I saw that you did a guide on tri-sloshers soon after they came out, but can you make a new one/update the old one based on your current opinions/the current common strategies used in ranked? Thanks!
Honestly, everything I said in my original comment about them is still true. What I can add with regards to this is with the addition of the Zink Mini Splatling, it is no longer the only weapon with the Disruptors/Bubble combo, which lets me kind of dissect playstyles and how important the main weapon is to how you use a weapon, even if the sub and special are the same.
But to repeat myself so people don’t have to spend too long to find my original comment: I like the Tri-Slosher. It has passable range, a short and consistent 2hko, and a very wide reach, making both attacking and inking very easy. The Disruptor and Bubbler combo allow it to take on foes that otherwise it would not, as well as go in far more aggressively than other weapons might be able to. It is rather ink hungry, however, so if you’re used to other similarly short-ranged weapons you’ll be rather surprised at how often you run on empty at first.
From a playstyle perspective, what I said before is still true. It’s basically an ink-hungry Splattershot Jr with a different sub, which allows for different ways to approach a situation than the Jr, but essentially the same general gameplay style, as both short range weapons thrive forcing others into close ranged combat where their movement and relatively low TTK will give them the edge. Should something go out of place, you have your trusty Bubble to save you, and your main weapon is very good at filling that special. The Tri-slosher’s additional range and the Slosher weapon class’ unique projectiles allow for kills in ways the Jr does not have, as well, but the Jr’s Splat Bombs are an incredibly useful tool that the Tri-Slosher doesn’t have access to.
This is very different to the Zink Mini Splatling, whose main weapon having much more range and less efficient close quarters squidding around combat (as you cannot fire immediately after coming out from squid form) means a large portion of your playstyle is making use of your comparatively high running speed and a much higher reliance on the Disruptors, allowing you to pick off targets from a distance. A Zimi with Bubble is less inclined to run in guns blazing and pop Bubble to survive as it is to use that Bubble as a visual deterrent while advancing. The enemy can see you have it, and if they think they can outfight you, it’s just Disruptor, Bubble, walk forward.
As a final note, I never really mentioned Gear Abilities for this weapon before. Swim Speed is a must on an aggressive weapon like this, with 2 mains being the baseline you should start with. Ink Saver can be useful as well (and with the recent buff to IS(S), I can actually recommend you use that one depending the amount of disruptors you’ll be throwing). Special Charge and Special Duration are also very useful considering how useful the Bubbler is on this kit. Defense can be useful to counter snipers running Damage while you’re trying to close the gap, as well, and depending on how aggressively you play, Special Saver/Quick Respawn might be more to your tastes. A special mention goes to Cold Blooded, being either the most useful ability ever or completely unnecessary depending on your playstyle.
And, as always, thanks for reading, and enjoy your games!
















