Little cheat sheet for this lesson: Whenever you roll out ask yourself the following 4 things: 1. Do we have at least 2 frontliners to apply offensive pressure? 2. Do we have enough paint? 3. Do we have a backliner to anchor? 4. If one or more of these are lacking, which role can my weapon fill best? If you are just learning this, don't mind the match up and mode specific weapon comp considerations Gem mentions in the second half of the video to not overwhelm yourself. Once asking these 4 questions comes naturally to you, then you can move on.
This game has become so sweaty to the point that tenta missles are the only special that can affect the entire team, so I superjump back to spawn and target them so I’m not vulnerable.
@@Inmate16 Awesome, your team is now fighting a 4 vs 3 fight while you jump out, fire the missiles and then either jump back in or slowly roll out to mid. They are also missing their paint support since god knows you're not playing goo tuber. What does this have to do with what you're replying to again?
@@Inmate16 Also also, based on your tone and subject matter, instead of running your missile spam weapon/gear, why don't you try to improve at the game instead? This channel is a treasure trove of information on how to improve and develop your skills as a player (and as a person)
I'm a Nautilus main, so very frequently I am praying that a Charger shows up next to me, or that one _doesn't_ show up on the enemy team, because it is AGONIZING. The game loves to treat me as a backliner, and while I can _sometimes_ play that way, jumping up on the classic Hagglefish gazebo, I just don't have the range to stay up there once things get moving. Adapting is ALWAYS the goal, though! Shoutouts to the midliners who find themselves shifting playstyles every other match.
"Adapt your weapon role depending on rest of your comp" bold of you to assume I know what role my weapon is supposed to play in the first place -bamboozler main Very informative video btw :)
Honestly, if you're not interested in playing competitively, don't worry about what weapons you pick. Obviously you'll need backliners, frontliners, all that sort of stuff but if you have a fun weapon you play well, just stick with it. Even if Splash is meta, or Undercover is weak, you can still take down a Splash or Crab Tank with any "bad" weapons you play, as long as you play your cards right. Splatoon is beautiful in this sense, as everything is pretty much balanced. Although, I would recommend a very versatile weapon, or one you have different play styles for, just in case.
I remember a game where our team was all front liners against a team with 2 back liners and 2 midliners. If we lost map control once, I was sure we'd never leave spawn again. We all recognized this and pushed aggressively for an early lead before they had a chance to set up, and ended up winning.
I feel like some of these things are why I had a lot of success with Flingza in solo queue. It can fulfill just about any role in the game decently enough. Need an anchor? Those 40 damage chips from long range can add up for your teammates, not to mention missile support. Need a support? Vertical flick has great paint from a safe distance, and again, missiles. Need a frontline? Horizontal flick is basically a splat roller, and v-flick can poke for itself without a bomb. There have definitely been time where I looked at the team comps, saw two or three backlines on my team, and just said "well, I guess I'm being aggressive today".
This is why naut is best supportive weapon. It has good paint for slayers, has point sensor for backliners, has ink storm for weapons like zap or jet who 4 shots and might need it, and is a midliner that can take the role of a frontliner or backliner if needed.
One thing I learned for playing mini splatling a lot: Don't play it on map/modes where you need a backliner. Its long-range-ish enough so the game won't put any actual backliner in your team if it doesn't have to because the lobby has like 4 of them to split between the teams. Same goes for flingza/dynamo or any mid/long range weapon that isn't a backliner.
ya that's why i run some sub power up to get that poke range for chargers. Also learning how to throw ultra stamp inflicts serious psychological damage to chargers lol
Dude, one of the most frustrating things with solo queue is identifying stuff like this, playing your role perfectly and then having the remainder of your team ignore the objective despite being perfectly suited for it with ample opportunity. Like having 2 splatlings and a charger on your team try to go for splats and ignore the tower while you have 3 enemy players distracted in thier spawn with a sploosh-o-matic. Hurts sometimes.
Dude, one of my biggest pet peeves is when the wrong players ride the tower. Like if you're a backliner -- especially one with low mobility like Hydra or most chargers -- you should be riding the tower. The amount of times I felt my soul wither during the 2v2 challenge because my frontliner partner decided to ride the tower and leave me, the heavy, to push into enemy spawn was unreal...
I often play agressive Heavy and almost always will play as agressive Goo tuber at least once in a match, it's just so fun to rush into the opponent with a barrage of ink or a powerful 1 shot.
@@ravioliburritochampion1610 I play sloshers almost exclusively now, but back when I played the Squeezer almost exclusively, I had to play that aggressively too since I got stuck on double or triple backline comps a lot. The Squeezer has a better kill time than most sloshers so it was easier to get picks, but it was still amusing to out K/D the frontliners on the other team sometimes.
@@torment6425 Just be up at the front lines or mid lines and go for splats. In some maps and modes it actually kind of works because the enemy team will be all bunched up and you can wreak havoc with the splash damage. You have to have good aim, which I sometimes do
Hey Gem, I just want to say thank you for releasing this video exactly yesterday. I wouldn’t have known how to carry a team of 3 Aerospray RG’s against a team of Bloblobber, Z+F, N-Zap 89’ and a REEF-Lux when was grinding for the holo Bamboozler sticker. I somehow left that game with 22 kills-
I play CJS every once in a while and I swear, whenever I see anything that has a longer range than me, I know I'm going to get targeted by them. Honestly, I get targeted the entire game because I do bully anyone that gets within my range. It's fun for Pete's sake! My motto for playing this game sometimes is to find a way to be as annoying as possible to the other team that doesn't get me splatted instantly. It works!
The sad thing right now when I play solo queue or ranked is that there’s no strategy; everyone just slams subs and specials and attacks anyone they see like if it’s some kind of war.
Something weird I've noticed it throwing at me a lot in solo queue lately - Double tri-slosh. ...I mean, it would be more unlikely if I wasn't using one of the two tri-sloshes when it happened, but... Not nearly as strong when it happens as it was back in early S2
Double tri-slosher could be real scary when combined with a Dynamo running RP, especially for Tower Control or Flounder Heights or Tower Control on Flounder Heights.
I have started doing something like this recently, where I try and look at the enemy team and say who is the biggest problem going to be, but after watching this, yeah, this is a team game. You have to be aware of everyone on both teams.
One of the strangest weapon comps that worked (and it shouldn’t have) was a random comp that I had for an open splat zones time. We had 2 TriStringers (one was me), ELiter, and Dapples. We kept staying together for the whole two hours, and we made it work. The other TriStringer and I played super aggressively, following up the dapples to get assists or pick off the now heavily damaged opponents, effectively creating a wall directly between the eliter and the dapples to hold the zone. We also focused on supportive painting to keep the dapples mobile and the eliter protected. We went roughtly 20-10 over the whole two hours together because we didn’t end up with triple backline despite running three typical back line weapons. I will admit the maps that day helped a lot, hammerhead and scorch gorge. ELiter has a great snipe and positioning with Tri-Stringer is pretty easy on those maps even when the snipe is taken.
I think he said that several books could be written about it, not have been written about it. I mean, flc has an essay about fluid weapon roles from years ago, but that's the closest thing to a book I've heard of about Splatoon haha
The number of weapon options is a major part of why I love this game ❤️ always something new to try! I may have done the math incorrectly so someone pls weigh in if so, but with 91 current weapons and 4 to a team, the number of possible teams comps (allowing for repeats) looks to be a whopping 3,049,501. (Crab observed)
Although if you consider the Hero Shot Replica as just an exact duplicate of vSplattershot (which it is), then you really only have 1,749,060 unique weapon comps. Once again, though, still a pretty insane number, to be sure.
thanks for the correction! I swear it was 91 when I first checked but I just Googled again and it was indeed 80, and I'd agree on allowing hero shot to not count given it is a literal reskin. lol "only" 1,749,060 combos, there’s a silly comp Sunday for us 😂 a brave new meta surely yet awaits within
So example here, would a Splatana Stamper have to be more of like Midline or Anchor if there is 2 shooters and one Anchor? Not sure on the better roles for Stamper atm and I wanna relarn it from ground up.
Gosh I hate it when teams don't paint. The counter push ends up being really bad if that push with no ink support falls short and it usually does. Also the amount of times I see teammates just let a brush waltz by them in clams when I'm on a weapon too slow to backup and guard the basket is beyond frustrating. . .had it happen 3-4 times in one match recently and I just had to sit there and watch my teammates waltz off to die every time they made a power clam. (and yes, I tried to help with their solo pushes. . .it didn't end well).
If a charger is painting well, it’s not killing well, which kind of defeats the point. Chargers can paint well and can kill well, but cannot do both at the same time, and all of its value comes from its kill power. In other words, it shouldn’t paint well, because if it is, it’s not doing its job.
I don't know who's saying that, but at Squid Junction today top level teams had 4 or 5 splash-o-matics in a number of their games. Crab is still the best special in the game and it's not close.
I’m looking for some teammates to experiment with I have 2k x rank points in tc and sz and I main ttec, neo splash, and custom jr. lmk if u wanna play w me
epic title sequence
8:18 i love how, in the middle of his class, he just tells us "look at this stoopid i clipped"
Little cheat sheet for this lesson:
Whenever you roll out ask yourself the following 4 things:
1. Do we have at least 2 frontliners to apply offensive pressure?
2. Do we have enough paint?
3. Do we have a backliner to anchor?
4. If one or more of these are lacking, which role can my weapon fill best?
If you are just learning this, don't mind the match up and mode specific weapon comp considerations Gem mentions in the second half of the video to not overwhelm yourself. Once asking these 4 questions comes naturally to you, then you can move on.
Huge thank you. I wish something like this was included at the end of longerish videos like these actually.
This game has become so sweaty to the point that tenta missles are the only special that can affect the entire team, so I superjump back to spawn and target them so I’m not vulnerable.
@@Inmate16 Awesome, your team is now fighting a 4 vs 3 fight while you jump out, fire the missiles and then either jump back in or slowly roll out to mid. They are also missing their paint support since god knows you're not playing goo tuber. What does this have to do with what you're replying to again?
@@Inmate16 Also also, based on your tone and subject matter, instead of running your missile spam weapon/gear, why don't you try to improve at the game instead? This channel is a treasure trove of information on how to improve and develop your skills as a player (and as a person)
@@RiahGreen I only run special charge up and my other gear for super jump and ink resistance
I'm a Nautilus main, so very frequently I am praying that a Charger shows up next to me, or that one _doesn't_ show up on the enemy team, because it is AGONIZING. The game loves to treat me as a backliner, and while I can _sometimes_ play that way, jumping up on the classic Hagglefish gazebo, I just don't have the range to stay up there once things get moving.
Adapting is ALWAYS the goal, though! Shoutouts to the midliners who find themselves shifting playstyles every other match.
"Adapt your weapon role depending on rest of your comp" bold of you to assume I know what role my weapon is supposed to play in the first place -bamboozler main
Very informative video btw :)
your weapon role is all of them (with minor exceptions) do whatever your teammates arent doing
-another bamboozler main
As a sploosh main, just kill.
Honestly, if you're not interested in playing competitively, don't worry about what weapons you pick. Obviously you'll need backliners, frontliners, all that sort of stuff but if you have a fun weapon you play well, just stick with it. Even if Splash is meta, or Undercover is weak, you can still take down a Splash or Crab Tank with any "bad" weapons you play, as long as you play your cards right. Splatoon is beautiful in this sense, as everything is pretty much balanced. Although, I would recommend a very versatile weapon, or one you have different play styles for, just in case.
I remember a game where our team was all front liners against a team with 2 back liners and 2 midliners. If we lost map control once, I was sure we'd never leave spawn again. We all recognized this and pushed aggressively for an early lead before they had a chance to set up, and ended up winning.
how did you recognize this? wouldn't all front liner be good?😊
now because that means you have no range meaning e liters and hydras can kill you before you even get close
I feel like some of these things are why I had a lot of success with Flingza in solo queue. It can fulfill just about any role in the game decently enough.
Need an anchor? Those 40 damage chips from long range can add up for your teammates, not to mention missile support.
Need a support? Vertical flick has great paint from a safe distance, and again, missiles.
Need a frontline? Horizontal flick is basically a splat roller, and v-flick can poke for itself without a bomb.
There have definitely been time where I looked at the team comps, saw two or three backlines on my team, and just said "well, I guess I'm being aggressive today".
The Crab was Observed.
The rainmaker bubble boinked them.
I observed the crab
This is why naut is best supportive weapon. It has good paint for slayers, has point sensor for backliners, has ink storm for weapons like zap or jet who 4 shots and might need it, and is a midliner that can take the role of a frontliner or backliner if needed.
One thing I learned for playing mini splatling a lot:
Don't play it on map/modes where you need a backliner. Its long-range-ish enough so the game won't put any actual backliner in your team if it doesn't have to because the lobby has like 4 of them to split between the teams. Same goes for flingza/dynamo or any mid/long range weapon that isn't a backliner.
ya that's why i run some sub power up to get that poke range for chargers. Also learning how to throw ultra stamp inflicts serious psychological damage to chargers lol
Flingza is basically an anchor currently
@@maleable11 don’t tell anyone that! I’ve been jumpscared three times today by a stamp thrower 🥲
@@sylvie_on wait until they realize that zooka does the same thing 3 times
Dude, one of the most frustrating things with solo queue is identifying stuff like this, playing your role perfectly and then having the remainder of your team ignore the objective despite being perfectly suited for it with ample opportunity.
Like having 2 splatlings and a charger on your team try to go for splats and ignore the tower while you have 3 enemy players distracted in thier spawn with a sploosh-o-matic. Hurts sometimes.
Dude, one of my biggest pet peeves is when the wrong players ride the tower. Like if you're a backliner -- especially one with low mobility like Hydra or most chargers -- you should be riding the tower. The amount of times I felt my soul wither during the 2v2 challenge because my frontliner partner decided to ride the tower and leave me, the heavy, to push into enemy spawn was unreal...
Observe the crab
The title sequences ever
CUE THE TITLE SEQUENCE!
…
*title sequence plays*
I've played very aggressive Explosher more times than I can count just because of getting stuck with double backline comps. It's pretty fun!
I often play agressive Heavy and almost always will play as agressive Goo tuber at least once in a match, it's just so fun to rush into the opponent with a barrage of ink or a powerful 1 shot.
@@ravioliburritochampion1610 I play sloshers almost exclusively now, but back when I played the Squeezer almost exclusively, I had to play that aggressively too since I got stuck on double or triple backline comps a lot. The Squeezer has a better kill time than most sloshers so it was easier to get picks, but it was still amusing to out K/D the frontliners on the other team sometimes.
How do you play explosher aggressively? Its so slow if anyone is even nearby me I feel severely threatened. Or just get good?
@@torment6425 Just be up at the front lines or mid lines and go for splats. In some maps and modes it actually kind of works because the enemy team will be all bunched up and you can wreak havoc with the splash damage. You have to have good aim, which I sometimes do
that title sequence caught me off guard fr
Hey Gem, I just want to say thank you for releasing this video exactly yesterday.
I wouldn’t have known how to carry a team of 3 Aerospray RG’s against a team of Bloblobber, Z+F, N-Zap 89’ and a REEF-Lux when was grinding for the holo Bamboozler sticker.
I somehow left that game with 22 kills-
I know it's been a while, but was this ranked or turf??
You should make a movie length documentary on competitive splatoon
I play CJS every once in a while and I swear, whenever I see anything that has a longer range than me, I know I'm going to get targeted by them. Honestly, I get targeted the entire game because I do bully anyone that gets within my range. It's fun for Pete's sake!
My motto for playing this game sometimes is to find a way to be as annoying as possible to the other team that doesn't get me splatted instantly. It works!
This is what makes solo que fun, it's funny having to be backliner as a dualie squelcher once in a while
The sad thing right now when I play solo queue or ranked is that there’s no strategy; everyone just slams subs and specials and attacks anyone they see like if it’s some kind of war.
Something weird I've noticed it throwing at me a lot in solo queue lately - Double tri-slosh.
...I mean, it would be more unlikely if I wasn't using one of the two tri-sloshes when it happened, but... Not nearly as strong when it happens as it was back in early S2
Double tri-slosher could be real scary when combined with a Dynamo running RP, especially for Tower Control or Flounder Heights or Tower Control on Flounder Heights.
I have started doing something like this recently, where I try and look at the enemy team and say who is the biggest problem going to be, but after watching this, yeah, this is a team game. You have to be aware of everyone on both teams.
amazing title sequence
im tetras so i just roll around :)
One of the strangest weapon comps that worked (and it shouldn’t have) was a random comp that I had for an open splat zones time. We had 2 TriStringers (one was me), ELiter, and Dapples. We kept staying together for the whole two hours, and we made it work. The other TriStringer and I played super aggressively, following up the dapples to get assists or pick off the now heavily damaged opponents, effectively creating a wall directly between the eliter and the dapples to hold the zone. We also focused on supportive painting to keep the dapples mobile and the eliter protected. We went roughtly 20-10 over the whole two hours together because we didn’t end up with triple backline despite running three typical back line weapons.
I will admit the maps that day helped a lot, hammerhead and scorch gorge. ELiter has a great snipe and positioning with Tri-Stringer is pretty easy on those maps even when the snipe is taken.
Great video overall. I wonder wich book you where refering and what other advantage and disadvantage a comp can have.
I think he said that several books could be written about it, not have been written about it.
I mean, flc has an essay about fluid weapon roles from years ago, but that's the closest thing to a book I've heard of about Splatoon haha
The number of weapon options is a major part of why I love this game ❤️ always something new to try! I may have done the math incorrectly so someone pls weigh in if so, but with 91 current weapons and 4 to a team, the number of possible teams comps (allowing for repeats) looks to be a whopping 3,049,501. (Crab observed)
Your math is right but there are only 80 weapon kits right now so the number is actually 1,837,620 team comps at the moment, which is still crazy.
Although if you consider the Hero Shot Replica as just an exact duplicate of vSplattershot (which it is), then you really only have 1,749,060 unique weapon comps. Once again, though, still a pretty insane number, to be sure.
thanks for the correction! I swear it was 91 when I first checked but I just Googled again and it was indeed 80, and I'd agree on allowing hero shot to not count given it is a literal reskin. lol "only" 1,749,060 combos, there’s a silly comp Sunday for us 😂 a brave new meta surely yet awaits within
So example here, would a Splatana Stamper have to be more of like Midline or Anchor if there is 2 shooters and one Anchor? Not sure on the better roles for Stamper atm and I wanna relarn it from ground up.
Gosh I hate it when teams don't paint. The counter push ends up being really bad if that push with no ink support falls short and it usually does. Also the amount of times I see teammates just let a brush waltz by them in clams when I'm on a weapon too slow to backup and guard the basket is beyond frustrating. . .had it happen 3-4 times in one match recently and I just had to sit there and watch my teammates waltz off to die every time they made a power clam. (and yes, I tried to help with their solo pushes. . .it didn't end well).
This video made me realize I’m probably a midline. I tend to juggle between support and aggression depending on the match and opportunity.
Well this makes more sense in terms of comp and how to balance those out for your gameplay.
Does a Charger count as a weapon that can’t paint well? Aka having a charger and a blaster is a bad idea?
If a charger is painting well, it’s not killing well, which kind of defeats the point. Chargers can paint well and can kill well, but cannot do both at the same time, and all of its value comes from its kill power.
In other words, it shouldn’t paint well, because if it is, it’s not doing its job.
OBSERVE THE CRAB
Are all the weapon playstyles ambush, zoner, backliner, skirmisher, support and slayer? Am I missing anything out?
I have a video on weapon roles on my channel, most viewed video I've got. It'll iron things out for you
Yooo I was literally just about to ask for a video about this!!!
solo q always manages to give me 3 backliners
poor crab :(
I once had soloQ match the team as 2 exploshers and 2 splatterscopes, No can do in that situation
0:30 "As I suggested in the title, yes, this video does apply to solo queue"
Title: Weapon Compositions
What did he mean by this...
I explain what I mean by this 4 seconds later lol, it's not even a new sentence before that happens
Just today I had a match in wich my team comp was two hydras, a try-stringer and a tentatek. (I was one of the hydras)
We lost very badly
The other day I was in a game with an eliter, two hydras, and a carbon roller (I was the eliter)
We also lost very badly.
Not related to the lesson but ggs for that first game! 👋
gg!
title sequence
I thought crab tank went out of meta now ?
I don't know who's saying that, but at Squid Junction today top level teams had 4 or 5 splash-o-matics in a number of their games. Crab is still the best special in the game and it's not close.
I’m looking for some teammates to experiment with I have 2k x rank points in tc and sz and I main ttec, neo splash, and custom jr. lmk if u wanna play w me
ptomu jumpscare
i will, i have 1700x power on all modes, i main bamboozler, goo tuber and sploosh-o-matic
kinda weird that you listed ttek twice in the list of weapons you play
@@apersonwhomayormaynotexist9868 lmfao I use them in different modes splash for tc and ttek for zones and rm
Fun little tip: *_Don't pick Splattershot Nova_*
/j
513th
4th
3th
First
Second
Observe the crab