Luna Blaster sets: Ranked Mode

Splat Zones: Vanilla set

Although Fizzy Bombs might seem best for turfing, I'd like to remind people that the Luna Blaster is designed for splatting. Lead with a Splat Bomb and prevent opponents from escaping. You're outranged by the same weapons that can quickly cover a zone, so immediate power is required.

Against midrange targets, you can afford to be patient. They often can't paint as much and you can afford to pressure them from a distance as long as you don't waste time charging bombs. When there's no immediate threat to the Zones, break from the path and seek other avenues from which to attack.  

Zipcaster kinda follows that idea to surprise otherwise isolated anchors. Nevermind the capture of the Zones or any notions of defense: win through overwhelming offense. In a sense, Splat Zones plays very much like Turf Wars: knowing you can't win by inking, you win by splatting.

Tower Control: Vanilla set

Naturally you want to get as near to the tower as possible, but which subweapon does this better? Although Fizzy Bombs draw a path to the tower, Splat Bombs clear a way to the tower, and that's what you want to do. Quickly get a lethal bomb near the relevant objective and fight your way in.

Tower fighting is your main priority, defense harassment is your secondary. It pays to move ahead and engage enemy defenders Splat Bombs first before they reach their optimal position. Read enemy response, and work with your team to take backline anchors out.

Zipcaster turns this "defense harassment" into full time fishing for splats. Pairing the Special with Luna makes it more forgiving against opponents hiding behind obstacles than an Ultra Stamp rampage. It's surprisingly versatile, though that's easy to say when your only objective is to rack up splats.

Rainmaker: Neo set

Imagine yourself having just freed the Rainmaker. Now picture the entire enemy team standing in front of you. That's the point of Fizzy Bombs. You need more than Splat Bombs to push through. And any break in the enemy's line must be aggressively followed, which is where the Fizzy Bomb's ink trail comes in.

Another reason to enjoy the Fizzy Bomb is that it holds more defensive value than a regular Splat Bomb. It's an attack that can't be ignored and requires a counterattack, which brings the enemy closer to your gun. Or you can use it as part of your general flanking strategy, drawing alternate paths for you and your team.

As you draw paths about the stage, you can unlock Ultra Stamp and do a lot of trouble up close. The trick is to unleash the Ultra Stamp when the enemy team is grouped up to block something, whether that's a Checkpoint or a bottleneck path. You'll want more brute force and less of the Zipcaster's craftiness.

Clam Blitz: Neo set 

Fizzy Bombs offers a "messier" way to play Clam Blitz than Splat Bombs. They cause bigger explosions and take up more space, stealing valuable maneuvering room from the enemy team. They both intimidate enemies from claiming spawns and create trails from which to reach clams.

There are two types of clam players: those who run to gather clams and those who watch over them. You're part of the first category but never hesitate to pester and engage opponents of the second. The Luna is especially lethal if it can get in close, and Fizzy Bombs provides both a distraction and a path to get in.

In keeping with the idea of "messiness", Ultra Stamp rampages take up more space and causes more chaos than Zipcaster. Zipcaster has poor Clam Blitz synergy, and your distraction helps others move in and clean house. You can also cancel Ultra Stamp to immediately toss clams into the basket at a moment's notice.

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