Splat Brella
The standard Brella, switching between a shotgun blast and a canopy that blocks attacks when opened. Its job is to hold down Shooters and Dualies 1v1 with the shoot-or-guard mind game, hang on stubbornly, and create a numbers advantage for your team. On the flip side, it's weak to Blasters and Sloshers that hit you behind or over the canopy and to Splatanas that break it easily, and its ink management is heavy.
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 +0.0 | B -0.4 | A +1.8 | B -1.5 | — |
| Tower Control | C -3.6 | D -4.1 | C -3.1 | D -4.8 | — |
| Rainmaker | D -4.7 | D -4.2 | D -4.1 | D -5.7 | — |
| Clam Blitz | -7.6 | -7.6 | -6.3 | -7.9 | — |
| Turf War | — | — | — | — | C -6.8 |
Best stages / Worst stages
Splat Zones
Tower Control
Rainmaker
Clam Blitz
Turf War
Strengths
- The canopy blocks attacks from the front (including Charger shots that pierce), so it's strong in 1v1s where you alternate shooting and guarding
- Matches up well against weapons that fire straight, like Shooters and Dualies
- The blast paints thick lines, so its painting is fairly good
- Hanging on behind the canopy eats up enemy attention and time, letting teammates push the front line meanwhile
- A launched canopy can shield teammates or open a path for the Rainmaker or clams
Watch out for
- Very weak to Blasters whose explosions get around the canopy and to Sloshers that rain down from above
- Splatanas, the Hydra Splatling, and full charges from the E-liter 4K or Goo Tuber break the canopy quickly
- Both shooting and guarding cost a lot of ink, and the ink recovery delay is long, so you run dry fast
- It only protects the front, so when several enemies surround you there's almost nothing you can do
- Depending on connection, the canopy can open late on the enemy's screen, which makes your defense unreliable
Tips
- After landing a shot, open the canopy when they shoot back, then return fire when their line of fire is broken. Repeat
- Move left and right with the canopy open to throw off their aim and create safe moments to close it
- Opening the canopy after you start taking fire is too late, so shoot first or back off and reset
- When a fight is about to start, stay in humanoid form, not squid form (shooting out of squid form is slower)
Common gear
Run Speed Up, Ink Saver (Main), Swim Speed Up, Ink Resistance Up, Special Charge Up, Special Power Up, Ink Recovery Up, ComebackThis kit
A kit focused on painting and playing the objective: Sprinklers paint, act as decoys and flush out lurkers, and Triple Inkstrike pushes long-range players back or contests the Tower and zones.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 9)
- 11.0.0: Main weapon: shotgun blast ink cost reduced by about 9% (source 9)
- 11.2.0: Special change, Inkjet: damage to Big Bubbler increased by about 30% (Sorella Brella) (source 10)
- 11.0.0 Reaction: With the better ink efficiency, you can now fire about 20 blasts from a full tank, and once you're used to it, skipping Ink Saver (Main) became an option. But opening the canopy still costs ink and the long ink recovery delay remains, so running it is still seen as worthwhile if you care about staying in fights (source 1)