Classic Squiffer
A Charger that trades range for a fast charge and nimble movement. Its charge speed doesn't drop in midair, so you can fight while jumping, and one-shot kills let you thin out the enemy team fast. But a miss lets enemies close the gap quickly, so it takes reliable aim. It's a weapon for experienced players.
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 -8.9 | D -9.5 | D -9.0 | D -7.2 | — |
| Tower Control | D -6.8 | D -6.8 | D -6.9 | D -5.1 | — |
| Rainmaker | D -7.4 | D -8.4 | D -8.5 | D -6.5 | — |
| Clam Blitz | D -9.6 | D -9.8 | D -9.1 | D -8.5 | — |
| Turf War | — | — | — | — | D -10.6 |
Best stages / Worst stages
Splat Zones
Tower Control
Rainmaker
Clam Blitz
Turf War
Strengths
- Fast charge lets you fire one-shot kills in quick succession
- Charging doesn't slow down in midair, so you can fight and ambush using jumps and ledges
- Good ink efficiency for a Charger: 9 full-charge shots from a full tank
- When things go your way, you can push forward for back-to-back splats and swing the match in seconds
- Charge hold and midair charging let you fight while managing your distance
Watch out for
- Shortest range of any Charger, so most long-range weapons like the Jet Squelcher and Heavy Splatling outrange it
- Heavily outranged by the Splat Charger and E-liter 4K, so showing yourself to charge while they're watching is a losing move
- Miss, and enemies close the gap fast. Weak to aggressive close-range rushes
- Slowish shot speed for a Charger, so you need to lead moving targets at max range
- Struggles to affect the game beyond splats, and isn't great at breaking a hold once pushed in
Tips
- Gauge the distance before firing and only target enemies inside your range
- Plan your escape route in case you miss, and paint around yourself before starting a fight
- Jump while charging to hit enemies on ledges above you or to dodge incoming shots
- When long-range weapons are targeting you, break their line of fire with cover, then close in for the splat once their attention shifts to a teammate
Common gear
Swim Speed Up, Run Speed Up, Stealth Jump, Quick Super Jump, Ink Saver (Main), Comeback, Sub Power Up, Special Power UpThis kit
A support-leaning kit: Point Sensor reveals enemies so they're easier to hit, and Big Bubbler protects you while you fight or hold the Tower or zone.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)
- 11.0.0: Special points 200→190 (New Squiffer) (source 7)
- 11.2.0: Special points 190→180 (New Squiffer) (source 8)
- 11.2.0: Special change, Zipcaster: about 33% less ink used when latching on (New Squiffer) (source 8)