It's hard to play against backline weapons. How do I get the drop on them? Find out in this video! Twitter: / 8bitfusion_ Twitch: / 8bitfusion Music: Splatoon 3 OST - Sub Lobby 04
You fool.. I am a tri stringer main! (which I guess is a charger lol?) and I will use these strategies in reverse to benefit me!!!! You have given me unlimited power
As an E-liter main with 800 hours here are some tips: if you see a laser from a charger on you, don't move for a few seconds, do not use your squid roll or Dualie roll when running at a charger and most importantly do not flank them :)
As a charger main, i have a great tip on how to um.. not get splatted by us!! What you want to do is stand completely still and stare at us, by doing this you assert your dominance and we wont splat you!! Just trust me on this
Allright I feel I should pitch in as well for some tips against my weapon specifically! To preface, I am a Hydra main since 1, and have used the weapon consistently in every game now, and I know about every thing it can do. 1. Do not run up on a Hydra with a direct line of sight after it's done shooting, Hydra on a very partial charge has more range that a splattershot pro, and splats faster too. My recommendation is to keep out of it's full charge long range and move arounf that to an uncomfortable position away from the line of sight of the rest of your team so the Hydra has to choose who is a more pressing threat. 2. Don't stand still behind cover waiting like against a charger, there is one key difference for Hydra and that is it can drop it's shots on you, and due to how damaging hydra shots are, it's only a fast 4-5 shot splat usually. I recommend shifting around and even changing which cover you are behind in that case. 3. Hydra can choose to play way closer and more flank-y than you'd expect for a back line weapon, a lot of Hydra play is surprise flanks to attempt to destabilize teams, always keep tabs on a Hydra player, if you don't know where they are, keep eyes on your flanks and odd spots, they may be attempting something. 4. Throw bombs! Seriously this works well for all back lines like chargers, but especially for Hydra given how slow it is while moving, auto bomb and torpedo are especially oppressive for a Hydra player as they are a heavy weapon.
Yeah there’s counterplay for everything. There have only been a few times I have truly felt oppressed by backline weapons. Lots of newcomers in sploon 3 still learning how to get the jump on backliners. Still tho, good luck when we know what we’re doing ;)
As a charger main I have great respect for hydra players, because they are so hard to counter and are probably pretty frustrating due to their low mobility. Hydra is an insanely good weapon when played correctly.
@@pokaay3163 Honestly, the laughable mobility really helped me when I first picked up a Splatling. It has very clear weaknesses which are easier to learn how to play around than most Weapon types. Also, I don't mind being flanked too often. Probably because I did everything _except_ fight fair back in Splatoon 2: - I mained Aerospray PG and the Sploosh-O-Missile, wearing the Golden Toothpick for insult to injury: "You're skilled enough to beat Inner Agent 3 in a one-on-one fight, and THIS is what you do with that power?!" I think I've learned to accept getting flanked after doing it to so many people... - I main the Hydra Splatling because mowing down enemies is fun! If my enemies take me down, that's respectable...and if they don't? I get a laugh out of whatever they _tried_ to get away with! - Explosher is a nice change of pace when I want to roleplay as an artillery cannon. It bullies slower Weapons from a distance (Chargers, mostly) and is not so great against mobile targets due to the travel time of the shots. It's not like Splatoon 3 introduced any way to reverse directions on a dime, though, so it's probably fine! :'D
As a new hydra main (played it a lil in Splat1, fell out of it in Splat2, came back in full swing for Splat3), can confirm the bombs thing. I despise bombs with every fiber of my being. Just don’t try fizzy bombs unless you have cover to stand behind, because Hydra’s got enough DPS to kill you before you finish the first shake.
As a gootuber main. I would like to ad that it can 1 shot at 65% charge. I've gotten way too many people with that fact when they rush up to me after a shot.
And our close range quick shot game is surprisingly deadly too, assuming you do a partial charge and then start tap shooting. I wouldn’t say I main tuber but I pick it up from time to time to make squiffer dudes look silly.
Oh no it’s a good weapon and I don’t have anything against the people that use it but I think we can all agree at least a little that tuber is harder to use? I don’t know but my idea is if you can play tuber you can definitely play squiffer with a bit of adaptation, similar idea different concept.
fr one time i was playing tower control, saw this roller dude try to flank me from behind, i saw them coming and was like “nuh uh uh” i was awarded first splat that day
You'd be surprised how much of a difference it makes. I am a charger main myself and love to bait people into going into squid or human form depending on the obstacle they are standing behind and which hit box benefits me the most for hitting them. I've seen other chargers also baiting that. On top of that try not to hide behind a block for too long when the charger player is watching you. We know some very tight peaks where we can hit people even when just a few pixel are not behind the cover xD (so yes in some positions you can get shot despite standing behind a wall)
As a Splatling main, I can say, that the point with pushing when they missed their charge doesn't work often. Heavy charges really fast, so it can still kill you, Ballpoint can 1. refill its charge at any given time, so it's hard to know when it's actually charging and 2. has a short range mode and a fast charge, so it can also punish these peeks. And lastly hydra has a Booyah Bomb, which it can use as a panic button. Also even hydra with it's 2.5sec charge time can punish aggressive peeks if they r too slow.
also, DON'T RUSH A SPLATLING IN A STRAIGHT LINE! as a splatting main, the number of guys who do this is staggering. Splatling's huge advantage is the fact it has a stupid low ttk and can kill on a quarter charge. if you're charging straight at them, even in ink, they're still just gonna got BRRRR and you're suddenly back at spawn. Heavy is HELLA versitile and can play WAY aggressive, same with Ballpoint, which chargers have a hard time dealing with if they are caught in their range.
@@lupvirga You forgot Hydra bro. Hydra can also go super aggressive with its range, kill time and Booyah Bomb. Also if a charger misses when in range of a Hydra Splatling, they are dead. But yeah this legit happened not just once in S+ in Splat 2 that someone just pushed me while going in a stright line.
When the ink vac was shown off, I was so exited to use it, and I then found out that it was on two of my favorite weapons! Charger and Tenta-brella (which, oddly enough, can counter eachother)
As a kind-of Tri-Stringer main you should definitely use the tower pole to protect yourself!!!!!!1!1!1!1! I promise it will go well for you and end in your victory, satisfaction guaranteed 😍😍😍
i don't remember them being this horrifically oppressive in 2. the map design in 3 is so bad; if a charger or hydra shows up, you just can't have fun, period
One thing to note is that while you can squid roll to avoid chargers, if they react to that and shoot you mid roll you are probably dying anyway as they deal enough damage to kill you through the armor
Squidroll gives you the equivalent of 200 hp if not more, e-liter only does 180, so you'd have to be damaged already to die to a charger mid squid roll
I've played roller and splatling-class weapons since the 1st game - these tips helped me get the jump on a couple Chargers in turf war! I would like to note that I agree on your statement that these are fundamental strategies - once you start factoring in games being up to 8 players, team composition, game mode.. A lot to keep in mind. Nonetheless, I've found these tips at least somewhat applicable to most engagements (as a roller player, forcing a turf advance with a blaster/direct damage-dealer to mop the kill has been effective.) Whichever team they're on, I find the nuances Chargers bring to Splatoon exciting. Due to their long-range nature each mistake from either player can be massive, often creating this dance of death to either get in on the charger or maintain distance from the aggressor. It's a wonderful feeling to have one on my back as a Roller player - those guardian angels with their spot-on precision can make or break games, if you're willing to pay attention and play alongside - they're just as vulnerable up close as an exposed Roller is to a Charger, the difference is often who's supporting whom.
as a charger main who often tries to protect teammates, rollers like you are appreciated so much! I can handle the long range engagements, but its awesome when I see someone overextending into me only to see my roller teammate steamroll them on their way to mid xD
As a charger main, I both love and hate this, because on one hand more players will know how better to deal with backlines, but also, if people keep calling them unfair, and impossible to deal with, I've got somewhere to send them
They're definitely NOT unfair! They're a high skill weapon and its simply rewarding for players that learn to play them well... I am not one of those skilled players, unfortunately😂
@@sethfeldpausch4337 I hate to burst your bubble, as an ex-sniper they are not high skill weapons. They are skill floor weapons. They follow the same rule of aim and shoot for the fastest victory without most of what requires skill. They eliminate everything other then landing that first shot. I abandoned these weapons when I got consistently good with them because they are easy compared to other weapons.
@@Buglin_Burger7878 Nah chargers are easily one of if not the hardest weapon class. You aren't telling you they're easier to pick up than the likes of shooters, sloshers or blasters where you can literally just pick up play them and find success. Chargers are a much bigger commitment than most weapons in the game. Sure you can make the argument that every weapon follows the same rule of aim and shoot but anyone with common sense could see that it's not a black and white concept and that you're being very disingenuous. Chargers are punished very hard for missing and require a much bigger understanding of the map and awareness than most weapons.
A few “easy to implement” anti backliner tips: 1. Trizooka obliterates them. 2. Most backliners suck at painting their spots quickly, so just inking their position stalls them out for a few seconds unless they’re Ballpoint/Jet. 3. Don’t dodge roll into the range of the charger, they can punish the endlag. This goes double for tetras. 4. If you have curlings, throw them into the backliner’s range and there is a high chance they will waste time covering the trail out of fear.
4. Fear? all they have to do is hit the line right behind it to basically stop the surprise tactic. because either they kill you if you're right behind it or cut off the route to expose you. If nether happens then it's clear. there's nothing scary about them.
As a heavy splattling/eliter main, I'd like to add: Bombs and displacement specials are *especially* devastating to splattlings. Combine a charge time with an inability to store charge, and the splattling is forced to lose out on time they could be charging or even firing. Chargeres, in decent condition, can avoid this risk due to their ability to hold a charge. They can escape a bomb and still snipe you immediately after. And don't get too cozy around cover. Some chargers are very bold and can back it up; quickly relocating with a stored charge to snipe you around a corner. Some will even pull trick shots if the scenario calls for it (or if they wanna flex) so don't ever assume you're safe just because you aren't in direct line of sight
Good video! I think another good tip is to try using a charger yourself (or any backline for that matter) I think it'll help give you a good idea of how they can be countered
I now learned that they can be countered by just swimming straight at them through their line of sight because they have terrible aim and won't be able to kill anyway, thanks for the tip!
@@Mijzelffan It highlights the reticle when people are in paint, can't count the amount of times someone's done this to me, especially with ninja squid and I just spin my cursor around till I see the reticle light up and let go for a free kill lol
@@Wolf-px9jx I'm just incredibly bad with chargers lol, I can't even beat the timed hero mode missions that require one. That makes the mistakes I make while playing one unrepresentative for actual charger players
@@Mijzelffan Just takes time and practice c: also lower sens is really good for starting out. I probably was a less than ideal teammate for around 20-30 turf war matches before I made noticeable impacts for my team. Didn't even touch ranked until I had 100 turfwar wins with charger out of fear of being a burden
Eliter main here, dont challenge, i usually find myself in 2 way situations, chargers have to be aware OF EVERYTHING AROUND THEM and usually, we keep charges in case of pinches. Find myself usually getting off and away due to that
Fantastic video! It really does feel like going from Splatoon 2 to Splatoon 3 we have an entire "generation" I guess of people who didn't play the first game, and aren't used to having to deal with strong chargers and other backlines without the immediate "you have to move now" button of Splat 2's special weapons.
I play backline often when I'm trying to play seriously, and I hate turf war and clam blitz for it, they are SO unpredictable, the enemies could be wherever the heck they want and that is so annoying, but yeah, rushing them unprepared is a good strat or flanking them too, cuz it forces them to prioritize you or move from their position, using bombs is also very effective, avoid moving in predictable lines and do not try and rush them without places to go because you will end up splatted, also, if you see a charger on top, shoot upwards and leave the fall ink do the rest, they won't be able to reach you often unless they jump, you can also punish easily a charger if they are being too aggressive or if they haven't seen you
as a hydra main in training, long range has been a matchup i've struggled with since the testfire, in the past, i've always just used a weapon with ink wall, namely bento scope in 1 and heavy deco in 2, hopefully these tips will help that until a mythical hydra/ink wall/tacticooler set comes out and coco starts to fly... anyways, thanks, and time to start trying to get squid rolls down in memory
zipcaster is honestly pretty underrated. No, its not an instakill type of special (usually lol) but ive gotten several wipeouts by zipcasting behind their team, especially on maps where the maps are 'long' rather than square.
@@MK-gb7ht not if they shoot you while you're zipping to them, you'd be surprise how many Zipcasters i've caught trying to do flanking and i kill them before they can atempt.
as a hydra splatling main, the main thing that makes my life hell is AUTOBOMBS. Other kinds of bombs are not that threatening cause i can back away while it explodes and get right back to the action without missing a beat, but autobombs not only don't explode immediately, but you can't charge any shots while its tailing you without risking an unfortunate splat. If you have a weapon with them, or an ally with one, let them know to use them to flush them out. This also applies to E-Liter, but generally the faster they can charge the less reliable autobomb will be.
As someone who has a friend who plays Chargers, the main tip I would have is to make sure they can’t impact the game as much. For example, if I use a zipcaster behind a charger, they would have to be forced to be focused on me, meaning they’ll give up controlling mid, allowing your teammates to push in without the charger applying pressure to them. It even increases your odds if another opponent focuses on one person, meaning it’ll leave your teammates in a 3v2 fight.
A bit of advice, coming from someone who mostly runs backlines- To add onto what other are saying about rushing down, be VERY careful with rushing down Tri-Stringers. I've killed more frontlines rushing me down than from a snipe. Try using bombs, torpedoes, etc. to get the player on the run, then rush in
Standing on the tower also makes the tower move faster so chargers are really bad on defense in that mode imo. But when played offensively on tower they become scary
As a Trislosher main, my favorite thing is going right up to walls, looking up at the ledge, and hitting their feet with the tip of my ink. It's kinda funny and very satisfying when I kill them :]
As an eliter main with too many hours, I've ran into many other types of long range players and can usually tell if someone can aim or not 1. If you want to play risky or are in a pinch the best way to approach is to move erratically by sub strafing(or if you're using a brush, running side to side will work too), squid rolls have a predictable path and can be hit Usually you'll be able to figure out how much risk you can take from that encounter, and will be able to hop from cover to cover more easily However, if you're playing against a really good player, best thing to do is stay out of their range and rotate around the map to get to areas out of their control, eventually you'll find an opportunity where they're focused on someone/ something else to get them 2. Here's a specific tip, if you're climbing a wall in order to splat a charger, you are very very vulnerable if they can store a charge. I find players think their safe and they can get me when I'm on a high platform (like scorch gorge and inkblot mid) when in reality their movement is limited so they're rather easy to hit Only do this approach when you're certain they have their attention focused somewhere else or they're using a scoped charger
When someone is swimming up to my perch I usually just leave a bomb at the top and back up. Sometimes I'll fire a shot over their head first to make them think that I need to charge and am not paying attention, just to manipulate their timing. I guess this might not work as well for an e-liter, but it's amazing how often it works with a splat charger.
If you’ve never used a Jet Squelcher I would recommend it. It’s range and kill time demands that it should be respected like a charger/splatting of sorts. And it’s a vanilla way to learn how a backline moves. Except you have less of a weakness against bombs since you have the choice to poke through choke points to secure a kill if the enemy team is not focused on you, or retreating easily with your main weapon. Not to mention how well synergized Vacuum is on the kit. Sounds like a Splatoon weapon ad.
bombs aren't a big of a threat if you IMEDIATELY go into ink with a splatling. The issue is tunnel vision. if you just throw a bomb at a splatting, they'll quickly reposition to splat you from another angle (again, they don't need a full charge, a quarter charge will usually kill with a heavy). instead, trap them in ink THEN throw the bomb/do it while they're focusing on a target/targets. as a splatling main, this is how you deal with even chargers.
How to beat long rangers (simple): 1. Sneak up on them 2. Change up your movement to prevent getting splatted and 3. Land your shots the first time so they don’t get a second chance
i am an eliter scope main with about 3K hours of experience. id say that sniping is hard, very hard because i have to have such tight defense. timing, patience, and being sneaky about my shots are extremely important. i have to practice right peeking so often because shots come down to hitting pixels in an extremely small gap. having to micromanage everything in a single match and just my positioning is pretty overwhelming lol so im sure these strats would destroy me.
As a Splash-o-matic main, chargers unfortunate enough to end up on the ground are my favorite kind. Other than that, I welcome the challenge. As someone who also balances 4 accounts and uses chargers on one of them, please stand still and look towards the laser, say your choice of catch phrase and wait for the "flash".
as a charger main who has been playing since splat 1,, I would say the best weapons for countering chargers are chargers themselves, splatlings, other backliners, etc. following that would be weapons that take advantage of terrain to kill enemies e.g. sloshers and blasters, since they have a weapon as such that they can move unpredictably and don't need line of sight to splat u. squid roll is great! splash wall is not as good as u think if u're playing against a good charger- it's actually pretty slow to throw out, and ur wide open to be shot while throwing it, so be careful if u do use it to gain an advantage. never use crab tank,,,, they're so slow and easy to hit lololol. just getting in close to a charger isn't going to cut it, they'll still easily splat u given they know what they're doing: you should squid hop quickly from side to side, squid roll when u can, take advantage of terrain, cover and rightpeeking, etc. flanking and sharking are rlly great tactics for getting the jump on them too, but only if they haven't spotted u, of course. trizooka, tenta missiles and big bubbler are probably the most annoying specials to me,, big bubbler especially bc u have to get in close to splat the ppl in there. these are all tips mainly for 1v1ing a charger,, but really that's a poor decision in most matchups. u should hit chargers while they're distracted, and avoid/work around them until then, unless they're playing too aggressively. 2v1 is the best way to go,, chargers only have one shot, after all
I've been trying lots more long range weapons in 3 than in 1 or 2 and can confirm that these tips work. Unpredictable movement and approaching from strange angles are the bane of my trash aim existence. Torpedoes are good on anything that attacks slow, like dynamo, tent, .96, explo, glooga, etc but especially chargers because they have to not only turn their attention away from everyone but also spend their precious shot on it, or run away/take the damage
What i do is use the jet squelcher and throw angle shooter. If theyre behind a wall its got plenty of reach for very accessible splash damage and ink vacuum forces them to wait or run away. I double angle shotted a nautilus person and they ended up going close to me, done (idk how good they were but it worked that time) another good thing about getting angle shooter on them is it also gives their location to nearby teammates if you land a direct hit, leaves a reasonably risky choice of either staying put anyway or running back from you teammates (forced reposition if your partners put hasty reaction in them)
Here's the faster way to say it Find cover always Move at the right timing And move not in a straight line basically make your self hard to hit And know when it's time to go back and heal
As someone who’s learning the charger, if someone charges at me- I kinda panic. It depends on the type of player, if they know how to play charger well, they’ll splat ya. If not, they’ll likely panic and back away or you’ll splat them instead
I played splatoon 2 for 255 hours and did not know how to fight chargers, it was just in turf and i just went with it. But now in 3, the most chargers I'll see is like 2 counting me with my bamboozler.
I got so sick and tired of chargers that after one gets me (usually unexpectedly) I've figured out most tactics to DESTROY (I seek them out for majority of round)
As an N’Zap main I would say to make every charger you see regret existing. If you annoy them with enough auto bomb SURPRISE MOTHER HECKER MY GUN CAN ACTUALLY KILL YOU!!! Combos they might switch to another weapon. So in conclusion everyone should switch to N’zap and make sure to make chargers hate playing. I’m totally not saying this to make more people play N’zap
neat video, some criticism is that the visuals could be tightened up to illustrate your point better by either slowing down the video, pausing, or bringing up a minimap to draw extremely simplified examples of the concept
As a Custom Jet Squelcher main, sometimes an Ink Storm helps with dealing chargers. In some cases, a charger would get splatted when using a scope under the ink storm. Mostly, they swim out of the way. Also a Custom Jet Squelcher is useful against chargers because you can easily attack them where they can't target you. But if you want to defeat a Jet Squelcher main, I would recommend going close because me as a Jet Squelcher main panics on ither weapons closing in on me
Nothing it more satisfying than harassing a Charger with a Brella! Me, a chad Brella main, spent a solid minute harassing a virgin Charger user by going full headless chicken! Neither one of use killed each other, it was like watching a Matrix fight! Lol I did get killed by a Booya Bomb though, but it was fun!
I've mostly been struggling with hydra. It keeps shredding me from across the map, inking my paths of escape and then splatting me before I can even register what's going on.
Tbh I like they're back even if they're a pain in the ass, nothing more satisfying than outplay them, once I notice their team uses them as anchor because they're good and my team can't deal with them consistently, then I'll take the job, really fun to learn their playstyle and counter it. For reference I've been using dual(ies) squelcher since Splatoon 1, back then that weapon was underperforming but I liked the range and cadence because it allowed me to play like a short range weapon sometimes, and others being able to put pressure using the long range and splat bombs, not the easiest and most consistent thing to do, but yeah, now I realize one of the reasons I'm having more fun with Splatoon 3 than 2 is this, among others.
Long tips against higher ranked chargers: they know where you will be going depending on what the game mode is. Things like tacticooler and clams are usually collected as fast as possible, so that’s an incredibly easy way of taking a chargers bait, so try not to do stereotypical stuff around a charger. They usually position themselves in places that are hard to reach but have good observation of the objective. The tower control trick doesn’t work as well as you’d think it does. Most chargers already have tons of experience with ppl hiding behind the tower, so they will just change position to be able to snipe. Plus the splat charger users usually just throw a bomb on one side to reposition you on the other and then snipe you. E-liters can put mines there as well. Some chargers jump away when you approach them, some will attempt fighting back, but some will try to attempt to trick you into leaving on your own. When you climb up to their high spot, they can leave a bomb/place a mine and then go down a wall and stick there. Attackers usually think the charger is trying to run away so they chase them down, not knowing they’re on the wall. As soon as you get down, they will climb back up and regain their safe position and attempt at your assassination. Always check walls and never go in a straight line when facing a charger. They know how to be hard to shoot/find.
As a Jet Main since Splatoon 2, I can vouch that most don’t know how to deal with me or severely underestimated my range since Jets aren’t that popular. Another big thing for Splatoon 3 is that aiming in general feels better. Armor aside, I used to average 4-5 kills a match. Now I average 6-7 kills because my shots are more accurate. I even hit a personal record of 17 kills on Turf War and Tower Control. The best I did in Splatoon 2 was 11. Tip for the Jet, we can’t one-shot and the gun is on the slower end. You get hit, you have 3 to 4 shots to retreat. Jets are also horrible in close-range since it takes 4-5 shots to kill. Meaning once you get in close, especially with a mid-range weapon you win.
I'm a splatling main (I switch between hydra and heavy), and I honestly struggle to deal with chargers, as I feel like we're arch-enemies. Every single god-damn game I play with a charger on the opposing team is like torture, even when I'm using cover to poke them. I just can't challenge them properly, especially if they're locked onto me the whole game. I will say, though, it's really satisfying getting a surprise kill on a charger player knowing you have a slower kill time.
None of these points help when you get into an Anarchy Series game with yourself and 3 short range teammates (if you're also short range) and the enemy has a good charger/back line. Literally no way to approach if the enemy team is also keeping pressure/painting in front of the charger, once you try to paint nearby the charger to get in close, they just snipe you out of existence. So many games I lose because I choose a short range weapon and get put against a charger and hydra and instantly lose because they take the high ground on a map with only one way to get there, which they camp like crazy and teammates don't actually assist or anything. Just constantly dying to chargers. I hate them so much.
@@83n38 okay. What if your special is wave breaker, or bubbler? And your teammates aren't helping. Or if you don't have a bomb/can't get close enough to throw it because you get sniped as you throw it or the other team is stopping you whenever you try to throw a bomb? Can't fight the other team when they're basically always backed up by the charger.
@@unawareranger yeah you're right if you don't have the right kit to deal with them and your team isn't helping either there's not much you can do. But I think that's the reason why tenta missiles, trizooka and other displacement specials are really good, because they give you the tools to at least be able to do something. Hopefully when more weapons come out your favourite weapon will get a special that can at least move a backline out of position
@@unawareranger I think it's fair enough the chargers counter some weapons/kits as long as you have the option to pick a different weapon or kit that can deal with them, which you do
@@83n38 but you don't. Because you never know what your enemy team is gonna have equipped. You could pick a weapon to counter them that you're not good at. To then never face a charger. Or your team comp could suck and it's an instant loss for sure. There's no way to change after seeing what weapons the opponent is using. Also. I prefer wave breaker over tenta missiles/trizooka myself as it lets me stay in the action better and reveal ninja squid players. I'm already trying to counter something other than chargers. Just sucks that the maps are so open and no ways to flank the charger spots. That's the problem.
Me using carbon roller, I try to sneak past them and use longer flanking routes. Ninja squid is very useful, but sometimes u just gotta be patient. A kill on a squiffer may not be as important as killing the hydra(haha) or eliter sitting on that high perch, blockading your team from scoring. Go for the backbone. Let the other teamates stall and waste time until you have messed up their plan, then(hopefully) your teamates can will a 3v3 or something like that. Just make sure to check the map every so often while flanking, and if you think you might be getting flanked, slow down, check the map and be more attentive to what’s near you. (Not to brag but so you can trust me I’ve played 1.4k hours In splatoon 2 and gotten top 2500)
I love to play Chargers and happy that Ink Armor does not exists. But what I sometime do is baiting. If I saw someone nearing my position, but stay out of range or hide behind something, I just pretending to look away with my laser but still have a eye on them. When they start moving and are in range, flick aim and splatter! 🤣 It sounds evil, but most of the time they want to flank me and that is a weak spot. Of course I made counter strategies.