Weapon-specific sub/special tier lists

youre_a_squib_now

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That's the funny thing I've found about Ink Mine. It doesn't care. It's always useful in the same way on every weapon. You place it down in a key area outside of combat, then when a fight occurs in that area, the sub paints the enemy's feet, chip damages them, and locates them for your entire team, and then one of you splats them.
I haven't thought about ink mine like this before. I'll have to try out vanilla rapid.
 

isaac4

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I wanted to make another sub/special tier list for Slosher so I'll just post it here.
It didn't take as long as Machine but I did have to spend around a day or two playing both kits since I've been mostly focused on CRB.
My thought process hasn't changed either, I'm still organizing them based off synergy without trying to let any personal feelings I have for a certain sub or special affect their placement.
They're all ordered again as well.

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  • Burst is never happening but it'd be very interesting to see how good it would be on Slosher now that Burst is not as strong as it used to be.
  • Placing Fizzy was a little harder than I thought it'd be since the sub would be insane on Slosher regardless of synergy but I would still say it doesn't fit what the main weapon wants as well as Burst, Splat Bomb, or Torp do.
  • Point Sensor seemed like it should have been a bit higher at first since it's pretty good for Machine. Having information on where the enemy team is still nice for Bucket since it's going to slosh under ledges a lot but the main weapon is more focused on pushing in and getting kills rather than holding down space with chip damage like Machine will do. Slosher also has shorter range than Machine and doesn't have a blaster-like aoe hitbox that makes it easier to land hits on the enemy team around map terrain.

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  • Inkjet turned out to be such a better option than I thought it would be. Slosher already plays under ledges and has a high damage output with a minimum of 50. Hitting an enemy team player with one slosh and popping Jet to finish them off would be amazing. The only problems would be that Inkjet is very vulnerable, takes away your main weapon for a while, and you won't be able to immediately push in with your team since you still have a recall but with everything else that Slosher can benefit from having Jet I don't think the weaknesses are enough to make it go lower.
  • I'm glad I waited a day to finish the special tier list since originally I had Zip at the top of "Pretty good". I wasn't too sure if that's where it belonged though so I played some Bucket Deco which gave me a better understanding on what could be possible with the main and special together. I didn't think Zip was bad on Bucket before either, I just didn't think it was good enough to make up for Angle Shooter. It still isn't (lol) but I think I've realized that I wasn't taking full advantage of what Zip could do for Slosher and I still have huge room for improvement so maybe I'll place Zip even higher next time I try making a tier list like this. Doubt it though since Booyah is amazing but I guess we'll see.
  • Screen was originally higher up in "It's alright" but taking away your ability to see the enemy team when you'll have to go in and fight sounded like it'd be a problem. Slosher doesn't have the quick movement to move through Screen safely, a close one shot that the enemy team has to worry about if they try going through the special, or an aoe hitbox that weapons like blasters or Machine have that would let them reliably hit players on the other side without having to see them.
  • I promise that I didn't put Tri-Strike so low just because I hate the special, lol. I really thought thought it'd be higher since the special itself isn't bad at all but it doesn't fit how Bucket plays at all.
  • Slider not being at the very bottom felt weird but the more I thought about Vac the more I realized that nothing about the special would benefit Bucket and even when not talking about synergy the special is far too weak to rely on it for what it's supposed to do. If you could shoot it early or swim even after Vac is filled then it would be higher than Slider and maybe Stamp but as it is now, it just wouldn't work.
 

isaac4

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Made another sub/special tier list but for Tri-Slosher this time.
I apologize in advance for the future tier lists I'm going to fill this thread with.

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  • It's kind of insane how good Burst would be for Tri. It's not really a sub that Machine or Slosher need but Tri specifically has a lot of weaknesses which Burst would be perfect for dealing with.
  • Curling was going to be a tier down at first but @Grushi made me realize that I wasn't giving the sub enough credit. One of Tri-Sloshers biggest weaknesses is how much it struggles trying to move in, especially with its limited mobility, so having a sub that will easily paint a trail for you while also being a lethal bomb is really nice. Fizzy can do that as well but it doesn't go that far unless you charge it and most of the time you'd rather just use Fizzy to get chip damage on the enemy team.
  • I had a tough time with Point Sensor but you really just don't get a lot from having the sub on Tri. You want a way to get some chip damage or at least some paint around and Sensor does neither. It won't be able to take much advantage from knowing the location of the enemy team either since Tri still needs a way to get in and just knowing where an enemy player is won't help with that.
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  • Zooka is back here at the top which isn't what I expected but maybe I should have. Both regular Bucket and Tri are focused on getting kills and their main weapons are extremely strong so getting 2 kills on the enemy team, popping Zooka to get a 3rd, and then quickly getting your main weapon back to paint and move in is amazing for both of them. Tri will especially benefit from having a quick and long range kill option with how many weapons outrange it.
  • Booyah also has a similar use as a continuation special that you can pop to continue your push. It's not as good since it takes away your main weapon for longer and you're not going to be able to reliably get kills with it but in exchange it gives you armor, information on where the enemy team is, paint to move around in, and also control of the area you throw the special in.
  • Debated on whether or not Kraken should be this high but since this is about synergy then I really do think the special can do a lot for the weapon. Taking away the main weapon for that long can be a problem but Tri also doesn't have the range to challenge midline weapons so giving it an invincible special that forces them to move out of position is not only good for pushing into areas that Tri wouldn't normally be able to but good for its team as well so they can have an easier time moving in. There's also other uses like the more obvious one of being a continuation special that you pop after getting a kill or two but I would just be repeating my previous points.
  • Tri-Strike continues to be on the bottom half of the list, no surprise there.
 

Catloafman

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Week one rapid kit list might update this in the future
Burst is cheaper easier to use torp that sub is too good
Good specials are long range or survivability Inkjet isn't as perfect as these sadly

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I don't play rapid pro AS much but heres a list for it
Burst wouldn't be as broken I think because you gotta run sub power up and your weapon is more ink hungry
Cooler would be cool if low pfs

OK HEAR ME OUT zipcaster
its a option against people running you down zip charge combos really well with rapid pro and the angles you can take with your long range could be crazy obviously you would need IA but I think it might work but I am not too sure

Note on the Vrapidpro kit:
it would go higher on the list if the parts were stronger because that kit is very fun
 

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Grushi

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View attachment 12004
Here is a list for my main
Okay so I didn't want to make another splat brella list since I always felt that was more Catloaf's expertise, but thinking about it, I thought it'd be fun if I made another one considering we're both brella players, that way we can see if we have different opinions >:)

Splat brella kit list.png

Tiers are ordered! Also I don't know why tiermaker messes up some of the fonts, it's kind of weird.

  • I don't have too much to say on the subs, except I don't think autobomb's the best sub for it. It's really good, I like it, but it doesn't really help with damage, which is what the weapon needs imo. It has situational combos, but it's not as reliable as the subs above it, those could help it kill fast.
    You can still use auto in fights, but you'll have to stall for those, so the fight will probably cost your entire ink tank, which is often not worth the risk. I still really enjoy it though.
  • I also think sprinkler is actually not that bad for it, not great by any means, but it's totally fine, brella can't really use many subs anyway.

For specials, you'll notice all of the higher ones are kill specials that take away your main weapon, because I don't think the main weapon is threatening enough to have much presence on the map, unless it pops an impactful killing special, which is precisely what inkjet does. If it was 90 damage brella, it would be a different story, but as it is, I think brella has very little play making power as a main, so it needs an impactful special.
Transformation specials also help if your shield gets broken, which can mess you up pretty badly.

  • Zip would be weird on it but it's a good stalling tool, you can just abuse the arm spam, it combos decently with the main weapon, and you can shield your recall. Your shots would combo pretty well with it too
  • Missiles has amazing synergy with brella. I have experience with it both before and after the nerf from playing with a wiper deco friend in turf war, and let me tell you, a brella that runs at you and just, shields, while missiles go off is scary. It's essentially an unwinnable 1v1, You keep shooting, you die, you run, you die. Plus brella struggles a bit on retake and missiles are a very reliable retake special.
  • Stamp is weird because brella deals with the shooters that deal with stamp... And the stamp deals with everything else that deals with brella! It's very sad synergy that might actually work lmao.
  • I debated having booyah higher since the additional HP would be great to stall for longer and brella can play off of booyah decently well, but it's not as threatening as the specials above it.
 

Catloafman

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Okay so I didn't want to make another splat brella list since I always felt that was more Catloaf's expertise, but thinking about it, I thought it'd be fun if I made another one considering we're both brella players, that way we can see if we have different opinions >:)

View attachment 12258
Tiers are ordered! Also I don't know why tiermaker messes up some of the fonts, it's kind of weird.

  • I don't have too much to say on the subs, except I don't think autobomb's the best sub for it. It's really good, I like it, but it doesn't really help with damage, which is what the weapon needs imo. It has situational combos, but it's not as reliable as the subs above it, those could help it kill fast.
    You can still use auto in fights, but you'll have to stall for those, so the fight will probably cost your entire ink tank, which is often not worth the risk. I still really enjoy it though.
  • I also think sprinkler is actually not that bad for it, not great by any means, but it's totally fine, brella can't really use many subs anyway.

For specials, you'll notice all of the higher ones are kill specials that take away your main weapon, because I don't think the main weapon is threatening enough to have much presence on the map, unless it pops an impactful killing special, which is precisely what inkjet does. If it was 90 damage brella, it would be a different story, but as it is, I think brella has very little play making power as a main, so it needs an impactful special.
Transformation specials also help if your shield gets broken, which can mess you up pretty badly.

  • Zip would be weird on it but it's a good stalling tool, you can just abuse the arm spam, it combos decently with the main weapon, and you can shield your recall. Your shots would combo pretty well with it too
  • Missiles has amazing synergy with brella. I have experience with it both before and after the nerf from playing with a wiper deco friend in turf war, and let me tell you, a brella that runs at you and just, shields, while missiles go off is scary. It's essentially an unwinnable 1v1, You keep shooting, you die, you run, you die. Plus brella struggles a bit on retake and missiles are a very reliable retake special.
  • Stamp is weird because brella deals with the shooters that deal with stamp... And the stamp deals with everything else that deals with brella! It's very sad synergy that might actually work lmao.
  • I debated having booyah higher since the additional HP would be great to stall for longer and brella can play off of booyah decently well, but it's not as threatening as the specials above it.
Honestly I think I agree with everything here never thought about missiles synergy on brella that could be really cool

so the 3rd kit has to be fizzy missile right
right
 
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I figured for fun I'd throw my hat in the ring with one of my mains, the Tri-Stringer. Might look a little weird but these are the things I've settled on over the years of playing this weapon. (List is ordered except for Fizzy Burst and Torpedo which can be interchanged.)
Screen Shot 2024-07-05 at 6.57.56 PM.png
 

vitellary

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When I first started this tier list, I put Slider down at the bottom just because I hated it. I wasn't sure if it would stay there but as I went through every other special it became obvious that Reefslider was the worst option Machine could get.
i recognize this post is a few weeks old by now but i am curious, would slider on machine really be that bad? to me it feels like it'd have similar synergy to s-blast, with a big 30+ damage hitbox that it can quickly throw out afterwards to follow up on any 70 damage dealt to nearby people. which like, no one's going out and saying the s92 kit is GOOD, but i think the synergy there does work, and would probably be better than some other options

i'd love to do my own post here but i honestly don't consider myself to be good enough at any specific weapon to warrant making a list for one 😭 maybe i could do one for gloogas since i've thought about them a lot but it's been a long time since i actually played them... the weapon i feel most qualified to talk about is the heavy edit and it already has two perfect kits so i don't know if there'd be a point lol
 

isaac4

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i recognize this post is a few weeks old by now but i am curious, would slider on machine really be that bad? to me it feels like it'd have similar synergy to s-blast, with a big 30+ damage hitbox that it can quickly throw out afterwards to follow up on any 70 damage dealt to nearby people. which like, no one's going out and saying the s92 kit is GOOD, but i think the synergy there does work, and would probably be better than some other options
I thought about the same thing while deciding on where to put Slider but I really do think that the few positives the special has aren't enough to place it any higher.
Even if the special was better, Machine still plays around ledges and other terrain so most of the time you wouldn't even have a good spot to pop Slider.
Machine also focuses more on getting chip damage on opponents or contesting an area of the map with its aoe but having Slider would force it into playing a QR build leaving less space for other gear abilities that Machine would rather have.
This is already a problem with vDread but at least Dread has amazing paint output letting it get a ton of Sliders if it wants to and Dread also has two sloshes that can be aimed in different directions making it easier to pick off anyone who's been hit by the explosion radius.
Machine can do the same thing with its aoe but not having two separate hitboxes like Dread or a giant aoe blast radius like S-Blast makes it harder for the weapon to finish off anyone close to it.
All of that is already making Slider a terrible choice for Machine but the last thing that made me decide it deserved to be at the bottom of the list is that Slider takes away the main weapon and forces it to commit into moving forward so you can't even use this awful special as a quick ink tank refill.
Slider doesn't help Machine keep control of an area, doesn't help it stay alive, doesn't work well as a panic option, doesn't work as ink tank refill, and it doesn't make the weapon much better at killing than it already was.
 
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everything's in order within each tier. blaster wants to keep going for as long as it can. rain is higher up bc it can heal better with it... and the maps are bad ._.

screen sensor S4 trust T^T
 

Vidknight

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Pain synergy tierlist.png

I did a painbrush sub, special synergy tier list a while back but, after playing it to 5 stars and looking back at it there are a lot of things I disagreed with here. Some things I want to highlight are

(Splash wall) Terrible --> Good: at first I thought that wall was the worst sub it could possibly get because it would be stationary but, thinking about it more and playing charcoal decav. Wall would actually work it can place down a wall and can swing in a safe place. On top of the ink cost only being 60% it actually synergise surprisingly well

(Autobomb) Poor --> Good: another sub I thought was bad at first until Kong pointed out that it was a pretty cheap sub which made me move it to good

(Zip) Good --> poor: at first it seems like a good special for pain but the more I thought about the more flaws it started to show. Also pain is pretty ink hungry so the zip would not really last long. The weapon is also slow so it can't play off of zip speed.

These were the only sub and specials, I really wanted to highlight in this tier list.
 
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Personally I think Ink Mine would be bottom of top tier for Tri-Stringer.
I said it before and I’ll say it again; Mine is very underrated and very good for weapons that want to trap opponents, particularly weapons that can be ran down fairly easily. It would have perfect synergy with Stringer.
Of course, perfect synergy doesn’t beat a Burst or Fizzy Bomb, sadly.
 

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I got a fair amount of Stockholm Syndrome for vHeavy. It's a bad sub and a bad special but they barely do the two things I need most: paint my feet, and instant activation that lets me go right back to using my main weapon. So the top choices are options that do the same thing but better.

Alternatively I won't say no to a bomb, and I'll take top tier specials even if they're committal.
 

isaac4

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Finally posting the Blob sub/special tier lists I've been working on.
It was a tough process as I realized that Blob doesn't really care too much about what sub it has.
It's still good for it to not end up with something like Angle Shooter (thanks Blob Deco) but Blobs gameplan doesn't really change as it's still going to spend most of its time painting with the main weapon.
It's very different from the rest of the sloshers so it was interesting to see how I ended up ranking every sub/special compared to the previous lists I've done.

Edit: My explanation on the tier listings for Blob turned out to be insanely long so I'm putting them in a spoiler tag so nobody gets jump scared by a giant wall of text.

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  • I knew from the very beginning that Sprinkler would be in the top 3 but I didn't realize it would end up being the best sub for Blob. Maybe it should have been more obvious that the sub that's mainly used for passive paint output would be the best sub for a weapon that just wants to paint for the whole game. Regardless, the other uses Sprinkler has such as blocking some attacks, using it to quickly paint your feet, and throwing it onto higher terrain to force the enemy team to decide on whether or not they should take time to destroy it or just push in are also great for the weapon. There's nothing else I really want to say about Sprinkler since it's pretty obvious why it's perfect for Blob. It might not do any chip damage but Blob doesn't need that.
  • I was going to type a long explanation on why Ink Mine synergizes great with Blob but I think it's another obvious choice that I shouldn't spend too much time on. A sub that will always guarantee some paint whenever it's activated while letting Blob continue doing "Blob things" and then also locating any enemy players is already great but the potential chip makes it so much better. Blob isn't going to reliably kill on its own, it needs help from its team and Ink Mine is the best sub for helping it with that while also keeping safe from anyone trying to rush it down.
  • Autobomb being a cheap sub is a big factor for why it's very high up but that's not the main reason I put it there. Blob struggles with hitting opponents who are hiding around map terrain so a lot of the time you will be in a situation where you know there's a player hiding but you can't do much about it on your own, only being able to keep them away and hope your team is able to take care of them. Having a cheap bomb you can throw that will follow the enemy player and force them to move would help with that weakness. You can try to cut off their path as they attempt to swim away from the bomb or maybe even get a kill if they're not careful enough. Autobomb also can't get shot down at like Torp so even if it doesn't kill or locate anyone, you will at least get some paint from it which continues to be an important trait when it comes to subs that Blob likes. There's a lot more Blob could use Autobomb for but these are the main reasons for why it ended up being so high on the tier list.
  • I considered putting Splash Wall higher but for the amount of ink you need to use to set it up, it just doesn't do enough but it definitely isn't useless either. It's still a sub that will let Blob continue painting more safely making any approaches to kill it significantly harder, especially from a lot of midline weapons that struggle against Splash Wall. It would also let Blob get into riskier positions but it doesn't help its paint output and the time Splash Wall takes to set up means you can't reliably use it when getting rushed.
  • Making this list has only made my opinion of Blob Deco worse because how did they ever come to the conclusion that Angle Shooter on Blob was a reasonable kit choice? I personally hate Angle Shooter and think using it feels horrible but even excluding my personal feelings about the sub, it just doesn't work at all for the weapon. Why would I ever want to stop painting as a Bloblobber to waste 40% of my ink tank on a weak and precise shot that I might not even hit? If I want to get chip damage on the enemy team from far away then I'll just use my main weapon. The only positive the sub has is painting Blobs feet and walls but Blob isn't that slow. Blob can paint for itself just fine, even if it's not able to do it quickly. It doesn't help with paint output and it doesn't even help it support its team either as the location effect is very short and will be even shorter with any amount of sub defense. Just every part about this main/sub combo is awful but they probably made the decision to give it Angle Shooter for an "aggressive" damage combo kit which is very ironic considering that's not a playstyle Blob will ever be good at because of how they designed the main weapon
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  • We are so lucky we didn't get a Blob kit with Strikes. As I thought about how Strikes would work with the main weapon it became obvious that this main/special combination would be extremely awful to deal with. A lot of the higher specials on this list keep the main weapon active for longer but none of them are as dangerous as Tri-Strike. Strikes are amazing at painting the map, displacing the enemy team, destroying other specials, hiding approaches, and overall they just let Blob hold down areas of the map much more reliably without getting rid of the main weapon for long. I'm not ranking this list based on strength but Blobs whole gameplan is to make it as difficult as possible for the other team to move around and getting map control through insane paint output while staying as safe as possible, Strikes would just be the best special for that playstyle. There's also no cooldown so expect at least 8 or more Tri-Strikes per game. The only downsides would be the fact that the main weapon isn't active for a short while and that there's no damage Blob can combo with but they really don't matter since what Blob gets in return is much better.
  • Chumps would be the better, healthier choice for a special that synergizes amazingly well with Blob. I don't think I have too much to say about how well they work together but Chumps put a good amount of paint on the map even before they explode and can block damage, both very useful for trying to push in or hold space. Blob will also be able to keep its paint output high as it can quickly pop its special and then continue painting with the main weapon. Trying to destroy the chumps will be harder for the enemy team as well when they still have to worry about getting hit by Blobs projectiles.
  • Despite Blob being a support weapon, I wasn't sure if Cooler was going to be very high. In terms of how strong the special would be on Blob, it would probably be at the top but as I've said before I'm only ranking them based on how the subs/specials support what the main weapon wants to be doing. Cooler doesn't help Blob at all with paint control and holding down an area of the map but Blob isn't good at taking care of the enemy team on its own so having a support special that lets its team play more aggressively and kill anyone that Blob can't take care of itself is still very good for it. Blob can also try being a little more risky with its positioning and play more for kills. Even if it doesn't work you still get to immediately come back so it's not a bad option. The main issue bringing it down is that you're not guaranteed to get much value from your special if your team isn't already nearby and Blob really just wants to keep painting the whole game so a special that forces it to be aware of where its team is and reposition before popping it makes it harder for Blob to do that (maybe that's a good thing though).
  • I already posted a bit of my thoughts about Zip on Blob but I can't help, that main/special combination is too funny not to talk about again. It would literally just be an ink tank refill with a recall and potentially give Blob the chance to get on higher position if it wants to. That's not bad though especially when you still have the option to use Zip to try and get kills but it's definitely not the type of special Blob wants to farm for. It would be the funniest Blob kit though so I need it to happen for a 3rd kit.
  • Kraken Royale was at the very bottom when I started working on the tier list but I played a bit of Blob Deco and I realized that despite the special going against what Blob wants to do, it still helps with the idea of forcing the enemy team to move or deal with you. You can also reposition yourself in safer spots right before Kraken ends and continue to safely contribute to your team. There's nothing else I really want to add since my previous points on the other specials probably explain my reasoning for why I think Kraken is this low.
  • Do I even have to explain why Slider is the worst possible special you could give Blob? I don't think I do so I won't, I'm getting really tired talking about all the different ways that special is awful anyway.
 
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Vidknight

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Alright so at first I wasn't going to do a tier list for roller or s-blast since those weapons already has one of the best kit it can get so I didn't really think it was really necessary but I was bored so here it is but first a little thing about my pain tier list
So I didn't really noticed this until I done a tierlist for roller and s-blast but looking at it now I just realized how much stuff pain can work with compared to the other two tierlist here where there are a good amount of things that would suck for it. Pain synergizes well with a lot of stuff. A small part of me think it just some heavy bias but, looking at it again there is not really anything that stands out as being wrong. No changes here just something I noticed.

Anyway let start with roller
Roller synergy tierlist.png

Screen Is not only a good special that can force enemies to go through and take damage or try to avoid it. It is also a great sharking tool throw screen sharking behind it only to surprise someone and just kill them. I unironically can't think of a downside of the special it like bubble something that helps with roller aggression.

Roller with TSD is basically a jumpscare or as close of a jump scare you can get in splatoon. Sharking behind people and killing them with a flick is one thing but sharking behind and popping a special that has 3 hitboxes to kill is just insane. You can also use this to kill people over ledges which roller excels at. Incase that wasn't enough the option to use this as a kamikaze of sort make this a good last resort for when you know you are going to die.

Kraken is something that at first I thought is pretty good but, as time went on I see the holes in the pairing between kraken and roller. For one roller like to play more stealthy and while you still can play stealthy popping kraken is basically saying "HEY EVERYONE I'M OVER HERE!" I mean the synergy is still there a special that allows you to live, move through enemy ink, and 1hit people is still going to be good for any aggressive front line weapon it just that it's not a amazing one like I first thought.

Zip is again a special that go against what roller playstyle is except this time you don't get invincibility. IDK what else to say

Crab tank, tri strikes, and missiles. Make roller play in positions it doesn't want

Cooler OH BOY WHERE DO I START WITH COOLER. Well first the arrows, yes the arrows are usually cosmetic and doesn't effect much for roller it just completely ruin the stealth play style for the weapon as now everyone know your location. Second the roller will not be able to pop cooler for its team. if it ever get cooler it got two options toss it on the ground for itself, or retreat to give soda to their teammates. Either you retreat, or nobody get cooler. Lastly it only really benefits from ssu and QR. Rsu does nothing and, Intensify does nothing. Bonus even though the last point was suppose to be the last. Roller can not paint for special like a zap, pencil, or hedit

Hammer for roller is like crab tank for hydra in my eyes your special is just a slightly better version of your weapon.

S-blast synergy tierlist.png

Burst, fizzy, torp all combo subs that can help with kill time and with it's long range mode for killing. Not much to say here

I actually think reefslider pretty good for the weapon as it not only supports s-blast playstyle of being an aggro aoe spam weapon but it also combo. One problem thought reef slider is trash it gets you kill a lot and at this point is just a sadder version of TSD.

At first I thought crab tank was bad for the weapon until I thought about it and realize that s-blast is not roller (Shocking revelation). Crab sucks for roller as it like to stay hidden and hard to track. s-blast want to go in guns blazing so having crab wouldn't really be disrupting its playstyle. There is also the bonus of being able to kill or force out of position anything that outranges you

Chump is another weapon I feel works well with s-blast the explosion can combo with the weapon. It paints for the weapon. it can be used as mini meat shields. Just good all around.

Lightning round since I don't really have much to say about the anything else here

Sprinkler was hard to rank as it does paint the user feet, can paint for special, and a mini shield. But it doesn't do much else though there can be arguments about it being in decent I just had to put it somewhere so I put it in poor

Missiles and tri strike. Again force the user to back up to use special properly

Everything in terrible is self explanatory not much to say here either.
 
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isaac4

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I was supposed to post this a few weeks ago but then the servers shut down. Thankfully, I was still able to copy everything I said to somewhere else where I could save and use to post it again later. I didn't get to finish the special section though so most of what I say there will be from today.


These two lists were such a pain to make.
I always try to make sure my ranking for the subs/specials are about how well they would synergize with what the main weapon already wants to do but vDread being forced to play as a QR weapon and Dread D being...a kit that exists, means I didn't have an example of what a good Dread kit even looks like.
Does it lean more into its support side with insane paint and high damage output or should it focus more on getting kills on weakened opponents and catching enemy team players around terrain?
I even had to play a bit of Dread D to see how well both Dread kits were with their subs and specials (not very well at all).
I think I finally got it though but my opinion could drastically change if 3rd kits happened and Dread happened to be one of the lucky weapons to get picked.

my-image (34).png

  • I was originally really skeptical on the idea that Burst would be the best sub for how Dread would want to play. No doubt it would be the strongest choice but I'm not ranking based on how strong the main/sub or main/special combination would be, if I did then Fizzy would be higher on every list that isn't Machine. Regardless, I figured what Dread gets from having Burst, both for playing aggressively and support, was too great for it not be at the top of the list. I can't explain every single reason for my choice of course but I think the biggest factor for why Burst is at the top is that Dread already does amazing with other midline weapons like Slosher or RB and those weapons need paint and chip damage, something that a Dread with Burst would be able to easily provide. Fighting a Slosher that has a Dread painting and throwing Bursts for it while also being able to finish off anyone that the Slosher wasn't able to kill would be scary.
  • Fizzy seems like it should be higher but I actually think that Dread won't be able to take advantage of the subs strengths as well as Machine can. It would be great for other midlines but one of Fizzys strengths is the paint output which is not something Dread needs help with. The movement and chip damage is still great but Splat Bomb can also get some chip damage and will do a better job for helping Dread in a fight whenever it needs to.
  • I considered putting Splash Wall higher but Dread just doesn't have the range, movement, or ink efficiency to throw a Wall and reliably take control of an area of the map. I doubt Dread would even use Wall that much at all, similar to cExplo.
  • I thought Beakon would at least be one tier higher but that sub is genuinely just terrible for Dread (thanks Dread D).
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  • Booyah Bomb was originally at the top but thanks to the professional tier list analyzer @Grushi I didn't make that mistake. It's still really high though and that just comes down to all of the different ways Booyah can help Dread support its team and itself without taking away the main weapon for too long. The flexibility is extremely important for Dread with the special being able to provide paint and a way to move the enemy team when pushing in but it can also protect Dread if it decides to play more aggressively. There's more I could add but that's all I really want to say.
  • I really wish we got a Dread with Cooler because the special would have fit perfectly on a support kit for Dread. The main weapon already has amazing paint output so a kit with Tacticooler would obviously be good but I also think the special fits with the idea of Dread supporting other midlines while also being able to go in and take fights or finish off enemy players when it needs to. Having Cooler wouldn't just be good for its team but it would also be good for letting Dread push into more aggressive positions and take fights without having to worry about dying. Additionally, Dread wouldn't need a lot of SCU for a Cooler build as it's already more than capable at farming for special so that would leave more room for SPU which would allow it to play more aggressively for longer as well as the rest of its team.
  • I could see Zooka moving down but right now I think the potential concept of a Dread that can constantly get Zooka to deal with backlines and other longer ranged weapons for its team or instead pop Zooka for itself if it gets into a fight just works too well to place it lower. That could change if Zooka gets a nerf though or if I realize Inkstorm is just that much better for Dread.
  • If one wave could combo with a single slosh from I would definitely put Wave Breaker higher than Ink Vac but as it is now? It can't be any higher. The two best uses you get from Wave is as an ink tank refill and locating the enemy team but there's also no guarantee that any of the three waves will hit anyone and the special can get shredded so fast that an ink tank refill is the only reliable use you'll get from it. Wave Breaker does combo better with other weapons so there is that but again, most of the time the waves won't hit anyone and when they do you'll still have to be able to follow up on it. It's such a weak special that it makes the fact that Dread can farm a lot of them almost a nonfactor.
  • It's a bit funny how many times Slider has ended up at the bottom of my tier lists. That's all I'm going to say about it.
 

Catloafman

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Heres one ive been picking back up again
my-image (30).png

Im only gonna point out what I think is interesting

Top tier is obvious cheap movement sub that can deal chip damage is perfect and specials are great if they protect you
Cooler is good ya know kinda the best special in the video game but I don't think its a perfect fit for dynamo its nice dont get me wrong but its not perfect

Inkmine is interesting but not great point sensor is cheap so thats nice but I just can't see it being THAT good
Zip at least has the arm but your really ink hungry so prolly not super duper good but who knows

Splashdown and stamp seem interesting for a slow weapon but like this weapon already is quite fine in close range I just don't really see it
 

OnePotWonder

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Heres one ive been picking back up again
View attachment 12391
Im only gonna point out what I think is interesting

Top tier is obvious cheap movement sub that can deal chip damage is perfect and specials are great if they protect you
Cooler is good ya know kinda the best special in the video game but I don't think its a perfect fit for dynamo its nice dont get me wrong but its not perfect

Inkmine is interesting but not great point sensor is cheap so thats nice but I just can't see it being THAT good
Zip at least has the arm but your really ink hungry so prolly not super duper good but who knows

Splashdown and stamp seem interesting for a slow weapon but like this weapon already is quite fine in close range I just don't really see it
Bit surprised by your Torpedo placement. If you ask me, it would be very useful for the weapon, letting it paint its feet and locate enemies, while distracting them at the same time.
 

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