@Award @Dark Sage Walker
The reason the clash blaster is classified as a carrier is yeah it has the potential but none of the actual ability of a controller.
However more so than that it has a kit that allows it to take control of an objective so well while keeping other off it.
It's rapid fire is great on defending against people swimming up a tower or melting a shield, though not great it can reclaim small areas of turf like a splatzone relatively quick and with stingray it can hold off a tower or pop a rainmaker. Overall even if it is buffed I kinda think this weapon is optimal on an objective more so than anywhere else.
Though I do need some help, I can't play bambi I tried really REALLY hard but I just am not used to It, can someone who has experience with bambi explain style of play 4 me plz
I practiced the heck out of that weapon in Splatoon 1. Here's what I think.
The Bamboozler has two distinct strengths going for it. The speed of its charge and the fact that it always fires at maximum range whether or not it's fully charged. That makes the playstyle for this weapon unusually aggressive for a Charger. It also allows for a slightly greater margin for error because you will be firing so quickly. This weapon is best described as ranged aggression. The key point to take away there is "ranged." You want to abuse your range because, like other Chargers, this weapon isn't great up close. You need to stay at a range to be effective. If you've been practicing the Rapid Blasters this shouldn't be an issue. Just keep practicing with the weapon's effective range. It does have better range than the Squiffer so use that to your advantage!
Now it's time to go over the weapons weaknesses. I've already mentioned that the weapon does not excel at close range, but I wouldn't be doing an analysis justice unless I mentioned the Bamboozler shaped elephant in the room. It's damage. Unlike other Chargers, the Bamboozler's maximum damage at a full charge is 80. This means that in order to secure the kill you need to either hit twice or have an assist. This wasn't a huge issue in OG Splatoon because you could stack
to get each individual shot's damage to 99.9 potentially. This makes it so the weapon is essentially a one shot kill so long as your enemy did so much as step in your ink for a split second. Without
to fall back on, the weapon takes a lot more skill to use. This could, of course, be mitigated with the right kit. Unfortunately the kit we have in Splatoon 2 so far isn't that great with the main weapon. It comes with Curling Bombs and Tenta Missiles. Individually, these are both great! Curling Bombs ink a lot of turf while forging paths for you or your teammates to follow while Tenta Missiles track and force your enemies to make a move or perish in the ensuing missile onslaught. Problem being these things don't work so great with the Bamboozler. Curling Bombs don't offer much help in emergency close range attacks and you certainly don't want to be getting too close to an enemy carrying a good close range weapon like, for instance, the Sploosh or a Roller. Tenta Missiles offer a form of tracking and another ranged attack, but again this does not offer any sort of help in close ranged situations where you will be struggling. This forces the weapon, which I already mentioned acts rather aggressively, into a more supporting role. Forging paths for teammates with the Curling Bombs, helping them track enemies with the Tenta Missiles, and using the main weapon as more of a distraction for the enemy.
In summation, this is a weapon I am comfortable calling an attack/support weapon. It has plenty of strengths going for it, but the weaknesses are a bit much for that to compensate for in my opinion. I don't see this becoming meta, but I could be wrong about that. What I would like to see is one of the other Bamboozler variants rocking some kit combination of Burst Bomb/Toxic Mist and Baller(even with the upcoming nerfs it's getting hit with)/Ink Armor. Those combinations of sub/special would make full use of the Bamboozler's strengths while compensating for its weaknesses! I guess only time will tell whether or not we get the Bamboozler dream.
I'm going to go out on a limb and be a contrarian (I'm sure that comes as a surprise).
@Saber This is a tacticians weapon. It always has been. And therefore shouldn't be surprising it became my main charger after eliter got nerfed in S1, and I've heavily compared tuber to it. In S1 it was the laughing stock weapon until some high level players figured out how to be one squid armies with it. I never got there, but I loved the weapon all the same.
Everything Sage said is right. It's highly aggressive. It's definitely an attacker. However it's limitations and excellent range mean it can be support, bringing the heavy power to a push which Sage also included. But it doesn't end there. Its tremendous range (I'm not sure if it's the same as standard charger, a bit less, or a bit more, I didn't compare, but the range is long...quite a bit longer than tuber & squiffer) can be used, though it puts down thin ink lines, you can fairly heavily blanket an area in ink, from far away, in short time. The only catch is you have to full charge to get a solid line, partial charges leave dotted lines. But with the range, you can full charge repeatedly while strafing a zone and in most cases blanket the ENTIRE zone. You can be controller. Between scope intimidation and very long ink coverage, it's easy to keep the turf field in tact. It's fast and light so it's excellent for RM carrying. And with its speed and long ink lines (and curling bombs) it can be great behind enemy lines providing tons of its own mobility. Like all tactical weapons it will never be the best at any one role. It doesn't have the stopping power of other chargers, it doesn't have the rapid CQC of sploosh, dapples, brushes, rollers. It doesn't have the suppression power of a splatling. But used tactically and creatively, and can perform any of these roles in a uniquely effective way.
Arguably it was Splatoon 1's ONLY actual tactical weapon other than pre-nerf unscoped eliter. Maybe OG RBP.
I forgot everyone stacked up dmg up in S1. I've never been into the clothing thing so 3 mains and maybe some subs were as much as I could get on any set, even eliter. I think I had one set that had some lucky subs so I had 3 main, 2 sub....maybe 3. But ultimately it wasn't enough to turn bambi into ohko 90% of the time. So I've always played it assuming it was a double-tap weapon. It might have been S1's highest skill floor weapon. S2 has quite a few high skill floor weapons so it may not have that distinction anymore. But the thing with bambi is, more than any other weapon, it takes incredibly precise aim and prediction. Arguably slow chargers like eliter and tuber require more precision because you can't retry, but if you connect, it's instant and if you don't, you're dead, and half the time those come down to luck more than skill now (where did lag REALLY place that carbon roller? Hah! It was in the empty spot my screen showed no squids at all and I accidentally hit it and got the splat after 3 direct hits failed to register!) But because with bambi you HAVE to hit twice you have to not only be precise once, flick shots don't work, you have to keep trained on them fairly perfectly. In that regard it's a lot like H3. But faster, as the double tap can happen very quickly where H3 needs the whole stream to connect. It's a charger, but without ohko you can't play it with the same thinking as other chargers.
I'll also say it's not bad close up. Triple tap for the kill, or partial charge one. And if you're close, they may already be weakened and you might get the ohko. Because of its speed and ink trails (or curling trails) it can flank and confuse pretty easy, and if you can retarget after zipping behind them fast (duelie users would find that easy after getting used to dodge roll), you can go for the double quickly, and close up means aim isn't as much an issue. The ttk is still incredibly fast, though probably slower than sploosh/dapple and definitely slower than tentabrella/roller/tuber/bigblaster. Depends on the match up. Against a roller/blaster you'd want to keep out of their range. Against a splatling, squelcher, other charger, or even rbp, closing in can be good. Especially if someone else is distracting them.
The curling bombs have provided me fast escape routes when trying to flank close, so I'm actually less unhappy with curling bombs than I thought I would be. That escape route comes FAST, and that makes harassment/assasinations a lot easier to get in and then OUT. Also good for leading your attack with a few curling bombs.
Tentamissiles are tentamissiles. My first real "main" that has them. I've got surprisingly many kills from them. They're not offensive like a splashdown, but they sure do cause havoc for the enemy team. (I still say it's unfair you get killed by a teammates missile lock you could not have known was coming...)
So ultimately, it's a perfect tactician's weapon. Where does it differ from tuber? Longer range, but no ohko. They play pretty different despite being aggressive chargers. Bambi can shark and flank, but it's mostly "in your face" as a persistant menace. Bambi's a strike bomber. You see it constantly, but you never know exactly where it's going next. Tuber is best "lurking in the deep". It's a tactical submarine. If you see it, it's probably too late. (But it can double as a squiffer.) Post patch though I still wonder if partial charge tuber will make it work like an inverse bambi (at shorter range.) One big difference though is tuber can blanket turf dense and solid like a roller rolling. Bambi can't quite create perfectly smooth saturation easily.....it can blanket well but it will have pock marks. That can be an issue depending on how you're using your ink.
Right now I'm still thinking, tactical, tuber, the blasters, bambi. I'm still deciding on flingza. It goes from defense to pressure, to control, to stealth attack well....but it might not be AS universal as other tacticals. Brush I want to see it post patch. I'm liking it more and more honestly. Maybe more than octo for its speed. The unreliability of quick kills (lag?) make it a problem at times, but I'm finding in my TW use I'm often the top killer with inkbrush. I'm kind of debating if it's truly tactical, or if it's really just a plain old attacker/supporter in tactical clothing.