Nautilus 79
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 -1.1 | B -1.3 | C -1.9 | B -0.9 | — |
| Tower Control | B -0.5 | B -1.9 | B -1.2 | B -1.6 | — |
| Rainmaker | C -2.1 | C -2.5 | C -1.9 | B -1.8 | — |
| Clam Blitz | B +0.1 | B +0.0 | B -0.5 | B +0.3 | — |
| Turf War | — | — | — | — | B -1.3 |
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
A more aggressive kit: Suction Bombs limit and pressure enemy movement, and Triple Splashdown blasts away enemies who get close (watch out for running out of ink from throwing too many bombs).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)