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Salmon Run Weapons Viability Rankings/Tier List

lucariojr

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I used to do these for Pokemon, and they were pretty fun and sparked discussion, so I thought I'd try it out for Splatoon. Better competitive players than me have made Ranked tier lists, so I thought I'd do Salmon Run!

Some points before I begin,
  1. This is based on personal opinion and experience. Please don't just post "you're not using x weapon right, it should be higher," without explaining yourself.
  2. I am accounting for viability on all current stages, not just one particular stage.
  3. Weapons I haven't used, or have not been in the rotation yet will be marked with a *.
  4. Weapons are listed in no particular order.
  5. Weapons that are NOT available in The Shoal (LAN mode) are listed in Bold.
Some basic criteria I'm using to judge weapons:
  1. Turfing Ability
  2. Wall Painting
  3. Mook Management (Cohoks, Chum, and Small Fry)
  4. Boss Management (mainly Steelheads, Stingers, and Drizzlers)
  5. Support Utility (i.e., movement, team revival, and egg carrying)

S-Tier
These weapons can do it all. Turf, mowing down mooks, handling (most) bosses, you name it. They may have one or two drawbacks and may have a learning curve, but these flaws are minor. Weapons here fulfill 4-5 of the criteria above.
  • Heavy Splatling
  • N-Zap
  • Splattershot
  • Splat Dualies
  • Splash-o-matic
In general, shooters are the best weapon class for Salmon Run. They offer mobility, continuous fire, and painting.
  • Heavy Splatling - Turfs well, and absolutely mows down everything. In a mode where enemies approach slowly, the Heavy has enough time to charge at least partially and splat large numbers of mooks. It deals with troublesome bosses thanks to its range and firerate, paints walls with ease, and can really only be faulted in the difficulty of painting your feet and splatterhopping, which can lead to you being cornered.
  • N-Zap - Great fire rate allows it to paint and kill mooks with ease, and can usually reach high enough to paint walls. Its strafing speed is excellent for dealing with cohocks, as you can walk backwards out of their hitbox easily. Its range is decent, allowing it to hit Steelheads and shoot down Drizzler missiles. Mobility and fire rate also mean that it can splatterhop out of tight situations and quickly paint escape routes.
  • Splattershot - Similar to the N-Zap, but its shots are stronger and larger and it has less strafing speed. Has slightly better ink management than either the Splash or N-Zap, making it easier to deal with Maws.
  • Splash-o-matic - Similar to above; it is the best painter of the three and lacks N-Zap mobility.
  • Splat Dualies - Very similar to Splattershot, and is in fact practically identical to it, however it is worse for painting because it cannot effectively jump and spray (jumping and spraying covers more ground), but dodge-rolling is effective for escaping a gang attack. Dodge rolling is also effective for quickly approaching and chasing bosses such as Steel Eels and Goldies. Having two reticles may also affect accuracy, but this is less of an issue in Salmon Run, with the possible exception of Drizzler missiles.

A-Tier

Weapons here Fulfill 3-4 of the criteria, and excel in certain aspects, though they do have one or two noticeable flaws. These flaws rarely get in the way of using the weapon, however.
  • Dapple Dualies
  • Jet Squelcher
  • Splat Charger
  • E-Liter 4K
  • Slosher
  • Tri-Slosher
  • Mini Splatling
  • .52 Gal
  • Splattershot Pro
  • Dapple Dualies - Offers greater mobility than the Splat Dualies and paints better in shorter distances (ideal for painting around spawn), however the lack of range makes it less effective at taking down bosses, mainly Steelheads and Motherships.
  • Jet Squelcher - Its shots aren't as strong as other shooters, which is to be expected of something that rivals chargers in distance, but can become a problem against Steelheads, which are usually left to the long-range class in a composition. It is however, more effective than chargers at dealing with Stingers at a distance.
  • Splat Charger - Does not paint as well as shooters, and is quickly overwhelmed if too many bosses are on the map. It is effective in the Spawning Grounds and Marooner's Bay as they feature higher ground to snipe various bosses, revive teammates, and paint walls, though should be less effective on Lost Outpost and future maps that lack higher ground. The ability to store charges is also essential and in fact is why it is ranked higher than scoped chargers; unlike in regular/ranked battles, the charger should be expected to re-position often, and having to re-charge a shot is time consuming. There is a technique that allows you to be much more mobile while storing a charge, and should be used for re-positioning against Steel Eels and Drizzlers in particular.
  • E-Liter 4K - Is slower than the Splat Charger (both swim speed and charge time), but has more range. The added range is particularly useful during low tide to snipe Steel Eels before they come too close to the basket. Storing charges is more important here.
  • Slosher - Its range isn't much better than the S-tier shooters, and does not paint nearly as well as those options. It is more effective at painting walls and its individual shots are powerful enough to deal with Steelheads without much need for timing. Sloshing mooks over walls, or sloshing over cohocks to deal with chums behind it makes it effective at thinning crowds in a straight line. The quirk of being able to shoot enemies above or below you and over walls is the main reason to use it and gives it more utility on Marooner's Bay. The west side of Lost Outpost during mid tide and the low tide area as a whole are areas where the Slosher is more effective than the Tri-Slosher on that stage.
  • Tri-Slosher - Higher rate of fire than the Slosher, and wider spread make it more effective at turfing. Less range is more noticeable when painting walls and attacking Steelheads, but other than that is more effective than the Slosher on stages where mooks are less likely to line up, notably the Spawning Grounds and within the main area of Lost Outpost.
  • Mini Splatling - Its shots are larger (making it easier to paint in shorter distances) and is less likely than the Heavy Splatling to get cornered, but is ultimately outclassed. It is a great weapon in its own right however, offering decent mobility, turfing ability, and high killing power.
  • .52 Gal - Operates similarly to S-tier shooters, but is held back by its mobility, poor(er) ink efficiency, and lower rate of fire. Its shots are stronger however, making it easier to deal with Steelheads, Steel Eels, exposed Scrappers and Drizzlers, and cohocks.
  • Splattershot Pro - Good accuracy and range, combined with decent killing power and painting ability make it a solid all-around weapon. It is more or less held back by its poor ink efficiency and sometimes leaves gaps in its ink trails that can slow you down.

B-Tier
Weapons here fulfill 2-3 of the criteria, but do so well enough to forgive their flaws and often are welcome addition to team compositions.
  • Sploosh-o-matic
  • .96 Gal
  • Splat Roller
  • Flingza Roller
  • Inkbrush
  • Blaster
  • L-3 Nozzlenose
  • Squiffer
  • Aerospray
  • Splattershot Jr.
  • Dualie Squelchers
  • Sploosh-o-matic - Offers impressive killing power and mobility, but its abysmal range is noticeable when painting walls and dealing with Steelheads. In fact, Sploosh cannot hurt Steelheads at all, and can have a hard time with Drizzlers on uneven ground. Its range also hurts its otherwise good turfing potential, though it is great for painting around basket and spawn.
  • .96 Gal - Its shots are powerful (it can solo Steelheads easily) and accuracy is less of an issue in Salmon Run, but it is held back by its low rate of fire and poor ink management. Notably, it is harder for a .96 to deal with Maws or damage a Flyfish and continue firing. Mobility is also an issue here.
  • Splat Roller - Excellent for painting the main area and basket, especially as it leaves no gaps in its trail while rolling. Squashing mooks (besides cohocks) makes it the ideal weapon for Glowfly swarms and generally clearing out hordes. It is let down by its range and rate of fire, making it harder to deal with Stingers and Steelheads, and is outclassed in regards to damaging enemies over walls by the Sloshers. Vertical flicks help with its range, but end up doing less than enough damage. Note that Rollers can conserve ink and serve as a wall of death during Glowfly rushes by rolling only slightly by tilting the control stick and not entering a full roll. Spinning in place is also effective at clearing an encirclement of mooks.
  • Flingza Roller - Essentially similar to the Splat Roller, but is more effective on Marooner's Bay thanks to its long vertical flick being able to paint the main area more easily.
  • Inkbrush - Mostly let down by its poor wall-painting, lacks the ability to hit Steelheads effectively, and in general has low killing potential. It is however, the fastest egg-retriever in the game and has better ink efficiency than the Octobrush, making it effective in dealing with Flyfish as well. A good strategy to adopt is to avoid most fights altogether and focus on reviving teammates and retrieving eggs. This is counter-intuitive to other objectives (clearing hordes, beating bosses), but the Inkbrush makes up for this by being what is possibly the best Salmon Run support weapon. It is especially effective on the grates of Spawning Ground and Lost Outpost (it can continue running on grates even if it does not paint them), and is effective at dealing with Griller rounds thanks to its mobility and ability to squash smallfry.
  • Blaster - The best weapon to deal with Stingers, and is in general one of the better weapons in terms of killing potential. However, while its low rate of fire doesn't seem to hamper killing, it does make it a poor turfing weapon and lacks mobility while shooting. It can't quickly paint high walls, but is serviceable for making large blots to swim up lower ledges, such as the main platform of Spawning Grounds and the windows of Lost Outpost.
  • L-3 Nozzlenose - While effective in painting in straight lines and covering turf well while strafing, it cannot paint walls effectively. In a similar vein, it is effective in dealing damage to bosses with its burst shot, but isn't as effective at killing mooks, especially when smallfry are nibbling your toes. Possibly more effective than the .96 Gal given its similar range and power combined with strafing speed on Lost Outpost, and any other area with grates.
  • Squiffer - More effective at clearing mooks and is less likely to be cornered than the Splat Charger and E-liter thanks to its fast charge time. Its range is also less of an issue during high tide. It still suffers from being relatively useless during Glowfly swarms and is less effective during mid-tide where range makes more of a difference.
  • Aerospray - Exceptional turfing ability, even if its range makes it hard to paint walls. Exceptional ink efficiency makes it easier for this weapon to deal with Maws and Flyfish and continue firing afterwards, and high rate of fire makes it a fine Stinger killer. Against other bosses however, it is less effective because of the low power of an individual shot.
  • Splattershot Jr. - Similar to Aerospray, except it trades some turfing ability (its spread is less wide) for boss management (individual shots are more powerful).
  • Dualie Squelchers - More range than Splat Dualies, but lacks mobility compared to Splat and Dapple, and its shots aren't as large (leaving gaps in ink trails that can slow you down). Its accuracy is hindered by having two reticles, which is a problem for a mid-range weapon. It is better for dealing with pressure than the Jet Squelcher given dodge rolling, and dodge rolling to get over grates is most effective on Spawning Grounds and Lost Outpost, making it a stronger option on those stages.
C-Tier
Weapons here fulfill 2-3 of the criteria, and may be overshadowed by stronger options. In certain, niche aspects they may be better than B- or A-tier weapons, but generally are weaker options.
  • Splatterscope
  • E-liter 4K Scope
  • Clash Blaster
  • H-3 Nozzlenose
  • Rapid Blaster
  • Luna Blaster*
  • Carbon Roller
  • Octobrush
  • Splatterscope - Simply put, this is outclassed because it cannot hold a charge. Scoping in to make more accurate shots is less important as well, since most if not all enemies will be stationary or follow a slow, predictable path. This is still an exceptional weapon for dealing with Steelheads, knocking back Drizzler missiles, and of course Mothership events, simply a slightly worse alternative to regular chargers for the purposes of Salmon Run.
  • E-liter 4K Scope - Same as Splatterscope, but not being able to hold a charge hurts the E-Liter especially because of its long charge time.
  • Clash Blaster - Under-powered alternative to the Blaster, marked by a direct hit not instantly splatting Chum. It is only slightly more effective at turfing and is about the same at killing Stingers. It does paint walls more effectively, though.
  • H-3 Nozzlenose - Its direct burst shots deal more damage than the L-3 (important against Steelheads) and has longer range, making it arguably better for turfing long, vertical areas. Lower rate of fire hurts most of all though, especially when dealing with the Smallfry in Griller rushes.
  • Rapid Blaster* - Arguably more effective at dealing with Stingers and hordes at a distance than the Blaster, but it remains a poor turfing weapon and is more easily overwhelmed than the regular Blaster.
  • Luna Blaster* - Shorter range and effectively the same killing power against mooks makes this a less useful option than the regular Blaster. Its nerfed ink efficiency compared to Splatoon 1 means it can fire less shots after bombing Flyfish and Maws.
  • Carbon Roller - Faster rolling speed makes it a slightly better turfing weapon than the Splat Roller, but it cannot roll over mooks as effectively and its fire rate is practically the same against larger numbers of mooks. It remains a poor Stinger killer, for instance.
  • Octobrush - Essentially a poorer choice than the Inkbrush simply because of its worse ink efficiency. It still has trouble dealing with large groups of mooks, but does have more power to each swing. It also has a wider trail allows teammates to follow, and is better at squashing Smallfry.

D-Tier

Weapons here fulfill only 1-2 of the criteria. There may be events in which they excel, or have certain quirks that can be useful, but are held back by crippling design flaws.
  • Goo Tuber
  • Dynamo Roller
  • Goo Tuber - Being blunt here... Who thought slow charge time plus low range was a good idea?! You can already carry your charge all over the stage with the other chargers, and ideally in Salmon Run you want to be spraying ink nonstop. Additionally, its fully charged shot is the same base damage as the Splat Charger (160), and is outdamaged by the E-Liter (180), which charges at about the same rate, which is important for damaging Drizzlers and Steel Eels. If you're playing LAN mode, stay away from the Goo Tuber unless you feel like challenging yourself. Here's to hoping it doesn't frequent the rotation in online Salmon Run.
  • Dynamo Roller - Has a niche with its absurdly powerful rolling ability, notably being able to crush cohocks and near-instantly kill cornered Goldies during a Goldie search. Likely effective against Glowfly swarms as well. What kills the Dynamo's viability however, is its absolutely horrendous rate of fire and ink management. While in regular/ranked battles this can be mitigated by Ink Saver Main and Ink Recovery, it is absent in Salmon Run. Even while rolling it requires a lot of ink, and combined with low rolling speed and slow flicks, ultimately makes it a poor turfing weapon and a poor boss killer. It also is a heavy weapon, meaning that its swim speed is slower than most other weapons (it shares this classification with the E-Liter for instance), hampering its ability to play objective in gathering eggs.

Untiered - I actually don't know how these weapons interact with salmonids. Discussion welcome on these weapons in particular.
  • Splat Brella
  • Sloshing Machine
 
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Hitzel

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I feel as though Sploosh and Dapples deserve a bit more credit than given here, I would have put them at the top personally. They quite simply do the most DPS out of everything else and do really well as egg runners because they can just plow through crowds by holding the right trigger instead of having to avoid killing stuff like a brush. This allows them to run eggs AND cleal ads which is kind of a big deal. As long as they're on a good team comp they can simply ignore Steelheads and stay on-task to just leave Steelheads to the Heavy or whatever.
 

MindWanderer

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I would rank the Jr. and the Splat Roller higher, personally. The Jr.'s ink efficiency is vastly underrated in a mode where you have to be shooting as much as humanly possible. The range is a problem, especially in Mothership, but it's huge in Rush and Grillers. And the Splat Roller being able to munch Chum without a hiccup is tremendous at crowd control, which IMO is the mode's biggest challenge. The Flingza's slow, weak vertical swing makes it solidly inferior, though.

I'd also rank the Sploosh and the Inkbrush higher. They can't stand alone, but the Sploosh's high DPS is also good crowd control, and the Inkbrush is tremendous around grates, especially on Lost Outpost. Let the Inkbrush do most of the egg collecting so the other players can focus on kills.

I have mixed feelings about the Dynamo, but I feel it's better than D-tier for sure. It smooshes Cohocks instantly, and that's incredibly useful. Similarly, while I agree with this ranking of the E-Liter, the explanation doesn't mention its higher damage. A full E-Liter charge will splat a whole line of Cohocks! Both weapons are amazing on Cannons when the cannons get overrun.

I'm also not sure why the Scopes are two whole tiers lower. You shouldn't be charging and holding much--if you're doing that, you're wasting precious time. Salmon are hugely predictable, so there's no reason to charge early.

And ranking the Luna Blaster lower than the regular Blaster makes no sense to me. The Blaster's low range already makes it a poor choice against Steelheads, but the Luna's faster speed makes it better in most cases.
 

lucariojr

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This allows them to run eggs AND cleal ads which is kind of a big deal. As long as they're on a good team comp they can simply ignore Steelheads and stay on-task to just leave Steelheads to the Heavy or whatever.
Inclined to agree with the Sploosh (as in, moving it up to A), but both are not S tier simply because they "can't do it all". The fact that they have to ignore Steelheads is also indicative of their ability to paint walls and clean up main areas not just during downtime but maintaining control during waves. This is to say that their range is a noticeable flaw, just like the chargers' inability to play crowd control is a noticeable flaw. In short, these two weapons, while good, aren't as versatile as the Splattershot, etc.

I'm also not sure why the Scopes are two whole tiers lower. You shouldn't be charging and holding much--if you're doing that, you're wasting precious time. Salmon are hugely predictable, so there's no reason to charge early.

And ranking the Luna Blaster lower than the regular Blaster makes no sense to me. The Blaster's low range already makes it a poor choice against Steelheads, but the Luna's faster speed makes it better in most cases.
I'm open to moving the scopes up, but I'm curious as to whether or not you want them to be the same tier as the unscoped, or simply placed in B. In the former case I'll argue that because the range doesn't matter as much, the unscoped chargers are inferior because of the simple fact that they don't have as many movement options because of storing charges.

And on the blasters, after playing Luna during rotation yesterday, I don't really see much of a difference in crowd control between blaster and luna. If anything, the lack of range was the most annoying part of using Luna, but I was able to get indirect shots on Steelheads, so there's that.
 

MindWanderer

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I'm open to moving the scopes up, but I'm curious as to whether or not you want them to be the same tier as the unscoped, or simply placed in B. In the former case I'll argue that because the range doesn't matter as much, the unscoped chargers are inferior because of the simple fact that they don't have as many movement options because of storing charges.
I'll withhold comment on that. I'm a terrible charger player, so I don't get a whole lot of mileage out of them regardless. I know they're better than what I can do with them and will leave it at that.
And on the blasters, after playing Luna during rotation yesterday, I don't really see much of a difference in crowd control between blaster and luna. If anything, the lack of range was the most annoying part of using Luna, but I was able to get indirect shots on Steelheads, so there's that.
Having played both Luna and regular blaster in rotations now, I feel like the slower speed on the regular makes a colossal difference, much greater than the loss of range which, as you said, mostly only affects Steelheads (but also Motherships). The Luna was a godsend in Salmon Rush, and better than the regular one against Stingers (post-patch), Grinders, and Goldie Seeking.

Incidentally, last night's weapon set was amazing. I hit a personal record and didn't lose a single round until I reached Profreshional 160. Definitely not an S-B-C-C set.
 

Jon914

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The Dynamo was surprisingly useful as a boss-killer. I'll need to re-check next time it shows up, but I was able to roll over and one-shot Maws and Steel Eel and made short work of Scrappers too. It could one shot flick Steelheads, and IIRC, it took 5 pots or so off a stinger just by rolling into it.
 

MindWanderer

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After this last Salmon Run, I think you've grossly underestimated the Rapid Blaster. I think it might be my favorite Salmon Run Weapon now. It one-shots Chum and kills any nearby Smallfry in the same shot. It quickly leaves straight paths of ink to swim through, and inks walls much better than it used to in S1. It wrecks Stingers from significant range. It can also 1-cycle Steelheads from its full range, if you get the timing just right. Not my weapon of choice against Grinders or Grillers, but otherwise it's a stellar weapon.

I think you've overestimated the Jet Squelcher. Its damage is just too darn low. It takes too long to kill anything, despite its strategic advantage in some situations (Stingers especially).

As for the Sloshing Machine... I'm not impressed. It has range, but it's basically an inferior Slosher. The spin radius isn't as helpful as on a Blaster because it stops when it hits an enemy and doesn't extend beyond them. And it's also glitched against Stingers the same way Blasters used to be. I'd take it over a Nozzlenose or Goo Tuber, but that's about it.
 

Jon914

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The Sloshing Machine has a wonky hitbox when it comes to reviving teammates, as I said in another topic. We wiped on a few round 3's when I was the last one standing, didn't have enough ink to bomb and couldn't revive my teammates with the horde closing in on me.
 

MrL1193

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Inclined to agree with the Sploosh (as in, moving it up to A), but both are not S tier simply because they "can't do it all". The fact that they have to ignore Steelheads is also indicative of their ability to paint walls and clean up main areas not just during downtime but maintaining control during waves. This is to say that their range is a noticeable flaw, just like the chargers' inability to play crowd control is a noticeable flaw. In short, these two weapons, while good, aren't as versatile as the Splattershot, etc.
I disagree with this hard-and-fast ranking criteria on the grounds that it gives exaggerated value to all-around weapons in a setting where unbalanced team composition doesn't really come up as a problem. The Tentatek Splattershot is currently the most popular weapon in multiplayer (as it was in Splatoon 1), and its versatility is an asset, to be sure, but no one in their right mind would argue that 4 Tentateks is the best possible team composition. In solo Ranked and Turf War, it makes sense that an all-around weapon would yield the best overall performance, since you can never be sure what other weapons you're going to have on your team, but in Salmon Run, you're always going to be working with a fairly varied set of weapons that at least somewhat complement each other. If your weapon is unsuitable for taking out Steelheads, you can be sure that at least one of your teammates' weapons will be well-suited to that task.

And for the record, I agree with Hitzel that the Sploosh-o-matic and Dapple Dualies are top tier. They're more specialized than weapons like the Splattershot and N-ZAP, but what the Sploosh and Dapples are capable of doing, they do extremely well. They may struggle against Steelheads, but that's pretty much the only boss they have trouble with, since their insane DPS and good mobility allow them to mow down mobs and maneuver around bosses fairly easily.

The regular Blaster should be below the Rapid and Luna Blasters, not above them. Its slow rate of fire gives it terrible mobility, and it's really not that great at dealing with bosses. Sure, you can take out multiple sections of a Stinger per shot, but you still need to get close to do so. That usually means dealing with crowds along the way, and the Blaster's slow rate of fire makes it worse at doing so than other Blasters. Its range advantage over the Luna Blaster might help a bit for reviving teammates and hitting Steelheads, but the Luna Blaster can still do well enough at those things. I honestly think the regular Blaster is one of the worst weapons for Salmon Run.

Your description of the Flingza Roller neglects to mention that its slow vertical swing can easily become a liability, since it locks you in place for quite a long time. I'd much rather have the standard Splat Roller so I don't have to be so careful to avoid attacking in midair, which is a nuisance in a lot of situations.

The scoped Chargers should be in the same tier as their non-scoped counterparts, not 2 tiers lower. You shouldn't be charging a shot unless you've already spotted your target anyway, so I've never felt significantly inconvenienced by the inability to store a charge (another reason that the Goo Tuber is such a disappointment). Also, bear in mind that the scoped variants have a slight range advantage.

The Dynamo Roller is by no means the best weapon for Salmon Run (or other modes...), but it doesn't belong in D tier. It may be very slow and cumbersome, but once you put the roller to the ground, you can crush just about anything with it, even bosses. Using its roll as your primary attack also helps alleviate the Dynamo's ink efficiency and mobility issues to some extent. It's still a very awkward weapon, but if you plan your movements well, you can get some good use out of it.
 
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CM86

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The Sloshing Machine has a wonky hitbox when it comes to reviving teammates, as I said in another topic. We wiped on a few round 3's when I was the last one standing, didn't have enough ink to bomb and couldn't revive my teammates with the horde closing in on me.
I know right? Teammate is literally in front of me and I can't revive them with sloshing machine. It happened on more then one occasion too. It was my least favorite weapon in that rotation.
 

Hitzel

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Inclined to agree with the Sploosh (as in, moving it up to A), but both are not S tier simply because they "can't do it all". The fact that they have to ignore Steelheads is also indicative of their ability to paint walls and clean up main areas not just during downtime but maintaining control during waves. This is to say that their range is a noticeable flaw, just like the chargers' inability to play crowd control is a noticeable flaw. In short, these two weapons, while good, aren't as versatile as the Splattershot, etc.
Being well rounded and being on the best team comp are not the same thing, aka not being able to "do it all" isn't necessarily a bad thing. Splattershot being well-rounded isn't going to keep ads down the way a Sploosh or Dapple can, and if a Sploosh or Dapple has the unique ability to rotate around the map like a Photoshop eraser tool and allow the Heavy, Rapid, and Splattershot / Dualie or whatever focus on doing their jobs killing bosses unhindered in a way that makes it further than 4 jack of all trades weapons could, then the Sploosh / Dapple's role on a viability list shouldn't be lowered because on paper they can't kill Steelheads or something.

Pretty much my point is that there are no well-rounded weapons that can clear ads like Sploosh and Dapple's nutty DPS, and that they contribute enough safety to a team comp to dismiss their weaknesses in a bubble.
 

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