Slosher sets: Ranked Mode

Splat Zones: Deco set

Slosher doesn't paint efficiently and lacks the forward movement of an aggressive slayer; best to hold back and wait for an opportunity to splat while marking targets with the Angle Shooter. In this game of Take & Hold, you are definitely the Hold.

The problem with Splat Bombs are their high ink cost. You're expected to both fight and paint with a main that drains 7% of your tank with every swing. Stick to defense and concentrate on preventing a takeover, forcing opponents to move forwards into your attacks.

Though Triple Inkstrike seems like the relevant special, don't ignore the offensive capabilities of Zipcaster. An Angle Shooter hit ahead of special brings the threat of a combo kill, making this special far more fearsome. Removing an anchor this way is more valuable than bombing the Zones with ink.

Tower Control: Vanilla set

The ability to deliver lethal damage at range gives the vanilla set the advantage in Tower Control. You are obviously a tower fighter, and Splat Bombs offers a tool to scare off other tower defenders until you get in range. Lead with bombs in the open and wait to see the enemy's reaction.

Tower Control maps often have more platforms and obstacles then those of other game modes which works to the Slosher's advantage. Fight reactively, looking for advantageous positions and work from there. Splat Bombs are a versatile combat trick when you don't know what your options are. 

Triple Inkstrike is used offensively as well as defensively. On defense, it forces enemies to rethink their push, giving you space to launch a counterattack. On offense, the special does what your main does better: attacking perches from above and forcing the enemy to displace, where they can be picked off by teammates.

Rainmaker: Deco set

The Slosher deals an amount of DPS similar to a short ranged shooter against the Rainmaker barrier but from greater distance, affording you more time to react when a slayer unit moves in. You want to notice attackers at a distance so as to recover ink early and counterattack. Add an Angle Shooter to tag them if they retreat.

On the move, lead with Angle Shooter against enemies in dominant positions. If they move, quickly swim in and attack their position. If they stay on defense, fire another one. Slosher's defense is better than its offense, so a quick Angle Shooter out of swim state is a good lead in as you travel.

Zipcaster seems weak, but you will get the enemy's attention for as long as it is active, which helps your teammates advance the Rainmaker. It's a good combo with Angle Shooter, helping you home in towards the relevant backline anchor.

Clam Blitz: Vanilla set

The wild nature of Clam Blitz demands an all-purpose combat subweapon such as Splat Bomb. Use it to scare away opponents who outrange you, or simply to stake your claim to a contested clam spawn. It's good for anchor harassment or deliver lethal damage to anyone who would score against you.

You're mostly a clam collector on the lookout for situations in which your Slosher would have the advantage against any opponent at hand. Splat Bomb being there to give a helping hand. This set is the more versatile for general combat, with stronger damage tools to steal clams from the defeated bodies of your foes.

Triple Inkstrike is the preferred special, especially to let you get in and dominate the basket area. Coupled with Splat Bomb, this buys your team extra time to deliver additional clams into the basket. It is generally a powerful special to let you and your teammates push into enemy territory. 

End Thoughts

These weapon sets are far more aggressive than previous ones, which I feel is for the better. The Slosher can defend itself quite well, but needs offensive options to reach areas worth defending. It's also an ink guzzler of a weapon: inking to move forward often prevented the weapon from fighting effectively.

Subcancelling was an essential Splatoon 2 technique for the Slosher, and you will need it again. It offers unparalleled side to side movement, giving essential evasiveness for a weapon that otherwise suffers from poor mobility.

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