Thank you so much for doing what Nintendo didn’t do, and that’s explain these abilities thoroughly. I’ve been playing splatoon since the first game and haven’t considered making builds until I decided that I wanted to get better in Splatoon 3. I also appreciate you explain how QR works, because I never understood why is it that sometimes when I die the QR icon would pop up and why other times it didn’t. You are greatly appreciated.
Quick respawn used to always work no matter what you did in Splatoon 1, so that coupled with ninja super jump completely hiding your jump marker at all ranges meant that aggressive weapons would constantly respawn in one second and immediately be back in the fight safely, making it a zombie rush essentially.
@@JoziGlitzh Yep, that's how it is in 3, while in the first game it was always active, hence the QR+ninja super jump tactic that was incredibly broken. Also hello fellow cephalopod, we meet again in the comments! Lol
Swim speed, Ink saver main, and special recharge are ones you can't go wrong with for general use. You're always swimming, always shooting with the main, and having the special ready to push.
Very good video as a resource for people asking for "what's the best build?" Instead of just telling them a build, teach them how to build and they can do it themselves. Teach a man to fish and all that. 10/10 One bit of constructive criticism, I noticed some times when you were listing things and showing them on the screen at the same time (like the utility abilities), but the two didn't match up. I expected the words to match what was shown going from left to right. Then again, even if they're out of order, it would be helpful to have them fade into the scene as you say them. Just something to help newbies more quickly make the connection between what you're saying and what you're showing so they don't get stuck trying to figure it out while missing your next talking points. Still a great video!
hard agree! this is a brilliant guide coming from a newbie and i learned a lot about what goes into making a good build, but i had to pause and rewind in a couple places because i was trying to decipher what was on the screen and why while also listen to the voiceover. still a fantastic and valuable guide, but yeah, agree with the critique.
Another big thing with LDE is that in competitive modes it's ALWAYS active as soon as the enemy team dips below that amount, which makes it a really good permanent buff at that point, no matter how the game goes - and in turf war, the end of the game matters so so much anyway
Same, I found some random guy with a negative longcuff sweater with ability doubler on it lol. Had to order it immediately. I put sub power up, main power up, and special power up on mine.
Finally a video about these abilities, terminology, and the statistics with visuals in one 😭💕 I struggled trying to figure out what kind of builds I want for certain weapons, but a lot of videos about them I’ve seen tend to feel “loose” or they just lost me because of how too wordy with little visuals and graphs they may be (I’m a visual learner). I wanted to learn what could or may not work depending on the weapons I choose and why.
i think this is the best gear explanation i’ve ever seen for any splatoon game , u really know what to prioritize for a build and u explain it super well with great examples #awsome
As a rookie, this was extremely useful. I've seen other videos that lean into min-max, and it's extremely intimidating. However, this philosophy of build diversity seems more logical to me (diminishing returns), and it's also far less stressful.
I'm super distracted and the ability that tracks enemies you recently inked is a life saver 99% of the time for me, because it reminds me were people were and not get ambushed stupidly xD
Definitely ideal on weapons like Sloshers or Blasters who can easily hit around cover and surprise tracked opponents. …is what I would say if they weren’t lame and didn’t restrict the ability to only register direct hits and not things like Blaster/Explosher indirects or Stringer bolts. Imagine how terrifying a good Tri-Stringer would be if getting hit by a stray bolt meant not only chip damage, but also made it easier for it to hit you behind cover like they enjoy doing.
I like thermal ink since I play bamboozler a lot. I often can get that second tap but when I don't I can splat them sooner or later now that I can track them.
I want to point out that while it's not 100% consistent, (since it depends on whether the opponent dies just before you do or just after you do) QR can activate on a trade.
I recommend making one or even two more builds on separate gear after making your first one if you're indecisive about what to put on your gear. I'm one of those people who can't fit all the abilities I want on just one build and I can confidently say having alternate gear to mix and match between battles works wonders Maybe your least favorite map is in rotation, and you want to play it safer and take less risks; you can make an extra build that's separate from your main build, an alternate gearset that's made for that situation. It's a lot more helpful and less costly than trying to cram as many abilities as you want onto one build
thank you for telling us how to build a gear setup that's actually tailored around our playstyle instead of just telling us about a preset setup that isn't one-size-fits-all. this genuinely helped a lot (especially since i've never actually seen how effective different abilities are in comparison with the base) and now all i gotta do is figure out how the heck one farms ability chunks. also!!! since you can change main abilities on gear now, you really can wear whatever you want!!!!
@@cauabarbosacairrao370 actually, to build on this, i recently watched a video about chunk farming and learned that it's actually more beneficial to get a drink boost for the least favored ability so you have a better chance of getting either. it has something to do with how much a drink can boost an ability's chances of getting picked. if i remember correctly, it can only boost it to a certain percent chance (i think about 30%).
As a low-level comp player who is trying to get better at Splatoon 3, this video is greatly appreciated. This video helped open my eyes to how I should address my gear builds for weapons, and overall explained how gear building should work very well. Keep up your awesome work, dude!
All of this is very good advice, but I want to add something. Having good gear doesn't make you a better player. And you shouldn't blame gear for poor gameplay. You should focus on what you, the player is doing wrong in those situations and learn to adapt without relying on a good gear build.
Would you consider Intensify Action a utility sub, a regular sub, or an ability best used in one main slot? I've been trying to think this over lately.
depends heavily on the weapon, but I'd say it is in a utility sub most similar to ink resistance where depending on what you run you might want 1 sub, 2 subs, or an entire main. The only exception is blasters where you generally run even more than a main. (though with some weapons like splatlings you might run a little more, just not as extreme as with blasters and intensify action)
Doesn't opening gambit last longer the more kills and assists you get? Like it increases duration. So it can last up to a minute or more. The only problem is that you need to consistently get that many assists and kills, which IS doable for Explosher and similar weapons. It is possible for a weapon like explosher to keep opening gambit for most of the game.
So 2 things: 1. I agree with everything except looking weird over having better stats. Drip>good abilities all. the. way. 2. To save chunks, you can spread the abilities on each piece of clothes. For example If i want 2 main ink savers on a shirt, the first ability will cost 10 chunks while the second cost 20. Alternatively if i add 1 main ink saver on my shirt, and then add the second on my shoes, it will cost 10 each because theyre on different pieces of gear. So exclusively using chunks to add 3 of the same abilities on a gear will cost 60 chunks in total. Youll save ALOT of chunks by spreading your abilities on your whole gear set since itll yield the same result. Theres also finding your gear's seed if you like to put 3 of the same abilities in one gear (im looking at you blaster mains), im not gonna explain it so look it up but it is possible to fill youre whole gear slots with one ability type while saving chunks. (Sendou also created the website to find gear seeds. This dude is the GOAT)
There's something important you didn't mention here: LDE doesn't just kick in all at once, it builds the closer you are to the last 30 seconds or the opposing team's score hitting 50, reaching full power at that point. IIRC it starts building at around the 50 second/70 score mark, giving a tiny bonus to your ink efficiency that grows the lower the timer or score counter gets. It makes the ability just a little more valuable than you give it credit for in some cases.
Little correction: In terms of ranked points, it _starts_ at 50 and maxes out once the opponent has 30 points left, and the time bonus should activate fully and all at once when 30 seconds are left. Combined with the mentioned permanent buff when activated through points though, it's still a great main to have on almost anything.
Iirc u will get like 25 points of each ability which lde supports if its active. Thats huge for being a permanent buff even tho dropping low will put u in a stressful situation.
@@hellboros2790 Yup, up to 24 AP in Ink Saver main, Ink Saver sub and Ink Recovery Up. The Splatoon Wiki has a table that shows how the point gain is distributed.
You are so good at explaining things when you said come back.Ability is only good for when you die a lot in the game, so it doesn't really help you when you dont die a lot.But if that's the case you're probably Winning. That made me want to use it more.
I don’t think ability chunks work anymore beyond four or three of the same one, maxing out at 19 ap. I’m not gonna watch the full video if I’m being honest and im not sure if he mentions this, but i know for a fact that judd mentions it as a tip. Don’t fill all of your gear with a monochrome swim up cause believe me you can get max value from that and more
Fantastic video, one of the only ones that talk about utility and diminishing returns, but I immediately lost respect when I got flash banged from you using LIGHT MODE on Sendou.
thank you for this video and explaining abilities builds and quirks! im a new player, and felt pressured to create a "perfect gear" that has all 4 slots of 1 ability (which is super expensive)... now I'll try to see which abilities i really need and how much they affect my gameplay in which quantities to make something unique for my playstyle! definitely feeling less pressure now, thank you again!
It doesn't get touched on enough, but weapons like the Jet Squelcher, Splattershot Nova, Bloblobber, etc. aren't just prime candidates for Thermal Ink, but the kinds of weapons the ability was designed for. Thermal Ink is valuable on any weapon where you have range, low individual shot damage, and you're likely to spam an area with. Only direct hits, not splash damage, activates TI, so it isn't good on blasters or exploshers. If you run TI you may end up dying less because anyone tagged by it is no longer able to surprise you or fake you out and you can aim over cover to kill with droplet damage to put pressure on them. I use the Jet Squelcher in X rank and I see just how few people understand it even at this level. I see you. You can't hide. It will not wear off before I kill you. Just run away.
Another point towards Quick Respawn are that the maps are super terrible when it comes for approaching the enemy (Mincemeat, Mahi) with no flanks. Your more or less gonna take a splat so QR synergizes with the current state of themaps
i've got a question about last ditch effort if it's true that it activates once the opponet reachest past 50,but does it stay active always or does it go away once your team gets the lead?
Oh I thought Last Ditch Effort ONLY applied in the last part of the match, no clue it also helped when the other team has a huge lead in ranked! I just assumed it was basically mostly useless in ranked. Thank you for all the great information.
my takeaway from this video is to make an outfit and use chunks to try fitting 1 of every ability in the game on it (jk but also i might try this fr) but really this is making me reconsider some things i currently use, like the pure sub power up hat i use with dapple dualies, very cool!
"Be flexible with your gear. Try not to over-focus single strategies with your build." Meanwhile, me, running 37 AP swim speed up on sploosh: But seriously, the Sploosh-o-matic profits from being able to move FAST. It can ink the ground under and around itself so quickly that good sploosh players have a unique playstyle: it doesn't matter if they're on enemy ink, their mobility is untouched. No other weapon can play quite like it. It's hard to describe. (That being said, Sploosh doesn't get to shine very much because the weapon is still pretty bad. I wish Nintendo would buff it :P)
Nice video. If anyone's wondering what build a nobody like me is using: I run dualie squelchers with LDE, 2 subs of bomb defense, and one sub of ink resistance for my headgear. A main of sub power up (you'd be surprised what kind of cheeky spots you can throw splat bombs with that) 2 sub saver subs, and one intensify action sub for my shirt. Lastly, object shredder, 2 subs of sub saver, and one sub of intensify action for my shoes. (alternating all the subs because I'm fancy... also it looks like a splash wall on my gear) LDE because it's a very ink hungry weapon, but the 4 subs of sub saver let me throw 2 splat bombs when it's at full effect (if I need to) while I get nearly 10% off the sub before it activates at all, making my splat bombs useful without draining too much ink. The sub defense and ink resist subs are for keeping me alive slightly more often. My screen has been covered in enemy ink after a barrage of bombs several times, but I lived where I know I didn't before I got them. I still need to get better with jumping and squid rolling, but I got the intensify action to help with both (also squid surge is now sometimes worth it). Sub power up lets me throw splat bombs out of my range and into sniper spots much more easily. If you don't know what kind of difference it makes, you can throw to the middle of scorch gorge from spawn areas, or from the top of middle to the sniper perch without much issue or serious commitment. On undertow, you can throw over the opaque wall from the floor with 1 main of the stuff. Very mean if you time it right. Object shredder is good on squelchers because you can use the range to hit sprinklers and beacons with relative ease, while not getting too close and saving about 4 shots each one. It also does good against bubbler with sub power up. It allows an easier hit against the weak point at the top, dealing nearly an e-liter's amount of damage with a bomb. Not bad. Probably not even close to meta, but it's a weird build with a niche use that I like to use.
hey nobody is gonna think poor you if you're not using a "meta" build. I do think that it might be better to designate a little space and have something like (obv I'd run something different bc I play different so I'll do this based on your build) 1 main LDE 1 main intensify action 1 main object shredder 4 subs saver 2 subs sub power up 1 sub bomb defense 1 sub ink resistance 1 sub quick super jump for a little extra optimization. Running LDE and 4 subs sub saver I find is a bit odd (esp considering how ink hungry the main weapon is) but given the gear you likely are spamming bombs in neutral anyway. I thought swapping the intensify action and sub power up will help you with the main weapon though as hopping in dualie squelchers is probably the dualie you'll do it the most frequently with due to jump tech. I thought that 1 sub quick jump would be better than 2 subs bomb defense for you too since with the dualie squelchers you probably aren't dealing with a crazy amount of heavy bomb damage anyway since you can roll from bombs and easily pop torpedos (and being revealed doesn't matter for you.) If you want any help with some strategies for gearbuildng for any weapon that suits your playstyle I'm happy to help since I've been gearbuilding since the "good ol' days" where we would spend hours a day save scumming to get good abilities on gear.
I personally (dark tetra dualies) run comeback, haunt, stealth jump and full subs of quick respawn it fits the reckless "throw myself at the enemy and see who splats" playstyle I like
@@jermm2183 I'll probably make an alternative gearset with slightly different abilities, thanks for the advice probably get an alternative headgear with a qr main, ink res, quick super jump and maybe a sub of qr? quicker respawn even, more utility, but at the cost of comeback honestly for the fest I was running headgear with a main of qr (so I could keep scrubbing the slots) and I didn't really miss comeback much
@@catgirlQueer due to diminishing returns the effects of qr subs indeed get rather minor so having a sub or two of something else always helps. Feel free to experiment with what you think works on it play. Some people will run just a sub of qsj or a sub qsj + bomb defense (even seen 2 subs swim speed.) Ink resistance is actually an ability I've never considered experimenting with on tetras but I can see it helping for a few frames when you're stuck in enemy ink on the 4th roll so that you might get a little extra time before dying to make a trade
Sendou is a good reference but shouldn't be used to compare builds because it doesn't account for stat loss caused by main abilities, such as slower swim speed when using ninja squid
Does the diminishing returns affect it if it’s on separate pieces/main or sub. Like Ink Saver Main for example. If I put it on my hats main and sub, then on a sub on my boots, does it count as all their own added, or just the subs added and the main isn’t affected, or what And what do the shots use, I like the Dualies(which I know what I need with them from experience) and Shots(?). Like base splattershot, aerospray rg, etc. I’m newer to them as I mainly used Dark Tetras in 2, and in the first 20% of three was best at Glooga Dualies, so I don’t know. Ink everything seems important but the chunks alone is unbelievable, and the whole not getting as much.
As the guy who always had 3 of the same sub on a piece of gear and thought it was good, I now know that was the reason I CANT GET TO FRICKIN S+ RANK RAAAAAAAAA
I've been doing very well with the vanilla splatling (now I'm using the order replica) and I run: runspeed, ink recovery, main ink saver. my shoes w main ink saver rolled a nat 3 of special charge up. This basically means I can shoot, keep shooting, and then shoot some more. I get a decent amount of kills and am almost always the top inker. I use my special whenever I get it to refill ink tank (if needed) or keep ppl off me
Ah hm yes of course as a casual player that only plays turf war and cannot play any weapon except for the brushes I will take this into consideration when I make my not at all randomly chosen gear sets :DDD (thanks for the video i think i am gonna check out the math behind this and actually make a useful gear build)
Thanks so much for this, I'm really glad this came up in my feed! I was pulling out teeth trying to find what was good for someone who mains shooters with Wave Breaker, Crab Tank and Tacticooler, values mobility and recovery, and focuses mainly on moving around from teammate to teammate to help them if they need it rather than doing my own thing, as that often gets me cornered solo. I only play Turf War (and Salmon Run but that doesn't count) because the other modes intimidate me, so I want all gear to be PERFECT before I even *touch* the X Battles. I'm definitely going to try to use your strategies for decisions and that website. You better believe I liked and subscribed, my mediocre-at-best self needs it.
Really good video. I immediately subscribed. I've been playing for a while and already knew most of these, but I hadn't thought about the idea of abilities like quick respawn only not benefitting you when you're winning, so I'll take that into consideration in the future.
Ok but sub resistance isnt a utility sub anymore. 1 sub only prevents like 2 main sub combos and 2 sub combos that are relatively uncommon Others great video imo!
does quite a fair share honestly. It still stops 30-70 combos and inkets (nice for flounder heights where there's a lot of tri-sloshers,) and due to the high influx of splattershot jr players (aka the most annoying playstyle apart from clash blaster) you are getting tons of splat bombs and torpedos hurled at you. It's not as OP as in 2 so I don't think running it is a necessity anymore but if you don't think you have something better to replace it with I would keep that sub.
@@jermm2183 30-70 combos are suprisingly very uncommon, and it doesnt do anything to inkjet bc it doesnt affect specials, hence the name. If you want it to help survive stuff like fizzy splat bombs and others, you want 2 subs bc that reduces the 35 dmg indirect to a 4 shot. Recucing it to only like 34 wont reslly stop any deaths.
Basically, so long as you *don't* get a splat ("kill") between the time you respawn and get splatted ("die"), Quick Respawn will shorten your respawn time. If you do splat an opponent during this "life" period, Quick Respawn *will not activate on death* until the next "life" begins. Late response, but there you go.
I have 3 clothes (Marina gear, Wizard clothing, and School outfit) that only has pure special (blue 🔵) and honestly, it kinda makes my Flingza fun to play. The only downside is I use too much swing ink. So I play safe as a backline.
i like this video highlighting it’s more important to know why ur running gear and to take advantage of it then just saying “here are the good builds for each weapon”
For me is gear building a fun puzzle game. Trying stuff out for my play style. Something what I see in Splatoon 3 is, that more player with a Splatling have 1 main ink resistence up, but a lot have still a pure run speed up build. What I prefer on my Heavy Splatling is 2 main ink resistence up and 1 main run speed up. I found that after experimenting in Splatoon 2 with the ink resistence up in truf war. Smoth walking while shooting in enemy ink did helped me a lot or even standing in enemy ink while charging, which happen fast if someone flank you. You don't need to be panicking, because finding yourself in ink and get damage, just relax, charge and kill. 😁
ASDAHJGDASJHGD I KNEW THE MOMENT I SAW THAT THUMBNAIL I WOULD GET THE FMAB INTRO AT THE START. THANK YOU. But you should have ended with "For what could equal the value of an inklings stats?"