What’s your least favorite weapon to fight against

Masked_Katz

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It has been year since my last reply, and I now have much more thoughts and experience. Lately I've been creating a mental list of what I struggle to take down most as a Jr. main, and it mainly comes down to Nautilus, S-Blast, and Decavitator. I feel like these just barely have enough of a balance between range and mobility to consistently outsmart my bombs, and like the Jr. itself, they have incredibly high skill ceilings.
 

Zonink

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Hydra. Not even that it's that strong or i really lose to it that much. The weapon just kinda slows the game to a crawl and forces people to play redlight greenlight with it. It's just really polarizing and randomly hard matchup checks a lot of the weapons with weak kits which is sad.

Also I think it's really lame. The weapon doesn't have much agency in a lot of matches if the opponent just spams, which in a weird way makes the weapon ridiculously easy. It either does the thing.tm or doesn't. It's like the clash or tri slosher of the anchor weapons. There are so many awful hydra players that infest series/xrank who just endlessly queue up just to randomly matchup fish teams without displacement tools. The weapon understandably has a reputation of being a crutch and tbh I agree.
 

DzNutsKong

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Range Blaster for sure. It's probably a skill issue but it feels to me like it's in some part from the way the game's netcode works. I understand the counterplay on paper - you mostly need to either paintbot to try suffocating it or you need to go in with a teammate since it's so slow that it can't handle two people running it down at once. I've often found myself in 1v1 scenarios against one though and it rarely goes well for me.

So, the counterplay for Range Blaster is simple - get within its indirect range by timing your approach around its shots, but make sure you're still mixing up your movement when within range so they can't direct you. Makes sense. A bit strict, but Range Blaster is supposed to be very strong with fighting so it SHOULD be strict. It's only fair for Range Blaster players since the main weapon sacrifices so many other good qualities from itself and its team for the better fighting and area control. The problem is that the latency either makes it more ambiguous or more strict to time depending on how much there is and I genuinely can't tell which. It's felt like a lot of the time I go for stuff like this, it's resulted in me seeing the opponent's shot completely whiff on my screen only for me to die because hit on their screen. Am I trying to dodge the follow-up just a bit too late for it to register properly on their screen?

It gets even more obnoxious to deal with when you're trying to play around indirects because I'll often get hit by one, try backing up, and then despite the explosion not even being close to hitting me on my screen the second one will hit me anyways and I'll die. Like before - the idea is there, and it would still be powerful for Range Blaster to be able to control these ledges without killing someone, but here it feels like I'm dying when I'm not supposed to be.

Probably doesn't help that I play the weapons that I do since I didn't really feel this way until I started getting into swords as a weapon class. Ttek had rolled Splat Bombs to help with how slow Range Blaster is and how much it likes to jump, and Wiper Deco has better mobility than anything I play nowadays as well as the option of outranging it with its verticals. With Stamper I preferred playing at a distance and at the time didn't think to adjust my playstyle against them and with Decav I still have to wait for one to overextend, basically hoping they mess up.
 

OnePotWonder

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Any and every frontline slayer. As a player whose number 1 goal in a given game of Splatoon is dying as little as possible, any weapon hyper-engineered to be good at killing is a pain to have to deal with. But their splatting power isn't the reason why I hate fighting them; midline slayers can also splat very quickly, and those I don't mind nearly as much. The reason why I hate frontline slayers is because they're always either ridiculously generous with their aim, or unnecessarily good at painting. Sometimes both. Even when their range is barely lower than that of common midline weapons.

But, that's not the question the thread is asking, it's asking for a single weapon. So, Octobrush.

Octobrush attacks in what feels like a 180 degree arc (because it is a 180 degree arc), which extends out to nearly three lines of range at the front. Its time to splat is generally between 30 and 50 frames based on distance and damage falloff, which at its slowest is still faster than Luna Blaster's time to splat with AoE, while also having more range and a wider attack area. And I think the time to splat on Luna's AoE is also a problem, for reference. Not to mention that Octobrush can deal falloff damage in the entire area of its swings. And that's all ignoring its ability to move through enemy ink unhindered with its sliding movement.

Needless to say, I almost never lose a fight to an Octobrush and feel like its user deserved the splat they got on me. Which is really the measure of whether I like fighting something; whether it feels like it actually had to work for the splat once it got in range.
 

solz

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As the resident octobrush player 1v1 me
Any and every frontline slayer. As a player whose number 1 goal in a given game of Splatoon is dying as little as possible, any weapon hyper-engineered to be good at killing is a pain to have to deal with. But their splatting power isn't the reason why I hate fighting them; midline slayers can also splat very quickly, and those I don't mind nearly as much. The reason why I hate frontline slayers is because they're always either ridiculously generous with their aim, or unnecessarily good at painting. Sometimes both. Even when their range is barely lower than that of common midline weapons.

But, that's not the question the thread is asking, it's asking for a single weapon. So, Octobrush.

Octobrush attacks in what feels like a 180 degree arc (because it is a 180 degree arc), which extends out to nearly three lines of range at the front. Its time to splat is generally between 30 and 50 frames based on distance and damage falloff, which at its slowest is still faster than Luna Blaster's time to splat with AoE, while also having more range and a wider attack area. And I think the time to splat on Luna's AoE is also a problem, for reference. Not to mention that Octobrush can deal falloff damage in the entire area of its swings. And that's all ignoring its ability to move through enemy ink unhindered with its sliding movement.

Needless to say, I almost never lose a fight to an Octobrush and feel like its user deserved the splat they got on me. Which is really the measure of whether I like fighting something; whether it feels like it actually had to work for the splat once it got in range.
 

How•SweeT!

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I hate going against the E-Liter…I’m playing with nautilis rn and I can never get close and I can’t sneak up on them so it’s annoying
 

Vidknight

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Wait wasn't there another thread I replied too that was like this a while ago? Eh... whatever my answer did change so the answer is pretty outdated. Although might as well name what my last most hated weapon was.

Before I would of said Jr. because of the weapon tendency to play far away, and spam bombs. While I'm still not a fan of the whole sit back, and spam subs, and specials playstyle I gotten more used to the weapon playstyle, and now I can say it doesn't bother me as much.

Now despite me saying that I don't like fighting weapons who just sit, back and spam my least favorite weapon to play against is the complete opposite of that, and that is inkbrush

Inkbrush whole deal is to use its speed to be a general annoyance to the enemy team, run behind everybody, and then attack when everybody guard is down. Now yes my main roller also has this playstyle to an extent, but I feel that with roller you can't just run in you need your team to paint for you so you can get the jump on people. With inkbrush you can just go anywhere you want, and be hard to contest.

It also doesn't help that 1 of the 3 weapons I play has a pretty rough time against inkbrush that being s-blast due to not being able to keep up with it. Lastly the most annoying thing is the noueavu kit the vanilla one is annoying, but the noueavu kit is next level.

Trying to chase the weapon down is now an even bigger pain since you get hit with a bunch of mines, and the rare time you do catch up to them you get instantly stamped.

Once again my mains don't help me here against a stamp, Splat Roller can maybe trade with its roll mode, but S-blast, and Painbrush just dies when a stamp rushes them.

Honerable mention to Neo Sploosh it also fits the bill of being an annoying rat weapon that gets behind you, place beakons, and forces you to go out of your way to deal with it, but Neo Sploosh players are 1 in a million, and good Neo Sploosh players are 1 in a billion so I don't care as much.
 

Kirlia

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brushes. especially octo and pain (especially especially latter after recent update)
I deeply respect people who can use them well but stay far away from me. can't even put up a fight because wiper low dps moment unless i torp/don't miss the narrow charge hitbox and hope to land a good combo or something
whenever i notice it's too late waugh
 

McSquid82

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I'm going to say my least favorite weapon to fight is most dualies but especially Splat Dualies or the Tetras. That kind of mobility is a nightmare to fight against especially if they know what they're doing. However, at the same time I respect them because they have to fight on the front lines and roll through enemy ink. I've even tried out the Light Tetras, but I still need a lot of practice with Zipcaster.
 

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