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Weapons Why Splattershot Jr. is Good

ThepicfailGamer

Inkster Jr.
Joined
Jan 20, 2016
Messages
15
ThepicfailGamer submitted a new guide:

Why Splattershot Jr. is Good - Not As bad as You May Think

:wst_shot_first00: :wst_shot_first00:

Rank:B+
Level:29
NNID:will54321
Standardly, I use Splattershot Jr. for Tower Control and Turf War. Here are some reasons why it is good:
Has a high Rate of Fire, and sprays everywhere, so it can be easier to hit foes jumping around.
:bubbler:Has Bubbler, an ability that works well with the main, because you can pressure opponents in all modes, or...
Read more about this guide...
 

LAX

Pro Squid
Joined
Dec 12, 2015
Messages
110
NNID
ninfanjohn
this is pretty good. also dont forget bomb range up for extra range
 

birdiebee

Inkling Commander
Joined
Jan 6, 2016
Messages
394
Location
Tokyo, Japan
NNID
birdiebee
:head_first:| Main: :ability_inkrecovery: Subs: :ability_inkrecovery::ability_swimspeed::ability_swimspeed:
:clothes_amb000:| Main: :ability_inkrecovery: Subs: :ability_inkrecovery::ability_inkrecovery::ability_specialduration:
:shoes_sht008:| Main: :ability_stealthjump: Subs: :ability_specialcharge::ability_specialcharge::ability_specialcharge:

This is my usual set up when I play Splattershot Jr which I main. Its not perfect, obviously the Special Duration isnt doing much and the Swim Speeds may be negligible, but for the most part its a dope load out IMO.

I rely heavily on Splat Bombs, so having quick ink recovery is VERY helpful for my playstyle. Many don't suspect such a quick barrage of bombs and often have trouble keeping up. I don't use SSJ on Splat Zones *often,* but this works across most modes quite well.

Its all about maneuverability. The ink recovery makes sure you've always got ink to spare for an emergency bomb. Special Charge gets your bubbler ready. Timely Bubbler execution is essential no matter what mode you're playing. On TC, riding the tower with Bubbler can be risky sometimes, but it can dominate others. There are sections where ambushes are common on any map, and using the Bubbler to negate such ambushes will only help your team. For example, in Piranha Pit, when the tower is moving between the ledge where Snipers post and the ramped conveyor belts (I think this is around 50), you WILL get flanked. Bubbling here, especially if you have teammates with you, will destroy your opponent's assault. Same goes for the section on Walleye where you are entering their base from mid (just past the Sniper post). And the final chokepoint on Kelp Dome. These are often game-deciding plays. YEAH THEY ARE CHEAP BUT OH WELL.

In Rainmaker, you are a valuable escort. With your bombs you can lure opponents out of hiding and expose their ambush. With your Bubbler, you can do a similar thing. Draw out the ambushers, Bubble, and take some out if you can. A good RM carrier will lag behind and when you expose them may help you take some out if it is safe to do so. Sometimes, if I want to carry the Rainmaker, I can pass my Bubbler onto my team mates just before grabbing the RM so that the special isnt entirely wasted. Good team mates will make good use of this chance.

I think SSJ isn't a great choice for Zones so I don't have a lot to say about it. more close-quarters stages can make good use of it though. Maybe Arowana Mall, for example. You can easily take out Snipers with your bombs and bubbler, and the zone is small enough that your gun's range won't suffer too much. I've had success in Walleye, Piranha Pit and Flounder with SSJ as well. I could see it as a viable option on Ancho-V, too.
 

mm201

Senior Squid
Joined
Oct 1, 2015
Messages
65
NNID
kaizo201
Bubble, ink their feet, claim your helpless prey.
 

AlsoDededork649

Pro Squid
Joined
Jan 21, 2016
Messages
134
NNID
DARandall4711
I wish more things had Bubbler, one of my favorite specials! Potentially better than Kraken. The Jr. works really well with the Bubbler though, since you can ink up the necessary turf to fill it, active it, and what do you know, you've inked for 36 continuous seconds.
 

Zero Meddler

Inkling Cadet
Joined
May 21, 2015
Messages
243
:head_first:| Main: :ability_inkrecovery: Subs: :ability_inkrecovery::ability_swimspeed::ability_swimspeed:
:clothes_amb000:| Main: :ability_inkrecovery: Subs: :ability_inkrecovery::ability_inkrecovery::ability_specialduration:
:shoes_sht008:| Main: :ability_stealthjump: Subs: :ability_specialcharge::ability_specialcharge::ability_specialcharge:

This is my usual set up when I play Splattershot Jr which I main. Its not perfect, obviously the Special Duration isnt doing much and the Swim Speeds may be negligible, but for the most part its a dope load out IMO.

I rely heavily on Splat Bombs, so having quick ink recovery is VERY helpful for my playstyle. Many don't suspect such a quick barrage of bombs and often have trouble keeping up. I don't use SSJ on Splat Zones *often,* but this works across most modes quite well.

Its all about maneuverability. The ink recovery makes sure you've always got ink to spare for an emergency bomb. Special Charge gets your bubbler ready. Timely Bubbler execution is essential no matter what mode you're playing. On TC, riding the tower with Bubbler can be risky sometimes, but it can dominate others. There are sections where ambushes are common on any map, and using the Bubbler to negate such ambushes will only help your team. For example, in Piranha Pit, when the tower is moving between the ledge where Snipers post and the ramped conveyor belts (I think this is around 50), you WILL get flanked. Bubbling here, especially if you have teammates with you, will destroy your opponent's assault. Same goes for the section on Walleye where you are entering their base from mid (just past the Sniper post). And the final chokepoint on Kelp Dome. These are often game-deciding plays. YEAH THEY ARE CHEAP BUT OH WELL.

In Rainmaker, you are a valuable escort. With your bombs you can lure opponents out of hiding and expose their ambush. With your Bubbler, you can do a similar thing. Draw out the ambushers, Bubble, and take some out if you can. A good RM carrier will lag behind and when you expose them may help you take some out if it is safe to do so. Sometimes, if I want to carry the Rainmaker, I can pass my Bubbler onto my team mates just before grabbing the RM so that the special isnt entirely wasted. Good team mates will make good use of this chance.

I think SSJ isn't a great choice for Zones so I don't have a lot to say about it. more close-quarters stages can make good use of it though. Maybe Arowana Mall, for example. You can easily take out Snipers with your bombs and bubbler, and the zone is small enough that your gun's range won't suffer too much. I've had success in Walleye, Piranha Pit and Flounder with SSJ as well. I could see it as a viable option on Ancho-V, too.
This!

The Jr. is defiantly a support weapon. I mean, it's TTK, accuracy, and range don't make it the best combat set (well, Splat Bombs kind of alleviate this). I agree that it's not too great in Splat Zones. You can do well with it, but I'd choose something else over the Jr. Though for a starting weapon, it's pretty good overall.

When I use the Jr., I usually run this:

:head_eye002: :ability_bombrange: I :ability_specialduration::ability_specialcharge::ability_specialduration:
:clothes_tly008: :ability_specialsaver:I :ability_quicksuperjump::ability_specialcharge::ability_specialcharge:
:shoes_sht003: :ability_specialduration:I :ability_specialcharge::ability_specialsaver::ability_damage:

While a bit dependent on special, it can be REALLY effective in surviving (especially in Bubbler wars) and making a push. I would reroll to get rid of the Damage Up and Quick Super Jump, but this has worked wonders for me and I don't wanna risk it.. Also, if you're concerned about that one Special Duration sub you have, track down the White Arrows. You'll lose your Stealth Jump but you keep your (potential) three Special Charge Ups.
 

GangstaPanda

Inkster Jr.
Joined
Feb 15, 2016
Messages
21
NNID
LittleSkittlez
Easily outckassed by Zap and Sploosh o Matic but if you play your cards right can potentially be a great support weapon
 

men0etius

Inkling
Joined
Jun 9, 2016
Messages
5
N'Zap easy outclasses splattershot jr.
Nzap has a very similar TTK as the JR and more range but less mobility. If I am heads up on a nzap I will just aggress at them and take them down without even needing my bubbler.

None of the sets are as well rounded as the JR and they don't work nearly as well with an aggressive user. To say it easily outclasses is ridiculous.
 

men0etius

Inkling
Joined
Jun 9, 2016
Messages
5
This!

The Jr. is defiantly a support weapon. I mean, it's TTK, accuracy, and range don't make it the best combat set (well, Splat Bombs kind of alleviate this). I agree that it's not too great in Splat Zones. You can do well with it, but I'd choose something else over the Jr. Though for a starting weapon, it's pretty good overall.

When I use the Jr., I usually run this:

:head_eye002: :ability_bombrange: I :ability_specialduration::ability_specialcharge::ability_specialduration:
:clothes_tly008: :ability_specialsaver:I :ability_quicksuperjump::ability_specialcharge::ability_specialcharge:
:shoes_sht003: :ability_specialduration:I :ability_specialcharge::ability_specialsaver::ability_damage:

While a bit dependent on special, it can be REALLY effective in surviving (especially in Bubbler wars) and making a push. I would reroll to get rid of the Damage Up and Quick Super Jump, but this has worked wonders for me and I don't wanna risk it.. Also, if you're concerned about that one Special Duration sub you have, track down the White Arrows. You'll lose your Stealth Jump but you keep your (potential) three Special Charge Ups.
The JR actually has one of the best TTK and it's good enough in splatzones for me to have the best k/d in most of my s rank rooms even while I consider myself more of a map control specialist.
 

Zero Meddler

Inkling Cadet
Joined
May 21, 2015
Messages
243
The JR actually has one of the best TTK and it's good enough in splatzones for me to have the best k/d in most of my s rank rooms even while I consider myself more of a map control specialist.
For me, I think it depends on the map. I was using the Custom Jr on Camp Triggerfish the other day and I had a less than optimal time. On another day, I was rocking people's socks with the standard Jr. on Port Mackerel Zones.
 

Senpai

Inkster Jr.
Joined
Jun 28, 2015
Messages
22
NNID
luigi8623
Nzap has a very similar TTK as the JR and more range but less mobility. If I am heads up on a nzap I will just aggress at them and take them down without even needing my bubbler.

None of the sets are as well rounded as the JR and they don't work nearly as well with an aggressive user. To say it easily outclasses is ridiculous.
it sounds like you play against retards lol. most nzap users would destroy splattershot jrs regardless of how aggressive they are ( ik ik it's anecdotal)
 

Smashling79

Inkling Cadet
Joined
Jul 29, 2015
Messages
273
NNID
Linkmaster3000
A good sniper still destroys any and all other weapon classes imo
 

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