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Amiibear2018-01-23 04:01:13

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Weapons, Subs, Specials and Abilities

There are numerous weapon types in splatoon, here I'll go over them.

Shooters are the largest class of weapons in the game, encompassing stuff such as the classic splattershot family (Jr. Classic and Pro) to stuff such as the Squeezer, Aerospray and gals, as to be expected from a shooter you press the trigger and it fires a continuous spurt (unless it's a nozzlenose, which is a pump weapon)

Rollers are paint rollers that you hold the trigger to roll paint, getting rolled over is generally 1HKO (one hit knock out), you can use a sideways flick for a wider, ranged attack or you can flick when jumping to launch a long range, slower attack that deals a fair bit of damage.

Chargers are sniper guns, you charge up and use the laser sight to pick off players, these weapons are generally best used in rank to deny access to certain areas.

Brushes are paint brushes that act similar to rollers except they flick VERY fast and move much faster at a cost to not inking as easily.

Blasters Are a type of shooters that fire a single burst that travels a distance before exploding for an AOE attack, these are weapons that work best in ranked as they don't always ink very well.

Sloshers are buckets that fling ink ahead of the user in a wave, they generally splat in 2 hits and can hit over walls and obstacles.

Splatlings are gatling guns that charge up before firing a rapid volley of shoots with a generally good range, they take varying time to charge with the quickets being the Mini splatling and slowest being the Hydra splatling.

Dualies are dual wielded pistols that let the user roll when they jump while firing, they get etter range and a ccuracy right after a roll as well.

Brellas are umbrellas that function like a shield, he head of the brella takes a certain amount of amage before breaking and fires off when held open for a certain period, their shots are pellet like and multi hitting.

Sub weapons are locked to weapons, every weapon has a sub and special, with most weapons having a variant with a different set up of the two.

Splat Bombs are the games grenade, a versatile inker and damager, they explode shortly after making ground contact.

Burst Bombs explode immediately upon hiting the ground, they deal less damage than a splat bomb but ink good and can set up for a kill.

Suction Bombs take awhile to explode but can stick to surfaces, they make good gates since most players won't attempt to pass by one.

Auto Bombs are sentient bombs that send out a radar pulse upon landfall and walk towars the nearest player before exploding, the blast is less than a splat bomb.

Curling Bombs travel across the ground leaving a trail of ink before exploding, they bounce of walls and make paths for you through enemy ink.

Ink Mines are laid on the ground, while you can see them, enemies cannot, when inked over or passed over by an enemy squid they'll explode, dealing sharp damage and leaving them with a marked effect that lets you see where they are, even through walls.

Point Sensors deal the same marking effect as the ink mine, but as a throwable bomb, the marking effect also lasts awhile and the burst remains on the spot for a decent amount of time.

Splash Walls act like a throwable shield, enemies cannot shoot through the wall or throw bombs through, the shield will let ally bombs and fire through though, the shield has a certain amount of HP before it breaks, it's rare but if a player is directly underneath the wall when it first drops the shield it 1HKOs them, at least in Splatoon 1.

Sprinklers ink around them utomatically without the players aid, they can be destroyed though, it's rare but it is entirely possible to splat/be splatted by a sprinkler.

Toxic Mist slows down players caught in the poison haze, it also drains their ink tank slowly, a trap/ambush type weapon.

Squid Beakon provides a one time use super jump location for allies, it can be broken but enemy players however.

Special weapons are stronger, but require building up a 'special gauge' before use, this gauge is filled through inking, every weapon has a different amount of points required for their special.

Splatoon 1 and 2 have completely different specials, but as I am playing the second game, I will only be discussing it's specials and not S1.

Baller lets the user get into a rubber plastic ball thing before rolling around, you can detonate the baller at will or it will detonate on it's own when the time runs up, it can climb walls.

Bomb launcher, the only special from the original (with a changed name albeit) to return to 2, basically a rapid bomb spammer, allowing you to use as many of your bomb as possible until the time limit runs up, there are Splat, Suction and Curling bomb launchers currently, we do not have a Burst Bomb or Auto Bomb launcher yet.

Bubble Blower blows up to three large bubbles that when popped by being shot/bombed explodes dealing a wide AOE hit and inking.

Ink Armor protects the user from a few hits before breaking, it takes awhile to take effect so it isn't a reliable panic button like Bubbler, it's splatoon1 counterpart. was.

Inkjet is a rocket pack with a rocket launcher, you raise off the ground and can fire explosives for quite the distance, however you'll always return to the spot that you use it in and there is a marker telling everyone that you'll return there.

inkstorm is a bomb that rises into the air nd drops a damaging, inking rain that travels slowly, the rain will slightly veer towards inklings near it's travel path and can easily weaken players for an easy kill.

Splashdown is basically a massive centered bomb blast, you rise up fast, and come down fast making a huge boom and inking around you, the definitive Splatoon 2 "get off me!" panic button.

Sting Ray is my least favorite special, it fires a continuous laser that pierces through objects and deals steady damage, it gets bigger if held down longer, before launching you can see the silhouettes of any player not hiding in ink, I pesonally avoid it as i prefer inking specials, the sting ray does NOT ink well at all despite the frikkin' laser beam.

Tenta Missiles are my vote for most annoying special in the game, upon using them you'll get a scanning visor and your goal is to hit the trigger with as many players in the reticle as possible, it targets players even hiding in ink or behind walls, afterwards the inklings targetted with get a warning, move or die, little rings will appear under the inkling which turn solid when the missiles are locked on to that spot.

Gear abilities are a lot like RPG 'auto abilities' each gear has 1 main and up to 3 subs of an ability, the amount of subs is determined by the amount of stars n the gear, one sub for each star, ou can increase sub abilty slots using crystal sea snails gained after splatfests or every level after 30.

Splatoon 1 had a few different gear abilities but like with specials I will only discuss splatoon 2s.

Ability doub'er doubles the effects of the sub abilities in the gear, exists only as a shirt ability and as a main, is exclusive to splatfest tees which are distributed only at splatfests and are given back afterwards.

Bomb Defense Up reduces damage taken by subs and specials.

Cold-Blooded reduces the duration you are marked by point sensors and ink mines, as well as the duration you remain marked by tenta missiles.

Comeback increases ink management and mobility for 20 seconds after being splatted, exclusive to headgear.

Drop Roller lets you roll after performing a super jump on landing by tilting the left control stick, exclusive to shoes.

Haunt marks the player who splatted you, exclusive to shirts.

Ink Recovery Up increases the rate your ink refills while in squid form and the natural slow refills overtime.

Ink Resistance Up reduces the amount of damage and slowdown you take while in enemy ink.

Ink Saver (Main) reduces the amount of ink consumed by your main weapon.

Ink Saver (Sub) reduces the amount of ink consumed by your sub weapon.

Last-Ditch Effort Improves respawn time, ink recovery and ink usable in the last 30 seconds of a match, exclusive to headgear.

Ninja-Squid is my favorite, it hides the players particles when they move in squid form, at the cost of speed however, exclusive to clothes.

Object Shredder increases damage to non-player objects such as bubbles, beakons, sprinklers and launched brella heads, Does NOT affect brella heads still attached to weapon exclusive to shoes

Opening Gambit increases swim and run speed for the first 30 seconds of a match, exclusive to headgear.

Quick Respawn reduces respawn delay

Quick Super Jump Increases super jump speed.

Respawn Punisher Increases the time the user respawns but also increaes respawn time for splatted players as well, exclusive to shirts.

Run Sped Up increases the speed of which a character moves in kid form as well as movement while firing some weapons.

Special Charge Up increases speed of special gauge charging.

Special Power Up increases the effectiveness of specials in various ways dependent on the special, such as increasing Splashdowns radius, extending the duration of bomb launchers, etc.

Special Saver reduces the amount of special gauge lost when splatted.

Stealth Jump Hides the marker that reveals where a player is super jumping too at the cost of a slower super jump speed, exclusive to shoes.

Sub Power Up increases effectiveness of sub weapons, such as increasing throw range, extending marking time, etc.

Swim Speed Up inceases the speed a player travels while in squid form.

Tenacity slowly fills the players special gauge when there are less team members than the enemy team, exclusive to headgear.

Thermal Ink reveals a players location when struck by the main weapon, only you can see the thermal ink player, exclusive to shirts.

I suggest if you ue inkjet, to have at least one main of special power up, really helps.

My First weapon will likely be my favorites, the Dapple Dualies Nouveau

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