Nautilus 47
A Splatling that can keep its charge while swimming ("charge hold") and recharge mid-fire. Shot performance doesn't change with charge level and the shots are very fast, so you can play almost like a Shooter: charge behind cover, then pop out and fire. On the other hand, you don't get much firing time for your charge, so it's weaker than other Splatlings at pushing with a barrage.
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 -0.8 | B -0.7 | C -1.6 | B -1.1 | — |
| Tower Control | B -0.8 | B -0.7 | B -1.1 | B -1.7 | — |
| Rainmaker | C -1.7 | C -2.1 | C -2.0 | C -2.8 | — |
| Clam Blitz | A +1.2 | B +0.2 | B +0.4 | B +0.3 | — |
| Turf War | — | — | — | — | B -0.1 |
Best stages / Worst stages
Splat Zones
Tower Control
Rainmaker
Clam Blitz
Turf War
Strengths
- Charge hold lets you close in fast from cover and unload your ready shots right away
- Range and damage stay the same even with a small charge, so you can fight in short bursts with partial charges and recharges
- Shots are very fast and barely spread even when jump-shooting, so they're easy to land
- Tends to beat most mid-range and shorter weapons on range and kill speed
Watch out for
- You walk especially slowly while charging, even for a Splatling, so charging in front of an enemy leaves a big opening
- Firing time is short for the charge time, so for backline barrages and painting it falls behind the Heavy Splatling and others
- Your ink doesn't refill while charging or holding a charge, so running out of ink is common
- Can't beat Chargers head-on, and it also struggles against the Squeezer and Glooga Dualies, which have the range and a Splash Wall
- Its own painting isn't strong, and when the turf is bad you can't move around with charge hold
Tips
- Charge behind a wall, move with charge hold, then pop out ready to fire
- Don't swim right in front of enemies while holding a charge (treat holding a charge the same as charging)
- Your ink doesn't refill while holding a charge, so let it go now and then in a safe spot to refill
- Don't insist on full charges. Finish enemies quickly with a partial charge that fits the situation
Common gear
Swim Speed Up, Run Speed Up, Ink Resistance Up, Quick Super Jump, Stealth Jump, Ink Saver (Main), ComebackThis kit
Point Sensors reveal hidden enemies so you can close in with charge hold, and Ink Storm moves long-range players off high ground or helps you quickly splat enemies caught in the rain with your main.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)
- 11.3.0: Special change, Triple Splashdown: invincibility starts about 10/60 of a second sooner, blast radius reduced by about 9%, fist throw distance increased by about 9% (Nautilus 79) (source 9)