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** ''VideoGame/Splatoon2'' has the Tri-Slosher, a bucket segmented into three parts that fires three separate projectiles at medium range, giving it a wider spread. While it was a solid weapon in the first game, nerfs to some of the GameBreaker weapons from the original bumped the Tri-Slosher to this. The triple projectile nature of the weapon means it hits a roughly 60~90 degree cone in front of the player, ''it has farther range than some of the guns'', the player can slosh ink at a rate of twice per second, and those three globs of ink hit for 62 damage, which is enough to two-hit kill any player in the game. In addition, it comes armed with Burst Bombs, which enable the player to get quick kills by chucking a Burst Bomb at another player then cancelling it into a slosh for kill. It even gets Ink Armor as its [[LimitBreak Special Weapon]], which shields the player from some incoming damage, allowing the player just enough time to kill the target before they keeled over. The [[ComplacentGamingSyndrome competitive response]] to this weapon was so bad that it quickly became a TierInducedScrappy, and it was bad enough that it received a {{Nerf}} in a balance patch ''that wasn't even focused on main weapon balancing.''

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** ''VideoGame/Splatoon2'' has the Tri-Slosher, a bucket segmented into three parts that fires three separate projectiles at medium range, giving it a wider spread. While it was a solid weapon in the first game, nerfs to some of the GameBreaker weapons from the original bumped the Tri-Slosher to this. The triple projectile nature of the weapon means it hits a roughly 60~90 degree cone in front of the player, ''it has farther range than some of the guns'', the player can slosh ink at a rate of twice per second, and those three globs of ink hit for 62 damage, which is enough to two-hit kill any player in the game. In addition, it comes armed with Burst Bombs, which enable the player to get quick kills by chucking a Burst Bomb at another player then cancelling it into a slosh for kill. It even gets Ink Armor as its [[LimitBreak Special Weapon]], which shields the player from some incoming damage, allowing the player just enough time to kill the target before they keeled over. The [[ComplacentGamingSyndrome competitive response]] to this weapon was so bad that it quickly became a TierInducedScrappy, HighTierScrappy, and it was bad enough that it received a {{Nerf}} in a balance patch ''that wasn't even focused on main weapon balancing.''
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* In ''VideoGame/RemnantFromTheAshes'' the world Rhom has a number of powerful summoning mods, including Iron Sentinel and Beckoning which summons Wasteland Skull and Turret respectively. These do heavy ranged damage even to bosses and in early versions would scale to difficulty. Additionally Rhom has the Veil of the Black Tear mod which gives you a NighInvulnerable force field that you can shoot from.

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!! Other games
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* ''VideoGame/{{Splatoon}}'':
** Chain-jumping, a strategy using the power ups stealth-jump, quick super jump, and quick respawn, would become very infamous in the Tower-Control mode. Once a skilled Chain-Jumping team took the tower, the strategy would allow players to quickly replace each other with no way for the opposing team to know if or when they'd come. It thus took the entire constant efforts of the opposing team to break their hold, by which time they've likely gained a massive lead. Stealth Jump[[note]]No longer hides super jump if opposing team members are close to the jump's location, but no longer slows your superjump[[/note]] and Quick Respawn[[note]]Only applies if player failed to splat anyone[[/note]] would receive severe nerfs in the sequel in response.

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* ''VideoGame/{{Splatoon}}'':
''Franchise/{{Splatoon}}'':
** Chain-jumping, a strategy using the power ups stealth-jump, quick super jump, and quick respawn, would become very infamous in [[VideoGame/Splatoon1 the first game]]'s Tower-Control mode. Once a skilled Chain-Jumping team took the tower, the strategy would allow players to quickly replace each other with no way for the opposing team to know if or when they'd come. It thus took the entire constant efforts of the opposing team to break their hold, by which time they've likely gained a massive lead. Stealth Jump[[note]]No longer hides super jump if opposing team members are close to the jump's location, but no longer slows your superjump[[/note]] and Quick Respawn[[note]]Only applies if player failed to splat anyone[[/note]] would receive severe nerfs in the sequel in response.
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* VideoGame/Splatoon:

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* VideoGame/Splatoon:''VideoGame/{{Splatoon}}'':

Added: 1987

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* ''VideoGame/Splatoon2'' has the Tri-Slosher, a bucket segmented into three parts that fires three separate projectiles at medium range, giving it a wider spread. While it was a solid weapon in the first game, nerfs to some of the GameBreaker weapons from the original bumped the Tri-Slosher to this. The triple projectile nature of the weapon means it hits a roughly 60~90 degree cone in front of the player, ''it has farther range than some of the guns'', the player can slosh ink at a rate of twice per second, and those three globs of ink hit for 62 damage, which is enough to two-hit kill any player in the game. In addition, it comes armed with Burst Bombs, which enable the player to get quick kills by chucking a Burst Bomb at another player then cancelling it into a slosh for kill. It even gets Ink Armor as its [[LimitBreak Special Weapon]], which shields the player from some incoming damage, allowing the player just enough time to kill the target before they keeled over. The [[ComplacentGamingSyndrome competitive response]] to this weapon was so bad that it quickly became a TierInducedScrappy, and it was bad enough that it received a {{Nerf}} in a balance patch ''that wasn't even focused on main weapon balancing.''

to:

* VideoGame/Splatoon:
** Chain-jumping, a strategy using the power ups stealth-jump, quick super jump, and quick respawn, would become very infamous in the Tower-Control mode. Once a skilled Chain-Jumping team took the tower, the strategy would allow players to quickly replace each other with no way for the opposing team to know if or when they'd come. It thus took the entire constant efforts of the opposing team to break their hold, by which time they've likely gained a massive lead. Stealth Jump[[note]]No longer hides super jump if opposing team members are close to the jump's location, but no longer slows your superjump[[/note]] and Quick Respawn[[note]]Only applies if player failed to splat anyone[[/note]] would receive severe nerfs in the sequel in response.
**
''VideoGame/Splatoon2'' has the Tri-Slosher, a bucket segmented into three parts that fires three separate projectiles at medium range, giving it a wider spread. While it was a solid weapon in the first game, nerfs to some of the GameBreaker weapons from the original bumped the Tri-Slosher to this. The triple projectile nature of the weapon means it hits a roughly 60~90 degree cone in front of the player, ''it has farther range than some of the guns'', the player can slosh ink at a rate of twice per second, and those three globs of ink hit for 62 damage, which is enough to two-hit kill any player in the game. In addition, it comes armed with Burst Bombs, which enable the player to get quick kills by chucking a Burst Bomb at another player then cancelling it into a slosh for kill. It even gets Ink Armor as its [[LimitBreak Special Weapon]], which shields the player from some incoming damage, allowing the player just enough time to kill the target before they keeled over. The [[ComplacentGamingSyndrome competitive response]] to this weapon was so bad that it quickly became a TierInducedScrappy, and it was bad enough that it received a {{Nerf}} in a balance patch ''that wasn't even focused on main weapon balancing.''

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Changed: 84

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''[[GameBreaker/KidIcarusUprising Kid Icarus Uprising]]'' now has its own page.

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''[[GameBreaker/KidIcarusUprising Kid Icarus Uprising]]'' now has its own page.
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[[index]]
* ''GameBreaker/KidIcarusUprising''
* ''GameBreaker/{{Warframe}}''
[[/index]]

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