Splat Charger/Splatterscope sets: Ranked Mode
I'm lumping both Splat Charger and Splatterscope in the same article as both play similarly enough.
Splat Zones: Z+F set
Splat Charger usually plays the defensive role in Splat Zones; sniping from high ground to stop enemy advances. However, there comes a time when you need to move up and engage the enemy backline for the sake of your team's safety. That's where the Splash Wall comes in.
Take and Hold objectives require offense so as to preserve the advantage and prevent others from building up special meter and responding with a push. Stay on defense while fighting for the zones; but push once you've won and drop a Splash Wall to maintain map control from further ahead.
Triple Inkstrike is a powerful inking tool but should be kept as a complement to your offense. Aim for the enemy backline and break their influence over the zones. Triple Inkstrike also acts as preemptive artillery, clearing and painting the way into enemy territory for your assault units.
Tower Control: Vanilla set
Discernment is necessary in knowing when it's time to ride and when to overlook the tower. As an anchor unit, you're the one deciding when to push the tower and when to fight. That said, the Vanilla kit offers Splat Bomb which becomes necessary when your personal space is invaded.
As backline tower rider, Vanilla set provides immediate Bombs to cover your escape, and the Ink Vac which cheeses the tower's advance once activated. If the enemy team has control, the Splat Bomb's explosion can reach behind the pole, while the Ink Vac blocks all offensive efforts.
Ink Vac also becomes valuable for destroying the last organized defense defending the tower checkpoint. Don't hesitate to switch to your sub whenever you lack a clear line of sight. If the tower undergoes heavy attacks from enemy bombs, you won't have a perch from which to snipe. Splat Bombs let you improvise.
Rainmaker: Vanilla set
Your role as Charger makes you an ideal Rainmaker carrier; making the choice of loadout somewhat moot. That said, consider your defense: Splash Walls won't protect you from charged Rainmaker blasts but Splat Bombs counter the more aggressive flankers and Ink Vac is a stalling special.
In the neutral, your job is to find high ground and watch over your teammates playing Barrier shredder. Only do charged shots on the Barrier if you find no other targets. Or save a shot for after the Barrier is broken. Even if the enemy gains the Rainmaker, a quick splat still serves as equalizer.
Ink Vac sucks up Rainmaker blasts and other enemy shots, making it the superior defensive option. Save the Ink Vac blast to scatter the enemy rear lines and deprive them of high ground. As backline, your special serves to protect yourself and your Rainmaker carrier.
Clam Blitz: Z + F set
While your teammates go out and paint, Splat Charger's task is to set up in a central position and establish control over the stage. You play the role of "bank"; safeguarding clams passed to you by your more mobile, risk taking friends. Splash Wall is a part of your defensive set up.
Splash Wall is also offense, a way to push your sniping position as far forward as possible to hammer the enemy rear lines. This strategy does bring up the risk of flank attacks, so judge the situation by the amount of friendly ink around you. You cannot afford to be splatted and leave your team without an anchor.
When you activate Triple Inkstrike, send your blasts as far as possible. The goal is to force your foes forward, before the blind of your Splash Wall and into the line of sight of your weapon. While the enemy basket is open, such a tactic brings opponents in line with your front line fighters, nullifying any map advantage.
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