This topic came to me after I noticed a certain pattern in posts pertaining to improving at Splatoon. It seemed that whenever a player came looking for general advice in playing the game, they always identified themselves as a support player. I wouldn't see posts saying things like "I'm an aggressive player, how do I get better deathmatch skills?" or "I'm a defensive player, how do I hold my position better?"
I did a lot of thinking about what I consider to be a support player, in relation to other games and to Splatoon. I'm not going to post that here right now, as it would involve me explaining a lot about other games. But the conclusion to which I came is a bold and possibly controversial statement: The support role as many people understand it doesn't exist in Splatoon. Instead, each weapon in the game is defined by its ability to threaten opponents with death. There is no weapon whose goal is only to perform a passive activity.
Here are the ways in which I would classify weapons, as well as some examples in the categories.
Offensive: If you let me approach you correctly, I win. These weapons utilize mobility and fast kills to approach opponents from a variety of angles. If they do play defensively, it usually takes the form of lying in wait in a hidden position, waiting for the opponent to come dangerously close before appearing for the kill.
Sploosh-o-matic, Splat Roller, Dapple Dualies, Luna Blaster, Octobrush
Defensive: If you approach me incorrectly, I win. These weapons work best when given an entrenched position to defend. They don't have to worry about hiding because they can openly bully shorter-ranged weapons who enter their sight. Because of their advantage when approached incorrectly, offensive weapons use their mobility options to thwart their defensive positioning and force them out of it.
Jet Squelcher, Dynamo Roller, Splat Charger, E-liter 4K, Rapid Blaster
Special / Support: I can't come up with a catchy way to phrase the philosophy behind these weapons. These weapons are lacking in the previous criteria. They generally are outranged by other weapons, and don't have as much mobility. What these weapons do have is the ability to quickly build specials. Because of this, their preferred method of engaging with opponents is to start by quickly getting their special ready, and then popping it to attack the enemy alongside their team. Generally, if these weapons aren't starting a fight by popping their special, something has gone wrong.
Splattershot Jr. / Custom, Aerospray RG, Splash-o-matic, Splat Dualies, Splat Brella
As I said, the important thing to note in these categories is that every weapon is defined by its method of threatening to kill opponents. For example, there is nothing like a pure painting weapon. As long as every weapon has even a decent ability to paint the ground, when working together with a team, the ground will be painted in no time. There's no point in focusing solely on painting the ground when enemies are alive, and with no interruptions, there should be no problem doing it anyway. Also, while I posted the most iconic weapons for each of these categories, they function as a spectrum. A blaster will play defensively against a sploosh, while playing offensively against an e-liter. Many weapons are somewhere in the middle.
Please discuss and post your feedback on these theories. I understand they may be wrong, but these conclusions are what I reached after many hours playing and watching the Splatoon games.
I did a lot of thinking about what I consider to be a support player, in relation to other games and to Splatoon. I'm not going to post that here right now, as it would involve me explaining a lot about other games. But the conclusion to which I came is a bold and possibly controversial statement: The support role as many people understand it doesn't exist in Splatoon. Instead, each weapon in the game is defined by its ability to threaten opponents with death. There is no weapon whose goal is only to perform a passive activity.
Here are the ways in which I would classify weapons, as well as some examples in the categories.
Offensive: If you let me approach you correctly, I win. These weapons utilize mobility and fast kills to approach opponents from a variety of angles. If they do play defensively, it usually takes the form of lying in wait in a hidden position, waiting for the opponent to come dangerously close before appearing for the kill.
Sploosh-o-matic, Splat Roller, Dapple Dualies, Luna Blaster, Octobrush
Defensive: If you approach me incorrectly, I win. These weapons work best when given an entrenched position to defend. They don't have to worry about hiding because they can openly bully shorter-ranged weapons who enter their sight. Because of their advantage when approached incorrectly, offensive weapons use their mobility options to thwart their defensive positioning and force them out of it.
Jet Squelcher, Dynamo Roller, Splat Charger, E-liter 4K, Rapid Blaster
Special / Support: I can't come up with a catchy way to phrase the philosophy behind these weapons. These weapons are lacking in the previous criteria. They generally are outranged by other weapons, and don't have as much mobility. What these weapons do have is the ability to quickly build specials. Because of this, their preferred method of engaging with opponents is to start by quickly getting their special ready, and then popping it to attack the enemy alongside their team. Generally, if these weapons aren't starting a fight by popping their special, something has gone wrong.
Splattershot Jr. / Custom, Aerospray RG, Splash-o-matic, Splat Dualies, Splat Brella
As I said, the important thing to note in these categories is that every weapon is defined by its method of threatening to kill opponents. For example, there is nothing like a pure painting weapon. As long as every weapon has even a decent ability to paint the ground, when working together with a team, the ground will be painted in no time. There's no point in focusing solely on painting the ground when enemies are alive, and with no interruptions, there should be no problem doing it anyway. Also, while I posted the most iconic weapons for each of these categories, they function as a spectrum. A blaster will play defensively against a sploosh, while playing offensively against an e-liter. Many weapons are somewhere in the middle.
Please discuss and post your feedback on these theories. I understand they may be wrong, but these conclusions are what I reached after many hours playing and watching the Splatoon games.
Last edited: