
Overall, I'd judge the Kensa Splattershot Jr. to be a decent support weapon designed to pressure the enemy. I wasn't able to elevate my Freshness to Raw with it, but I won some matches. Maybe it was just me getting used to the Torpedo. I'd recommend using abilities like Ink Saver (both Main and Sub) to get the most out of its inking and offensive potential. Run Speed Up would result in inking turf more efficiently, and I read that Special Power Up works well with the Bubble Blower. I'd recommend Object Shredder to burst the bubbles more quickly if the weapon had a bit more range, but it's always possible that the opponent could underestimate you and stick around long enough to get a surprise popping.
Custom Range Blaster
Sub: Curling Bomb
Special: Bubble Blower
I do not care much for the Custom Range Blaster. I think my main gripe with it is that its sub and special are somewhat redundant given the weapon's primary functions. The regular fire travels a good distance and explodes at the end, giving you a long line of ink to immediately swim down. It's faster and uses less ink than a Curling Bomb, which often gets used in the same manner. The Bubble Blower allows for some bigger explosions, and the Custom Range Blaster has no problem targeting the bubbles once they've been blown, but it takes at least two shots to pop one--even with Object Shredder attached--and given the weapon's poor fire rate, it still gives the enemy a wide enough opportunity to escape or retaliate.
Obviously I did not elevate this weapon's Freshness rating to Raw in the time I used it. I think a better understanding of how to use its sub and special would benefit its play. The Curling Bombs are perhaps best used to ink turf in one direction while you head in a different direction, and if you can find an opportunity to take advantage of the fact that they ricochet off walls--something the Custom Range Blaster can't boast--all the better. The bubbles of the Bubble Blower are perhaps best used as a distraction for the enemy rather than for their splatting power, unless you have teammates nearby who can capitalize on them. As for abilities, I cannot recommend Ink Saver Main and Ink Recovery Up enough. This thing eats up ink like nobody's business. I can also see Thermal Ink being useful given the weapon's range and blast radius.
Neo Sploosh-o-matic
Sub: Squid Beakon
Special: Tenta Missiles
This weapon is all about inking turf while providing support for teammates. The first thing you want to do, besides ink turf and build up your special, is to find good spots to lay down Squid Beakons and hope that your teammates will use them, if not yourself. Other than that, just ink everywhere and fire up the Tenta Missiles whenever they activate, leaving the majority of enemy engagement to them and your teammates. This weapon does not do well in frontal encounters with opponents given its ridiculously short range, unless you manage to get the drop on them. For that reason, I might recommend Ninja Squid as a compatible ability since ambushing opponents is about the only thing the Neo Sploosh-o-matic can do offensively. If you do run Ninja Squid, though, I'd also recommend piling on enough Swim Speed Ups to make up for the drop in speed, since this weapon's main strength is inking turf and inking it quickly. Special Charge Up allows you to spam Tenta Missiles even more frequently.
I enjoyed using the Neo Sploosh-o-matic and I managed to elevate its Freshness ranking to Raw in the ten matches I spent using it. It's very good for Turf War although its effectiveness may depend a bit on how well you know the map and where good spots for Squid Beakons exist.
N-ZAP '89
Sub: Autobomb
Special: Tenta Missiles
Ah, the beloved N-ZAP. There must be a reason why these weapons have remained popular across the two games, and I think it's because its decent range, rapid fire rate, and low ink consumption make it so user-friendly and reliable. Its damage output leaves something to be desired, but again, its fire rate can make a steady aim deadly to opponents, who often underestimate how far it can shoot. (I know I have.) In addition, the Tenta Missiles charge up absurdly quickly, allowing you to lay down the pressure on the opposing team before you can even meet them at the beginning of a match. The Autobombs won't reliably splat anyone who's paying attention, but like the Tenta Missiles, they will force the opponent to move, potentially giving you the opportunity to catch them on the fly. Really, I don't see a whole lot of downsides to this weapon.
As you might imagine, I managed to elevate this weapon's Freshness factor to Raw in the time I used it. I didn't win every Turf War--I do think the weapon is more inclined to inking turf than it is to engaging opponents--but I won more than I expected to. It all depends on how well you pressure the enemy. Don't be shy about throwing an Autobomb anywhere you see or might expect an opponent! As for abilities I can recommend, Ink Saver both Main and Sub are reliable in keeping your ink consumption manageable, and given how light the weapon is, Run Speed Up and Swim Speed Up can turn you into a speed demon. Also, although it's better at fighting opponents than the Neo Sploosh-o-matic, engagements won't always end favorably, so it may be nice to have some Quick Respawns on hand. Comeback can also take advantage of the N-ZAP '89's low life expectancy and boost all of the areas it already excels in.
That's all of the weapons I've used so far in this challenge. Expect this thread to update off and on once I've used some more. Also, don't be afraid to make corrections if you think I've gotten the wrong idea on how a weapon works.

Kensa Splattershot Jr.
Sub: Torpedo
Special: Bubble Blower
The Kensa Splattershot Jr. is okay. Nothing too groundbreaking but pretty well-rounded in its abilities. The Torpedo complements the weapon's short range by being able to pinpoint opponents a fair distance ahead, but rarely splats opponents by itself. Frontal assaults are probably best done with a combination of Torpedoes and main weapon pressure. The Bubble Blower is a good defensive measure that offers opportunities for teammates to splat the enemy team, although the Kensa Splattershot Jr. takes time to pop the bubbles itself, given its low power and short range, which gives it less of an offensive edge when used without teammates nearby.
Overall, I'd judge the Kensa Splattershot Jr. to be a decent support weapon designed to pressure the enemy. I wasn't able to elevate my Freshness to Raw with it, but I won some matches. Maybe it was just me getting used to the Torpedo. I'd recommend using abilities like Ink Saver (both Main and Sub) to get the most out of its inking and offensive potential. Run Speed Up would result in inking turf more efficiently, and I read that Special Power Up works well with the Bubble Blower. I'd recommend Object Shredder to burst the bubbles more quickly if the weapon had a bit more range, but it's always possible that the opponent could underestimate you and stick around long enough to get a surprise popping.

Custom Range Blaster
Sub: Curling Bomb
Special: Bubble Blower
I do not care much for the Custom Range Blaster. I think my main gripe with it is that its sub and special are somewhat redundant given the weapon's primary functions. The regular fire travels a good distance and explodes at the end, giving you a long line of ink to immediately swim down. It's faster and uses less ink than a Curling Bomb, which often gets used in the same manner. The Bubble Blower allows for some bigger explosions, and the Custom Range Blaster has no problem targeting the bubbles once they've been blown, but it takes at least two shots to pop one--even with Object Shredder attached--and given the weapon's poor fire rate, it still gives the enemy a wide enough opportunity to escape or retaliate.
Obviously I did not elevate this weapon's Freshness rating to Raw in the time I used it. I think a better understanding of how to use its sub and special would benefit its play. The Curling Bombs are perhaps best used to ink turf in one direction while you head in a different direction, and if you can find an opportunity to take advantage of the fact that they ricochet off walls--something the Custom Range Blaster can't boast--all the better. The bubbles of the Bubble Blower are perhaps best used as a distraction for the enemy rather than for their splatting power, unless you have teammates nearby who can capitalize on them. As for abilities, I cannot recommend Ink Saver Main and Ink Recovery Up enough. This thing eats up ink like nobody's business. I can also see Thermal Ink being useful given the weapon's range and blast radius.

Neo Sploosh-o-matic
Sub: Squid Beakon
Special: Tenta Missiles
This weapon is all about inking turf while providing support for teammates. The first thing you want to do, besides ink turf and build up your special, is to find good spots to lay down Squid Beakons and hope that your teammates will use them, if not yourself. Other than that, just ink everywhere and fire up the Tenta Missiles whenever they activate, leaving the majority of enemy engagement to them and your teammates. This weapon does not do well in frontal encounters with opponents given its ridiculously short range, unless you manage to get the drop on them. For that reason, I might recommend Ninja Squid as a compatible ability since ambushing opponents is about the only thing the Neo Sploosh-o-matic can do offensively. If you do run Ninja Squid, though, I'd also recommend piling on enough Swim Speed Ups to make up for the drop in speed, since this weapon's main strength is inking turf and inking it quickly. Special Charge Up allows you to spam Tenta Missiles even more frequently.
I enjoyed using the Neo Sploosh-o-matic and I managed to elevate its Freshness ranking to Raw in the ten matches I spent using it. It's very good for Turf War although its effectiveness may depend a bit on how well you know the map and where good spots for Squid Beakons exist.

N-ZAP '89
Sub: Autobomb
Special: Tenta Missiles
Ah, the beloved N-ZAP. There must be a reason why these weapons have remained popular across the two games, and I think it's because its decent range, rapid fire rate, and low ink consumption make it so user-friendly and reliable. Its damage output leaves something to be desired, but again, its fire rate can make a steady aim deadly to opponents, who often underestimate how far it can shoot. (I know I have.) In addition, the Tenta Missiles charge up absurdly quickly, allowing you to lay down the pressure on the opposing team before you can even meet them at the beginning of a match. The Autobombs won't reliably splat anyone who's paying attention, but like the Tenta Missiles, they will force the opponent to move, potentially giving you the opportunity to catch them on the fly. Really, I don't see a whole lot of downsides to this weapon.
As you might imagine, I managed to elevate this weapon's Freshness factor to Raw in the time I used it. I didn't win every Turf War--I do think the weapon is more inclined to inking turf than it is to engaging opponents--but I won more than I expected to. It all depends on how well you pressure the enemy. Don't be shy about throwing an Autobomb anywhere you see or might expect an opponent! As for abilities I can recommend, Ink Saver both Main and Sub are reliable in keeping your ink consumption manageable, and given how light the weapon is, Run Speed Up and Swim Speed Up can turn you into a speed demon. Also, although it's better at fighting opponents than the Neo Sploosh-o-matic, engagements won't always end favorably, so it may be nice to have some Quick Respawns on hand. Comeback can also take advantage of the N-ZAP '89's low life expectancy and boost all of the areas it already excels in.
That's all of the weapons I've used so far in this challenge. Expect this thread to update off and on once I've used some more. Also, don't be afraid to make corrections if you think I've gotten the wrong idea on how a weapon works.
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