Competitive:L-3 Nozzlenose D

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For information about the L-3 Nozzlenose D, seeL-3 Nozzlenose D.

Splatoon

Splatoon
L-3 Nozzlenose D

L-3 Nozzlenose D

AbbreviationsL-3 D
SubBurst Bomb
SpecialKraken
Base damage29
Base duration
Ink consumption1% (3% perZR)
Special points
Special depletion 60%
RoleSlayer
StrengthsMobility,turfing, more range than some mid-rangeshooters, Burst Bomb combos well with the main weapon, has Kraken as a safety net that allows it to play more aggressively
WeaknessesRequires good accuracy and the ability to lead shots, somewhat reliant onDamage Up
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Use

Countermeasures

Gear abilities

Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide togear abilities in relation to the weapon. Strategy, synergy, viability, and purpose may be written here.

Damage Up

Damage Up is an incredibly useful ability for an L-3 Nozzlenose D user to have as it will allow them to splat slightly damaged opponents with three hits rather than four.

  • 16 ability points, one main and two subs, will deal 32.99 damage per hit, dealing 99 damage per burst.
  • 18 ability points of Damage Up, or six subs, will reach the damage cap of 33.3HP per bullet.[1]

It is also worth noting that more Damage Up must be used in order to counter the effects ofDefense Up.

  • 34 ability points or one main and eight subs of Damage Up is enough to meet the 33.3 damage threshold against opponents with 10 ability points (1 main) of Defense Up.[2]
Ink Saver (Sub)

With Ink Saver (Sub), users are able to throw Burst Bombs at a more frequent rate during combat. This is especially useful for an L-3 Nozzlenose D player, as the damage from Burst Bombs (direct or splash) will finish off an enemy they've already hit thrice.

  • A pure (one main and three subs) or 19 AP of Ink Saver Sub is enough to throw three burst bombs on a full tank.[3]
Swim Speed Up

Swim Speed Up can be proven to be quite useful to an L-3 Nozzlenose D user, allowing them to get to key areas of the map faster, flee dangerous situations quickly, and move faster while using their Kraken.

  • 6 ability points – two subs – of Swim Speed Up will increase the player's swim speed from 1.92 to 2.02 DU/f.
  • 10 ability points – or one main – will increase it further from 1.92 to 2.08 DU/f.

Splatoon 2

Splatoon 2
L-3 Nozzlenose D

L-3 Nozzlenose D

AbbreviationsL-3 D
SubBurst Bomb
SpecialInkjet
Base damage29
Base duration
Ink consumption1.15% (3.45% per)
Special points200p
Special depletion
RoleSlayer[4]
StrengthsRange (vs. aSplattershot),turfing, mobility[5]
WeaknessesRequires good accuracy and the ability to lead shots, less damage and range vs. aSplattershot Pro

Use

  • The L-3 Nozzlenose D is a unique, medium rangedslayer's weapon[6], thanks to its various abilities.
    • It has more range than a number of other slayer's weapons, such as the Splattershot, theSplat Dualies, and theSplash-o-matic, allowing it to zone out many opposing slayers in a one-on-one and bothshark and turf from a safer distance.
    • The ink coverage of the L-3 Nozzlenose D and Burst Bombs is very efficient for turfing, which helps maintainmap control and quickly build up thespecial gauge.
    • Its mobility, particularly while firing, is amazing for a middleweight weapon, outpacing the Splattershot Pro, the Splattershot, even the Splash-o-matic.Run Speed Up can further increase this mobility, making its user a more difficult target to hit while firing.
    • Main Power Up can increase its damage per shot, maxing out at 33.3 with 24ability points - about twomains and one sub - as ofversion 5.1.0.
    • Comeback,Quick Respawn, andStealth Jump are abilities that each encourage aggressive play for a slayer.
  • As a burst-fire shooter, the L-3 Nozzlenose D requires a higher level of skill than an automatic shooter to be effective:
    • Its user must be more accurate with aiming, due to the delay between bursts.
    • A user of any burst-fire shooter has to be able to lead shots in order to maximize the damage per burst.
  • While less powerful than other bombs, Burst Bombs instantly explode and have good ink efficiency, offering plenty of uses:
    • Quickly turfing various inkable surfaces for quick maneuvering and building of the special gauge.
    • Either leading off attacks before attacking with the main weapon or finishing off damaged opponents who try to flee.
  • If piloted properly, the Inkjet can pressure opponents – particularly anchors – more directly than most other slayer's special weapons without committing too far forward (unlike theBaller):
    • Upon activation, its launching point is marked for all players – teammates and opponents – to see and, as ofversion 3.2.0, also indicates when its user will return via super jump, allowing an opponent tocamp or shark there. Therefore, it is advised to launch the Inkjet from a less visible and better protected area.
      • Drop Roller allows its user to better dodge either a potential Inkjet punish or a simple super jump punish, providing a safer landing.
      • Specials are also free ink reloads, allowing the L-3 Nozzlenose D user to throw a Burst Bomb upon landing after the special ends.
    • Its movement speed is determined by both the L-3 Nozzlenose D's strafing speed and the number ofRun Speed Upability points equipped.
    • Its altitude depends on the elevation of the surface it is hovering above, enabling it to either fly very high over an elevated structure, such as the glass roof inShellendorf Institute, or hover high enough to challenge an opponent on a perch.
      • However, the Inkjet cannot achieve thrust off ofgrates or mesh, causing its pilot to merely walk on them. Avoid hovering over them to maintain altitude.
      • Pressing the button will provide a temporary extra thrust, while morphing into squid/octopus form will halt the jets to enable the pilot to descend. Mastery of these maneuvers is necessary for Inkjet pilots to become less predictable for long-ranged opponents to track and pick off.
    • Its mobility enables it to reach areas that are otherwise not easily accessible — or even inaccessible, such as over the glass enclosures inKelp Dome.
    • The Inkjet's cannon fires long-ranged,Rainmaker-like bursts of ink that splat opponents in one direct hit or two to four indirect hits:
      • Lead the Inkjet's shots to compensate for their slightly slower travel speed, especially when positioned farther from an intended target.
      • Its splash damage can splat opponents positioned behind obstacles, varying from 30 to 50 damage; the closer the shot to the opponent, the more damaging.
    • If an Inkjet falls out of bounds, such as into the water, its pilot will land back onto the location of launch — or the most previous point of solid ground. Therefore, the Inkjet can save a player from an out-of-bounds splat in a pinch.

Countermeasures

  • Because of the versatility of the L-3 Nozzlenose D, each of the many slayer's andsupport weapons each have to approach a matchup against it in a different manner:
    • One-on-one matchups between L-3 Nozzlenose Ds on opposing teams are decided by the players' skill, positioning, turf control, and assistance from teammates.
    • The L-3 Nozzlenose D outranges and outmaneuvers many typical slayer's weapons, such as the Splattershot and the Splash-o-matic, so they would be at a disadvantage in a straight one-on-one. Carefulflanking or sharking and better positioning and tactical use of bombs are more effective than brute force.
    • The Splattershot Pro easily outranges the L-3 Nozzlenose D but is outmaneuvered by it due to its relatively slow running speed while firing. Try to zone out the L-3 Nozzlenose D and watch both the ink tank and the surrounding turf because the Splattershot Pro is also weaker in both ink efficiency and turfing as well.
    • Mid- to long-ranged support weapons are often the best bet against the L-3 Nozzlenose D. The.96 Gal, theH-3 Nozzlenose, and theDualie Squelchers all outrange the L-3 Nozzlenose D, and the latter also outmaneuvers it (through dodge rolling).
    • Brellas can pose a problem for the L-3 Nozzlenose D due to the latter's lag between bursts, but beware the L-3 Nozzlenose D's mobility.
    • Be wary of any Burst Bombs the opposing L-3 Nozzlenose D might use, as they provide its user another quick damaging option to rely on.
  • Any long-ranged weapon, such as acharger or mostsplatlings, can not only attack an L-3 Nozzlenose D with impunity (as long as the former can maintain a safe distance) but also pick off any errant Inkjet pilots.
  • To avoid falling victim to a sharking L-3 Nozzlenose D, always keep track of all four opponents - which ones are still active, which ones are splatted, and which onesSuper Jumped back to theirspawn point - and turf suspicious puddles of opposing ink, preferably with a sub weapon.
    • Any sub weapons that can track opponents not only discourage sharking but also make marked opponents easier targets for a long-ranged teammate.
  • To punish an opposing Inkjet after it lands, eliminate its pilot's teammates while avoiding both its shots and exhaust before punishing the landing, preferably with a well-placed, well-timed bomb followed by shots from the main weapon. Make sure the opposing pilot does not have Drop Roll however.

Gear abilities

Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide togear abilities in relation to the weapon. Strategy, synergy, viability, and purpose may be written here.

Main Power Up

Increases main weapon damage up to 33.3 per shot. The L-3 Nozzlenose D is a weapon that has a close potential for a three hit splat, or a one hit splat per if the opponent has touched enemy ink for at least one frame.

  • 24ability points – achievable with either eightsubs or one main and five subs – are enough to reach the L-3 Nozzlenose D'sdamage cap of 33.3 HP.[7]
  • For a smaller but nearly-effective investment, 16 ability points – reached with six subs or one main and two subs – are enough to exceed 32 HP of damage, while 6 ability points – just two subs – will exceed 30 HP.[7]
Run Speed Up

Increases both running speed, notably while firing, and Inkjet movement speed.

Stealth Jump

Super Jumping to a teammate after respawning carries the risk of getting splatted upon landing, due to the appearance of a Super Jump indicator. When equipped, Stealth Jump better covers this indicator from long distance opponents, allowing its user to more safely return to the front lines and maintain pressure on the opponent.

Drop Roller

Allows the user to potentially roll away from enemy fire after Super Jumping, including notably after the Inkjet has expired. It also gives them a mobility boost for 3 seconds in the form of 10 AP of Run Speed Up,Swim Speed Up, andInk Resistance Up.

[8][9]

Splatoon 3

Splatoon 3
L-3 Nozzlenose D

L-3 Nozzlenose D

AbbreviationsL-3 D
SubBurst Bomb
SpecialUltra Stamp
Base damage31
Base duration
Ink consumption1.1% (3.3% per)
Special points200p
Special depletion
RoleSlayer
StrengthsMobility (while shooting),turfing, more range than some mid-rangeshooters, Burst Bomb combos well with the main weapon
WeaknessesRequires good accuracy and the ability to lead shots


Use

Synergy

Countermeasures

Gear Abilities

References

MainShooters
Rollers
Chargers
Sloshers
Splatlings
Dualies
Brellas
Blasters
Brushes
Stringers
Splatanas
Sub
Special