What is a good weapon for rainmaker?

TacoOfDestruction

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I haven't really had much of a chance to play rainmaker, but from what I've played my squiffer doesn't seem like a goood choice for the mode. what are you guys using for it and what weapons would you say are the best for the mode?
 

Helio

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Squiffer is OK if your going to hang back or to the side and support. Good range decent reload keep fools at bay.

Bubbler is nice, if you have it.

Also decent for laying ink to squid fast to pedestal.

You just can't rush in, gotta keep a little distance.

And if you miss, you're dead, no pressure though. Most weapons can get you before recharge or are better at quick medium range combat.

IMHO I like squiffer for tower control as most people rush to tower and you can pick them off en route or shooting from below or even when enemy on tower. Everyone is so focused on tower you don't need the super range of the other chargers.
 

MissingNumbers

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My personal choice would be a weapon with a Seeker, like the Aerospray MG or .52 Gal Deco.

It seems strange, I know, but it deals a lot of damage to the shield, carves an ink path to swim through on defense, and ignores the Rainmaker's attacks on offense.
 

TacoOfDestruction

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@Helio I've been trying to rush in with the squiffer, which is probably why I've been failing with it. I've been using it as my main in splat zones and tower control. thank you for the advice.
@MissingNumbers I will try to use seekers next time I play.
 

Aykorn

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Aha, the squiffer is a bit difficult to use, though I think it's super fun.

Here are some other tips: Use Suction bombs or splat bombs to break the rainmaker shield quickly.
Use weapons good at making paths,--this is one reason the squiffer is good--- but I've found things like Octobrushes also do this well. The kraken special is really good at this too. Just "c''mon" or "To me" and hopefully the rainmaker follows you.

The Gattling gun is also good at making paths, vertical ones in particular, so possibly useful on something like Moray.
 

TheElite711

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I've been using the .52 Gal with quite the results after plateauing for so long today. The Splash Wall can cut off potential routes to your side's pedestal while also blocking enemy fire if on the way to their pedestal. The Killer Wail is also amazing at cutting off effective flanking points as well! The icing on the cake is that the main weapon can splat at a very effective rate, being a 2 shot with enough Damage Ups.
 

Xeze

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Splash-o-matic is pretty good in this mode. Quick fire rate to break the rainmaker shield and suction bomb rush to open the path for the carrier.
.96 Gal Deco because of Splash Wall + Kraken, and it's a powerful weapon for quick kills.
Aerospray MG due to fire rate + Seekers + Inkzooka for distance kills.
Weapons with Killer Wail as their special can be pretty useful in this mode too. If you fire it in the direction of the pedestral while the carrier is in good range, it's almost an insta-win.
 

Solar~Beam

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@TheElite711 the .52 Gal is a 2-shot without a damage up.
Aye, but a single defense up perk turns it into a 3 shot. I'm sure that's not what @TheElite711 was saying but still, good info to have.

I think rainmaker is so hectic and high offense you really need to go with whatever gun goes best with your style/level of practice with it plus the stage selection. For things like Arowana or Triggerfish I'll go something a with a little more range to pick people off from a distance and to counter people with the same idea, like a Pro or the .96 Gal Deco. If has a lot of choke points like Kelp Dome and Mackerel, I'll grab my trusty .52 Gal cuz splash walls are too good.
 

Joseph Staleknight

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My personal preference is the Heavy Splatling. Despite the windup it can shoot tons of ink at full charge fast enough to almost break the shield, and with a steady enough hand you can mow down anyone who tries to get their hands on the Rainmaker. It's great for making good paths into enemy territory as well. The Splash Wall's also nice for setting up a barrier to make the enemy waste time destroying it or otherwise reroute them to where your team can get easy pickings. Oh, and the Inkstrike is a good way to deter foes at any point.

My one piece of advice when using this weapon is to keep your distance from foes as much as possible. Splatlings aren't so well-suited to close combat.

Splash-o-matic is pretty good in this mode. Quick fire rate to break the rainmaker shield and suction bomb rush to open the path for the carrier.
This is also a good choice, though you'd have to be pretty ballsy to win with it as its range is not as good as the Splatling's.
 

Hinichii.ez.™

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.96 Gal Deco is great for this mode. Quick kills, the wall protects you from rainmaker barrier, and Kraken is always nice.
3-4 of these or mix it with a c.jet and or a tentatek and you will wipe the floor with everyone

Oh and bomb rush snipers can do work
Just play to the strength of the mode. Blow up the sheild, let the other team get a point lead of any size, and then punish them with the rediclious amount of specail charge up you get, for being down, any amount of points.
 

xXDR.SWOOCEXx

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3-4 of these or mix it with a c.jet and or a tentatek and you will wipe the floor with everyone

Oh and bomb rush snipers can do work
Just play to the strength of the mode. Blow up the sheild, let the other team get a point lead of any size, and then punish them with the rediclious amount of specail charge up you get, for being down, any amount of points.
You get a special charge up for losing? That's sort of dumb. Also, while being a .96 Gal Deco main in this mode, I might try the Custom Dual Squelcher for its killer wail.

@HBSF° Hinichii.ez.™ what do you mean by 3 or 4 of these?
 

Hinichii.ez.™

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You get a special charge up for losing? That's sort of dumb. Also, while being a .96 Gal Deco main in this mode, I might try the Custom Dual Squelcher for its killer wail.

@HBSF° Hinichii.ez.™ what do you mean by 3 or 4 of these?
You get one, just for losing. And it stacks with other charge up options.

I mean, 3 or 4 of this weapon.
 

SquiliamTentacles

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You get a special charge up for losing? That's sort of dumb. Also, while being a .96 Gal Deco main in this mode, I might try the Custom Dual Squelcher for its killer wail.
The special charge up aspect is to help balance out both teams so the winning team does not have a huge advantage. All modes but Turf War have some similar system, for Splatzones, penalty time can be added. For Tower Control, the tower is a easier target to reach the closer it gets, and is generally hard to defend due to players on the tower being easy targets. For Rainmaker, where the objective moves surprisingly fast, and the team with the rainmaker has no offencive disadvantage, the special charge up both makes it harder to keep the rainmaker and easier for losing teams to make a comeback.
 

ILikeKirbys

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The Rainmaker is a pretty good weapon for Rainmaker. You need it to win, and theinknadoes it shoots are pretty large, fairly tall and cover a large amount of turf with each shot. Yeah, it slows you down, only the fully-charged shots are worth anything 90% of the time and you die automatically after holding it for a while (shorter time if you run toward your base), but it's still fairly useful, which is good, since moving it forward is the only way you can win.

But as for weapons that aren't one of a kind, I have a few thoughts (WARNING: VERY LONG, THERE WILL BE A TLDR AT THE BOTTOM OF THIS POST):

1) Anything with a Sprinkler is good. You can ink an area passively with it, but the best thing about bringing a Sprinkler to a Rainmaker match is that you can put it next to the Rainmaker's shield and it'll ink the shield from inside the shield, becoming practically unassailable and making the shieldsplosion more likely to be in your team's ink.
For a few weapons that have Sprinklers, the .96 Gal has great range and power, and Echolocator to avert ambushes and track the enemy-controlled Rainmaker while they're swimming (which, at least on my minimap, makes them invisible on the minimap), though it does fire a bit slowly so you're vulnerable to ambushes and its ink efficiency sucks. The Kelp Splat Charger/Splatterscope is better from a distance, but a careful throw can place it from not-point-blank (too close and your Sprinkler gets destroyed by the shield, too far and it might not get under the shield), and you can deal high damage per shot to the shield with charged shots, or just pop it with the Killer Wail, and you can snipe enemy Rainmaker carriers or ambushers going after your team's carrier from a distance, though you're probably screwed if attacked up close. Finally (not going to cover every weapon that fits each example, just two or three, makes this shorter), the Inkbrush can speed up to the Rainmaker and drop a Sprinkler right in front of the shield (or drop an Inkstrike on it to pretty much guarantee its explosion is your color), then pick it up yourself or ink a path for whoever does, though unless you're great at ambushing you want to run away from combat (except the Rainmaker, which charges slowly enough that you can probably trade at worst).

2) Splash Walls are generally good in this mode. You can use them to block Rainmaker shots while you splat them, or putting up in front of your Rainmaker carrier so they can charge shots safely for a few seconds.
For a few weapons that have Walls, the .52 Gal has great power and respectable range and speed, and Killer Wails to pop the Rainmaker from anywhere, though you can be outranged so look out for that. The .96 Gal Deco has awesome power and range and the Kraken for annihilating the Rainmaker carrier or inking a path for them while invincible (and it pops the Rainmaker in about 3ish hits on its own, which is nice), though your fire rate is pretty slow so ambushers will probably splat you and your accuracy at long range is not that great (at least in my experience) and you're slowed to a crawl while firing, so not very mobile, also your ink efficiency still sucks. The Jet Squelcher has the longest range of any shooter-type weapon and decent power (3-shot before Defense Ups) and an okayish fire rate (still should worry about ambushers, but you're not the .96 Gal), and Inkstrikes are good for covering an area and popping the Rainmaker, though your fire rate isn't great. Finally, the Heavy Splatling has an amazing fire rate, great range and has Inkstrikes for insta-popping the shield, though your wind-up time is a liability and your shots are kinda weak.

3) Anything with Killer Wail/Inkstrike can pop the Rainmaker's shield from anywhere, which is certainly decently useful.
For a couple of weapons with Killer Wail, the L3 Nozzlenose has an amazing fire rate, good range and barely slows you down at all while firing (not that it matters, given it's a quick-burst-fire weapon) and has Disruptors to slow the Rainmaker carrier or potential carrier-ambushers so you can splat them (or a teammate can) easily, though it takes some getting used to the burst-fire-ing, and you need at least 4 shots for a splat, and each burst has 3 shots so you need to fire two bursts minimum for a splat. Also, the Blaster is similar to the L3, but instead of 3-round burst-fire, you shoot a single shot that explodes, splatting enemies on a direct hit (or a couple of near-misses), but slows you much more while firing, leaving you very vulnerable if you miss, and the explosion probably won't affect close-up enemies (unless you get a direct hit, then you win).
For a couple of weapons with Inkstrike, the Splattershot Pro has good range and respectable power and speed, plus Splat Bombs for attacking farther-off foes (or over walls), though its ink efficiency is bad. Also, the Gold Dynamo Roller has very wide, decent-ranged and very powerful swings to assault the Rainmaker's carrier and anyone guarding them, and also has Splat Bombs for longer-ranged attacks, though its swings are rather slow and its ink efficiency isn't good.

4) The Kraken is surprisingly useful here, since it can be used to smash the Rainmaker's carrier easily since they're slowed and can't run away as easily, and you can use it to ink a path for your Rainmaker carrier.
For a few weapons that can release the Kraken, the Octobrush is very fast, has wide, fairly quick and decently powerful (3-shot before Defense Ups) swings for attacking grouped enemies or the Rainmaker carrier, and has Squid Beakons to let teammates more quickly reach areas for flanking or just escaping from danger, though its range isn't that great and its ink efficiency is only okay (it's no Splattershot Pro, but it's no Splattershot Jr. either). The Custom Jet Squelcher has its regular counterparts great range and decent power (but slowish fire rate), but trades in Inkstrikes for the Kraken and Splash Walls for Burst Bombs, which can soften up foes so you can splat them in fewer shots, though it lacks the defensive measure that Splash Walls provided and still has a slowish fire rate. Finally, the Custom E-Liter 3K has the second-longest range in the game (second only to the E-Liter 3K Scope) and has Squid Beakons to return to your sniper nests when splatted, though its slow charge means you'll get splatted by most ambushers or anyone who gets close enough to fire at you for a second and being far away from the action is not the best place to release the Kraken (but if they get close to you, Kraken away).

Generally, anything with one of those things listed above is at least usable, though those aren't required for success. And I could be wrong about some or all of these, so take them with a grain of salt.

TLDR: Any weapon with Sprinklers, Killer Wails and/or Inkstrikes can easily pop the Rainmaker for your team, any weapons with Splash Walls are good defensive options for attacking the Rainmaker carrier from relative safety or letting your team's Rainmaker carrier charge a shot or two safely, any weapons with Kraken can easily dispatch the enemy team's Rainmaker carrier or unaware attackers against your team's carrier.
Weapons without these can be great too, and weapons with these aren't guaranteed to be great (for example, the Inkbrush has Sprinkler and Inkstrike, but I wouldn't recommend it over the N-Zap '89, which has that and better range), but they're good options to have for Rainmaker, so picking weapons that have them is probably a good strategy.
But like I said, I could be wrong.
 

EarthBoundEnigma

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Here's something I've been doing with phenomenal success:
Inkbrush Nouveau for ink mine, and bubbler, but mostly for it's roller-mode's ability to draw lines for the carrier and bubbler's escort ability.
Ink mines can cut off side routes and enemy reinforcements, so I keep one out as often as I can.
Remember to BOOYAH! when you bubbler your team holding the rainmaker, to embolden them forward!
 

Bolt

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I strongly believe that the
*spoilers*
Carbon Roller Deco will absolutely be dominating Rainmaker once it comes out.
SPREADING PATHS QUICKLY, ONE-SHOTTING QUICKLY, SEEKER RUSH, SEEKER RUSH, SEEKER RUSH!!!
 

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