Slosher
The standard Slosher, hurling a big splash of ink with each swing. The whole arc of ink can hit, so you can attack enemies behind walls or on ledges without giving them a way to hit back. It's a two-hit kill at up to 70 damage per hit, and the 100-damage combo with Splat Bomb's blast is strong. GameWith consistently rates it in the second tier across all modes.
Strength by modeTier and score (win-rate points vs. an average weapon).
| Mode | C–A | S–S+2 | S+3 and up | X Battle | Regular |
|---|---|---|---|---|---|
| Splat Zones | A +1.0 | A +1.5 | S +3.2 | B +0.2 | — |
| Tower Control | A +1.2 | A +1.1 | S +2.6 | B +0.1 | — |
| Rainmaker | A +1.6 | A +1.7 | S +2.7 | A +0.3 | — |
| Clam Blitz | A +1.8 | A +1.4 | S +2.7 | B -0.1 | — |
| Turf War | — | — | — | — | C -4.6 |
Best stages / Worst stages
Tower Control
Rainmaker
Clam Blitz
Turf War
Strengths
- The whole ink arc has a hitbox, so arcing shots hit enemies behind walls or on ledges while they can't hit you back
- Up to 70 damage per hit (at least 50 even on enemies below you) for a two-hit kill. Add Splat Bomb's 30 blast damage and one hit plus a bomb splats
- Its straight-ahead range beats the Splattershot, so you outrange many short-range weapons
- Jump shots don't spread, and flicking sideways as you fire (a "sweep") makes it easier to hit nearby enemies
- Arcing shots make it easy to reach Chargers on high ground and players using Inkjet
Watch out for
- Slow fire rate means a slow TTK. If you trade at the same time or take the first hit, you'll almost never win
- Slowest movement while firing of any Slosher, with long lag before and after each swing
- Each swing uses a lot of ink, so after throwing a bomb you only get a few swings left
- Thin, tall cover like the Tower's pillars or balloons is hard to get over, so hitting enemies on the Tower is tough
- Struggles against enemies who outrange you and keep their distance, or who paint ahead and close in with Ninja Squid
Tips
- After each swing, hit or miss, don't mash. Swim a bit to reset your spacing (mashing roots you in place and drains your ink fast)
- Your win condition is landing the first hit before you've been spotted. Go for ambushes while lurking, from below ledges, or from behind cover
- If someone you hit once runs away, chase them down with a Splat Bomb before they heal
- Learn the "sweep" (flicking your gyro sideways as you fire) to land hits in sudden close-range fights (it costs some range)
Common gear
Stealth Jump, Comeback, Quick Respawn, Swim Speed Up, Quick Super Jump, Special Saver, Sub Resistance Up, Ink Saver (Sub)This kit
Splat Bomb gives you the 70+30 combo with your main plus zoning and scouting, and Triple Inkstrike pushes back enemies outside your range or stops objectives.Recent changes
- 11.0.0: System change for all weapons: main weapons get bigger hitboxes against players (the shorter the range, the bigger the boost), squid form gets a smaller hurtbox, and the game adds "Flow Aura" (a temporary power-up when you keep performing well) plus a remaining-health display (source 10)
- 11.2.0: Special points 210→220 (Slosher, Order Slosher Replica) (source 11)
- 11.2.0: Special points 180→170 (Slosher Deco) (source 11)
- 11.2.0: Special change, Zipcaster: about 33% less ink used when latching on (Slosher Deco) (source 11)