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Contents

  • Welcome to Inkopolis
    • Introduction
    • Getting Started
    • Inkopolis Plaza: Points of Interest
    • amiibo Support
  • Octo Valley
    • Introduction
    • Equipment
    • Octo Valley Features
    • The Octarians
  • Zone 1
    • Introduction
    • Stage 01: Octotrooper Hideout
    • Stage 02: Lair of the Octoballs
    • Stage 03 : Rise of the Octocopters
    • Boss Battle: The Mighty Octostomp
  • Zone 3
    • Introduction
    • Stage 10: Inkrail Skyscape
    • Stage 11: Inkvisible Avenues
    • Stage 12: Flooder Junkyard
    • Stage 13: Shifting Splatforms
    • Stage 14: Octoling Assault
    • Stage 15: Undeniable Flying Object
    • Boss Battle: The Rampaging Octowhirl
  • Zone 4
    • Introduction
    • Stage 16: Propeller-Lift Fortress
    • Stage 17: Octosniper Ramparts
    • Stage 18: Spinning Spreaders
    • Stage 19: Tumbling Splatforms
    • Stage 20: Octoling Uprising
    • Stage 21: Unwelcome Flying Object
    • Boss Battle: The Ravenous Octomaw
  • Zone 5
    • Introduction
    • Stage 22: Splat-Switch Revolution
    • Stage 23: Spongy Observatory
    • Stage 24: Pinwheel Power Plant
    • Stage 25: Far-Flung Flooders
    • Stage 26: Octoling Onslaught
    • Stage 27: Unavoidable Flying Object
    • Boss Battle: Enter the Octobot King
  • Ink Battles
    • Introduction
    • Getting Started
    • Game Modes
    • Splatfest
    • Plaza Activities
    • Judd: Vibe Rank Bonus
    • Spyke: Orders and Sub Abilities
  • Blackbelly Skatepark
    • Overview
    • Turf War
    • Splat Zones
  • Zone 2
    • Introduction
    • Stage 04: Gusher Gauntlet
    • Stage 05: Floating Sponge Garden
    • Stage 06 : Propeller Lift Playground
    • Stage 07: Spreader Splatfest
    • Stage 08 : Octoling Invasion
    • Stage 09: Unidentified Flying Object
    • Boss Battle: The Dreaded Octonozzle
  • Weapons & Gear
    • Weapons
    • amiibo Weapons
    • Sub Weapons
    • Specials
    • Abilities
    • Gear
    • Tester Loadouts
  • Arowana Mall
    • Overview
    • Turf War
    • Splat Zones
  • Walleye Warehouse
    • Overview
    • Turf War
    • Splat Zones
  • Saltspray Rig
    • Overview
    • Turf War
    • Splat Zones
  • Urchin Underpass
    • Overview
    • Turf War
    • Splat Zones
  • Art
    • Art
  • NEW CONTENT
    • Port Mackerel
      • Overview
      • Turf War
      • Splat Zones

Splatoon Guide › Weapons & Gear

Tester Loadouts

Need some help choosing your weapons and gear? The game’s testers have been kind enough to let you in on a few of their secrets. Here’s some sample loadouts for different types of weapons. Use these weapon/ability combinations to get the upper hand in any ink battle.

Short-Mid Range: Rapid Fire

Recommended Weapons:
  • Splatter Shot Jr.
  • Tentatek Splattershot
  • Aerospray MG
  • Aerospray RG
Recommended Gear:
Gear Main Ability
Clothing Ninja Squid
Shoes Ink Resistance Up
Headgear Defense Up

You can never go wrong with this combination. One Defense Up turns the two-shots-to-splat .52 Gal into a three-shots-to-splat weapon. The fire rate of the Splattershot Jr. will beat the now three-shots-to splat .52 Gal to lethal damage if you’re not standing in the enemy’s ink. Similarly, rapid-firing weapons are medium- to short-range, which means you will need to get up close and personal with ranged weapon users. Ninja Squid allows you to close the gap between you and enemies with long-range weapons undetected—just be sure not to climb up walls, as Ninja Squid doesn’t activate on vertical surfaces! Finally, there’s Ink Resistance Up. Normally, standing in an enemy’s ink will inflict 50% damage over three seconds. Ink Resistance Up doubles that length of time and halves the damage cap, dealing only 25% damage over six seconds.

Long Range: Rapid Fire

Recommended Weapons:
  • .52 Gal
  • Splattershot Pro
  • Jet Squelcher
  • Dual Squelcher
Recommended Gear:
Gear Main Ability
Clothing Run Speed Up
Shoes Ink Resistance Up
Headgear Ink Saver (Main)

This combination compensates for the tendency of long-distance rapid-fire weapons to have slower firing rates, slower mobility while firing, and higher ink consumption. Ink Saver Main lets you fire more, reducing ink consumption of these ink-hungry weapons. Run Speed Up gives you more mobility while firing, ideal for making offensive pushes or hasty retreats. Ink Resistance Up is a self-explanatory must-have, reducing damage and the movement penalty while standing in enemy ink.

Roller

Recommended Weapons:
  • Splat Roller
  • Krak-On Splat Roller
  • Dynamo Roller
  • Gold Dynamo Roller
Recommended Gear:
Gear Main Ability
Clothing Ninja Squid
Shoes Stealth Jump
Headgear Ink Saver (Main)

Rollers excel at sneak attacks in melee range, so Ninja Squid is a very strong ability for every roller. Being able to sneak around your opponents and then smack them with your roller is very effective. Unlike most other weapons, Ink Resistance Up is not necessary on a roller-type weapon. While traversing ground, you’re usually covering that ground by rolling, so you don’t have to worry about standing in your opponent’s ink too much. Stealth Jump allows you to jump into a skirmish undetected, which can easily give you the advantage. Ink Saver (Main) is recommended due to the roller’s innate difference from other weapons when it comes to ink coverage. Most other weapon types involve laying a trail of ink, following that trail as a squid (which refills your ink), and repeating. Roller-type weapons don’t get the benefit of becoming a squid while covering ground, so you don’t refill your ink as naturally. Ink Saver (Main) can help you roll for longer periods without running out.

Long Range: High-Damage

Recommended Weapons:
  • Splat Charger
  • Splatterscope
  • Kelp Splat Charger
  • Kelp Splatterscope
Recommended Gear:
Gear Main Ability
Clothing Ninja Squid
Shoes Ink Resistance Up
Headgear Ink Saver (Main)

These abilities will help any player infiltrate and escape enemy territory, all the while remaining a steady threat from a distance. Ninja Squid allows you to swim around the stage without leaving a trail in your ink, ideal for sneaking up on enemies or making stealthy escapes. Ink Resistance Up allows you to maintain relatively high mobility, even when trudging through your opponent’s ink—the reduction in damage during these instances is also a welcome benefit. Ink Saver (Main) comes in handy for reigning in ink consumption on those ink-hungry long-range weapons. Other valid choices for headgear might be Defense Up, Swim Speed Up, and Run Speed Up, depending on your play style.

Close-Quarter: Blaster

Recommended Weapons:
  • Blaster
  • Rapid Blaster
  • Custom Blaster
  • Rapid Blaster Deco
Recommended Gear:
Gear Main Ability
Clothing Ninja Squid
Shoes Bomb Sniffer
Headgear Damage Up

Damage Up increases splash damage, which is highly variable depending on your equipped blaster weapon. Ninja Squid allows you to stealthily move to close range, where your weapon is most effective. Bomb Sniffer is ideal for detecting bombs and Ink Mines. This is essential when operating in close quarters because your movement speed is extremely slow while firing a blaster weapon. Ink Resistance Up can be substituted on shoes and Defense Up can be substituted on headgear for a more offensive, close-range loadout, perfect for raiding Splat Zones and chokepoints.

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