• Welcome to SquidBoards, the largest forum dedicated to Splatoon! Over 25,000 Splatoon fans from around the world have come to discuss this fantastic game with over 250,000 posts!

    Start on your journey in the Splatoon community!

Turf War Metagame

jp4464

Jazzy Inkling
Moderator
Joined
Apr 23, 2015
Messages
297
Location
winter park, Florida
NNID
jp4464
This thread is for discussion regarding your thoughts on Splatoon's current Turf War metagame; specifically the gear and weapon loadouts that are most prevalent in online play, as well as the various playstyles, tactics, and strategies.

What weapons are you using? What have you seen others use? Do you envision any changes in playstyles and weapon builds?

Feel free to discuss!
 
Last edited:

PhoenixRiku

Inkster Jr.
Joined
May 16, 2015
Messages
32
NNID
SweeetPR
Aerosprayer RG. Good fire rate to lay down ink, more accurate than splatter jr. for easier 1v1's, and inkstrike for map control / end game free ink.
 

NineWholeGrains

Inkster Jr.
Joined
May 2, 2015
Messages
28
NNID
xcrunner39
Some stuff I think we've probably all noticed:

- Splattershot Jr. seems to be a preferred loadout at this stage in the game, and it's easy to understand why. Great ink coverage, using Bubbler to crash positions, and a handy projectile in Splat Bombs. I'm seeing a lot of people running it with Damage Up +3.
- I think every single match I've played in has had at least one variant of the Aerospray in it. Until a gun with better coverage comes out, I don't think that's going to change, especially in Turf War. I seem to be seeing an even split of RG and MG.
- If I see a Roller, 9/10 times it's the Krak-On version. This isn't really surprising, as I consider it to be much better than the counterparts. Beacon is underutilized (and probably always will be in public matches), and Krak-On is a bit more versatile a super than Killer Wail. I suspect we'll be seeing a lot of it throughout the metagame's development.
- As far as Chargers go, I see a lot of Classic Squiffer. My guess is that people feel limited by the high charging times and choose to lean on the quickest Charger. It remains to be seen if this is the most effective option, but my guess is that people will gradually move to the slower Chargers once team coordination becomes more prominent. That said, Point Sensor is an amazing Sub, so it's possible the weapon will have utility at all levels.

Now, some of my own personal thoughts.

- The .52 Gal is scary good and underplayed (at least as far as I've seen). With a Damage Up perk, it has enough range and damage to take out pretty much any weapon at mid-range. Its fire pattern stays in a mostly straight line, meaning it has surprisingly good mobility for a slower Shooter. Beyond that, Splash Wall is just an incredible sub. I rarely see it used to it's full effect, but as the meta develops I won't be surprised if we see the weapon played more solely for Splash Wall.
- Echolocator (and Point Sensor to a lesser extent) is an incredible Super and should always have a place on a competitive team. Thankfully, it's held by a good mix of weapons. Of our currently released weapons, Custom Splatt. Jr., the Dynamo Roller, .96 Cal, the Dual Squelcher, and the E-Liter 3K all have it. I think every team will be able to work it in their loadouts without sacrificing too much.
- Getting kills should take a backseat to not getting killed. I know it seems like a "duh" statement, but I believe it to be true. Not every confrontation with an opposing inkling needs to result in one or both of them dying. The first priority is spreading ink (especially if you play a weapon with good coverage), something you obviously can't do when dead. There's nothing wrong with tossing a bomb, retreating, and continuing your work elsewhere. (One of the big exceptions is Arowana Mall, where the only consistent way to get more real estate is to push further into the opponent's territory.)
- More people should play Splatterscope.
 

Seleir

Senior Squid
Joined
Oct 9, 2014
Messages
74
Location
Italy
NNID
Yoshigold
i will use .Gal with research bomb, good range so much damage but hard to master for low ratio.
It can change game as well as lose a game XD
 

D3RK

Semi-Pro Squid
Joined
Jun 4, 2014
Messages
85
Switch Friend Code
SW-6389-5985-3965 Username:「Derk」
Aerospray (both versions, but RG being more common due to the easy points from Inkstrike), Krak-On Splat Roller, .52 and .96, Splattershot, Splattershot Jr. and Splattershot Pro are pretty common so far. Blaster and Squelchers being uncommon but I still see them occasionally. Kraken can be pretty dumb on some stages that leave little room to kite but it's easy to deal with otherwise. Still really annoying to have a roller 1 shot from dead then see their special suddenly become ready and have a huge Kraken come rushing at you. I have only seen a couple of good charge shot users that I couldn't dance around freely. I'm sure there will be more once people have a better understanding of the weapon and feel comfortable with it.

In terms of raw point potential:
Basically anything with Inkstrike is really good since you can fill a large part of your opponents base for free every time you have a special ready.
#1: Aerospray RG
#2: Splattershot Jr.
#3: Krak-On Splat Roller
#4: Aerospray MG & Splattershot
#5: Jet Squelcher, Splattershot Pro, and .52 Gal Deco

In terms of team support:
Echolocator is really strong currently since we cant guarantee teams with your friends. Sprinker is also pretty nice at hanging on walls or ceilings for denying a certain area or free points. Bubbler speaks for itself.
#1: E-liter 3K (I had one of these rock my world. Was not a fun match lol)
#2: Kelp Splat Charger & Kelp Splatterscope
#3: .96 Gal
#4: .52 Gal and Splattershot Jr.
#5: Splattershot Pro

In terms of how easy the weapon is to use:
#1: Aerospray RG
#2: Aerospray MG and Splattershot Jr.
#3: Krak-On Splat Roller
#4: .52 Gal and .96 Gal
#5: Splattershot and Splattershot Pro

This is just my general thoughts currently with a couple of days with the game so feel free to give or take a couple of spots on the lists.

Gearwise I think more people need to run stealth jump. I see so many people get camped as they super jump. This is my current set specifically aimed for the Aerospray RG. Spent quite a bit on slot unlocks and re-rolls and I am set with what I have I think. Wouldn't mind trading the special saver for a ninja squid though if it was possible.
x1 ink recovery up
x1 quick respawn
x1 quick super jump
x1 special saver
x1 stealth jump
x2 swim speed
x2 damage up
x3 special charge up
 
Last edited:

ConnortheGoodra

Inkling
Joined
Jun 1, 2015
Messages
2
NNID
ConnortheBear
You know, it amazes me how much people sleep on the Kelp Charger. Especially on Arrowana Mall, 100% perfect use of this weapon is borderline unbeatable. The problem that I'm seeing with a lot of charger players online is that they don't know how to take turf. On Arrowana Mall, you can immediately throw down a sprinkler and almost always have a special by the time you get to the major choke of the map, which means you get a free Killer Wail on the opponents side of the bridge, giving your team more space and more offensive charger play. ALSO a lot of what I'm seeing from the current charger metagame are people that don't advance to different chokes or play aggressively in any manner. It is possible to play aggressive and hold new ground with chargers, and I think as more people start to TRULY explore the charger, it'll be more greatly understood and appreciated. That being said, I still think the .52 is the best clutch holder, and I think that the Aerospray RG is absurdly good, especially the more inkstrikes you manage to save up for. Also from what I've seen, people are under-utilizing the Squid Beacon of the Krak-on Roller or going in WAY too deep with the kraken versus getting in and getting out fast, which it's more so designed to do, IMO. I'm only level 16, so I haven't tried out the E-liter 3k, I haven't purchased the Dynamo (but it doesn't seem that good lmao), and I didn't even know there was a Kelp Splatterscope. Overall, the meta has developed to hold certain points in the map, and it moderately undervalues others, such as the main platform on saltspray rig to the smaller platform. Also people need to stop playing rollers overly offensively, take lines that nobody else has taken to get your special filled up lol. Ummmm yeah.
 

Seleir

Senior Squid
Joined
Oct 9, 2014
Messages
74
Location
Italy
NNID
Yoshigold
You know, it amazes me how much people sleep on the Kelp Charger. Especially on Arrowana Mall, 100% perfect use of this weapon is borderline unbeatable. The problem that I'm seeing with a lot of charger players online is that they don't know how to take turf. On Arrowana Mall, you can immediately throw down a sprinkler and almost always have a special by the time you get to the major choke of the map, which means you get a free Killer Wail on the opponents side of the bridge, giving your team more space and more offensive charger play. ALSO a lot of what I'm seeing from the current charger metagame are people that don't advance to different chokes or play aggressively in any manner. It is possible to play aggressive and hold new ground with chargers, and I think as more people start to TRULY explore the charger, it'll be more greatly understood and appreciated. That being said, I still think the .52 is the best clutch holder, and I think that the Aerospray RG is absurdly good, especially the more inkstrikes you manage to save up for. Also from what I've seen, people are under-utilizing the Squid Beacon of the Krak-on Roller or going in WAY too deep with the kraken versus getting in and getting out fast, which it's more so designed to do, IMO. I'm only level 16, so I haven't tried out the E-liter 3k, I haven't purchased the Dynamo (but it doesn't seem that good lmao), and I didn't even know there was a Kelp Splatterscope. Overall, the meta has developed to hold certain points in the map, and it moderately undervalues others, such as the main platform on saltspray rig to the smaller platform. Also people need to stop playing rollers overly offensively, take lines that nobody else has taken to get your special filled up lol. Ummmm yeah.
also JR is so GOOD for support
 

jp4464

Jazzy Inkling
Moderator
Joined
Apr 23, 2015
Messages
297
Location
winter park, Florida
NNID
jp4464
As many of you have mentioned, I've noticed that a trend in Turd War's current metagame revolves primarily around offensive-type weapon builds, such as the Splattershot Jr., Aerosprays, and even the Krak-On Roller.

I'd definitely like to see chargers become more prevalent, especially in Splat Zones.

Also, I feel that the Blasters are pretty underutilized now. They look to be excellent support weapons; great for covering corners and flanking hiding enemies, as well as pressuring and securing narrow hallways and choke points.

What I'm excited to see is a wider variety of weapons in Ranked, as well as what Team Compositions players come up with online.
 

Copilot

Senior Squid
Joined
Apr 24, 2015
Messages
60
NNID
CosmicCondor
Want to back up that Echolocator is way too good, I'll call that every comp team needs at least one.
 

Seleir

Senior Squid
Joined
Oct 9, 2014
Messages
74
Location
Italy
NNID
Yoshigold
As many of you have mentioned, I've noticed that a trend in Turd War's current metagame revolves primarily around offensive-type weapon builds, such as the Splattershot Jr., Aerosprays, and even the Krak-On Roller.

I'd definitely like to see chargers become more prevalent, especially in Splat Zones.

Also, I feel that the Blasters are pretty underutilized now. They look to be excellent support weapons; great for covering corners and flanking hiding enemies, as well as pressuring and securing narrow hallways and choke points.

What I'm excited to see is a wider variety of weapons in Ranked, as well as what Team Compositions players come up with online.
the only problems of blaster is that are so slowly to aim, also he takes too long and medium range. think it`s hard to master but it will be very helpful if it is use correctly. Also another bad thing is also the bad movement when you fire.
 

Reila

Inkling Fleet Admiral
Joined
Feb 8, 2014
Messages
877
the only problems of blaster is that are so slowly to aim, also he takes too long and medium range. think it`s hard to master but it will be very helpful if it is use correctly. Also another bad thing is also the bad movement when you fire.
Are you calling a weapon he? o.O

Anyways, I have been using charger weapons and I have no plan to change that, although I do want to pick a "pocket weapon" eventually. And I still have a lot to learn, the weapon definitely isn't easy mode like splattershot jr.
 

JCOnyx

Inkling
Joined
Oct 10, 2013
Messages
9
I had already started a competitive Turf War thread and was working on the next update, but I might as well post here as well. Never know, we might need a meta thread and a strategies thread for it in the long run.

Every stage has 1 control point that's seems vital to winning the match, be it center stage for most or the north section for Saltspray Rig. Gaining control of this point as early as possible and maintaining pressure so the opposing team can't advance seems to be the optimal strategy. Late game inkstrikes tho, they can swing an entire game into the losing teams favor. Cooperating inkstrikes are even more devastating.

Double Bubble dives are also extremely terrifying. I feel they can be even more devastating than end game inkstrikes if you can eliminate the opposing team during so, which isn't too hard when you're invul.
 

Starbound

Inkling
Joined
Apr 23, 2015
Messages
10
Aerosprays (particularly the one with Inkstrike) seem like the best weapon for turf wars due to their unparalleled ability to cover the ground at rates that make rollers jealous. Splattershot Jr. is the most common non-Aerospray gun, and I think people are sleeping on the Custom variation. It's so good for team support with Echolocator and landing a Disruptor can be a free kill with how fast the gun shoots. Other shooters I've seen are the .96 gal (which seems really good for Splat Zones on paper) and the Blaster (which I don't personally get due to their low rate of fire).

95% of the rollers I see are the Krak-On ones. Krak-On Roller is the most focused set in the game (some sets feel like they were pulled out of a hat as they lack synergy. This isn't the case with Krak-On). Kraken is up there with Inkstrike for the best special imo as it literally breaks through choke points like nothing. The beacon is a super underrted sub-weapon as it acts as a 1 time use spawn point for your team. Planting one behind the enemy wall after you've rampaged as a Kraken is perfect. Only other roller I've seen is the Splat Roller but that's only been on people that aren't high enough leveled to get the Krak-On one. I'm really curious what will happen with the Dynamo Roller as it seems really good. Sprinkler is a solid sub-weapon and I love the idea of the insta-kill splash wave.

Chargers suck at turf war in terms of getting points. However, their existence changes a lot of strategies. There are a lot of skilled players with chargers that only want to stomp your romp, and you need to be careful whenever you see one of those lasers. Kelp Charger is the best one due to having the most synergetic weapon set and it's the only one I've seen as a result.
 

Flakk

Inkster Jr.
Joined
May 18, 2015
Messages
26
NNID
Magolorthegreat
I would only pick a charger in turf war if saltspray rig or arrowana mall are on rotation as those stages are full of high points to control the main objective area. I think Rollers are good for people who are really good at picking off people and staying hidden, if you can get up to someone's face they usually don't have time to run off. I would like to see a splat roller that has inkstrike, as rack up points/inkstrike is already a good strat and ink rollers are second to only areospray for racking up points, I think ninja squid + rollers will be very good at punishing even the smallest mistakes, and force high level players to second guess any attempt to go deep and ink up, although I can see this combo easily falling apart in team ranked (We seriously need a be careful or enemy here ping lol). Areospray is king, queen and prince and I sometimes wonder if it needs a nerf, this is coming from a guy who uses areospray around 80% of matches. Has most of the benefits of a gun (Low range though) and with enough dmg gear all the benefits of a roller (Inks like hell, assassinates people). Plus the RG variant was given way too many good tools, admittedly mines don't have the best synergy but are great for thin corridors and other important areas (The jump ramps in Urchin underpass for instance) and inkstrike on a point racking champion is just too good.
 

Boolerex

Inkling Cadet
Joined
May 26, 2015
Messages
185
NNID
Boolerex
Aerospray is bit far the most popular.

Charger and blaster in general are way more rare for sure.
 

Seleir

Senior Squid
Joined
Oct 9, 2014
Messages
74
Location
Italy
NNID
Yoshigold
Are you calling a weapon he? o_O

Anyways, I have been using charger weapons and I have no plan to change that, although I do want to pick a "pocket weapon" eventually. And I still have a lot to learn, the weapon definitely isn't easy mode like splattershot jr.
ahahahaha sorry, my english so bad ty for notice that. :D
 

Eiron

Inkling
Joined
Jun 1, 2015
Messages
5
NNID
Bomolochus
It's been really interesting watching the early meta evolve. As of right now, Shooters are definitely the most popular weapon choice (with the Aerosprays being the most prevalent), and it's not unusual to have matches without a single Charger or Roller now. Fortunately, the Shooters are very well balanced as a class, and even within a team of four of them you'll often see short ranged, mid, and long range specialists.

Still, people have gotten a much better handle on how Rollers fit into the team effort, and the Krak-on special and Relays are both incredibly useful. Dynamo Rollers are rare but terrifying - they have a high learning curve, but can completely change the course of a fight.

People are starting to figure out Chargers as well. It's quite difficult to deal with Aerosprays flying at your face or Rollers shotgunning up the center while a Charger covers them. They may not be the best option for covering territory, but they're fantastic at stopping you from claiming any.

Right now, people are gravitating towards low input, high output options like the Aerospray, and as long as we're stuck being matched with strangers, that may very well remain the case. As soon as we have more direct control over our team compositions though, I expect that we'll get much more varied, nuanced teams.
 

FunkyLobster

Inkling Commander
Joined
Apr 23, 2015
Messages
486
Location
Arizona
NNID
FunkyLobster
aerosprays are definitely a strong option, but don't sleep on the splattershot pro. especially not the custom variant you get at level 20. i've been using it for a while and it basically goes as far as a charger can, and does very decent damage and has a high rate of fire. you can safely engage other players with it, and i've gotten matches where i didn't die at all using it. it's a very low commitment weapon, which is crucial in splatoon; a game all about map control and maximizing your safety. imo, one of the strongest weapons in the game right now.
 

Starbound

Inkling
Joined
Apr 23, 2015
Messages
10
I would like to see a splat roller that has inkstrike, as rack up points/inkstrike is already a good strat and ink rollers are second to only areospray for racking up points.
The Gold Dynamo Roller (Level 20, requires beating the final boss in Octo Valley) has Inkstrike. It also has splat bombs and the splash attack is insta kill with a ton of range. Seems like a perfect offensive combination, offset by the weapon's painfully slow attack speed.
 

Users who are viewing this thread

Top Bottom