WHADDA HELL!! GAY LITTLE CEPHALOPODS!!
@squiffer-propaganda

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WHADDA HELL!! GAY LITTLE CEPHALOPODS!!
@squiffer-propaganda
ok so like...heavy splatling deco. the friend that convinced me to try the squiffer also uses that and hes pretty scary with it. could you give me some advice for that set? aka how do i use it LMAO
heavy deco!!! this is probably the most defensive of the heavys imo???
heavy's all about anchoring down and being a supportive backline. the main weapon has good range/fire rate/damage/charge time, so is a good basic if you're not used to backlines. you don't just wanna be stuck in one place though! your mobility is a big strong point you have over other backline weapons so you wanna use it as much as you can - there's always loads of little blockades you can use to keep yourself hidden while charging. you also paint pretty well for a backline, so you can always be helping with map control while you locate your next targets (jump while shooting for a better spread and better painting! I mean, duh but). you wanna be helping your teammates by turning all their 1v1s into 2v1s, picking off opponents and doing chip damage, all while keeping an eye on objective. you're a good contender to pick up the rainmaker, hold the power clam in the back (if you're planning on jumping) while playing goalkeeper, and maybe ride the tower if you're confident enough. as a backline, try not to Die and be very aware if the rest of your team gets wiped - retreat and find a safe spot for the rest of your team to jump to, and try to charge your special while you wait.
for the kit - splash walls can be a bit. useless compared to the other subs on the other heavies imo (maybe I just suck with em), but that's just because they're a bit situational. however, they're great for helping you anchor in unfavorable positions, blocking approaches on choke points like on walleye warehouse and port mackerel, and keeping the rest of your team safe. walls can help you protect people jumping to you if you're in an unfavorable position and there's a charger on the other team with their eyes on that jump spot. defo a good sub for splat zones where you can work with the obstacles already on the zone to make barricades when defending or anchor in unfavorable positions when attacking. you can also throw one on the tower I Guess??? and you can use them to make safe areas when on offence in clam blitz. for rainmaker, again they work best on choke points or narrow-ish paths (that ramp on mussleforge fitness on rainmaker springs to mind)
bubble blower is a great defensive special! heavy doesn't pop the bubbles too quickly but with a defensive weapon you probably don't want to. it's a gem to have in clams and zones, can be good for making pushes in rainmaker and a. bit useless in tower control as the bubbles tend to just. float away from the tower. you don't want to always use your bubbles on defence as they can absolutely work offensively but if used well they can help stop a push. not really a special you want to co-ordinate with other specials if you want to use your bubbles as a barrier as other specials may pop them early.
together, splash walls and bubble blower make AMAZING fortresses in clam blitz. a heavy deco using this strat is one of the things that inspired me to pick the weapon up in the first place. this is defo a strat that works better on smaller maps because you have to be at the basket to use your special at the start of the push but not be away from your defensive goal keeping position for too long. bubbles and walls also work well together in splat zones where you can use your bubbles from behind your wall to keep yourself safe and then pop them to help paint, which allows your team to concentrate on kills. they're a good combo for making pushes on maps with narrower paths to the podium in rainmaker. personally I wouldn't use this one in tower control because the regular heavy is Right There for stingray spam. this is probably, however, the best heavy for turf war (the remix is also pretty good)
gear wise, run speed is a must! I run a pure of it but I've seen everything from one main to two pures of run speed on heavies, so it's up to personal preference. as this is a more defense one though, you probably don't need too much. special power up can help your bubbles be more effective. object shredder is an option if you want quicker pops, but that's up to play style - might work well on rainmaker because the heavy does pop the shield pretty well. sub saver could be useful as splash walls are a bit ink hungry imo. ink recovery I find works well with the heavy as it helps you fire more but I struggle to find room for it in my builds. mpu gives you more shots per charge so kinda does the same thing ink recovery does, with the same drawback of not a lot of room. I always run thermal ink on the heavy as it really helps with tracking your opponents and that's something that suits the heavy well, but that's more up to personal preference. a sub of bomb defence dx, ink resistance, and quick super jump goes a long way too.
I personally use this heavy in clam blitz on smaller maps and in splat zones! although she's probably my least used of the heavies (im sorry deco I love you I promise)
I also wanna highlight an example of the clam blitz bubble strat from my twitter!
I also wanna post this clip, it's not the best example of deco gameplay but you can see a key moment where I could have used a wall to defend the jump (but like a fool, did Not)
also thank you for the ask!!! I'm sorry this is SO LONG but also c: I love this weapon so much man
if you had to use only chargers or only blasters which one would you choose
blasters 100%
i hate chargers so much more.
Whadda hell,gay little cephalopods