Sloshing Machine
A Slosher that fires a spinning ink shot. It has two hitboxes: a "direct hit" at the center (76) and a large outer "swirl" (38), so one direct plus one swirl splats. The swirl isn't easily blocked by terrain, making it great at attacking over cover and through narrow gaps, and you move fast while firing. It relies on the aim to land directs; swirls alone take 3 hits.
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 -1.3 | B -1.0 | B +0.7 | B -1.1 | — |
| Tower Control | B -1.4 | B -1.2 | B -0.0 | B -1.7 | — |
| Rainmaker | B -1.1 | B -1.1 | B -0.3 | B -1.6 | — |
| Clam Blitz | B -0.5 | B -0.5 | A +1.5 | B -0.9 | — |
| Turf War | — | — | — | — | C -3.0 |
Best stages / Worst stages
Splat Zones
Tower Control
Rainmaker
Clam Blitz
Turf War
Strengths
- A direct (76) plus a swirl (38) splats in two hits. The swirl has a big hitbox that gets through cover and narrow gaps
- Effective range is similar to the L-3 Nozzlenose, outranging many short-range weapons like the Splash-o-matic and .52 Gal
- Fast movement while firing makes it easy to shoot while backing off and to adjust your spacing
- Get right under enemy high ground and you can hit Chargers and Splatlings while they can't hit you
- Compared to the Slosher, shots are less likely to get caught on things like the Tower's pillars, and damage falloff from height is smaller
Watch out for
- Slow fire rate means a slow TTK. Fights on open, flat ground are unfavorable
- Poor ink efficiency, and bad at painting (especially walls)
- Swirls alone take 3 hits. Shots are slowish too, so landing directs on mobile enemies is hard
- Long end lag after firing makes it hard to escape enemies that outrange you, like the Dark Tetra Dualies or Dualie Squelchers
- Weak painting at your feet, so you struggle to move when enemies paint around you and take your footing
Tips
- Practicing direct hits comes first. Once a direct lands, you can calmly finish with a glancing swirl hit
- Position a little behind your frontliners and pressure from outside the enemy frontline's range
- Fight from spots over cover where their shots get blocked but yours go through. Right under enemy high ground is an especially strong spot
- Swim between every shot to make up for the slow fire rate
Common gear
Swim Speed Up, Run Speed Up, Ink Saver (Main), Last-Ditch Effort, Stealth Jump, Sub Resistance Up, Ink Resistance Up, Quick Super JumpThis kit
A versatile kit for offense and defense: Fizzy Bomb handles zoning, painting, and combos with your main, and Booyah Bomb protects you while driving enemies off objectives and out of backline spots.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)
- 11.0.0: Special points 220→210 (Sloshing Machine) (source 10)
- 11.2.0: Special change, Booyah Bomb: about 30% less damage taken from Splatanas while armored (Sloshing Machine) (source 11)
- 11.2.0: Special change, Trizooka: about 30% more damage to Big Bubbler (Sloshing Machine Neo) (source 11)