Competitive:Splat Roller
- For information about the Splat Roller, seeSplat Roller.
Ever since debuting at the launch of the originalSplatoon, theSplat Roller has been the epitome of asharking weapon due to its reliable one-hit-splat and proficientledge-camping. Compared to theSplattershot and other short-rangedshooters, it boasts higher damage and a larger hitbox andturfs with large swaths ofink at the cost of range and fire rate, requiring the rest of the teamcomposition to be built around it. SinceSplatoon 2, its user can swing it vertically as well as horizontally, not only enhancing its splatting and ledge-camping but also enabling its user to poke at andspace out opponents.[1][2][3][4]
Splatoon 2
| Abbreviations | Roller |
| Sub | |
| Special | |
| Base damage | 35–150 (horizontal) 40–150 (vertical) 125 (roll) |
| Base duration | |
| Ink consumption | 8.55% (swing) 0.1% per frame (roll) |
| Special points | 170p |
| Special depletion | |
| Role | Slayer[5] |
| Strengths | One-hit-splat, high damage, high object damage, ledge-camping, high mobility via Curling Bombs[6] |
| Weaknesses | Short range, slow fire rate, low ink efficiency, dependent on team composition, less versatile special weapon[7][8] |
TheSplat Roller (along with theHero Roller Replica) comes with the Curling Bomb, a new sub weapon that greatly enhances its user's mobility, whether reaching the frontlines or escaping unfavorable situations. However, while its new special weapon, Splashdown, could be impactful to its user's surroundings, it has limited application and can be countered by opponents.
Use
While the Splat Roller is a slayer's weapon, it is used differently from other, more conventional slayer's weapons, such as a Splattershot or aSlosher.
- InSplatoon 2, the Splat Roller can be used in three different ways:
- Tapping while on the ground will swing the weapon horizontally, which flings a wide splash of ink. The horizontal swing is suitable for splatting opponents at close range and turfing areas that are slightly out of reach.
- To swing horizontally while airborne, press before pressing to jump.
- Tapping while in midair will swing the weapon vertically, which flings a longer, narrower swath of ink. The vertical swing can poke at opponents who are either further back or up above and turf lanes through which to potentially travel.
- Holding down while tilting will push the Splat Roller along the ground, spreading ink along a wide area and damaging any opponents hit by it.
- While this is a thorough means of turfing, it is also slower than swimming (1.32 DU/f, ordistance units per frame, versus 1.92 DU/f). For this reason, it is also not recommended to rely mainly on rolling to splat opponents. Use either the vertical swing or Curling Bombs (see below) to travel more quickly.
- Tapping while on the ground will swing the weapon horizontally, which flings a wide splash of ink. The horizontal swing is suitable for splatting opponents at close range and turfing areas that are slightly out of reach.
- The damage inflicted by either the horizontal or vertical swing of any roller, including the Splat Roller depends on (1) which roller is being used, (2) the amount ofMain Power Up equipped, and (3) the distance between the roller wielder and their target — the closer the target is, the more damage it will take.
- Both the horizontal and vertical swings of each roller has three ranges: thelethal range, or the maximum range at which at least 100 HP of damage is inflicted; thetwo-hit range, which is the maximum range at which at least 50 HP of damage is delivered; and themaximum range, the absolute maximum range at which the roller can deal any damage.
- With no Main Power Up equipped, the Splat Roller's horizontal swing has…
- …a lethal range of 80 DU, or slightly more than 1.5 distance lines away in thetest range. This range is shorter than that of most other short-ranged weapons, such as both the Splattershot and theN-ZAP '85 (116.99 DU), theSplash-o-matic (110.03 DU), and even theSplattershot Jr. (103.89 DU).[9]
- …a two-hit range of about 100 DU, which is still shorter than the ranges of the other weapons listed above.
- …a maximum range of about 110 DU, at which a minimum damage of 35 HP is inflicted.
- Ink flung from an angle greater than 30 degrees to either the left or right will lose damage starting from 28 DU and reach its minimum value at 100 DU. Therefore, aiming is still important when using the Splat Roller.
- Damage will sufferfalloff to as little as 17.5 HP if the flung ink falls below the Splat Roller wielder. Thus, targets who are below a Splat Roller user will take less damage than those either above or on the same level.
- Likewise, the Splat Roller's vertical swing with no Main Power Up has…
- …a lethal range of 90 DU, or just shy of two distance lines away in the Shooting Range.
- …a two-hit range of about 120 DU, which is shorter than that of the.52 Gal (124.944 DU) and theDark Tetra Dualies (132.5 DU).[9]
- …a maximum range of 155 DU – comparable to that of theMini Splatling (130.1-154.1 DU),[9] at which the minimum damage is 40 HP.
- Damage will suffer falloff to as little as 20 HP if the flung ink falls below the Splat Roller user. Because a vertical swing requires a roller user to jump, falloff tends to affect the vertical swing more often than it affects the horizontal swing.
- With no Main Power Up equipped, the Splat Roller's horizontal swing has…
- Because of its overall short range, slower fire rate than a shooter, and specific style of attacks, a Splat Roller user cannot expect to rush their opponents head-on and not get punished. Therefore, they will need to rely on bothflanking andsharking more than a Splattershot user would.
- The most ideal position a Splat Roller user can shark around is often just below the opponents'perch, where the Splat Roller user can hide, splat opponents who either drop down or get too close to the ledge, and poke at opponents atop the perch.
- While splatting an opponent or two is ideal during a flank attack, your main objective as a Splat Roller user flanking the opponent is to divert the opponents' collective attention away from the objective (e.g. theSplat Zone or theTower and your teammates for as long as possible. Avoid getting splatted by hiding either within friendly ink or behind or underneath obstacles, such as abumper, and ambush any opponents who fall within your range.
New toSplatoon 2, theCurling Bomb adopts the sliding and ink trail-forming traits of theSeeker:
- When it travels along any inkable non-vertical surface, it leaves a trail of ink behind, providing a quick avenue to either attack or escape. This trait enables aVanilla Splat Roller user to be more mobile than users of other variants.
- Keep opponents guessing by sending Curling Bombs towards the opponent without swimming in its trail. EitherNinja Squid or swimming slowly can help avoid detection while swimming in the ink trail.
- It further assists the main weapon in turfing from a safe distance.
- When charged, or "cooked" long enough, it can be used to lay insidious bomb traps to hold off pursuers or flush out sharks.
- Particularly in narrow or closed areas, a Curling Bomb ricocheting off of walls can be a useful distraction to force an opponent to move in a certain direction.
The Splashdown can either turn the tide of a battle or be canceled quite easily.
- The Splashdown can create combos of splash damage with the hits from the main weapon.
- The safest way to execute a Splashdown is by super jumping to a teammate.
- Using Super Jump can be a surprise for opponents that are not aware of the UI that indicates specials ready from the opponent team.
- Most weapons can cancel the special mid-Splashdown, so it is best to make sure that the opponent you are confronting has a weapon that takes multiple shots for a splat or has low range.
- The Splashdown can cancel formation of Bubbles making it a quick and fast way of removing them.
- The Splashdown can be used from higher ledges making it more powerful and extending its radius of splash damage.
- The worst scenario for a Splashdown is when used as a panic button to get out from a sticky situation, as it can be predicted and aimed for it to be canceled.
Synergy
- The lack of range of the Splat Roller prevents its wielder from effectively engaging opponents head-on. Therefore, the other three members of their team will each have to use weapons with enough range to contest and preoccupy opponents so that the Splat Roller user can catch them by surprise.
- WhileInk Armor can support almost any teammate, it will make players affected by it more visible within theirink. If a teammate has a build that includes Ink Armor, pay attention to the HUD to know when to expect an Ink Armor. Then, when the teammate activates it, play more aggressively than stealthily. Once the Ink Armor has ether worn off or been broken, revert to sharking tactics.
Countermeasures
- Any weapon with an effective range longer than the lethal range of the Splat Roller can counter an opposing Splat Roller wielder who attempts to challenge opponents head-on. However, most Splat Roller users worth their salt will rely more on flanking and sharking, so anyone facing a team with an opposing Splat Roller wielder must take a few proactive measures to avoid getting flanked or sharked:
- Keep track of all four members of the opposing team – which ones are present, which ones are splatted, and which ones are back at their spawn point.
- Check themap periodically for opposing ink forming around flanks to anticipate a flanking attack.
- To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
- Weapons that track opponents, such asPoint Sensors, temporarily prevent an opponent from sharking and makes them an easier target for long-ranged teammates to pick off.
- Try to confront an opposing Splat Roller user in a more open area, not only to have more space to avoid the lethal range of the Splat Roller but also to reduce the risk of getting splatted by any ricocheting Curling Bombs.
- Keep an eye on the HUD to know when an opposing Splat Roller user has Splashdown ready to avoid getting caught by surprise, especially from a Splashdown after a super jump:
- If an opposing Splat Roller user activates a Splashdown in an unsafe position, it can be canceled quite easily from fast firing weapons and chargers.
- The opposing Splat Roller user might go for risky plays if they know they have the Splashdown ready as a safety net. It is possible to bait them to take control of an open space and surprise them with a teammate to force a mid-Splashdown situation and cancel it.
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.
As a short-ranged slayer's weapon, the Splat Roller requires its user to be in close quarters with the opponent, who might be inclined to use bombs for zoning out the Splat Roller user. Ever since its introduction inversion 4.3.0, Bomb Defense Up DX will not only reduce the damage taken from opposing sub and special weapons that are not one-hit-splat but will also reduce the duration of the tracking effects of certain opponent's sub and special weapons, such asPoint Sensors andInk Mines, allowing the user of this ability to evade detection more easily.
- 3ability points - onesub - has a lot of utility. This includes, but is not limited to:
- Ink Armor will not break due to splash damage from bombs and other explosives that do 30 damage.
- Two near-misses fromInkjet, two bumps from aBaller, and splash damage from two bubbles fromBubble Blower will not splat the user.
- Getting hit by splash damage from a bomb will not make the user visible on the map.
Any good user of a short-ranged weapon like the Splat Roller is expected to come in contact with the opponent's ink on various surfaces, which can both be damaging and reduce mobility. Ink Resistance Up not only partially offsets the reduction in mobility but also delays the damage taken from contact with opposing ink.
Main Power Up increases damage for the Splat Roller, improving consistency when it comes to splatting.
As a short-ranged weapon that excels at flanking, the Splat Roller greatly benefits if it is able to swim faster. Swim Speed Up enables its user to more quickly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.
- Swim Speed Up can reduce the swim speed penalty from Ninja Squid. However, it takes at least 20 ability points – two mains – of Swim Speed Up to fully offset the swimming speed penalty of Ninja Squid.[10]
- Therefore, a Splat Roller user with Ninja Squid will have to decide between either having fewer ability points available for other abilities or swimming at less than the base maximum speed. For example, just 10 ability points – one main – are enough to restore the swim speed of a Splat Roller user with Ninja Squid to 1.83 units per frame.[10]
Ninja Squid reduces detection by opponents while swimming on non-vertical surfaces. It allows its user to swim at full speed undetected at the cost of about 20% of the maximum swimming speed as ofversion 3.0.0. Because a Splat Roller user has difficulty attacking most opponents head-on, Ninja Squid can make it easier for its user to shark and more safely approach opponents.
- As of version 3.0.0, Ninja Squid reduces the maximum swim speed of the Splat Roller from 1.92 units per frame to 1.73 units per frame.[10]
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.
Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Splat Roller user to remain aggressive even after getting splatted.
- 26 ability points – twomains and two subs – are enough to reduce the respawn time from 8.5 seconds to 5.8 seconds.[10]
Reduces ink consumption for Curling Bombs, which are the Splat Roller's main approach tool.
Not recommended. Due to the Splat Roller's sharking playstyle, it will spend a sizable amount of time swimming in ink - which refills the ink tank. Ink Saver (Sub) should be invested into instead.
Not recommended, as Splashdown is already 170p and not worth investing into.[11]
Splatoon 3
| Abbreviations | Roller |
| Sub | |
| Special | |
| Base damage | 35–150 (Ground) 40–150 (Midair) 125 (Roll) |
| Base duration | |
| Ink consumption | 8.5% (Swing) 1.2%–6% per second (Roll) |
| Special points | 180p |
| Special depletion | |
| Role | Slayer/Skirmisher |
| Strengths | One-hit-splat, high damage, high object damage, ledge-camping, high mobility via Curling Bombs,area denial via Big Bubbler[1][2][3][4] |
| Weaknesses | Short range, slow fire rate, low ink efficiency, dependent on team composition[1][2][3][4] |
TheSplat Roller (and theOrder Roller Replica) keeps the Curling Bomb from itsSplatoon 2 weapon set as a movement tool. Its new special weapon, Big Bubbler, synergizes very well with the main weapon's wide, lethal hitbox, enabling its user to deny their opponents turf for a considerable amount of time.
Use
While mostly renowned as a sharking slayer thanks to its one-hit-splat, wide hitbox, and great ledge-camping, the Splat Roller also has the tools to flex into a skirmisher:[1][2][3][4]
- The horizontal swing (tap while on the ground) is lethal at short range (within 7.2distance units, or DU), has a wide hitbox, and flings a wide splash of ink:
- While its hitbox is wider than that of the vertical one, the portions that are over 16° off center are less damaging. Therefore, keep your targets directly in front of you as you swing the Splat Roller.
- For maximum damage against targets at your elevation, aim the Splat Roller slightly downward.
- To hit targets that are either just above you or behind an obstacle, aim the Splat Roller upward.
- Tapping then allows you to swing the Splat Roller horizontally while airborne. This adds another movement option, gives your shots a better trajectory, and further improves your ledge camping.
- The vertical swing (tap then) has a longer range (including a longer lethal range at 8.2 DU) at the cost of a slower speed and a narrower hitbox:
- Its range exceeds that of some short-ranged shooters, allowing you to poke at and space out some opponents.
- The extra range also extends the reach of the Splat Roller's already great ledge-camping.
- Rolling (hold while tilting) is less reliable at splatting, turfing, or movement, but it has a few niche uses:
- If you are right next to an opponent after swinging (e.g., after a miss), rolling can finish them off, particularly if your are short on either time or ink.
- Rolling is a Splat Roller user's most effective way to punishSuper Jumpers, especiallydualie users (who can dodge roll) and users equipped withDrop Roll.
- Rolling is also effective at splatting opponents using certain special weapons, such asInk Vac andUltra Stamp. While this might get you splatted,trading out these opponents could save the rest of your team.
- Rolling is another movement option when yourink tank is too low for either a Curling Bomb or another swing, especially when being poked at by an opposingarea of effect- (AoE-) style weapon user down a ledge or around a corner.
- It is also possible tosquid roll after rolling, adding yet another movement option to escape danger.
- Jumping while rolling next to an inkable wall will ink it, offering a quick means of climbing some obstacles.
As a weapon specialized in sharking, the Splat Roller comes with a few tradeoffs:[1][2][3][4]
- It has a shorter range than most other weapons (including some short-ranged shooters and dualies), so directly approaching opponents wielding these weapons would likely get one splatted before one could get within range. Rely onflanking as well as sharking to approach opponents outside of their visual field.
- Its slow fire rate enables many of its user's opponents to splat them in about the same amount of time or less (table below). To ensure a clean splat (instead of a trade), generally attack opponents who are distracted and strike them quickly before they can fire a shot at you.
| Weapon | Splat Roller | Splattershot | .52 Gal | Splat Dualies | Dapple Dualies |
|---|---|---|---|---|---|
| Base damage (HP) | 150 | 36 | 52 | 30 | 36 |
| Hits to splat | 1 | 3 | 2 | 4 | 3 |
| Frames per first shot | 21–26 | 3–11 | 3–11 | 3–12 | 3–12 |
| Frames per next shots | 21–26 | 6 | 9 | 5 | 5 |
| Time to splat (frames) | 21–26 | 15–23 | 12–20 | 18–27 | 13–22 |
- While capable of turfing enough to capture or retain aSplat Zone (with the aid of a Big Bubbler, see below), the Splat Roller's low ink efficiency contributes to a longerdowntime than that of most shooters and dualies and fewer opportunities to use Curling Bombs—particularly as an escape option.
While theCurling Bomb is primarily a movement tool for a Splat Roller user, it has a few other practical uses:[1][2][12]
- It quickly paves an ink path through which its user can travel, whether to advance, flank, or retreat.
- Its instant deployment (in contrast to the slow windup of the main weapon) can offset its higher ink consumption.
- You can use it withNinja Squid to play mind games with opponents over whether and when you follow its ink trail for a quick splat. This is more effective against opponents using poor-turfing weapons, such asblasters.
- Its damage upon contact (20 HP), while low, can finish off nearby opponents weakened by an off-center horizontal swing (if the required ink is available).
- If an opponent is suspected to be ledge-camping, a Curling Bomb (charged if necessary) can flush them out, but be wary of the opponent's attacks (e.g., AoE).
- Depending on the surface geometry, it can sometimes be used to poke at the opponent's position:
- Particularly in narrow or closed areas, a Curling Bomb ricocheting off of walls can be a useful distraction to force an opponent to move in a certain direction.
- While ledge-camping, you can throw a Curling Bomb over certain walls and ledges by standing very close it then throwing it over at maximum jump height.[13]
- Both the ink trail and the resulting explosion provide turf for farming Big Bubbler.
- A Curling Bomb can also ink a spot on a wall more quickly than swinging the main weapon, helping to quickly climb some walls.
If placed carefully, theBig Bubbler can control and deny the opponent space and extend pushes:[1][2][3][4][14][15][16][17]
- Planting it around the objective (e.g., either on or in front of a Splat Zone orTower) or in the opponents' way to the objective can buy time for a successful push:
- A Curling Bomb can help a Splat Roller user set up their Big Bubbler further forward. Just take care not to get splatted by opposing fire before the Bubbler activates.
- Planting the Big Bubbler so that the generator on top is positioned behind an obstacle can better protect it from opposing fire. Just be mindful of any ceilings above, which can prevent the barrier from reaching full size.
- The Splat Roller's wide hitbox ensures its user that few opponents can enter their Big Bubbler and challenge them, so long as no opponents are flanking or sharking.
- It produces a spherical barrier that blocks all of the opponents' ranged main and sub weapon attacks and some special weapons but not the opponents themselves:
- Opponents usingZipcaster,Ultra Stamp's swing mode,Reefslider, andKraken Royale can cross the barrier and splat a Big Bubbler user. Reefslider can also instantly destroy a Big Bubbler by running over it.
- A Big Bubbler cannot block the opponents' Booyah Bomb explosion,Wave Breaker shockwaves,Killer Wail 5.1, or Triple Inkstrike, so be aware if the opponent has them.
- Do not hog the Big Bubbler! Remember that your teammates can also benefit from it:
- Teammates within the Big Bubbler, especially splatling users, have less to fear from opposing charger users and some other long-ranged threats, such asTrizookas.
- Even though the Big Bubbler cannot move, it can be placed onto the Tower itself and can move as the Tower moves and clears checkpoints. Note that the durations of special weapons on the Tower are cut in half, so it is best to activate Big Bubbler just before opponents open fire on the Tower.
- Planting a Big Bubbler in front of an opponents'Rainmaker pedestal (checkpoint or goal) orclam basket better ensures that a teammate can safely bring the objective there.
- The Big Bubbler's launcher also serves as both a Squid Beakon and a temporary shield. If its user or a teammate stands inside of it, they will be immune to direct damage, similar toshowering beneath one's own Splash Wall in the originalSplatoon. However, splash damage might still be damaging.
Gear abilities
Recently, Quick Super Jump has been a popular ability to run on the Splat Roller in large amounts. The ability allows the Splat Roller to escape dire situations, quickly reposition, and stay alive, offsetting the weapon's poor mobility.[18]
- 19 AP, or a main and three subs, reduces the startup time of a Super Jump from 80 frames to 34 frames, or just over half a second, and reduces the overall Super Jump time from 3.633 seconds to 2.767 seconds.
References
- ↑1.01.11.21.31.41.51.6
Complete Splat Roller Guide byAnoma
- ↑2.02.12.22.32.42.52.6
The Battle Of The Sharking Bubbles: Mint vs Roller byProChara
- ↑3.03.13.23.33.43.5
Top 10 BEST Weapons InSplatoon 3 by ProChara
- ↑4.04.14.24.34.44.5
Making A Better 10.0 Tier List by ProChara
- ↑
"Splatoon 2 - Weapon Roles and Playstyles (Classifying every Weapon)" byWadsm
- ↑
"How To Get Good Using Splat Roller?! (+ Handcam) |Splatoon 2" byThatSrb2DUDE, formerly of Team Olive
- ↑
"Splatoon 2 - Weapon Analysis: Splat Roller (The Silent Slayer Weapon!)" by ThatSrb2DUDE, formerly of Team Olive
- ↑
"Splatoon 2 5.3 Tier List Part 3 (Main Weapons - Mid And Low Tiers) (Splat Zones Only)" byChara ofClimb
- ↑9.09.19.2Splatoon 2 range list compiled by DrFetus
- ↑10.010.110.210.3Sendou.inkSplatoon 2 Build Analyzer
- ↑
Lean's Loadout Database - Usage of abilities in Ranked modes
- ↑
1 Tip FOR And AGAINST EVERY Splatoon 3 Sub by ProChara
- ↑
"Splatoon 2 U.S./Canada Inkling Open 2018 Finals" Winners Finals, Game 4, Fuzzy (
SetToDestroyX) throws a few Curling Bombs up a couple ledges in Port Mackerel
- ↑
The ROLE Of EVERY SPECIAL And How To Use Them by ProChara
- ↑
1 Tip FOR And AGAINST EVERYSplatoon 3 Special (Launch S3) by ProChara
- ↑
1 Tip FOR And AGAINST ALL 19 Specials InSplatoon 3 by ProChara
- ↑
Shoes CHANGE Your AIM? 50Splatoon 3 Myths by ProChara
- ↑
@jexeex on Twitter, explaining the worth of Quick Super Jump on Splat Roller
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