Tri-Slosher sets: Ranked Mode

Splat Zones: Vanilla set

Choice of set mostly depends on if you need your subweapon fast but weaker or slower to activate for a greater effect. Tri-Slosher is an amazing zone painter that doesn't need help in that respect. Toxic Mist can be useful if only to displace any unit that has found a strong position, allowing you to flank and re-engage.

The Vanilla kit keeps you mobile. Paint on the move and poison the field with Toxic Mist if you think it can force an opponent into your teammate's fire. The goal is to maintain painting supremecy by moving around other players and denying longer ranged weapons their view to the zones.

Ink Jet combos well with Toxic Mist, or can be seen as an alternate tool against other painting weapons. It's inexpensive point cost guarantees multiple uses, making the Mist that much more intimidating if the enemy associates it with the special. Stay on offense, overwhelming with both ink and movement.

Tower Control: Nouveau set

Although a Toxic Mist is easier to set on the tower, your follow-up attacks won't reach unless the opponent leaves the tower voluntarily. Learn how to bounce a Fizzy Bomb off the tower pole and scare an enemy off their perch. They're also essential against Blasters and those hiding behind obstacles. 

Tri-Slosher's role is paint support, branching out into ambush flanker. Retreat and harass with Fizzy Bomb whenever you encounter entrenched opposition, priviledging attacks from odd angles. Return to painting as the bomb detonates to stay active and evasive.

Tacticooler isn't particularly relevant, but encourages pressure and risk taking around the tower. Again, move out immediately after launching special so as to avoid return fire. Tri-Slosher is an evasive reconnaissance unit offering a wealth of support options.

Rainmaker: Nouveau set

The Tri-Slosher is pretty decent at Barrier shredding, on par with the Splattershot. However, its very short range leads it to be blindsided by slayers. Pay attention, yield to attacking units and counterstrike with a combination of Fizzy Bomb and main.

Fizzy Bombs are a poking device both on defense and offense, with your main priorities being map turfing and path reconnaissance. With bombs being your only source of ranged offense, you'd be forgiven for picking up the Rainmaker.

Tacticooler is your reward for extensive painting, offering a well needed boost to your team's offense. Your defensive abilities are limited to Bombs, which is why it's important to paint in search of side paths.

Clam Blitz: Vanilla set

You're a map painter first and a harasser of anchor units second. That's why you keep Toxic Mist to poison the more popular central platforms the enemy would use for map control. Don't initiate offense; just make it harder for them to establish dominance.

Again, gaining access to Inkjet drastically changes the game as I honestly believe its interaction with Toxic Mist turns the Tri-Slosher into a "sometimes" slayer. Make it a priority to target anchor units with this combo, training yourself to hit retreating opponents.

That said, Tri-Slosher tends to struggle against shorter ranged slayers. When pressured, it is best to retreat, evade and stall with Toxic Mist when you can. Your priority is painting and enabling your own anchors to establish map control. Seeking clams is always a valid alternative. 

Final thoughts

The Tri-Slosher might be the only weapon with which you aim for turfing and spam for battle. It's a short ranged fighter that doesn't have the DPS or the forward momentum to be an actual slayer, so it flanks and judges the situation from there: build area or attack. 

I call it a reconnaissance weapon but it's closer to a guerrilla fighter. Advancing deep in enemy grounds, it moves about rapidly; challenging the opponent's need to take aim on your fighter versus its three pronged shot. In a chaotic environment, the Tri-Slosher prospers because of its power, and its wide shot.

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