Goo Tuber
A unique Charger with a long 5-second charge hold that can one-shot even at the first charge stage (a partial charge). In real matches it mostly paints with rapid uncharged shots and supports the team with its sub and special; long charged snipes are less common. Its full-charge range is short for a Charger and the charge itself is slow, so it struggles in solo fights.
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 | D -10.8 | D -11.6 | D -11.1 | D -11.1 | — |
| Tower Control | D -8.4 | D -9.7 | D -9.3 | D -8.8 | — |
| Rainmaker | D -10.5 | D -12.0 | D -10.6 | D -11.1 | — |
| Clam Blitz | -9.7 | -8.9 | -9.5 | -9.4 | — |
| Turf War | — | — | — | — | D -9.0 |
Best stages / Worst stages
Splat Zones
Tower Control
Rainmaker
Clam Blitz
Turf War
Strengths
- Its rapid uncharged shots paint better than any other Charger's, and its painting ranks high among all weapons
- The first charge stage already does over 100 damage, so you can one-shot without a full charge
- A long 5-second charge hold that also stores partial charges, and firing out of the hold is quick
- Uncharged shots reach farther than other Chargers'
- The base version's Torpedo and Tenta Missiles are great for scouting and harassment, and good at bugging slow, long-range weapons
Watch out for
- Full-charge range is about 1 test-range line shorter than the Splat Charger, and the charge is slow
- Running into an enemy right after firing with no charge is hard to escape, and misses leave you very open
- Low solo fighting power, so your impact depends a lot on how your frontliners are doing and on your team comp
- Full-charge shots paint very poorly, so obsessing over charging throws away your painting strength
- Fast opponents like the Inkbrush, who shoot down your Torpedo while rushing you, are its worst matchup
Tips
- Use rapid uncharged shots to paint, partial or uncharged shots to splat, and full charges only when you need to pierce
- Stay at a middle distance where you can help the front but still have time to fight back or retreat if someone rushes you
- Finish off enemies you've damaged with Torpedo using an uncharged or lightly charged shot
- For enemies you have no line of fire on, like behind walls or below ledges, flush them out with Torpedo first, then shoot
Common gear
Ink Saver (Sub), Special Charge Up, Swim Speed Up, Ink Recovery Up, Sub Power Up, Last-Ditch Effort, Special Saver, Quick Super JumpThis kit
A support kit: long-reaching Torpedo and unlimited-range Tenta Missiles keep enemies moving, pinning down heavy long-range weapons in particular while you follow up with partial charges.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 7)
- 11.1.0: Special change, Ultra Stamp: the throw's 220-damage radius reduced by about 10% (Custom Goo Tuber) (source 8)