Ranking every existing Splatana kit bc I'm bored

DzNutsKong

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It feels like I haven't written a big forum post in a while. This isn't based on viability as much as it is off of how much fun the kit is and how well they executed its playstyle and all that. Feel free to do similar for your mains or something in this thread idk


Splatana Wiper - 9/10

Starting off very strong here. The Splatana Wiper is a mobile, annoying weapon with great range and painting offset by an awful time to kill unless you one-shot someone. This kit gives you tools to work around that problem if you play more aggressively, which is something that all of Wiper's other strengths play into. A Torpedo thrown by a Wiper is particularly threatening because Wiper combos particularly nicely off of it and can get within range fairly easily. This isn't even to mention how strong rolling it can be for it.

Ultra Stamp is an amazing idea in theory, but how it works in practice does knock it just a little bit. This is meant to be an entry special but simply does not do this for Wiper. Instead, it's more useful in helping Wiper fight stuff when it's already where it wants to be. Wiper's mobility puts it in these kinds of situations very often and in spite of how bad the special is right now, Wiper is the standout weapon that makes it work better than anything else in the game. Having a better special would undoubtedly be better for it but it's not as bad of a problem here as it would be for other weapons.

All of this reflects in the weapon's current standing in competitive play right now. It's a high-tier weapon that still sees plenty of use even at top level. This is basically the ideal spot for most weapons in the game balance-wise. So really, the only thing I can knock it for at all is how Ultra Stamp is bad. The playstyle this kit puts together flows perfectly with what the main weapon wants to do and is very fun to boot.


Splatana Wiper Deco - 4/10

After one of the stronger ones, we have...one of the weaker ones. Actually most Splatana players would call this one their least favorite. I personally love it but need to be honest with myself for the sake of the thread. This kit is intended to let you play more supportively, with two parts that specifically don't do much for you if you're already closer to enemies. However, it does still try to play to Wiper's mobility with tools that would fit onto more fast-paced teams, with Squid Beakons being at their best on these kinds of teams and Tenta Missiles offering displacement and location.

The idea's there and it was pretty strong on launch when Tenta Missiles were one of the best specials in the game, but look at where we are now. Tenta Missiles are just kind of okay and Wiper Deco is a lower mid-tier as a result. Why? Some of it is a byproduct of the meta we're in where purely supportive weapons need one of a few select specials, some of it is that Wiper REALLY needs a bomb, and some of it is that Tenta Missiles don't have any particularly great synergy with Wiper. It's nothing offensive but it's just not what it needs.

Squid Beakon on Splatana Wiper is an idea that can work, and I personally would be very happy if it could happen, but already kind of sets this kit up to be something that you need to build your team around if you're trying to run it on a serious team. The utility of a bomb is so important that most teams will want at least three, sometimes two if you're really stretching it, and it's usually not going to be an anchor running one because of their positioning making it harder to threaten the right space with them. On Wiper specifically you need their help while getting into fights as well so you're instead going to need to rely on the help of teammates or your special much more than usual.

Tenta Missiles were strong when this weapon first released, so it was able to reach this goal and see use at top level with a small handful of teams running one without a backline. The year is 2024 though. Tenta Missiles aren't as strong, leaving the one hope for this kit being that Tenta Missiles have some particularly good synergy with Wiper, and it just doesn't. It's a perfectly serviceable special but it doesn't make up for any of Wiper's problems or enable it to do anything that other specials wouldn't do better.

However, I don't think every weapon needs to be meta. Having weirder stuff like this to fill out a game's more specific roles is very nice. This is still one of those that just did not work out in practice. Wiper Deco entirely hinged on something unhealthy for the game being unhealthy for the game and sees no use now that the unhealthy element has been toned back.


Splatana Stamper - 10/10

I don't think anyone will argue with this. This is clearly meant to be the faster, more aggressive Stamper kit. Zipcaster gets zero value unless you're killing people or directly getting pushes with it and Burst Bomb's area denial isn't nearly as strong as its use in combat. This is a fan favorite kit in the game and coming up with even a single negative thing to say about it is extremely difficult.

Splatana Stamper as a main weapon is built around flexibility and damage combos and Burst Bomb only enhances both of those things. You have more damage combos to play around with for your main weapon on top of being able to threaten behind cover, give yourself ever so slightly faster movement and giving you another fast attack that isn't easy to avoid as your charged slash can sometimes be. The "threatening behind cover" point is even stronger here than usual because getting hit for 70 damage means you can no longer go behind cover at all without worrying about the Stamper user's follow up.

Zipcaster is a special that everyone loves as is and this is one of the best weapons to put it on. Zipcaster generally prefers to be put on weapons with longer range and Stamper absolutely can play to that longer range if you're able to track people's movement with your charged slash and follow up properly without your Burst Bomb. Getting closer to someone is a lot more challenging, but you do get rewarded nicely with your main weapon's one-shot if you can manage. It rewards its user for knowing good spacing and having good mechanics with the main weapon in a way that having a more standard special wouldn't allow for.

The closest thing to a complaint here is the inverse of what I said for Ultra Stamp since you can argue this weapon is too strong. The fact that it's easily been one of the best weapons in Splatoon 3 through the game's whole lifespan yet you have people defending it should speak volumes to how good of an influence it's had on the game. Most people automatically hate on whatever's top tier in any newer game, but Stamper has almost seen the opposite. It's gotten a lot of defenders saying that something this difficult with this much skill expression should absolutely be a top tier. Maybe there are combinations that could be stronger with the main weapon, but there definitely wouldn't be many and what we ended up with is probably infinitely more fun and unique to both play and watch than any of those could be.


Splatana Stamper Nouveau - 6/10

After over a year of waiting, Stamper's second kit had some particularly big shoes to fill. This kit seems to go for a bigger focus on area denial than the vanilla kit, which the main weapon was already decent at thanks to how slow-moving its projectiles are for how much range they cover. Toxic Mist is able to cover space for longer than your main weapon's ink tank usually allows for, while Crab Tank lets it actually paint over a lot of space with a more open sightline and allows its teammates to get into enemy space more easily.

I don't think Crab Tank specifically does anything crazy for Stamper outside of just being a strong special overall, but it does help push the idea behind the playstyle very well. Stamper can sometimes naturally play to the more spots where you'd like to use a Crab Tank but often does like poking at people from below ledges where this special is not very useful. You'll be playing in open sightlines enough to the point where I'd say this is still a solid choice for this weapon, especially given how it's supposed to work with Toxic Mist.

...however, Toxic Mist. This is what you get when the idea behind something is decent, but the balancing is exceedingly far below where it needs to be. A good Toxic Mist would make this kit a fantastic change of pace compared to the vanilla kit but that's not what we ended up with. Instead, Toxic Mist is in an odd spot where it's mostly outclassed by the sword itself when you want to deny space. Technically it goes a little bit further when thrown and there are a handful of spots where it can be handy but that's not what you want a subweapon to be. You should not be grasping at straws for spaces where a subweapon is useful.

For what it's worth, Toxic Mist being as bad as it is kind of loops around into something else for this kit. It's very weird and something I'd definitely not call a strength, but Stamper is both such a strong and an ink-hungry main weapon that not having a good subweapon means you have more time to use your stronger main weapon. It's not all bad when you can still use the subweapon for those fringe cases where it is useful and the weapon's playstyle still remains what it is but this is all worth mentioning. At the very least Toxic Mist can sometimes help you with the main weapon's extremely specific weakness to midline weapons with Splash Wall.

What we're left with is a kit here with a very defined playstyle that still feels usable despite the other kit clearly being strong. This is the ideal goal for a weapon's weaker kit. There is an obvious weak link here and it makes the kit feel a bit incomplete to use, with a lot of Stamper players saying that there's just no point in using it over the vanilla kit for fun or practicality. A little bit of tweaking would make this kit great even if still not perfect, but for what it's worth I think this one's still pretty good where it stands.


Mint Decavitator - 8/10

Here's the first of the two kits for what is now my favorite weapon in the series. The Decavitator is a very slow weapon with the unique option to quickly poke around cover with a dash that isn't quite as strong out in the open. I don't know what playstyle the Mint kit is trying to allow for other than possibly being designed to be less aggressive than the Charcoal kit. How much less aggressive? I couldn't tell you. Maybe Big Bubbler was meant to be used to keep it safe against longer-ranged weapons, or more probably it was meant to be used in a more similar way to Roller where you keep people out of it and can poke at them from a distance. In any case, this is a weapon that's difficult to make two functionally unique kits for, but I think they did a good job with both.

Suction Bomb is probably the worst bomb it could have gotten. It has the longest fuse time, is tied for the most ink-hungry, and has the least use during an engagement with an enemy. This is also a weapon that loves staying hidden and will not be using it as much as other weapons with similar range as a result. This all says nothing about the quality of Suction Bomb itself as a subweapon because it ultimately is still a very good option for it. As I said with Wiper Deco, being able to threaten space behind cover is fantastic and most subweapons in general will be a "nice when you can afford to use one" kind of thing for Decav, which this is definitely one of the nicer ones you can have.

And then there's Big Bubbler. You could argue it might work better on Wiper or Stamper but this is still a fantastic choice for a special. All three Splatanas can guard the insides of a bubble very well thanks to their one-shots and have the range to threaten space outside of it even if the other two can poke over ledges and have more range on their projectiles. This weapon does have the dash to help get it into position more easily, but that's not something Wiper would struggle with at all.

I don't think any of this is leads to the Mint kit having its own playstyle that other kits can bounce off of, but that in itself isn't a bad thing and I didn't dock it points for that. The Decavitator as a main weapon can only play so many different ways without feeling blatantly bad to use and I think this works as a much more straightforward "starting point" for people looking to play this weapon, comparatively speaking. It's not absolutely flawless but the choices here were very good regardless.


Charcoal Decavitator - 9/10

Lastly, my current main. As I said before, I think this was designed to be the slightly more aggressive of the two kits, possibly the more difficult of the two as well. Both of its parts are a bit more unwieldy to use but allow you to pose a much more immediate threat to your enemies. Splash Wall is meant to help you close the gap between you and them more easily and Inkjet lets you threaten enemies from a distance, but this isn't the kind of weapon that can usually sit behind Splash Wall to directly control space like a Squeezer would and Inkjet's shot velocity with its precise one-shots make it one of the trickier specials to get the most out of in the game.

For the sake of second kits, I think Splash Wall is the best thing they could have given it if the first kit has a bomb. They technically could have given it two kits with bombs but if they wanted to give it two kits with similar playstyles, yet different strengths, this is the way to do it. Splash Wall definitely is awkward if you don't know what you're doing with it but proper use can let you skirmish like crazy. It's not really something that any other subweapon can do and it lets the Charcoal Decavitator get away with a lot of things that the Mint kit can't. Technically Burst Bomb or Fizzy Bomb could have allowed for damage combos and better movement, but the difference there isn't nearly as big as it is with Splash Wall.

I don't even need to say it but Inkjet is a flawless choice for the special. You can poke over ledges that the main weapon struggles with, you can threaten people at a distance aggressively, and you even have a dash to protect your landing with the recall. It's not as obvious but you can sometimes just land without dashing to activate your huge one-shot more quickly if you can react fast enough to people camping right next to your landing. It's great that they put this on the kit without a bomb to allow you to poke wherever you want. What else even is there to say though?

The balancing is great for both Decavitator kits as well, with both being just on the cusp of top level play and seeing fringe experimentation there. I've had absolutely nothing to complain about, so why is it not a 10/10? Honestly, the only reason is because I don't feel right giving this the same rating as vanilla Stamper. I was tempted to give it a 10 mostly from context of how it plays off of the Mint kit, but for as much as I love this kit, I can't tell you with a straight face that it's as good as vanilla Stampers. I can't tell you what kit they could've given to this weapon for me to give it a 10, but for what it's worth they did a fantastic job with this weapon.


In summary...

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That is all. Have a good day.
 

isaac4

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This was a really nice thread to read through!
The fact that the only mediocre kit in the Splatana class is Wiper Deco really shows how consistently good the quality of the kits were.
I honestly don't see them ever replicating this with any other weapon class in the future but I don't think it'd be realistic to expect them to anyway.
 

Bennet

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It feels like I haven't written a big forum post in a while. This isn't based on viability as much as it is off of how much fun the kit is and how well they executed its playstyle and all that. Feel free to do similar for your mains or something in this thread idk


Splatana Wiper - 9/10

Starting off very strong here. The Splatana Wiper is a mobile, annoying weapon with great range and painting offset by an awful time to kill unless you one-shot someone. This kit gives you tools to work around that problem if you play more aggressively, which is something that all of Wiper's other strengths play into. A Torpedo thrown by a Wiper is particularly threatening because Wiper combos particularly nicely off of it and can get within range fairly easily. This isn't even to mention how strong rolling it can be for it.

Ultra Stamp is an amazing idea in theory, but how it works in practice does knock it just a little bit. This is meant to be an entry special but simply does not do this for Wiper. Instead, it's more useful in helping Wiper fight stuff when it's already where it wants to be. Wiper's mobility puts it in these kinds of situations very often and in spite of how bad the special is right now, Wiper is the standout weapon that makes it work better than anything else in the game. Having a better special would undoubtedly be better for it but it's not as bad of a problem here as it would be for other weapons.

All of this reflects in the weapon's current standing in competitive play right now. It's a high-tier weapon that still sees plenty of use even at top level. This is basically the ideal spot for most weapons in the game balance-wise. So really, the only thing I can knock it for at all is how Ultra Stamp is bad. The playstyle this kit puts together flows perfectly with what the main weapon wants to do and is very fun to boot.


Splatana Wiper Deco - 4/10

After one of the stronger ones, we have...one of the weaker ones. Actually most Splatana players would call this one their least favorite. I personally love it but need to be honest with myself for the sake of the thread. This kit is intended to let you play more supportively, with two parts that specifically don't do much for you if you're already closer to enemies. However, it does still try to play to Wiper's mobility with tools that would fit onto more fast-paced teams, with Squid Beakons being at their best on these kinds of teams and Tenta Missiles offering displacement and location.

The idea's there and it was pretty strong on launch when Tenta Missiles were one of the best specials in the game, but look at where we are now. Tenta Missiles are just kind of okay and Wiper Deco is a lower mid-tier as a result. Why? Some of it is a byproduct of the meta we're in where purely supportive weapons need one of a few select specials, some of it is that Wiper REALLY needs a bomb, and some of it is that Tenta Missiles don't have any particularly great synergy with Wiper. It's nothing offensive but it's just not what it needs.

Squid Beakon on Splatana Wiper is an idea that can work, and I personally would be very happy if it could happen, but already kind of sets this kit up to be something that you need to build your team around if you're trying to run it on a serious team. The utility of a bomb is so important that most teams will want at least three, sometimes two if you're really stretching it, and it's usually not going to be an anchor running one because of their positioning making it harder to threaten the right space with them. On Wiper specifically you need their help while getting into fights as well so you're instead going to need to rely on the help of teammates or your special much more than usual.

Tenta Missiles were strong when this weapon first released, so it was able to reach this goal and see use at top level with a small handful of teams running one without a backline. The year is 2024 though. Tenta Missiles aren't as strong, leaving the one hope for this kit being that Tenta Missiles have some particularly good synergy with Wiper, and it just doesn't. It's a perfectly serviceable special but it doesn't make up for any of Wiper's problems or enable it to do anything that other specials wouldn't do better.

However, I don't think every weapon needs to be meta. Having weirder stuff like this to fill out a game's more specific roles is very nice. This is still one of those that just did not work out in practice. Wiper Deco entirely hinged on something unhealthy for the game being unhealthy for the game and sees no use now that the unhealthy element has been toned back.


Splatana Stamper - 10/10

I don't think anyone will argue with this. This is clearly meant to be the faster, more aggressive Stamper kit. Zipcaster gets zero value unless you're killing people or directly getting pushes with it and Burst Bomb's area denial isn't nearly as strong as its use in combat. This is a fan favorite kit in the game and coming up with even a single negative thing to say about it is extremely difficult.

Splatana Stamper as a main weapon is built around flexibility and damage combos and Burst Bomb only enhances both of those things. You have more damage combos to play around with for your main weapon on top of being able to threaten behind cover, give yourself ever so slightly faster movement and giving you another fast attack that isn't easy to avoid as your charged slash can sometimes be. The "threatening behind cover" point is even stronger here than usual because getting hit for 70 damage means you can no longer go behind cover at all without worrying about the Stamper user's follow up.

Zipcaster is a special that everyone loves as is and this is one of the best weapons to put it on. Zipcaster generally prefers to be put on weapons with longer range and Stamper absolutely can play to that longer range if you're able to track people's movement with your charged slash and follow up properly without your Burst Bomb. Getting closer to someone is a lot more challenging, but you do get rewarded nicely with your main weapon's one-shot if you can manage. It rewards its user for knowing good spacing and having good mechanics with the main weapon in a way that having a more standard special wouldn't allow for.

The closest thing to a complaint here is the inverse of what I said for Ultra Stamp since you can argue this weapon is too strong. The fact that it's easily been one of the best weapons in Splatoon 3 through the game's whole lifespan yet you have people defending it should speak volumes to how good of an influence it's had on the game. Most people automatically hate on whatever's top tier in any newer game, but Stamper has almost seen the opposite. It's gotten a lot of defenders saying that something this difficult with this much skill expression should absolutely be a top tier. Maybe there are combinations that could be stronger with the main weapon, but there definitely wouldn't be many and what we ended up with is probably infinitely more fun and unique to both play and watch than any of those could be.


Splatana Stamper Nouveau - 6/10

After over a year of waiting, Stamper's second kit had some particularly big shoes to fill. This kit seems to go for a bigger focus on area denial than the vanilla kit, which the main weapon was already decent at thanks to how slow-moving its projectiles are for how much range they cover. Toxic Mist is able to cover space for longer than your main weapon's ink tank usually allows for, while Crab Tank lets it actually paint over a lot of space with a more open sightline and allows its teammates to get into enemy space more easily.

I don't think Crab Tank specifically does anything crazy for Stamper outside of just being a strong special overall, but it does help push the idea behind the playstyle very well. Stamper can sometimes naturally play to the more spots where you'd like to use a Crab Tank but often does like poking at people from below ledges where this special is not very useful. You'll be playing in open sightlines enough to the point where I'd say this is still a solid choice for this weapon, especially given how it's supposed to work with Toxic Mist.

...however, Toxic Mist. This is what you get when the idea behind something is decent, but the balancing is exceedingly far below where it needs to be. A good Toxic Mist would make this kit a fantastic change of pace compared to the vanilla kit but that's not what we ended up with. Instead, Toxic Mist is in an odd spot where it's mostly outclassed by the sword itself when you want to deny space. Technically it goes a little bit further when thrown and there are a handful of spots where it can be handy but that's not what you want a subweapon to be. You should not be grasping at straws for spaces where a subweapon is useful.

For what it's worth, Toxic Mist being as bad as it is kind of loops around into something else for this kit. It's very weird and something I'd definitely not call a strength, but Stamper is both such a strong and an ink-hungry main weapon that not having a good subweapon means you have more time to use your stronger main weapon. It's not all bad when you can still use the subweapon for those fringe cases where it is useful and the weapon's playstyle still remains what it is but this is all worth mentioning. At the very least Toxic Mist can sometimes help you with the main weapon's extremely specific weakness to midline weapons with Splash Wall.

What we're left with is a kit here with a very defined playstyle that still feels usable despite the other kit clearly being strong. This is the ideal goal for a weapon's weaker kit. There is an obvious weak link here and it makes the kit feel a bit incomplete to use, with a lot of Stamper players saying that there's just no point in using it over the vanilla kit for fun or practicality. A little bit of tweaking would make this kit great even if still not perfect, but for what it's worth I think this one's still pretty good where it stands.


Mint Decavitator - 8/10

Here's the first of the two kits for what is now my favorite weapon in the series. The Decavitator is a very slow weapon with the unique option to quickly poke around cover with a dash that isn't quite as strong out in the open. I don't know what playstyle the Mint kit is trying to allow for other than possibly being designed to be less aggressive than the Charcoal kit. How much less aggressive? I couldn't tell you. Maybe Big Bubbler was meant to be used to keep it safe against longer-ranged weapons, or more probably it was meant to be used in a more similar way to Roller where you keep people out of it and can poke at them from a distance. In any case, this is a weapon that's difficult to make two functionally unique kits for, but I think they did a good job with both.

Suction Bomb is probably the worst bomb it could have gotten. It has the longest fuse time, is tied for the most ink-hungry, and has the least use during an engagement with an enemy. This is also a weapon that loves staying hidden and will not be using it as much as other weapons with similar range as a result. This all says nothing about the quality of Suction Bomb itself as a subweapon because it ultimately is still a very good option for it. As I said with Wiper Deco, being able to threaten space behind cover is fantastic and most subweapons in general will be a "nice when you can afford to use one" kind of thing for Decav, which this is definitely one of the nicer ones you can have.

And then there's Big Bubbler. You could argue it might work better on Wiper or Stamper but this is still a fantastic choice for a special. All three Splatanas can guard the insides of a bubble very well thanks to their one-shots and have the range to threaten space outside of it even if the other two can poke over ledges and have more range on their projectiles. This weapon does have the dash to help get it into position more easily, but that's not something Wiper would struggle with at all.

I don't think any of this is leads to the Mint kit having its own playstyle that other kits can bounce off of, but that in itself isn't a bad thing and I didn't dock it points for that. The Decavitator as a main weapon can only play so many different ways without feeling blatantly bad to use and I think this works as a much more straightforward "starting point" for people looking to play this weapon, comparatively speaking. It's not absolutely flawless but the choices here were very good regardless.


Charcoal Decavitator - 9/10

Lastly, my current main. As I said before, I think this was designed to be the slightly more aggressive of the two kits, possibly the more difficult of the two as well. Both of its parts are a bit more unwieldy to use but allow you to pose a much more immediate threat to your enemies. Splash Wall is meant to help you close the gap between you and them more easily and Inkjet lets you threaten enemies from a distance, but this isn't the kind of weapon that can usually sit behind Splash Wall to directly control space like a Squeezer would and Inkjet's shot velocity with its precise one-shots make it one of the trickier specials to get the most out of in the game.

For the sake of second kits, I think Splash Wall is the best thing they could have given it if the first kit has a bomb. They technically could have given it two kits with bombs but if they wanted to give it two kits with similar playstyles, yet different strengths, this is the way to do it. Splash Wall definitely is awkward if you don't know what you're doing with it but proper use can let you skirmish like crazy. It's not really something that any other subweapon can do and it lets the Charcoal Decavitator get away with a lot of things that the Mint kit can't. Technically Burst Bomb or Fizzy Bomb could have allowed for damage combos and better movement, but the difference there isn't nearly as big as it is with Splash Wall.

I don't even need to say it but Inkjet is a flawless choice for the special. You can poke over ledges that the main weapon struggles with, you can threaten people at a distance aggressively, and you even have a dash to protect your landing with the recall. It's not as obvious but you can sometimes just land without dashing to activate your huge one-shot more quickly if you can react fast enough to people camping right next to your landing. It's great that they put this on the kit without a bomb to allow you to poke wherever you want. What else even is there to say though?

The balancing is great for both Decavitator kits as well, with both being just on the cusp of top level play and seeing fringe experimentation there. I've had absolutely nothing to complain about, so why is it not a 10/10? Honestly, the only reason is because I don't feel right giving this the same rating as vanilla Stamper. I was tempted to give it a 10 mostly from context of how it plays off of the Mint kit, but for as much as I love this kit, I can't tell you with a straight face that it's as good as vanilla Stampers. I can't tell you what kit they could've given to this weapon for me to give it a 10, but for what it's worth they did a fantastic job with this weapon.


In summary...

View attachment 12791

That is all. Have a good day.
Ya forgot about the grizz co splatana tho
 

OnePotWonder

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Bringing attention to this thread so "Splatoon Sucks" isn't in the thumbnail for the forum.

Personally I'm not a huge fan of the Splatana Stamper Nouveau's kit purely because it's a waste of a perfectly good Crab Tank.
I'm not a huge fan of the Charcoal Decavitator either, but that's more of a personal thing. The kit works well enough. Almost too well.

I think what the splatana kits do best is give players of the class a lot of different play styles, despite only having three main weapons.
 

Grushi

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This is a cool concept, thank god I only have 8 weapons to cover lol.


Splat Brella - 2/10

Wow, what a great start. This weapon's been such a consistent bottom tier since the start of the game, I barely want to elaborate.
I'm not the biggest hater of sprinkler on it, brella can't use it's sub that much so having something you can just throw isn't that bad. It helps with the paint weakness a good bit, and it's got a very situational "throw it at an enemy while shield flaring to annoy them" combo.
As for tristrikes, it's bar none the worst special it could have gotten. I guess it was meant as a replacement for splat bomb launcher, but that allowed you to keep your main weapon, which is so important for brella. You need your special to help you hold space and keep stalling when your ink tank inevitably depletes, and strikes can't protect you.
But wait! There's one saving grace for this kit, is it actually paints a lot. I find it unironically pretty good for turf war, so it's not a 1 lol.

I kind of wish they did something else, if you were going to keep something from s2 vbrella keep ink storm, and if they didn't want to give it another bomb they could have done point sensor ink storm or something, but it is how it is.


Sorella Brella - 10/10

NOW we're talking. Everything is perfect, I don't think auto's the best sub for it but that's a nitpick, it's basically perfect and it has really unique synergy on brella, and inkjet was such a cool idea. You get your ink tank refill but now you don't even need your shield, and you get an aggressive play making special on a weapon that typically can't get multi kills, and you even get to shield your recall, it's perfect.
This whole kit even has a s2 nostalgia vibe going for it with an iconic splatoon 2 main sub and special, it's awesome.


Tenta Brella - 10/10
Tenta Sorella Brella - 10/10


I have to, they're literally perfect. I could not make better tent kits without giving it burst bomb and breaking the game, they have perfect synergy.

Beakon works really well on tent, the main weapon can't really use bombs so beakon suits it just fine, and it doesn't struggle getting in thanks to its shield. It struggles on retake, but a bomb wouldn't help that much. Tent can place them while waiting for its next shield, it's vulnerable to sharking so the location effect is very underrated, and it really likes playing with very aggressive comps, which beakon enables.
Mines on it... are also perfect... they help you hold space, aren't that expensive, are a fast option you can use besides your laggy shots, paint your feet, combo perfectly, and you can set them up in spaces no ther weapon can.

There's a good reason tent is the only vac weapon that works right now, the shield makes up for so many of the special's flaws, and it makes the shield essentially invincible, and can be a panic option too if you're getting rushed with no shield. It's a really fun playstyle, it leans into tent being able to enable very aggressive weapons by giving it another option to protect them.
And you can even use your shield to set up aggressive zooka angles... I guess my only gripe is that zooka can get a little repetitive to use over time, but it's still pretty fun.

These kits are everything I've ever wanted, no matter what we get in s4, I know I'll miss them, Splatoon 2 already gave us pretty cool kits, I know bubble blower and ultra stamp are really missed on tent, and I really loved bubble blower for it, but this just went even further. Not to mention it's a one trick weapon, having good kits is imperative for those since they don't allow for much flexibility, and tent got literal perfect kits.


Undercover Brella - 4/10

Alright, we're back to some good old wacky kits. Vanilla Undercover...
I don't think mines are horrible on this weapon, it can bait people decently well and it plays into the weapon's paint, which can be nice. It's ink efficient and terrible at fighting though, so it really wanted a bomb.

Now reefslider on it is weird, it makes absolutely no sense with this weapon needing to play like a support, but the combination of mines and slider gives it a very very annoying weird "hold space, paint and stall, until you get hit by random chip damage I've placed everywhere and now I will pop slider and kill you" playstyle. It sounds strange, but it's better than people give it credit for, especially since slider's 28th explosion radius buff. It's kind of a meme, but I see people doing pretty impressive things with it, so it deserves some credit, balance wise, I honestly think it's the better kit.


Sorella Undercover Brella - 5/10

Torpedo is perfect, it can use it a lot thanks to its ink efficiency and it's a great combo sub, literally makes you one shot in some cases, which gives undercover a way to actually kill people! Unprecedented! You mostly use it for teammates, but torp spam is honestly not that bad a strat, very annoying sub.

But screen is a very odd fit for it, I like that it plays into the spy theme of the main weapon, despite it not wanting to play sneaky at ALL but sure. It solidifies it as a backline counter, they can't shoot you while you paint the map, you spam torps at them and block their line of sight, but against literally everything else, it doesn't feel great. Screen becomes an ink tank refill most of the time. I don't hate screen, but the problem is undercover needs a special that can make up for its lackluster main weapon and give you a good reason to go deal with it, and screen just doesn't have that much of an impact. I guess this is mostly a balance thing, but I can't rate this kit much higher than the vanilla one. At least it feels a lot more purposefully designed than the vanilla one, if that makes sense.


Recycled Brella 24 Mk I - 5/10

Ohh boy recycled, it's only been one day since my last existential crisis with you...
I've honestly grown to not hate this kit as much as I used to. I played it again for the first time since april, essentially, and it felt a lot better than I remembered. Bubbler in particular felt incredibly hard to get value out of, but after getting much better at the main weapon, I can say it's a pretty good fit. Obviously you can use your shield to set it up, but my issue was that big bubbler kind of stopped the weapon in its tracks, you'd stop moving forward on a main weapon whose biggest strength is speed above all else, and give your opponents time to recover. I still think that's somewhat true, but I tend to not sit in bubbler much anymore, you kind of use it as a checkpoint before moving further ahead, it's got some good utility. Not to mention my opinion of triple splashdown as a special has gotten worse and big bubbler is quite underrated, it's a really good solo queue special, so it's felt a lot better than before.

I still hate dart to pieces though, it's a situational damage combo, but the damage is so much less threatening than your main weapon's. The main utility it has is being a lag-less option you can use while running around in your shields, but even then it's just bad. The main weapon is extremely unreliable to hit so it desperately needs a reliable sub it can combo off and it did not get that, sadly.


Recycled Brella 24 Mk II - 6/10

I still think this kit's a bit better but both recycled kits are more even to me now. Splashdown on it is perfect, your shields are great to set it up and it's great as a panic option if you can't hit your shots or to make up for your somewhat slow kill time. It lets this weapon get huge kill streaks, I think it's a perfect kit.
My issue with TSD is that balance wise, it's honestly not that great, I'd probably rate bubbler higher believe it or not. My main thing is that at a certain level, people are very good at telling when you have splashdown and are just going to space you out constantly, it's kind of predictable what a tsd user is going to do, it's especially easy to avoid on hallway maps, good luck making something happen on hammerhead! It also gets countered so easily by just, shooters with swim speed, which is every shooter these days, they just swim out of it, it's really easy to do, not to mention cooler's full qsj which lets you literally jump out.

Now, the upside is that mist helps a little bit to set up your splashdowns, which I think the special actually needs at high levels. Against good players than can space you out, using mists to threaten going in is actually pretty important, but it's quite unreliable. I don't hate mist for recycled, it helps with line of sight, location, and it has a reliable effect but said effect is just kind of weak, not to mention it leaves only the main weapon to deal damage, which isn't great. I think this main is actually a lot more sub dependent than it seems, if it got a reliable damage tool, it could be so good, but it's not, you're stuck with following up you 90 damage skill shots with... shield bumps at best, which is kind of frustrating.



Well guess who rambled a lot again! I think I just took an hour writing this, damn.
So yeah, brellas are very hit or miss, I think undercover is kind of doomed unless it gets a meta special to play off off, but recycled had a lot of promise, I'm genuinely so curious to know how it would do with a burst bomb, it NEEDS this sub, the special barely even matters for this weapon
 
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Yeenom

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I'll throw my hat into the ring with Blasters:

Blaster 4/10
It's certainly a kit, I mean at least it's a base game kit with Big Bubbler and a locater special is nice? I really don't get what they were going for.
Custom Blaster 6/10
I can't dock it points for this but CB being one of only two weapons with Triple Splashdown during Chill Season 23 made it actually insufferable. Full teams of just CBs and Enperry Dualies, spamming Splashdown and immediately dying because they don't normally play those weapons. Point Sensor is okay, TS is fine, but Blaster definitely failed in comparison to it's bigger brother.
Range Blaster 7/10
It works. Wave works, Suction works, that's all I can really say. It served well but now it's absolutely outclassed by
Custom Range Blaster 11/10
Peak, simply peak kit. Kraken alone sets it higher than basically every Blaster kit, but a comboable bomb is even better. CRB is the only other blaster I usually play, just for the kit alone.
Luna 6/10
It's alright, having Zip on a short range weapon is cool (Rip Zip Splash) and Splat Bomb is also good.
Luna Neo 6/10
Ah my main, unfortunately as it is to say, Ultra Stamp is holding it back. I kind of get the philosophy and I like US, but that was basically banishment to the low tier realm. I know this isn't a new kit thing but like, the poor thing really should have gotten Wail or Cooler.
S-Blast 2/10
Ah yes, the kit universally clowned upon until the 91 kit came out. The worst outcome of merging the Tetra Dualie kits, it was so bad people started deluding themselves into thinking Reef might be good because they couldn't believe it. First of all, Sprinker in Splatoon 3, second of all, Reefslider.
S-Blast '91 10/10
S-Blast is like that kid you said would never make it in life, now look at him. It's a blaster with Burst, that's all I need to say.
 

QuagSass

Inkling Commander
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Hijacking your thread as well <3

Ranking the kits in terms of fun. Also ranking them in a vacuum, not taking the meta into account because that would make me sad.

Mini Splatling 9/10
Starting off strong with my beloved Splatlings.
This kit is so so close to being a perfect 10/10. It gives Mini everything it needs, a damage combo sub, an entry tool and a backline delete button. The only thing really holding it back is Ultra Stamp. This special just isn't as reliable at being an entry tool as it should be. But even then it is very fun on Mini. When it works it works. And it's utility as a tool to threaten backlines is still there.
Burst Bomb is Burst Bomb, and it's Mini's perfect sub. Precious few could compare to the utility it gives Mini. Honestly Burst Bomb on it's own is carrying this kit.

Zink Mini Splatling 6/10
The Mini Splatling as a whole suffers from a similar problem as the Tetra Dualies if you ask me. One kit has a sub, the other kit has a special. If Vimi is the kit with a sub, this is the kit with a special. And were this any other Splatling, that would've been fine. Splatlings as a whole don't really care about their subs, the main is always the star of the show. Mini is the one exception, this is the one Splatling that does use it's sub quite frequently.
Big Bubbler works quite nicely for the Zimi, the main is threatening enough on it's own to protect itself within it's own bubble while also having enough range to threaten outside of it. The bubble really helps it with skirmishing as a whole, though it does have trouble moving in on it's own. Not the best special for it, but perfectly serviceable.
Where this kit fails is with Toxic Mist. This is a kit that tries to relive the glory days of S1 Zimi, but that kit worked completely differently. The reason Distruptor worked was because the sub helped Zimi with fighting, which the Toxic Mist does not. This leaves s3 Zimi in this awkward spot of being really good at holding space, but near-incapable of moving up on their own. The lack of aggressive potential is what's docking most of the points here.

Heavy Splatling 10/10
Oh the synergy of this kit! It's beautiful to behold!
The sprinkler to cover your downtime and provide extra paint! The Wavebreaker to provide location and chip damage! The fact that both parts of the kit work as temporary shields! This kit is so so fun!
If I were to recommend a kit to anyone interested in playing Splatlings or even backlines as a whole, it would be this one.
The only negative thing I have to say about it is the overall strength of the kit. Or rather the lack of it. But I'm not ranking these on their strength, so a perfect 10/10 it is!

Heavy Splatling Deco 8/10
Where the vanilla kit focused more on Heavy's strengths as a backline, this reference kit tries to enable it's potential as a midline.
Point Sensor is a more immediate and constant location tool over Wavebreaker's spotty availability, letting the Heavy take more informed positions. Kraken is a melee special, meant to further help Heavy make aggressive pushes.
And this kinda works. However this kit lacks the constant protection that would really enable Heavy's midlining. There's a reason why previous games gave Heavy Splash Wall.
S3 Kraken simply activates too slowly to enable more risky, aggressive plays and Sensor is a location tool and nothing more. That being said I'm giving this kit points for the interesting utility Kraken provides as a "Go anywhere for free" tool. Being able to just force yourself on enemy snipe or some other annoying spot is something that other backlines (except for custom pee-liter) could only dream of. And if you've never thought of Kraken Heavy in this way, I highly recommend giving the kit another chance with this in mind.

Hydra Splatling 7/10
For a main weapon I love so much and a kit I had to deal with for so long, the vanilla Hydra Splatling is only oktm.
Hydra as a whole does not want lethal bombs, it has little synergy with bombs. But if you had to give Hydra a bomb, Autobomb is the best one to give it. The location utility is nice and it can kinda clear Rollers and whatnot from under your ledge. Hydra can't easily follow up on it's own Autobombs though, so it can be awkward at times. Autobombs on Hydra are best used to throw into a teammates' fight rather than your own. Still, access to Autobombs is probably why you would pick this kit.
Hydra loves playing off of Booyah Bombs, but similarly to the Autobomb issue, Hydra hates being the one throwing the Booyah Bomb. The main is simply too slow to follow up on it's own Booyahs. This also means that any backline-displacing utility the special has is lost.
For these reasons the vanilla kit ends up being the more passive of the two Hydra kits. This in turn makes for an overall less fun kit, as the peak of Hydra gameplay is as a midline/backline hybrid (30% midline - 70% backline). Enabling this kind of playstyle falls solely on the main's shoulders with this kit, with Booyah Bomb occasionally providing a defensive tool.

Custom Hydra Splatling 9/10
Now we got a kit that enables Hydra's aggressive midlining! It was a long wait, but Custom did not disappoint!
Let's start with the negative to get them out of the way. Ink Mine/Splattercolour Screen is a tad defensive. I would have preferred a different sub to pair with Screen or a different special to pair with Mines. As is, this kit struggles in retakes.

And that's it. That's all the negatives. It's significant enough that I'm going to dock a point, but that's all there is.

So Ink Mines! I mean what is there to say about Ink Mines? It's the perfect sub for Hydra. It's a deployable, it's relatively cheap, it guards flanks, it locates people, it chips them for you, it can give you kills from beyond the grave. It's almost like having a teammate with you at all times. Best part is that it doesn't block your shots unlike real teammates <.< *grumble grumble*. Honestly Ink Mines are a better teammate than actual squids and octos sometimes. You guys need to learn a thing or two from Ink Mines.

And Screen, oh Screen. Non-believers see a massive wall of paint and go "oh the Hydra is blind now, this special sucks for it", not realising that the scariest Hydra is one you can't see coming. And your sights being blocked doesn't matter when you have a full charge. And it's not like Screen blinds you that much once you learn to use it.
Screen does 40 damage, which means that even a half-charged Hydra is now a 3-shot. Also Screen can hit multiple times! Someone's goes through your Screen and then regrets it? well now they're either taking 80 damage going back through the Screen or they eat your bullets and explode. The damage combos alone make the Screen worth it. And unlike Booyah Bomb, Screen does not take the main away from the game for an extended period of time, this is a deployable special. I cannot stress the importance of Screen being a deployable special enough. The fact that you can just throw it and be done is so so important for Hydra. And the damage numbers also mean that you can use Screen as a makeshift Burst Bomb, throwing it directly on top of someone who just barely escaped the main's fire to finish them off.
The fact that Screen is also a smokescreen special, allows Hydra to lean more into the aggressive midlining playstyle. The special allows the main to reposition more safely and fight other backlines more reliably. Screen revealing people hit by it is also very very handy for a Hydra that is playing more like a backline. It's just such a versatile special for Hydra.

Even with all this I still feel like I'm underselling this kit.


Ballpoint Splatling 5/10

It's a kit made up of 3 extremely strong parts that don't work well together. It's ok, I guess.
Ballpoint plays too far back to reliably make use of Inkjet. It can be a decent frontline with it's short-range mode, but the special forcing it to switch to that feels iffy. Workable, but difficult.
Fizzy Bomb is at least interesting in that it essentially provides BP with a "third mode", covering for the main's weak long-range paint and object damage. Can't say it really does much else.
Regardless of the lack of synergy, it's still Ballpoint, it's still Fizzy Bomb and it's still Inkjet. It's still a strong kit, just an awkward one to actually use.

Ballpoint Splatling Nouveau 8/10

If vanilla Ballpoint's kit feels like it has all the tools that it's teammate would want, then Ballpoint Nouveau's kit feels like it has everything BP would want.
This kit feels more comfortable to a backline enjoyer such as myself. Ink Mines provide all the utility it does for Hydra, though BP isn't quite as head over heels for it. Still a valuable sub for the main. I probably would've picked a different sub to pair with the Ink Vac though. With this special, BPN feels like it's supposed to be the "pace-setter". It starts the push with the Vac and then defends itself with it's short-range mode afterwards. The synergy with the Vac is interesting and it's great fun when the team works around it. Really leans into that frontline-backline hybrid that BP is.

Ha, now that I think about it, the kit design for Hydra and Ballpoint ended up being quite similar.
🤝 Backline Splatling Solidarity 🤝

Nautilus 47 9/10
I'll be real, I'm docking a point mostly because of Point Sensor. The sub does have some nice synergy with Nautilus, letting it take more informed fights and what not. But Nautilus would prefer a poking tool over it. Still a perfectly serviceable sub. It's not like sub weapons make or break a Naut kit.
The real star of the show here is Ink Storm. Oh, where to even begin.
Well, what is Nautilus' biggest weakness? It's a paint reliant weapon that doesn't really want to paint for itself. It can do it, but it's not doing Naut things if it focuses on that. And you want your Naut to do Naut things, always. Ink storm fixes this, being a long-lasting passive painting special. Storm also provides Nautilus with chip damage and works as an entry tool of sorts, very handy.
A Nautilus in an Ink Storm is quite the menace and something to be respected.

Nautilus 79 8/10
Nautilus has something to poke with now! Yippee!
It's very ink-hungry and slow to detonate, but still perfectly usable.
Docking points mainly for Triple Splashdown. Losing out on an entry special kinda stings and Tripdown is only ok as compensation. It's a fine enough special, but doesn't quite do what Naut wants. Tripdown's paint output and ability to create immediate space around the Naut is appreciated though, even if Naut doesn't get the special very often due to that steep 210p price tag.

Heavy Edit Splatling 8/10
Everyone say "Thank you, I love you" to the Splatling still being consistently ran in comp, not that that matters for this ranking. We all love Edit in this house.
Edit and Cooler is such a fun combo. You got yourself a fast mobile Splatling that can sometimes get even faster??? Huh??? Is this legal??? Am I allowed to be this fast???
Cooler also provides a temporary shield à la Wavebreaker, except this time the shield is invincible. Honestly playing Edit feels like breaking the law sometimes. It's great. Very lovely.
Curling Bomb is also handy, really leaning into Edit's mobility by providing a nice trail to swim in. But with Curling Bomb comes the downsides of playing Heavy Edit. You have no reliable poking tool. Anything longer range than Edit will bully the poor thing into a corner and there's nothing you can do about it. The vanilla kit struggles in retakes because of this. Another reason for docking points is actually the Tacticooler. As fun as Cooler is on Edit, it does kinda force the main to be more supportive, more passive. Heavy Edit, the main, is a slayer/support hybrid, but the kit leans more into the support half of it. Which is fine, but a little boring.

Heavy Edit Splatling Nouveau 10/10
So you know how I said Heavy Edit has no poking tool? Well, it has a Splat Bomb now. Run for the hills, for there is nothing holding this Splatling back anymore. Oh but wait, it also has Crab Tank now, so you're not safe behind the hills either! Muahahahahahaa! >:)
Edit Nouveau, or CrEdit as I like to call it, fixes every single issue I had with the vanilla kit. Yeah, it lost the funny Cooler shield along the way, but now it has a special that turns it into Hydra. So like. There's literally not a single downside here. Now Edit finally has a kit that lets it be the slayer it was always meant to be <3
 

isaac4

Inkling Fleet Admiral
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I'm finally deciding to get this done, just hope I don't end up going on for too long with Machine and Dread D.
Edit: Lmao

Slosher - 8/10
Pretty obvious that the vanilla kit was going to be ranked pretty high. The devs clearly know how good Splat Bomb is on Bucket since they've given it to Soda Slosher in both S1 and S2 but I would say this is still the worst Splat Bomb kit out of the three.
In both previous kits, Splat Bomb was paired up with an aggressive special allowing Bucket to be even more threatening. This is the first time the devs have paired it up with a more passive entry special and it's all because they wanted to make a reference kit to the S1 vanilla kit without Burst Bomb.
Regardless, it's still not the worst special that Slosher could be paired up with so this kit is still great.
If it had Inkjet or Zooka though then it would have definitely been a 10/10.

Slosher Deco - 7/10
I'm not sure what the direction the dev team had with this kit outside of Angle Shooter having a (practically useless) damage combo with Slosher but they definitely didn't succeed here. This is made evident by how both Slosher and Angle Shooter were buffed in ways that would answer some of the weaknesses of this kit.
It's still a lot better than it used to be though and Zip on Slosher ended up being surprisingly synergistic.
If they instead gave Bucket Deco a different sub then I could have seen this being as good, if not better, than the vanilla kit but unfortunately that's not the case.
Thankfully, Slosher is a good enough main weapon on its own so Angle Shooter doesn't completely ruin this kit but the curse of Slosher Deco continues.

Tri-Slosher - 5/10
Unlike Slosher Deco, I think I understand why the devs thought Mist/Inkjet was a good kit idea for Tri-Slosher.
Tri has a hard time chasing down enemies because of its short range so Mist should be able trap them so they can't get away, right
No, it can't help Tri-Slosher reliably trap opponents. ⚰

Inkjet is at least still really good on Tri but the problem comes down to how reliant the main weapon is on its kit.
Slosher Deco is able to work well enough because the main weapon is pretty self sufficient, something that I can't say about Tri-Slosher.
It's pretty disappointing since this kit would easily be an amazing Inkjet option if it had Burst instead but the devs must have just wanted to avoid making Tri strong again like it was in S2.

Tri-Slosher Nouveau - 8/10
I think it's a bit ironic that the Tri kit that ends up making the weapon competitively viable is the one that pushes a supportive playstyle, a playstyle that the main weapon isn't normally good at.
However, the sub and special they decided on are perfect for enabling Tri to fit that support role. Though that could be probably be said about most weapons if they were lucky enough to get a kit with Fizzy/Cooler.
I still wouldn't say this kit has the same issue as BP where the sub and special are strong enough to make up for the fact that the main weapon doesn't synergize well with them.
Tri does like having Fizzy for poking at ranges that the main weapon can't reach and the paint that Fizzy provides gives it a way to move around faster. Cooler is also good because it helps it play a lot riskier and move in faster, something that can be a real problem for the enemy team.
Still, as great as this kit is it still goes for a playstyle completely different from how Tri actually wants to play.
Fizzy/Cooler makes the weapon play a lot more passively than it should, an issue I already had with Tri-Strike on Bucket so I can't put this any higher than a 8/10.

Sloshing Machine - 11/10
Should go without saying that Machine really won the kit lottery here. You could also say that maybe it didn't since this kit is what pushed the devs to finally kill the main weapon itself on top of making it 220p but this is still the best slosher kit in S3 and one of the best slosher kits in the entire series, probably only outdone by vBucket in S1.
It's perfect at supporting Machine with everything it needs and more, not much else that needs to be said besides that.

Sloshing Machine Neo - 9/10
Machine must have made a deal with the devil or something because how did it end up getting two amazing kits?? The real reason is that Machine Neo is another repeat kit just like Neo Sploosh except in this case, the repeat kit synergizes amazingly with the main weapon.
The only reason it's not higher is because of the main weapon nerfs that Machine got right before this kit was added to the game. It's a lot weaker at fighting so not having a bomb sub anymore is definitely felt here. The kit is still amazing though so it doesn't hurt the ranking too much but I could have seen this kit being a 10/10.

Bloblobber - 9/10
I want to clarify that all of these rankings aren't about my personal feelings on the kits, they're focused on how well they're able to enable the main weapons strengths. That being said, Bloblobber got really lucky here with one of the most annoying kits the devs could have given it.
They really made sure to give the passive long ranged painting and chip damage weapon options to play even more passively with Sprinkler/Inkstorm. The only thing holding this kit back is that it can't easily farm for more specials because of the cooldown.

Bloblobber Deco - 4/10
Everything about this kit goes against how Blob plays and while I know that's because they were going for a more aggro kit, I don't think that's a playstyle that Blob can ever work with just because of how extremely passive the main weapon was designed.
Even if Blob was reworked, Blob Deco would have still had Angle Shooter so there was really no way to save this kit.
Kraken is the only positive here and that's just because Blob can stay alive to continue playing like it always does after the special is over.

Explosher - 7/10
While the vanilla kit doesn't give Explo a way to move around faster or protect itself, it still helps the main weapon with what it's already good at which is paint and chip damage.
Point Sensor is cheap and gives Explo more information on where it should be using the few shots it has. Inkstorm also forces the enemy team to move while passively painting the map and giving you the chance to potentially one shot anyone caught in the special. Both really help Explo support itself and its team but the problem is that the main weapon is already perfectly fine at providing paint and chip damage, what it needs from a kit is a way to continue doing that when being targeted. It's very easy to bully vExplo out of the positions it wants to play in which is really hard for how slow the weapon is at everything it does.
Regardless, this is still a pretty decent kit.

Custom Explosher - 6/10
My history with cExplo has been really complicated and the fact that it was added in the same season as Dread D and Recycled 1 affected my view on the kit. I was feeling really negative about the game at the time but now that I've had time to try it out myself and learn more about it I've realized that the kit is...still not that good but it's not terrible either.
The kit is almost like the exact opposite of vExplo. Instead of having tools that help Explo support its team without having any way to protect itself, cExplo's kit is entirely focused on helping itself stay alive. While that's not a bad idea, I do think the kit went too far into that approach by not letting it have a special to help its team push in.
Splash Wall still helps it stay alive but it takes a while for it to set up and Explo is a very slow and ink hungry weapon that can't stay behind Wall as safely as other weapons could. Then there's TSD which is great for getting rushed but it still doesn't help Explo against a lot of specials, midlines, and other backlines that the vanilla kit was already struggling against. The outside radius also doesn't even combo with the AoE.
I keep speaking very negatively about cExplo but this kit isn't terrible at all and is probably even better in this meta than vExplo but the tools given to it don't synergize as well as Sensor/Inkstorm did.

Dread Wringer - 4/10
The vanilla kit had a big impact on how I viewed this weapon for a long time but looking back at it now, it doesn't make a lot of sense to me.
While Dread does have higher damage output than Slosher or Machine, that's only if it's able to hit two sloshes and the fire rate is pretty slow compared to the other midline sloshers. It's worse at fighting but it outranges regular Bucket and also has much better paint so it can play a more passively. Suction is also typically given to more passive or supportive weapons like N-Zap '85 or Neo Splash.
Instead of giving Dread a special to support its team though, they gave it Reefslider which forced players to either use Dread a lot more aggressively to try and make up for the special or use it as a zones cheese weapon.
The only positives I have to say about this kit is that Dread with Suction is still pretty good and the outside damage radius of Slider at least combos with a single slosh.

Dread Wringer D - 1/10
The special doesn't take away the main weapon this time so that's why it's not a 0/10.
 

nocoffei

Inkling
Joined
Jul 17, 2024
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7
It feels like I haven't written a big forum post in a while. This isn't based on viability as much as it is off of how much fun the kit is and how well they executed its playstyle and all that. Feel free to do similar for your mains or something in this thread idk


Splatana Wiper - 9/10

Starting off very strong here. The Splatana Wiper is a mobile, annoying weapon with great range and painting offset by an awful time to kill unless you one-shot someone. This kit gives you tools to work around that problem if you play more aggressively, which is something that all of Wiper's other strengths play into. A Torpedo thrown by a Wiper is particularly threatening because Wiper combos particularly nicely off of it and can get within range fairly easily. This isn't even to mention how strong rolling it can be for it.

Ultra Stamp is an amazing idea in theory, but how it works in practice does knock it just a little bit. This is meant to be an entry special but simply does not do this for Wiper. Instead, it's more useful in helping Wiper fight stuff when it's already where it wants to be. Wiper's mobility puts it in these kinds of situations very often and in spite of how bad the special is right now, Wiper is the standout weapon that makes it work better than anything else in the game. Having a better special would undoubtedly be better for it but it's not as bad of a problem here as it would be for other weapons.

All of this reflects in the weapon's current standing in competitive play right now. It's a high-tier weapon that still sees plenty of use even at top level. This is basically the ideal spot for most weapons in the game balance-wise. So really, the only thing I can knock it for at all is how Ultra Stamp is bad. The playstyle this kit puts together flows perfectly with what the main weapon wants to do and is very fun to boot.


Splatana Wiper Deco - 4/10

After one of the stronger ones, we have...one of the weaker ones. Actually most Splatana players would call this one their least favorite. I personally love it but need to be honest with myself for the sake of the thread. This kit is intended to let you play more supportively, with two parts that specifically don't do much for you if you're already closer to enemies. However, it does still try to play to Wiper's mobility with tools that would fit onto more fast-paced teams, with Squid Beakons being at their best on these kinds of teams and Tenta Missiles offering displacement and location.

The idea's there and it was pretty strong on launch when Tenta Missiles were one of the best specials in the game, but look at where we are now. Tenta Missiles are just kind of okay and Wiper Deco is a lower mid-tier as a result. Why? Some of it is a byproduct of the meta we're in where purely supportive weapons need one of a few select specials, some of it is that Wiper REALLY needs a bomb, and some of it is that Tenta Missiles don't have any particularly great synergy with Wiper. It's nothing offensive but it's just not what it needs.

Squid Beakon on Splatana Wiper is an idea that can work, and I personally would be very happy if it could happen, but already kind of sets this kit up to be something that you need to build your team around if you're trying to run it on a serious team. The utility of a bomb is so important that most teams will want at least three, sometimes two if you're really stretching it, and it's usually not going to be an anchor running one because of their positioning making it harder to threaten the right space with them. On Wiper specifically you need their help while getting into fights as well so you're instead going to need to rely on the help of teammates or your special much more than usual.

Tenta Missiles were strong when this weapon first released, so it was able to reach this goal and see use at top level with a small handful of teams running one without a backline. The year is 2024 though. Tenta Missiles aren't as strong, leaving the one hope for this kit being that Tenta Missiles have some particularly good synergy with Wiper, and it just doesn't. It's a perfectly serviceable special but it doesn't make up for any of Wiper's problems or enable it to do anything that other specials wouldn't do better.

However, I don't think every weapon needs to be meta. Having weirder stuff like this to fill out a game's more specific roles is very nice. This is still one of those that just did not work out in practice. Wiper Deco entirely hinged on something unhealthy for the game being unhealthy for the game and sees no use now that the unhealthy element has been toned back.


Splatana Stamper - 10/10

I don't think anyone will argue with this. This is clearly meant to be the faster, more aggressive Stamper kit. Zipcaster gets zero value unless you're killing people or directly getting pushes with it and Burst Bomb's area denial isn't nearly as strong as its use in combat. This is a fan favorite kit in the game and coming up with even a single negative thing to say about it is extremely difficult.

Splatana Stamper as a main weapon is built around flexibility and damage combos and Burst Bomb only enhances both of those things. You have more damage combos to play around with for your main weapon on top of being able to threaten behind cover, give yourself ever so slightly faster movement and giving you another fast attack that isn't easy to avoid as your charged slash can sometimes be. The "threatening behind cover" point is even stronger here than usual because getting hit for 70 damage means you can no longer go behind cover at all without worrying about the Stamper user's follow up.

Zipcaster is a special that everyone loves as is and this is one of the best weapons to put it on. Zipcaster generally prefers to be put on weapons with longer range and Stamper absolutely can play to that longer range if you're able to track people's movement with your charged slash and follow up properly without your Burst Bomb. Getting closer to someone is a lot more challenging, but you do get rewarded nicely with your main weapon's one-shot if you can manage. It rewards its user for knowing good spacing and having good mechanics with the main weapon in a way that having a more standard special wouldn't allow for.

The closest thing to a complaint here is the inverse of what I said for Ultra Stamp since you can argue this weapon is too strong. The fact that it's easily been one of the best weapons in Splatoon 3 through the game's whole lifespan yet you have people defending it should speak volumes to how good of an influence it's had on the game. Most people automatically hate on whatever's top tier in any newer game, but Stamper has almost seen the opposite. It's gotten a lot of defenders saying that something this difficult with this much skill expression should absolutely be a top tier. Maybe there are combinations that could be stronger with the main weapon, but there definitely wouldn't be many and what we ended up with is probably infinitely more fun and unique to both play and watch than any of those could be.


Splatana Stamper Nouveau - 6/10

After over a year of waiting, Stamper's second kit had some particularly big shoes to fill. This kit seems to go for a bigger focus on area denial than the vanilla kit, which the main weapon was already decent at thanks to how slow-moving its projectiles are for how much range they cover. Toxic Mist is able to cover space for longer than your main weapon's ink tank usually allows for, while Crab Tank lets it actually paint over a lot of space with a more open sightline and allows its teammates to get into enemy space more easily.

I don't think Crab Tank specifically does anything crazy for Stamper outside of just being a strong special overall, but it does help push the idea behind the playstyle very well. Stamper can sometimes naturally play to the more spots where you'd like to use a Crab Tank but often does like poking at people from below ledges where this special is not very useful. You'll be playing in open sightlines enough to the point where I'd say this is still a solid choice for this weapon, especially given how it's supposed to work with Toxic Mist.

...however, Toxic Mist. This is what you get when the idea behind something is decent, but the balancing is exceedingly far below where it needs to be. A good Toxic Mist would make this kit a fantastic change of pace compared to the vanilla kit but that's not what we ended up with. Instead, Toxic Mist is in an odd spot where it's mostly outclassed by the sword itself when you want to deny space. Technically it goes a little bit further when thrown and there are a handful of spots where it can be handy but that's not what you want a subweapon to be. You should not be grasping at straws for spaces where a subweapon is useful.

For what it's worth, Toxic Mist being as bad as it is kind of loops around into something else for this kit. It's very weird and something I'd definitely not call a strength, but Stamper is both such a strong and an ink-hungry main weapon that not having a good subweapon means you have more time to use your stronger main weapon. It's not all bad when you can still use the subweapon for those fringe cases where it is useful and the weapon's playstyle still remains what it is but this is all worth mentioning. At the very least Toxic Mist can sometimes help you with the main weapon's extremely specific weakness to midline weapons with Splash Wall.

What we're left with is a kit here with a very defined playstyle that still feels usable despite the other kit clearly being strong. This is the ideal goal for a weapon's weaker kit. There is an obvious weak link here and it makes the kit feel a bit incomplete to use, with a lot of Stamper players saying that there's just no point in using it over the vanilla kit for fun or practicality. A little bit of tweaking would make this kit great even if still not perfect, but for what it's worth I think this one's still pretty good where it stands.


Mint Decavitator - 8/10

Here's the first of the two kits for what is now my favorite weapon in the series. The Decavitator is a very slow weapon with the unique option to quickly poke around cover with a dash that isn't quite as strong out in the open. I don't know what playstyle the Mint kit is trying to allow for other than possibly being designed to be less aggressive than the Charcoal kit. How much less aggressive? I couldn't tell you. Maybe Big Bubbler was meant to be used to keep it safe against longer-ranged weapons, or more probably it was meant to be used in a more similar way to Roller where you keep people out of it and can poke at them from a distance. In any case, this is a weapon that's difficult to make two functionally unique kits for, but I think they did a good job with both.

Suction Bomb is probably the worst bomb it could have gotten. It has the longest fuse time, is tied for the most ink-hungry, and has the least use during an engagement with an enemy. This is also a weapon that loves staying hidden and will not be using it as much as other weapons with similar range as a result. This all says nothing about the quality of Suction Bomb itself as a subweapon because it ultimately is still a very good option for it. As I said with Wiper Deco, being able to threaten space behind cover is fantastic and most subweapons in general will be a "nice when you can afford to use one" kind of thing for Decav, which this is definitely one of the nicer ones you can have.

And then there's Big Bubbler. You could argue it might work better on Wiper or Stamper but this is still a fantastic choice for a special. All three Splatanas can guard the insides of a bubble very well thanks to their one-shots and have the range to threaten space outside of it even if the other two can poke over ledges and have more range on their projectiles. This weapon does have the dash to help get it into position more easily, but that's not something Wiper would struggle with at all.

I don't think any of this is leads to the Mint kit having its own playstyle that other kits can bounce off of, but that in itself isn't a bad thing and I didn't dock it points for that. The Decavitator as a main weapon can only play so many different ways without feeling blatantly bad to use and I think this works as a much more straightforward "starting point" for people looking to play this weapon, comparatively speaking. It's not absolutely flawless but the choices here were very good regardless.


Charcoal Decavitator - 9/10

Lastly, my current main. As I said before, I think this was designed to be the slightly more aggressive of the two kits, possibly the more difficult of the two as well. Both of its parts are a bit more unwieldy to use but allow you to pose a much more immediate threat to your enemies. Splash Wall is meant to help you close the gap between you and them more easily and Inkjet lets you threaten enemies from a distance, but this isn't the kind of weapon that can usually sit behind Splash Wall to directly control space like a Squeezer would and Inkjet's shot velocity with its precise one-shots make it one of the trickier specials to get the most out of in the game.

For the sake of second kits, I think Splash Wall is the best thing they could have given it if the first kit has a bomb. They technically could have given it two kits with bombs but if they wanted to give it two kits with similar playstyles, yet different strengths, this is the way to do it. Splash Wall definitely is awkward if you don't know what you're doing with it but proper use can let you skirmish like crazy. It's not really something that any other subweapon can do and it lets the Charcoal Decavitator get away with a lot of things that the Mint kit can't. Technically Burst Bomb or Fizzy Bomb could have allowed for damage combos and better movement, but the difference there isn't nearly as big as it is with Splash Wall.

I don't even need to say it but Inkjet is a flawless choice for the special. You can poke over ledges that the main weapon struggles with, you can threaten people at a distance aggressively, and you even have a dash to protect your landing with the recall. It's not as obvious but you can sometimes just land without dashing to activate your huge one-shot more quickly if you can react fast enough to people camping right next to your landing. It's great that they put this on the kit without a bomb to allow you to poke wherever you want. What else even is there to say though?

The balancing is great for both Decavitator kits as well, with both being just on the cusp of top level play and seeing fringe experimentation there. I've had absolutely nothing to complain about, so why is it not a 10/10? Honestly, the only reason is because I don't feel right giving this the same rating as vanilla Stamper. I was tempted to give it a 10 mostly from context of how it plays off of the Mint kit, but for as much as I love this kit, I can't tell you with a straight face that it's as good as vanilla Stampers. I can't tell you what kit they could've given to this weapon for me to give it a 10, but for what it's worth they did a fantastic job with this weapon.


In summary...

View attachment 12791

That is all. Have a good day.
As someone who enjoys both the Wiper kits, and is an unapologetic Tenta Missiles lover, I'm unfortunately inclined to agree with you on Wiper Deco.

Beakons actually play better than you might think. Your rapid mobility means you can easily run around the map and place Beakons everywhere situationally, just as long as you don't take too much time away from poking enemies and painting for special. It's great fun being able to play a little bit of all roles; support, paint, chip damage and objective claiming are all in your job title. Wiper is an extremely versatile main weapon.

The problem is that the star of the show has been gutted twice. Back when Wiper Deco came out, I was having a good bit of success with it, even with the first Missile nerf, just because Missiles were still good; pop them, use the lock-on to spot your enemies, then go in and take them out while they're weakened. But now that your enemies are much less likely to be weak from splash damage after firing Missiles, you're expected to take them on with... Knowledge of where they are, and a Wiper. No sub.

I've gotten much fewer results out of Deco since the nerf. I usually run VWiper now. It's pretty sad. I hope they re-buff Missiles.
 

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Really a wealth of info in this thread! Good job everyone :)
 

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