SUPER CHUMPS!!!<333
seen from China
seen from United States
seen from China

seen from Türkiye
seen from Germany

seen from United States

seen from Türkiye

seen from United Kingdom
seen from Singapore

seen from United Kingdom

seen from South Korea
seen from Sweden

seen from South Korea
seen from China
seen from Germany
seen from Russia

seen from Türkiye
seen from South Africa
seen from Chile

seen from United States
SUPER CHUMPS!!!<333
^ this mf got like 1 second to live
I’m here to remind y’all of the CUTEST tableturf card graphic
I <3 super chump
Superchumps should have more HP so they can actually do something in splatzones
He’s so perfect…
number 1 super chump fan
Splatoon 3 Version 4.1 Patch Notes Breakdown
Yesterday, we got the Patch Notes for Version 4.1, releasing in a couple of hours. Let's take a look at them real quick, because there's some very interesting stuff in here this time around!
Starting with the Main Weapons section:
Aerospray got an ink efficiency buff which is almost hilariously irrelevant, because this weapon farms its Special so quickly that it'll never run out of ink anyway. It matters more for Silver Aerospray, which gets more shots after a Fizzy Bomb, which is nice, I suppose.
Splattershot and N-Zap got the exact same change, a 17% accuracy buff. Worth mentioning is that because your spread is tighter this is technically also a paint nerf, though not a significant one.
I'll be honest, this buff was not necessary. N-Zap is a very relevant weapon in competitive player, and both Splattershots see a ton of play as well. So they didn't need this, but in the same vein I also doubt it'll change their standing too much. There's been some doomsaying over these buffs, people predicting the return of Splatoon 2's Shooter meta and such, but that meta was as much about the Specials as it was the weapons, with the spammability of Ink Armor in particular pushing a lot of weapons out of viability entirely. Ink Armor isn't in 3 (thankfully) and so we won't have a repeat of that. Still, not a good look when Shooter bias is a constant discussion in the community, but that is a conversation I really don't want to have, so let's move on.
Splattershot Pro got its paint increased by 8%, which is very nice for it. It's a weapon with a lot of weaknesses, its mediocre paint being amongst them, and this will help with that while also offsetting Forge's enormous Special cost a bit (no seriously, why is this weapon still 210p?)
Luna's shot deviation while jumping was cut by quite a bit, though I am unsure how much this actually matters, since this was a weapon that played around hitting indirects a lot anyway, so it didn't mind the RNG that much. Still, actually shooting where your crosshair is more reliably isn't bad at all, so it's a W for Luna players.
Dynamo's white ink frames were reduced by 10, which is nice but not really the buff it wanted, I think. Dynamo's biggest flaws at the moment are its aggressive damage falloff (At max range its vertical flicks do 40 damage, which is so little that it doesn't even 3-shot people who are swimming in their ink due to passive healing.) and paint RNG on the horizontal flicks which makes it very inconsistent.
Still, this isn't nothing. Less white ink means you have less downtime, meaning you can actually contribute more in a fight, and that's good!
Painbrush gets a massive W with a whopping 25% ink efficiency buff. This is is a change that has a lot of ripple effects through its kit, because it can now paint more and get more Specials as a result, as well as follow up on its Curling Bombs more easily. It also means the weapon can get away with less Ink Saver Main in its builds. All in all a very uncomplicated positive change with a lot of nuance.
How many of you even knew Goo Tuber doesn't need a full charge to deal 100 damage? Well now the game is going to tell you. This is a nice quality of life change, but I can't imagine it'll help Goo Tuber mains much, as this is likely something they've likely got figured out already.
Bloblobber gets a simple 10% paint buff, which is not a large buff, but it's still nice, especially since it has a Special it likes to combo with.
Finally, Tri-Stringer gets a small damage increase to its explosives, as well a larger movement speed buff. The damage increase is actually more significant than it might look, because each of the Tri-Stringer's three projectiles deal 35 damage on impact, meaning that if you hit two of them (which is a lot easier than hitting all three) the last projectile can now combo for a clean kill, even if your aim isn't dead on. This is definitively a weapon to keep an eye on now, especially if it gets a good second kit in the next patch.
With all of the Main Weapon changes out of the way, it's time for some Special Points changes:
Clash Blaster Neo and Carbon Roller each got a 10p buff, which is nice for weapons that don't paint well, and I also believe these are the first weapons to get their Special cost set below 180p, as well.
Meanwhile, Rapid Blaster Pro Deco, Tri-Slosher Nouveau, Mini Splatling, and Ballpoint Splatling all got a 10p increase. Ballpoint makes a lot of sense, as it has been quite the menace for some time, and is broadly speaking agreed upon by competitive players to be the single best weapon in the game right now.
But the rest are quite puzzling. The Mini Splatling nerf I can maybe understand if I assume it was a change aimed at low-level play, since it can output a lot of Stamps, and I already speculated that the Stamp nerf last patch was aimed squarely at low-level play, but the other two are quite the mystery. While Tri-Slosher Nouveau is seeing a decent amount of high-level play right now, it doesn't spam Tacticooler anywhere near as much as the N-Zap, which gets them so quickly it can very have permanent upkeep of the buff.
And the Rapid Blaster Pro Deco nerf is just random. Picked via dartboard kind of change.
But enough about that, time for the Sub Weapon changes! There's only two of them, this time.
Sprinkler had its high-paint mode by three seconds, which really doesn't change much. It paints better, assuming you can keep it up for an extended period of time, and that's about it honestly.
Angle Shooter got a 5 point damage increase, putting it at 40 damage. See, now it's starting to be worth it. We're not quite there yet, I think, it'll still be one of the weaker Sub Weapons in the game, but 40 is a much better number than 35, combing with a lot more things. For example, it now combos with two shots from Jet Squelcher, or a direct hit from a Burst Bomb.
And that's all the changes on that front. Let's move onto Specials, because that is where the spice is!
We'll skip right to the only nerf in this section, which is directed at the Inkjet, the part of its splash radius which deals 50 damage. For the record, this stat was increase by 43% back in 3.1, so it's still larger than it was at launch by a significant margin. The buff kind of pushed Inkjet over the edge a bit, as it was very easy to two-shot with its 50 damage splash radius. This reels it in a bit, while still leaving it in a pretty good spot, I think.
Trizooka's splash damage was increased by 20 points, and I actually think this might be a big deal. The splash radius is deceptively large, and now it'll splat in two shots. This will make Trizooka a lot more consistent, as it won't be as reliant on hitting directs to get Splats. Keep an eye on this thing in the future!
Ink Vac's explosion radius was increased by quite a bit. Expect to die to Ink Vac a lot more for a while after this patch hits, if only because you won't be used to the new radius. That said, this won't really solve Ink Vac's problems, as it still incapacitates the player using it for quite some time. It needs a lot of QoL to be relevant still.
And the last changes in the entire patch are some hefty buffs to Super Chump. The maximum explosion damage was increased to 70, and the size was increased by 38%. Additionally, the radius of the 35 splash damage was increased by 20%. These changes can be quite significant, I think, in part because Super Chump can now combo with itself. Three indirects, or a direct and an indirect, will now splat on its own, and with the radius changes Super Chumps are much more likely to hit you multiple times. It remains to be seen, but I don't think you'll be able to just ignore the Chumps the way you could before as they'll now contribute with a lot of potential chip damage.
Overall, I think this is a very positive patch. Aside from the N-Zap and Splattershot changes, all the buffs were a net positive for the game, and it does a lot to rein in the current best Main and Special quite a bit. The Special changes in particular are very exciting, and I am very curious if it'll lead to an increase in Trizooka and Super Chump usage in competitive play.
My biggest worry for the future is what N-Zap is going to do now. With a fresh buff to its Main, its Special output being untouched on one kit and the other getting its Special buffed, it might just have enough power to take over the meta in the wake of Ballpoint. But it also might not, it's still got to deal with its poor matchup against Splash-o-matic, after all, and it remains to be seen how much the Inkjet and Ballpoint nerfs matter.
Either way I think this patch is a positive one, and I hope y'all think so too!
Summoning Circle for Super Chump to replace Tenta Missiles
like to charge reblog to cast