Weapons in Splatoon 2: Why the Meta Still Matters Years Later

Weapons in Splatoon 2: Why the Meta Still Matters Years Later

Splatting someone in the face with a giant paint roller never gets old. Seriously. Even with a sequel out in the wild, the specific feel of weapons in Splatoon 2 remains a high point for the Nintendo Switch library. It’s messy. It’s chaotic. If you’ve spent any time in Inkopolis Square, you know that your choice of gear isn't just about fashion—it’s about how much turf you can actually claim before a Dualie Squelcher main ruins your day.

The game fundamentally changed how we think about shooters. Instead of counting headshots, we’re counting coverage. But the weapons? They’re the real stars. From the standard-issue Splattershot to the weirdly effective Tenta Brella, each kit was designed with a specific "job" in mind. Some are for the slayers. Others are for the support players who just want to keep the floor blue (or pink, or neon green).

Most people think the meta is dead. They're wrong. Players are still grinding Ranked Battle, and the nuances of these ink-slinging tools are just as deep as they were during the final Splatfest.


The Reality of Weapons in Splatoon 2

It’s easy to look at the massive list of gear and feel overwhelmed. You’ve got Shooters, Rollers, Chargers, Sloshers, Splatlings, Dualies, Brellas, and the occasional weird hybrid. But let’s be real: not all weapons were created equal. If you’re taking a Sploosh-o-matic into a high-level Tower Control match, you’re basically asking for a bad time unless you’re a movement god.

Shooters are the backbone. They're reliable. The N-ZAP '85, for example, stayed top-tier for almost the entire life cycle of the game. Why? It’s not because it hits the hardest. It’s because it moves fast, inks well, and comes with the Ink Armor special. In a game where staying alive is everything, that global armor buff was—and is—a game-changer.

Then you have the high-skill ceiling stuff. The E-liter 4K. If you miss, you’re vulnerable for what feels like an eternity. If you hit? You’re the most hated person on the map.

Why the Kensa Collection Changed Everything

Remember when the Kensa Collection dropped? It felt like every match suddenly turned black and white. These weren’t just reskins; they were tactical overhauls. The Kensa Splattershot Pro became a dominant force because of one specific ability: Main Power Up.

By stacking enough MPU chunks, players found they could reach a "99.9 damage" threshold. Basically, if an opponent had touched even a pixel of enemy ink, the Kensa Pro would kill in two shots instead of three. It was oppressive. It defined the late-game meta. You couldn't walk into a room without checking for those red clothespins.

The Weird Physics of Ink

Splatoon 2 isn't just about pointing and clicking. It’s about projectile physics. Unlike "hitscan" weapons in games like Call of Duty where the bullet hits instantly, ink has weight. It arcs. It falls.

Take the Sloshers. The Tri-Slosher was so broken at launch that Nintendo had to nerf its range and damage almost immediately. It’s a bucket. You literally throw a wall of ink. But because of the way the ink falls, you can hit people hiding behind walls or below ledges. It defies the standard line-of-sight rules of most shooters.

Then there are the Rollers.

The Flingza Roller is a weird one. Its horizontal flick is fast but weak, while its vertical flick takes five years to wind up but reaches halfway across the map. Learning the rhythm of these tools is what separates the casual turf-warriors from the X-Rank legends. You have to anticipate where the enemy will be, not where they are.

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Sub Weapons and the Art of the Annoyance

Your main weapon is only half the story. The sub-weapon determines your playstyle. A Splattershot with a Burst Bomb plays completely differently than one with a Suction Bomb.

  • Burst Bombs: Instant impact. Great for finishing off weak targets or climbing walls instantly.
  • Splat Bombs: The classic. They have a predictable timer and force enemies to move.
  • Auto-Bombs: These little chickens are the bane of every sniper’s existence. They waddle toward you until they explode. They’re less about killing and more about "get out of that spot right now."

Misconceptions About Range and Power

A common mistake new players make is assuming that more range equals a better weapon. It sounds logical. If I can hit you and you can't hit me, I win, right? Not really.

The Undercover Brella has decent utility, but its damage output is pitiful. It’s a defensive tool. On the flip side, the Luna Blaster has almost no range but creates a massive explosion of ink that can delete an inkling in one or two hits.

The real power in weapons in Splatoon 2 comes from the "kit" synergy. A weapon is only as good as its Special. A mediocre main weapon paired with the Inkjet can suddenly become a massive threat in the right hands. Conversely, a great main weapon paired with a weak Special might struggle to break a defensive line.

The Chargers: High Risk, Zero Reward?

Chargers get a lot of flak. People see a sniper and think they’re just camping. In Splatoon 2, camping is a death sentence. You have to constantly reposition because your ink trail gives you away.

The Bamboozler 14 Mk I is the strangest of the bunch. It doesn't one-shot. In a game where snipers usually want that instant kill, the Bamboozler requires two hits. But it charges almost instantly. It’s a rhythmic, aggressive weapon that plays more like a mid-range shooter than a traditional sniper rifle. It’s a prime example of how Nintendo took a standard trope and flipped it on its head.

Mastery and the "Feel" of the Gear

There is a tactile response to these weapons that is hard to describe. The rumble of the Joy-Cons when you're firing a heavy Splatling feels different than the light haptic feedback of the Dapple Dualies.

Dualies introduced the dodge roll. This changed the game’s movement entirely. Suddenly, you could "ink-dash" out of the way of a bomb or a charger shot. But there’s a catch: after the roll, you’re stuck in place for a fraction of a second. That "lag" is where the counter-play happens. Expert players wait for the roll to finish before they strike. It’s a high-stakes dance.

Support is More Than Just Inking

In most shooters, "support" means healing. In Splatoon 2, support means map control and buffs.

The H-3 Nozzlenose is a burst-fire weapon that is incredibly hard to use. It’s punishing. If you miss your three-shot burst, you’re probably going to die. But in the hands of a pro, it provides incredible turf coverage and builds Specials quickly. It’s about creating a safe environment for your aggressive teammates to push forward.

Actionable Steps for Mastering Your Loadout

If you are still diving into the ink, or maybe revisiting the game for a nostalgia trip, don't just pick the weapon that looks the coolest. You have to look at the numbers and the synergy.

  1. Test the "Time to Kill" (TTK): Go to the testing range. Figure out exactly how many shots it takes to pop a dummy. Does it change at the edge of your range? Most weapons lose damage as the ink falls.
  2. Learn the Paint Pattern: Fire at a wall. Is the ink spread consistent? Some weapons, like the Aerospray, have a massive spread that's great for Turf War but terrible for actually hitting a moving player.
  3. Check Your Ability Chunks: Your gear abilities are basically extensions of your weapon. If you’re using a heavy ink-guzzler like the Splat Roller, you need Ink Saver (Main). Without it, you’ll run dry in three flicks and be a sitting duck.
  4. Watch the Top 500: Look up tournament footage from the Genesis or Splatoon World Championship series. See how the pros use sub-weapons to "zone" enemies. They don't just throw bombs at people; they throw bombs where they want the person to go.

The weapons in Splatoon 2 aren't just tools; they're the entire language of the game. Whether you’re a fan of the brush's speed or the heavy weight of a Dynamo Roller, understanding the "why" behind your gear is the only way to stay fresh. Stop thinking about it as a shooter and start thinking about it as a territorial puzzle. The right weapon is just the key that unlocks the map.

Mastering the ink isn't about having the fastest trigger finger. It’s about knowing that your Splat Bomb is going to force that sniper off their perch, giving you just enough time to roll in with your Dualies and claim the zone. That's the core of the game. That’s why we’re still talking about it years later.

Experiment with the weird stuff. Try the Bloblobber just to see the bubbles bounce. Use the Goo Tuber for the ridiculous charge-keep. You might find that the "worst" weapon on paper is the one that actually fits your hands perfectly.