An important note about the hydra I don't think was brought up: normally its shots do 32 damage which is a 4 hit kill like normal, but at full charge they do 40 damage instead, making it a 3 hit kill
This guide resonate with everything the splatlings taught me. Reminds a lot of Heavy from Tf2 with "The enemy should only see you when you're fully rev'd up" and this is true here. Hiding behind a box or ledge and only to greet them approaching you with rain of ink. (Maybe you can do brella? I'm trying to get it down pat but having trouble)
@@Phonochirp (Also a painful one if you uses Tenta Brella. From what I gathered, Undercover is for solo que since it doesn't rely on team support so hard)
@@rpgnerd7610 yeah... Tenta is strong but difficult, Splat is weak and difficult lol. The undercover isn't great but you're right it's what I would use solo
One thing i would add, charge the splatling dependent on the range the enemy is located, even a quarter charge is lethal at close range Also consider using Respawn Punisher if using the ballpoint or hydra. The range of these weapons makes it worth the risk
I actually brought that up at 1:40. As for Respawn punisher, that isn't a bad idea, with how many quick respawn builds there are along with it completely nullifying the tacticooler. I'd still only use it in splat zones though. The others result all too often in you having to die for the objective, especially if you're playing random matchmaking.
Ayo, not sure if you've done this before but you're doing real well for a new channel. Excellent audio quality, got that 60fps, clean editing, the script is well-structured for the viewer's learning experience. Good stuff! +Sub
i was never really interested in the splatling weapon type no matter how much i'd tested them, but this video helped me understand a lot of the correct positioning and how you should play them; i think i'll probably want to learn them after this. good tutorial!
I'm a heavy splatling main (got 4 stars on it) and I've gotta say like most charge up weapons it'll get you splatted, but if you do it right get the right vantage point it's heaven you'll clean easy plus outta all the splatlings it's got the best synergy with it's heavy and sub, great guide covering it I'm investing in some run speed abilities after this vid!
As a splatling main, I never even realized that I was considered the anchor on a team, makes sense why I always get #1 Super Jump Spot XD. Also didn't realize any of them could save their charge. SUPER helpful.
While Nautilus can save its charge, its shorter range and fire duration doesn't let it be put to good use if you play it like a normal Splatling. It also benefits less from run speed than other Splatlings. But this isn't really an issue, because unlike other Splatlings, you want to be running a lot of swim speed instead. Most Splatlings do indeed act as the team anchor, but the Nautilus doesn't. It's instead played like a rushdown assault weapon, or something of an assassin. You want to charge while behind cover, swim towards your enemy, then immediately unload your rapid fire. The name of the game with Nautlius is using your swim speed to compensate for your lack of range. You could run ninja squid if you want to be more of an assassin, but I wouldn't say it's necessarily better than just having a lot of swim speed for rushing down. Nautilus's main weakness is that it relies on good map control to do its job, and has a very difficult time securing map control itself if the enemy is pushing your base. I think that might have been why it was given Ink Storm as its special, as the Nautilus does in theory benefit from more turfing options. Unfortunately it doesn't offer much solid ground cover so it acts as more of a keepaway. I haven't tested this enough myself to say conclusively, but because of this weakness, Opening Gambit might actually have a niche here on this weapon. But then, if that still isn't enough to secure map control early on let alone keep it, you're working with a dead main slot for the rest of the match, so Opening Gambit probably still sucks like normal.
@@Xane875 As a Nautilus main, I chose it because of the fact that I can play aggressive and still out range in a close range fight. Ink storm is a tricky special but from my experiences, its really good for choke points and any situations where the enemy team is clustered. It’s really good for aggressive pushes either in or pushing the opposite team out. They try to back away but thats when you use your splating range as an advantage. I haven’t been playing it for super long, and only picked it up around 2 months ago. I didn’t really like the anchor play style of most splatings. But I hope this helps anyone who didn’t really understand how ink storm really aided this weapon.
Great guide! I tried using the Heavy Splatling to see if I could emulate what you were doing in a few rounds of Clam Blitz and I did way better than I normally do; I was playing defense and was against a bunch of players that use shorter range weapons and I prevented them from entering our base the entire round. Another round I faced off against chargers and had a harder time with the repositioning, but I feel way more confident with this weapon class than I did before!
From one splatling main since the first game to another, great tutorial! It covers the bases well for each type in an easy-to-digest manner, and the build / game plan recommendations are well-founded. Also, I've found that if you run your run speed with a sub or two of intensify action on a heavy, it makes it a quite a bit easier to defend yourself if splooshes and the like manage to get in your face (or if you want to use it aggressively, which is pretty fun), since it seems to improve accuracy and reduce the average charge per splat by what feels like a third of the usual. Object shredder can also help your team if you have to shred through shields or crab tanks, but it's more of a niche use that comes up more when you're not playing purely as an anchor.
Glad you liked it and thanks to the additions! Admittedly this was made before I knew what intensify action exactly did, and I agree it would be quite good! Especially on the more mobile nautilus and ballpoint
I feel this weapon (excluding the Mini Splatling) is definitely a weapon to do some camping with (and chargers, no doubt). It's like what you said about being the anchor and the proverbial defense turret of an area. Some enemies may see it as annoying, but it works.
Thank you so much for the video. The Heave Splatling has also been my go-to since Splatoon 1 and the Octrobrush. I do not bother with the other weapons. LOL
I .... did not realize Ballpoint can charge while shooting and can maintain the first or second mode.... That alone made this entire video worth it to me haha
I’ve been playing a lot of splatlings recently so this is very helpful, I got 4 stars with the Hydra but I’m considering switching over to the Nautilus 47. It’s kit isn’t as good as the Hydras but the hit and run tactics like you mentioned are very fun
Ballpoints the only splatling I haven’t really taken too personally mostly because I’m still not used to it switching between the firing modes and messing with my sim even though I really like all the other splatlings, though I think I’ll try it out more just to get that complete splatling main experience
The second mode is what hyped me up to it. Not many Splatoon weapons can brag about having no RNG. Once you get the timing down to maintain it, can be real fun!
Yeah ballpoint is really good but like it is probably one of the hardest weapons too get the grip of its foil squeezer esc firing modes and how the game dictates which mode u enter depending on ur charge
Something I heard about Bomb Defense in splatoon 3 was that it no longer works against any specials such as Tenta Missiles or Inkjet, which was the main reason it was used so often in 2. When it comes to other single-sub abilities, I think special saver is pretty decent, so maybe consider that instead.
Yeah I know it's pretty debated right now, I think I still like it just because of how much sub spam I run into as the anchor... I actually run special saver on other weapons, but in theory you shouldn't be dying much as the splatlings.
Big recommendation: Intensify Action. While you won't be using it for the movement most of the time (unless you're a nautilus, which doesn’t need it much for the accuracy), it makes your middair accuracy more reliable! And jumping is important to stay mobile and out of enemy ink! Heavy needs about 1 main and 2-3 subs to make it solid accuracy (a trivial amount, given heavy's minimal gear dependency). Hydra needs far less to get within a good range, only about 3 subs or 1 main! This is a BIG DEAL, as Hydra is the least mobile and easiest to trap, so this is WORTH IT! I need to experiment with the others (mini and ballpoint), but typically the heavy's amount is probably the max you'd wanna use on any of them, as it's the sweet spot between enough for keeping other stuff on your build and good accuracy. Ballpoint especially is one to experiment with due to the long range mode
Good recommendation for sure! This video was one of my earliest, so we weren't quite sure how useful IA was. At the time I figured splatlings would only make use of half the effect so not worth. There's definitely room in the build for it though if you find yourself jumping around a lot!
@@Phonochirp Ah, that's very fair! This video is from pretty early on (first 2 weeks), so that does make sense that you didn’t know too much at the time!
I'm running 1 main and 2 subs of IA on my ballpoint. Should I be jumping when shooting because I'm not sure how to make best use of it. I've been trying to find some videos on yt but this is the best ballpoint video I've found for s3.
Hey this was really good thanks for making it. U r good at describing things clearly and slowly. I feel like in a lot of Splatoon video guides the people making them talk WAY too fast haha
I ignored the ball point because it seemed like an inconsistent and worse version of the nautilus but now that I know how to switch between the two fire modes I'll have to give it another shot!
It's definitely fun once you know how it works! It's rough starting, just because you have to focus on your meter so much until you get the timing down
Hi I'm a hydra main starting all the way back in 1 and I wanted to drop by with some deeper info! Hydra partial charges are still quick kills and have more range than the splattershot pro, so remember not to panic and to stand your ground against someone rushing you! Additionally Hydra is exceptional at playing the flanks at unexpected times as said earlier with Heavy, it's harder to learn when the right time is, but if you can discern when that is you can get a team wipe even. Hydra is incredibly gear dependent! I personally run a main's worth of of Ink Saver Main, Run Speed Up, and Swim Speed up always, it also really likes a sub of ink resistance and one or two subs of bonb defense!
Appreciate the additions! I think bomb defense is the most debated ability this game lol. I get comments complaining I put one in the build at all, then others suggesting multiples
@@Phonochirp sub defense is necessary for anchors, bomb displacement is really bad for an anchor, a slosher, range blaster, jr, etc. can completely ruin your day without it, also 1 sub combined with a main of run speed means you take basically nothing from autobombs while releasing a charge, so it completely stops that as a displacement for you
@@Phonochirp Yep! Very good thing to have. Personally in terms of gear, I have gotten into the idea of Last Ditch Effort with two subs of Ink Saver Main, one of Sub Defense, helps a lot for anarchy.
Huh, we use the nautilus pretty differently! I’m way more aggressive with the nautilus, usually a few steps back from the front line but always with at least a few shots stored up. And I manage to get pretty decent use out of the point sensor. When I have opponents marked it can really easily set me up for ambush tactics or as bait, cause some players will go out of cover when they’re marked!
This is a very well put together video I love direct and clear approach to every variant but I must say that synergy is pronounced sinner G not signer G.
Thank you so much for this guide! Been playing heavy since launch but I'm currently leaning towards Ballpoint. As for the build, do you recommend the same abilities for the ballpoint as the heavy?
Glad you liked it! Yeah I think they can build pretty similarly, not different enough to warrant another grind at least. Oh dang... You made me notice apparently the graphic showing the build didn't make it through editing
@@bGOD I actually just finished the Brella script today! Good question, folks are having a hard time placing it, personally I think it's best as a zone controlling anchor, not necessarily going for splats, but harassing people with the explosives
generally speaking yes but ballpoint liked to run object shredder in S2 due to armor and will still probably see use due to big bubbler but I don't think it is as necessary anymore
I feel that ballpoint is way harder to use, not because of the double firing system but the lack of spread and fire rate making you have to lead shot pretty hard. It feels super awkward, I dont feel this with heavy.. After splatoon 2, where it was insane, i kinda have something for the ballpoint. But it feelslike the laser turned into a dribble. I got hooked on it because of the short range mode, it beat everything. Basically a sploosh. Now im not so confident upclose while its still good. But i def. struggle at longer ranges.
I am a Nautilus player but i could just never get the hang of the ball point I just wished you could just click the r button to switch firing modes instead
For ballpoint is it worth considering Last Ditch Effort? I have one with a pure of ink saver main which I figure helps me fire for a little longer before having to reload
For the ballpoint specifically ink saver is pretty good, so by extension so is last ditch effort! I say go for it, for the other splatlings it's not so great though.
Ink Jet isn't the perfect special for Ballpoint, I think I'd rather have Tenta-Missiles or Triple Ink Strike for it, but it's not bad as a way to get extra fire power in a pinch to hold the line against big pushes, especially when your opponent is trying to go for a push from the front and a flank at the same time
Woof, Tenta Missiles on a Splatling in general is something I just hope never happens, that sounds so obnoxious to deal with, especially if it were the Hydra Splatling that got them. The only Splatling I might not mind seeing Tenta Missiles on is the Nautilus, but only because it sucks at securing map control by itself and depends heavily on good map control to contribute. If the enemy has map control, Nautilus gets bullied hard. It wouldn't have as much synergy as it would on a heavy, hydra, or ballpoint, but that's kind of the point.
Really hard to say tbh. Ballpoint/heavy/mini are best for turf war since they're versatile. But for the ranked modes? Hydra excels in splat zones, but not like the others are worse at it. The mobile ones might be better on clam blitz offense, but with the Hydra/heavy you can basically assure no one ever scores. For the rest of the modes, they're all pretty equal too...
I see a lot of ballpoint users running intensify action for jump rng. How does this look in gameplay? I find it impossible to sustain my second firing rate while jumping.
So, personally, I don't use IA on any Splatlings. I've gone back and forth a bit on it, but I just think run speed will get you more mileage dodging shots. For ballpoint specifically though, those who run IA use it for the first firing mode mostly in close fighting situations.
@@Phonochirp thanks so much for replying. I like run speed too for my splatling (and bow) builds. Does it require jumping when burst firing in the first mode?
I'm very interested in the upcoming builds! A lot of the default ones could use a boost. Like imagine if the mini had something actually good for a supporter...
That would be a bit redundant. I guess it could be good for taking on enemy chargers as it's usually the only thing that can challenge you when you have found a good perch.
Ok so as a competitive splatling player i will say this is mostly true (im aware its a basic outline so im taking that into account) but there were a few things said i dis-agree with also if you do something like this again in the future on this class and want help ask me and i'll help or double check what youre saying is accurate i will say though that 1. heavy's range to some extent "rivals" charger but not really. 2. you dont need anything in your build relating to special. 3. short range ballpoint is more of a mini imo but thats a personal comparison thing ig. and lastly THANK YOU FOR NOT RECCOMENDING MAIN SAVER. those are the main things i dont really agree with but other than that its true i would say
Hey thanks for the feedback! I didn't even know main saver was a recommended thing... As for the rest, I'm glad that's all lol. 1 and 3 are fairly nit picky all said and done. Though what would you replace the special charge with? Just more run speed? My reasoning behind it was in solo queue especially where there are no callouts, the wave breaker seems really strong
@@Phonochirp charge can be ran tbh but its not a necessity like run speed and ink res and i like to have 2 subs of Intensify action for the slightly better jump rng but once I get the run speed chunks necessary my build will be: 2 mains and 4 subs of run speed, 1 main and 1 sub of ink resistance, 1 sub super jump, 1 sub sub defense up and 2 subs of intensify action but again that's me personally also main saver isn't recommended imo bc you shouldn't need it if you know how to play splatlings but ur right abt me being nit picky that's on me I'll admit but that's also how I tend to be sometimes but not to be mean if you know what I mean.
@@mrlag3886 Yeah no worries I understood! constructive criticism is always welcome. I was agreeing on the main saver... If you ain't got enough bullets in your splatling that's probably on you... I like the idea of using intensify action, at the time of writing this script I admittedly hadn't known it effected jump RNG, you'll notice it popping up on other builds a lot more lol.
@@Phonochirp i also would like too add is that a mention too the current state of ultra stamp for the mini section were its hitboxes just don't work rn. I know It seems nit picky but honestly I feel it be good too know for the current state of the game. Hope it gets fixed tho
Main saver is a must on splatlings. A single sub of main saver can make a hydra go from 2.5 charges per full inktank to 3.1 charges per full ink tank. I don't know why you would be against it.
@@unknown_user745 oh sorry I missed this reply! There was a small section on the mini but I know it was pretty quick. I might do an anarchy run with it sometime to show more gameplay
@@BinaryHedgehog1 oooo standing across the opposite side of the map on the highest point possible holding ZR and standing still moving my controller left and right is so skilled oooooo