Wellstring V
A heavyweight Stringer that fires 5 arrows at once. Around a one-cycle charge the arrows converge on one spot, so you can go for one-shot splats even up close. At full charge they spread wide and scatter delayed explosive shots. It doesn't stand out for painting or splatting, but its object damage is very high and it excels at support, hitting enemies your teammates are already fighting. It's a quirky weapon that asks you to use each charge stage for a different job.
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 | B -0.9 | C -1.7 | C -2.9 | C -1.9 | — |
| Tower Control | C -3.4 | C -2.7 | C -3.6 | C -2.5 | — |
| Rainmaker | B +0.3 | A +0.8 | A +1.2 | B +0.2 | — |
| Clam Blitz | B -0.8 | B -0.8 | C -2.1 | B -1.1 | — |
| Turf War | — | — | — | — | B -1.1 |
Best stages / Worst stages
Tower Control
Rainmaker
Clam Blitz
Turf War
Strengths
- Full charges scatter explosive shots over a wide area, taking away enemy footing and helping your teammates' fights
- Around a one-cycle charge the shots converge on one spot, so you can even one-shot short-range weapons that get close
- All 5 arrows hit at once, so object damage is very high. It breaks the Rainmaker's shield, Big Bubblers, Wave Breakers and Splash Walls quickly
- Arcing shots can hit behind cover, and it handles close fights relatively well for a long-range weapon
Watch out for
- Its long-range splatting power is very low, and at full charge the shots spread out and have trouble finishing enemies
- Each charge stage behaves completely differently, so switching between them and aiming close-range one-shots is demanding
- Heavyweight with low mobility, and it can't quickly paint under your feet, so it's weak when enemies take your footing
- It has less range than the Tri-Stringer and gets outranged by the Splat Charger and E-liter 4K
- Its painting was nerfed in an update and isn't good enough to win paint battles
Tips
- Go for splats with the converging shot just before or after a one-cycle charge, and use uncharged or full-charge shots for painting and zoning
- Only go for close-range one-shots on short-range weapons from outside their range. Don't take on weapons with Splattershot Pro-level range head-on
- Rain full-charge explosions on enemies your frontliners are fighting to assist with chip damage and by taking their footing
- When enemies get close, fight them off with Ultra Stamp, and throw the stamp at long-range players your main can't reach
Common gear
Ink Saver (Main), Run Speed Up, Swim Speed Up, Object Shredder, Last-Ditch Effort, Quick Super Jump, Thermal Ink, Sub Power UpThis kit
A kit with lots of offensive options: Autobombs scout and move long-range players, and Ultra Stamp fights off enemies who get close or can be thrown at faraway targets.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 8)
- 11.1.0: Special change, Ultra Stamp: 220-damage radius of the thrown stamp reduced by about 10% (Wellstring V) (source 9)
- 11.2.0: Special points 200→190 (Custom Wellstring V) (source 10)