Splatober Day 17: Sheldon's Picks!Some weapons got a new paint job just in time for Splatoween!


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Splatober Day 17: Sheldon's Picks!Some weapons got a new paint job just in time for Splatoween!
so how many more final updates do y'all think are coming
Function of the Fashion: Sheldon’s Picks Part 1
Hello again, everyone! I know it's been some time since I was last active, so I bet a lot of you weren't particularly excited about articles being the first thing I'd come back with on my return. Don't worry, though! I currently have a lot more free time than I've had the last couple of months, so I'll be working on some more fashion soon. I really wanna do something with all that fancy Springfest gear, after all!
But today, I want to talk about the Sheldon's Picks weapons! It's been about two weeks since their release, and people have been going wild figuring out what we can do with all of our new toys. As such, what I wanted to do is talk a bit about each weapon, what they can do for you, and of course, what kind of gear you should be using for them! Since there's so many to go over, we'll be doing four at a time, starting with:
The Fresh Squiffer, Permanent Ink Brush, Soda Slosher and Bamboozler 14 Mk III!
Starting us off, Fresh Squiffer is a well-rounded kit with a bit of an aggressive streak. It might lack the range of other Chargers, but it can use its Suction Bomb to displace and harass longer-range weapons, and the Inkjet to fight them off when it's cornered. For this weapon, I recommend using Run Speed Up and Swim Speed Up to stay mobile, Ink Saver Sub to reduce the rather hefty cost of Suction Bombs, and Special Power Up to give yourself an extra Inkjet shot or two.
Next up is the Permanent Ink Brush. This thing right here screams "support weapon" with its Sprinkler and Ink Armor. With a weapon like this, you want to be constantly on the move, splashing ink in one place before rapidly moving onto the next. For the slippery fish wanting to wield this weapon, I'd recommend plenty of Special Charge Up with a side of Special Saver. Additionally, I'd like you to consider Haunt. if you're running into enemy territory to paint a lot, you'll most likely get hunted down by the enemy team very often, and as such Haunt would end up revealing the enemy with great frequency, since the Haunt effect now lasts until the target is splatted. Other than that, some Swim Speed Up and Ink Recovery Up are both good options to consider to help you in your inking endeavours.
After all that brush talk, why don't we crack a cold one with the Soda Slosher? It might not but have the Fizzy Bomb, but this thing deals splash damage galore, with both a Splat Bomb and a heaping of Burst Bombs to assist it. Since Slosher deals 70 damage base, having two ways with which to deal that remaining 30 for a Splat is a very scary prospect! For this splashing weapon, I'd recommend Ink Saver Sub, Swim Speed Up, Main Power Up, Ink Saver Main and Quick Respawn. Slosher is very versatile, so try out a bit of everything until you find what works for you!
And last, but certainly not least, is the Bamboozler 14 Mk III. Bamboozler mains have long bemoaned the weapon's lacking kits, but Nintendo delivered in spades with the MK III. Bubble Blower works fantastically on this weapon, as both the Bamboozler and the Fizzy Bomb pop the bubbles in a flash, and all of that splash damage feeds really well into the Bamboozler's high-damage shots. If you're looking to pick this up, I recommend above all that you get a hefty amount of Main Power Up, but other than that, Swim Speed Up, Ink Saver Sub and Special Power Up are all good options to consider!
And that's the first batch, so stay tuned for part 2, where I'll be covering the Grim Range Blaster, N-Zap '83, Aerospray NG and Sploosh-o-matic 7. Until then, keep looking your best!
NEW SHELDONS PICKS sjksjkksjksjkj
Mem Cake Poem on the returning Sheldon’s Picks
At last! At last! They have arrived!
Soda Slosher, the tide washer.
Their kits might really be revised...
Function of the Fashion: Sheldon’s Picks Part 3
Good evening, everyone! I'm a bit late today, but that's just how things are. This time we're closing the book on the Sheldon's Picks by covering the last four weapons of the bunch, and supposedly the last new weapons we're going to get for Splatoon 2. Of course, they said that about the Kensa Collection, too, but let's ignore that for now.
This time, we've got quite the eclectic bunch. We're looking at:
The Heavy Splatling Remix, the Cherry H-3 Nozzlenose, the Tenta Camo Brella and the Clear Dapple Dualies.
First off, we've got the Heavy Splatling Remix. This colourful one-man army comes equipped with Point Sensors to scope out the front lines and Booyah Bombs to contest areas of interest and zone out other long-range enemies. Now, Point Sensor might not sound particularly exciting to a lot of you, and I understand that, but it works perfectly fine on a weapon like the Heavy Splatling that needs time to rev up and is vulnerable to ambushes as a result. Booyah Bomb, meanwhile, is just a fantastic match for this weapon, as it's long-range means it'll always be in a good position to use the Booyah Bomb anyway. If you're looking to feel like you're spending four hundred thousand dollars by firing for twelve seconds, I'd recommend that you first and foremost get plenty of Run Speed Up, as its generally considered the Heavy Splatling's most important Gear Ability. Feel it out how much you want to have, and after that, you can mix in plenty of stuff like Swim Speed Up, Special Charge Up, Special Saver, Ink Resistance Up, and maybe, if you're feeling particularly risky, even Respawn Punisher!
After that comes another fan favourite from Splatoon 1, the beloved Cherry H-3 Nozzlenose. Much like in the first game, it comes equipped with the Splash Wall, which it can toss out to pelt its foes with its high-damage bursts while keeping them at an arm's length. Bubbler isn't in Splatoon 2, of course, so the Cherry H-3 instead settled for the Bubble Blower, which sounds pretty similar, at the very least! For the Cherry H-3 Nozzlenose, I'd say that the most important Ability is Main Power Up because it really helps close out splats and assist teammates. Other than that, Swim Speed Up, Quick Respawn, and Object Shredder are all good options to consider.
Second to last is the Tenta Camo Brella, and this weapon has been a surprise hit in the competitive scene, despite making some competitive players go "Was Nogami drunk when he made this?" It's easy to see why people were so confused because this weapon mixes passive and aggressive tools in a really weird that works all the time. Ink Mines are easy and require very little commitment to use, just plonk 'em down in places you think the enemy team want to be in, and they'll do work for you. Meanwhile, the Ultra Stamp lets you throw your enemies for a loop by suddenly going on the offensive, and you can mix them up even further by first firing your shield, then taking out the Stamp to use the shield as cover for your approach! Creativity is key when it comes to using this stone wall of a weapon. If you're looking to pick up this tricky beast, I'd recommend running Swim Speed Up, Run Speed Up, Ink Saver Main, and Main Power Up.
And for the final weapon of them all, we have the Clear Dapple Dualies. These little menaces come packing Torpedoes and Splashdown, a fittingly aggressive toolset for these nasty little anklebiters. Torpedoes work really well for the so-called Clapples (a nickname I do just adore), as it allows the weapon to contribute to fights where it's been locked out because the enemy has long-range weapons, which is something the other Dapple Dualies lack. Additionally, the combination of Torpedoes and Splashdown allows you to put enemies in a nasty Morton's fork. Simply throw a Torpedo at someone, roll towards them, and use Splashdown. Your target now has to choose between trying to shoot down your Torpedo, shoot down your Splashdown, or run away, none of which puts them in a good position. The most popular build for all the Dapples, and one I would heartily recommend is the classic combination of Ninja Squid and copious amounts of Swim Speed Up. Ninja Squid is so good for Dapple Dualies because it's so short-range, it's basically a melee weapon. You want to be close to people, and combining Ninja Squid with rolls make that easier. Aside from those two, Quick Respawn is a good Ability for Clapples, as its playstyle means it will often put itself at risk, and will probably get splatted a lot as a result.
And with that done, we have covered all of the Sheldon's Picks for Splatoon 2! Thank you all for sticking with me through all twelve of these weapons. Next up for this blog is some stuff focused on the Springfest gear, so be on the lookout for that! Until next time, keep looking your best!
Function of the Fashion: Sheldon’s Picks Part 2
And so we return to the world of everyone’s favourite horseshoe crab and his collection of exotic-looking weaponry. Today, we’re taking a look at:
The Grim Range Blaster, N-Zap ‘83, Aerospray PG and Sploosh-o-matic 7! Unlike the last batch, all of these are shooters, so there’s a bit more conformity going on this time around, but that doesn’t mean they’re all the same, of course.
Starting us off is a fan favourite, love it or dread it, the Grim Range Blaster is back, packing the same Burst Bombs but switching out the discontinued Kraken in favour of the newer Tenta Missiles. This fearsome foe is a combo master, tossing out Burst Bombs to trap and chip away its prey before going for the knockout blow with blaster shots for quick and nasty splats. It might be lacking in the turfing department, but when it gets access to them, it can use its Tenta Missiles to inflict further splash damage to opponents both near and far. For this killer weapon, I recommend a hefty dose of Main Power Up to offset the shot deviation of jumping shots, and after that a mix of Swim Speed Up, Ink Recovery Up, Ink Saver Main and Ink Saver Sub. Remember that it’s more efficient to have a little bit of both Ink Savers than a lot of either, because of how stacking Abilities work!
Secondly, we have the N-Zap ‘83 and in contrast to our previous weapon this a turfing machine! With a Sprinkler and an Inkstorm by its side, this one ain’t much for fighting head-on. Rather, you’ll want to move rapidly around the stage, tossing out Sprinklers here and there as you march proudly forward, holding down that trigger. For the little N-Zap that could, I recommend a mix of Run Speed Up, Special Charge Up, Main Power Up and Quick Respawn.
Joining us thirdly is the Aerospray PG, and hey, I’m sensing a pattern here. This little thing has already become infamous for its ability to output sometimes up to six or more Booyah Bombs in a single match. If you feel like going Super Saiyan and tossing out Spirit Bombs (is that the reference people make with this Special? It is? Okay, good) Then I recommend running Special Charge Up, Run Speed Up, Swim Speed Up and Quick Respawn.
And for the last weapon of this part, we’ve got the Sploosh-o-matic 7. This short-range terror trades the mobility of the Curling Bomb and the panic button of Splashdown for the ability to threaten enemies at a distance with the Splat Bomb while chowing down on enemies in close combat with the Ultra Stamp. If you’re looking to strike swiftly using this nasty piece of work, I’d recommend a lot of Swim Speed Up, a bit of Sub Power Up, Quick Respawn and some Special Power Up for good measure!
And that’s everything for this part! Next time, we’ll be covering the four final weapons, so stay tuned! Until then, keep looking your best!
Speculation on the new Bento Splat Charger
Prepare yourselves. This is gonna be a potentially lengthy initial thoughts on the new Splat Charger coming on the 7th.
So the new Splat Charger will be wielding the Splash Wall and Echo. I predicted this very accurately it was exciting! I was expecting inkstrike because splash wall is too good on a long range charger that an inkstrike would be there just to /nerf/ it (and give it an alternative turfing option.
This unique set is gonna really affect the meta game of splatoon (I know it’s so silly to think of nintendo’s game heavily with a meta, but I love this game so much, bear with me lmao). I already see it now, a lot of e liters may switch to this weapon because this weapon will counter them so hard. And it’ll be a better turfer all while getting that echo slightly faster.
On to the niches this kit will provide.
This charger is going to abuse the hell out of it’s range with this splash wall. Heck, the unscoped version will do this as well. You can make any sniper perch safe for as long as that wall is up, provides you one free protection from a sniper’s shot, which is HUGE.
The time it takes for the enemy sniper to charge a shot, destroy your wall AND charge another shot to hit you. You’ll already have had PLENTY of time to get a charge on them to splat them. And you can get as close as you want to that enemy sniper because you are safe with that wall.
Not to mention, oops did you splash wall get destroyed by a bomb or enemy charger? No big deal, just activate echo and set one down immediately without having to wait for that ink recovery delay that the splash wall brings (this is another huge aspect in this kit)
Splash wall brings up so many more options for this charger as well. Not only does it make your sniping perch literally as safe as it can be if you’re good with the wall. It can also dominate some close quarters combat situations the Vanilla and Kelp lack. With the Vanilla, you have to drop a bomb near your feet and swim away. The kelp, place a sprinkler if you can and get away, but you have to maintain your space with this weapon more. With the Bento charger, it’s another story. Place a wall and fight back (not as if the other two can fight back because they definitely can, the Bento can just do so safer), swim away, or even immediately jump away!
The downside to this charger is that it doesn’t have any other means of inking turf like the Vanilla and Kelp.
The Vanillas has bombs and bomb rush. Good for immediate turf control and pushing the enemy back.
The Kelp is good for lane control. The sprinkler is great at many things, from inkling turf, to keeping ink near your feet to swim away, or simply as bait for others to take while you snipe them while they’re distracted (another trick is setting it right in front of you as an extra hitbox where only your head is exposed so you have time to react if you’re being shot at)
The Bento charger just relies on itself alone. It can refill it’s tank with an echo while it’s turfing, or charging up a low ink shot, but it’s definitely outshined by the other two chargers in terms of turfing. But it still helps the team with the echolocator. But it still provides amazing support by keeping all the enemies on their toes by not being able to flank. And especially will give all other chargers a hard time.
Not to mention, this weapon is gonna have some serious advantages over the other chargers when it comes to rainmaker and tower control. In tower control you can place the wall on the tower and just sniper from there instead of having to stay back. With rainmaker you can protect yourself from the shields burst, or from the rainmakers shot when trying to snipe the enemy carrier.
That’s all I can think of for right now. I would love to make a post for my analysis on splatoon weapons. This is my first post of such. And really, I would actually enjoy being asked to analyze your mains from my perspective, I would love to help other players get better at this game. This shooter is so unique, the tactics are very fresh and it’s why I love splatoon so much (besides it’s 90s aesthetic!!)