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Sub Power Up_How few subs to use?!

Zahntavier

Senior Squid
Joined
Jun 12, 2013
Messages
63
Hey all. Sub power up! How few subs of this gear ability do you use for your favorite sub weapons?


Or:


What sub weapons noticeably benefit from Sub Power Up with only one or two sub gear abilities slots?


A narrower question, what sub weapons want one main and one/two subs of Sub Power Up, but not necessarily 2 mains of it.
 

calamaro

Inkling Fleet Admiral
Joined
Aug 4, 2016
Messages
601
I run 2 'full' sub ups for my slosher/tower control build. Seems to make a noticeable difference.
 

RocketsTail

Inkling Cadet
Joined
Apr 12, 2018
Messages
150
Location
SC,USA
Switch Friend Code
SW-2874-2863-4789
Ink mines and sprinklers seem to benefit the most from sub power up. It increases duration and ink mines get a wider radius and duration of tracking. Same with point sensors.....it increases duration. Splatwalls....increases durability. I use sub power up sometimes if I use an ink mine weapon or sprinkler....but it's still an ability I can take or leave. I rarely use it with bombs because it only increases how far you can throw them and travel speed. If you like using beakons then you can superjump to them faster with sub power up. They should buff this ability.
 

Zahntavier

Senior Squid
Joined
Jun 12, 2013
Messages
63
I notice it on beacons, with 1-2 subs. I totally appreciate the duration boost to ink mines

I feel like I reset sprinklers often enough that the boost to the duration is real hard to notice...but I am going to try just 3 subs, and see if it assists my Splatzones game.
 
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