“E-Liter: increases damage, but you still need a 100% charge to kill” Phew, I was really we were going to go back to the dark days of OP char- “Goo Tuber: CAN kill at partial charge” NO, WHYYYYYYYYYYY!
Napkin Dictator Here’s a tip from a fellow Dynamo main, even when you’re using a set with the maximum amount of swings (which requires around 2 primary ISM abilities and 5 secondaries or an equivalent amount), you can still get 1 MPU primary ability and 4 secondaries
@@Kyle-bh7tg I still think that something like run speed up or Bomb Defense DX might wind up being more useful, I don't know if the slightly increased kill range / damage is quite worth it, it's not like the Dynamo is a slayer weapon
I sort of agree, Dynamo can act as more of an anchor to the team, or mid-liner. the increased range won't change much, and I doubt it's worth it to get rid of main saver and ink recovery (among other more useful abilities). I'm not a Dynamo main myself, but my brother sure is; I've seen him play, and he plays very well (though I pain to admit it). Dynamo already has great range, and you'd be better off filling your slots with stuff that will help more in battle.
Range, damage- in the end my point still stands. Dynamo is powerful enough as it is, in fact the roller class is one of the most powerful weapons in the game (aside from a fully-charged charger). Add a little range to that, and you got the all-mighty dynamo.
To be fair, damage up didn't break the first game, defense up did. Damage up was just so common because it was neccessary to counter defense up, but I see your point :/
i would beg to differ... have you fucking seen the damage some of these weapons can do if you take even the slightest hit, the slightest bit of ink coverage, bamboozler will be the equivalent of the spy from tf2. you'll die in one shot. ...kind of is the spy from tf2 but it isnt
@@nicorovera9597 Damage Up wasn't commonly run to counter defense up, it was to just be more powerful and quick with your kills. The faster you kill someone, the less time they have to retaliate. @Sydney Dunaway I agree that QR and Stealth Jump were broken, however, Damage Up was incredibly powerful. Look an E-Liter and tell me that Damage Up wasn't broken.
_=/ is counter and/or cancels each other out_ Damage up =/ Defense up Damage up =/ Quick Respawn Swim speed up =/ Echolocator Bombs/bomb rush =/ Stealth jump Run speed up =/ fast camera sensitivity
@Evan Tomlinson I'm looking rn and it says "slightly increases movement speed while inking". Thought that meant the movement of the brush when you swing it, considering that's how it inks the ground. But I guess it also does ink the floor when you walk.. never thought about that.
Important to note for the Bamboozler: Its actually one of the few weapons where main weapon up actually does reduce the number of shots to kill. 2 Mains is enough to reduce the tap-shots to kill from 4 to 3, making it far more viable in frantic close quarter firefights. Also, even 2 mains is enough that it almost always kills in a single charge shot if the enemy spends even a millisecond in your ink.
Wait they nerfed the brella just to give it the buff back with MPU? Dude.. that's why I say to myself sometimes "this game isn't fun anymore, everything is just busted". Like what sense does it make to give a weapon like the Splattershot Pro, or the .Gals a dmg buff? It's all anybody uses.. and it isn't like we have Defense Up in this game to counter it either. They're just letting everyone be lazy.
When MPU came out i tried to test the effects of the ability and the effects were so small for most weapons i legitimately thought the ability didn't work correctly
I’ll be honest, the effects seem pretty good on paper for most of them, but the effects are so low even when stacked up so much (you had 36 points out of a possible 57, and with diminishing returns, it’s not like it’ll get much better than what’s shown in the vid. Only ones that seem worth it over the staples like main saver and weapons specific ones (like say quick respawn/ quick jump on a Luna) are accuracy buffs on shooters and blasters and maybe damage buffs on a few high range shooters like the pro to preserve 3 shot kill at max range EDIT: forgot about rollers, holy shit why did I forget about rollers, it seems amazing on rollers and maybe the goo tuber for those sick splatoon 1 partial charge killlssssss
yous gon git dem cheeks took my nigga Doubtful, the rule seems to be that main power can’t decrease shots to kill, but Incase you forgot remember that the shots out of a roll 2 shot and have extended range
I like the unique effect it has specifically for Brellas. Of course, if your canopy breaks you're probably gonna die anyway, but it could be helpful if you still win an engagement after it breaks, and another enemy is approaching you. But I literally got this game 2 months ago so I have no idea if it's actually viable or not.
Theoretically, every single weapon in the game can benefit from Main Power Up (obviously), so I just use one main of the ability all the time. For example “damage up” will have a max damage cap, so there’s no need to have more than one pure of the ability.
@@zawgaroo Dang is he really that boring to yall? Personally I enjoy his streams more so than other comparably skilled players because he seems to be the most interactive with his chat. And his vids have helped me so much when i started getting into splatoon, I cant disregard that
I like how most of the comments over 4 years ago are like "this is useless, this is trash" and later it turned out that mpu was strong to the extent people complained about it
Interestingly Ink Resistance Up’s new damage nullification effect from touching enemy ink soft counters MPU’s main benefit of finishing off weakened enemies better. I could see Ink Resistance and Bomb Defense being useful for minimizing prior damage as much as possible.
The squeezer with no mpu is one tap shot and three weak shots to get a kill. One sub of mpu can take it to two weak shots basically making it a worse H-3
Hi yes I would like more range on my e-liter please? I know it already has the longest range in the game but I need more for … uh 👀 turfing purposes. Yes turfing purposes because I am totally one of those people who bring chargers into turf war and doesn’t play rank.
as a splat roller main, this did just as i hoped. my tactic of attack is kind of rebelious and "go stRAIGHT IN THERe" so the damage up that it gives me + swim speed/run speed is perfect for my plays.
I like the undercover brella. The undercover brella is a good weapon, the problem is that the title “brella” puts them on a different pedistal than it should be on. The undercover brella is a good weapon for a more offensive play style than the others, but its especially efficient at picking enemies off one by one, as it has a unique property of having a canopy that respawns with every splat/assist. People expect it to cover the team but it is especially good at helping one teammate at best, combo-ing with individual weapons with each one having a unique and interesting combination like with the bloblobber, blaster, or charger/squiffer. This brella is best for different and/or changing tactics; rush the mid, sneak your way in, cover the base, or stick with a buddy. When you compare an undercover to a normal or tenta brella, you’re picking a squiffer and expecting to reach across the map like the rest of the chargers.
Let's be real here: apart from loophole-abusing Chargers at the time (of which the Goo Tuber seems to now be taking the mantle), Damage Up was really only ever used in Splatoon 1 by weapons that would have otherwise been countered by Defense Up--which was *itself* a bad ability because not only did it do downright nothing against some weapons, but it also had the worst returns to scale of any ability in that game *by far.*
Carbon roller MPU only to use it as a regular roller. XD It may cap at 99 so that you canr one shot, but like you said, if the enemy has even .3 chip damage from something else.....OHKO
I'm not sure how to feel knowing this. On one side, the game isn't unbalanced. On the other side, the difference between none and an entire set dedicated to main power up is so small.
Now that there is a splatfest tee replica, with ability doubler as its main, you could essentially put even more main power up on you weapons and do more damage for let’s say the bamboozler
With normal tenta you can only go make a sandwich before the shield goes down but with your entire gear load out and main weapon power up you can eat a full course meal before the brella goes down
they have similar characteristics, but splatlings still are very different as well i mean dualies are only their own category because they can roll, everything else is like a shooter
@Gummy Lord That’s not how it works. In Splatoon, a Charger is a weapon that charges up a single, powerful shot. A splatting charges up multiple shots and fires them in a similar way to shooters and dualies.
Might be pretty good with carbon rollers since they do in fact deal enough damage to one shot on a swing and it swings pretty darn fast for a roller, but the standard kill range is so short that it hampers the weapon more than the swing speed helps.
So there really is no need to have it on the splattershot pro. It still takes three shots to kill. However if your enemy is on ur ink it can be a potential 2 shot kill.
It's important to note that unlike damage up, it does NOT affect sub and special damage. So you wont be getting hit by any 80 damage burst bombs, or as mentioned, get 1-shot by an E-liter without full charge. So... not nearly as annoying as Damage up.
The splattershot pro is indeed the best weapon in the game, which means I have to carry my main from the splattershot to the splattershot pro which takes a lot of work
I never used damage/defence up because the break points were too specific. Especially for defence up since you needed a shit ton of it to counter damage up but you need less damage up to counter defence up. They were such stupid stats that only worked if you save scumed.
I'd use it extensively on my Kensa Dynamo if Main Saver wasn't so goddamn important. Really liking the ability (2 mains of MPU) on Splattershot since I find myself jumping a lot when using it. Also plan on running maybe 2 subs of it on my Ballpoint Nouveau build.
i run main power up on either my shoes or my head item. cant remember which but i use the carbon roller cause i realized i could make use of the sub, unlike to normal roller since i dont really like or care about curling bombs, and auto bombs help me with getting kills since carbon roller isnt as strong as splat roller plus im more of a turf gainer than a enemy killer. also i think the ink cloud is great after 1 match where i thrown it from an area not far from spawn to around the center-ish of the map and got a kill from it and alot of turf.
"Let's remove the mask and see what the special actually is!"
"Aha! It was damage up in disguise!"
"Grrr, and u would've gotten away with it, too, if it weren't for those meddling squids and that stupid octopus!"
"Veemo!"
Ability
Gotta see gotta know kakashi sensei’s real face
_Splattershot Pros love it!_
same pfp epic gamer moment
bamboozler in a nutshell:
"you stepped in enemy ink, test failed."
As a charger main, i can comfirm
Lmao the truth
“E-Liter: increases damage, but you still need a 100% charge to kill”
Phew, I was really we were going to go back to the dark days of OP char-
“Goo Tuber: CAN kill at partial charge”
NO, WHYYYYYYYYYYY!
Kevin Notanactualname brother we will survive as long as the whail doesn’t return 😭
E-Liter increases range. The splat charger increases damage. Boi.
@@jakeroberson3011 the goo tuber is trash period, fite me
As a dynamo main, it is quite useful to have the extra damage...
If only I didn't consume Main Saver as my daily bread
Napkin Dictator Here’s a tip from a fellow Dynamo main, even when you’re using a set with the maximum amount of swings (which requires around 2 primary ISM abilities and 5 secondaries or an equivalent amount), you can still get 1 MPU primary ability and 4 secondaries
@@Kyle-bh7tg I still think that something like run speed up or Bomb Defense DX might wind up being more useful, I don't know if the slightly increased kill range / damage is quite worth it, it's not like the Dynamo is a slayer weapon
I sort of agree, Dynamo can act as more of an anchor to the team, or mid-liner. the increased range won't change much, and I doubt it's worth it to get rid of main saver and ink recovery (among other more useful abilities). I'm not a Dynamo main myself, but my brother sure is; I've seen him play, and he plays very well (though I pain to admit it). Dynamo already has great range, and you'd be better off filling your slots with stuff that will help more in battle.
But main power up increases damage, not range for the Dynamo
I'm sure that's just a typo though
Range, damage- in the end my point still stands. Dynamo is powerful enough as it is, in fact the roller class is one of the most powerful weapons in the game (aside from a fully-charged charger). Add a little range to that, and you got the all-mighty dynamo.
Is this what you needed?
0:23 --- Shooters ---
-
0:25 Sploosh-o-matic
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0:27 Splash-o-matic
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0:32 Splattershot Jr
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0:42 Aerospray
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0:49 Splattershot
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1:00 .52 Gal ( 0:49 )
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1:03 N-Zap
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1:08 Splattershot Pro
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1:13 .96 Gal
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1:16 Jet Squelcher
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1:22 L-3 Nozzlenose
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1:24 H-3 Nozzlenose
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1:27 Squeezer
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1:32 --- Rollers ---
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1:40 Carbon Roller ( 1:35 )
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1:42 Splat Roller ( 1:35 )
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1:43 Dynamo Roller ( 1:35 )
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1:45 Flingza Roller ( 1:35 )
-
1:47 --- Brushes ---
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1:48 Inkbrush
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1:53 Octobrush ( 1:48 )
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2:00 --- Chargers ---
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2:01 Squiffer
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2:07 Splat Charger
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2:13 E-Liter 4K
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2:20 Bamboozler
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2:28 Goo Tuber
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2:42 --- Blasters ---
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2:49 Luna Blaster
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3:01 Blaster
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3:05 Range Blaster ( 3:01 )
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3:10 Rapid Blaster ( 3:01 )
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3:13 Rapid Blaster Pro ( 3:01 )
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3:18 Clash Blaster ( 3:01 )
-
3:21 --- Sloshers ---
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3:23 Slosher
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3:34 Tri-Slosher
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3:39 Sloshing Machine ( 3:34 )
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3:46 Bloblobber ( 3:34 )
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3:54 Explosher ( 3:34 )
-
3:59 --- Splatlings ---
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4:00 Mini Splatling
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4:03 Heavy Splatling ( 4:00 )
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4:10 Hydra Splatling
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4:20 Ballpoint Splatling
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4:27 Nautilus ( 4:00 )
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4:32 --- Dualies ---
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4:34 Dapple Dualies
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4:38 Splat Dualies (4:34)
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4:43 Glooga Dualies (4:34)
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4:46 Dualie Squelchers (4:34)
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4:50 Tetra Dualies (4:34)
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4:55 --- Brellas ---
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4:57 Splat Brella
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5:06 Tenta Brella
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5:19 Undercover Brella
*The timelines in parenthesis are the moments when the MPU effects are explained completely**
Thank you
This is under-liked
I salute you, hero.
This needs to be pinned ngl like it's the only comment i look for everytime
You're god
You thought I was main power up?
But it was I! Damage up!
hey, at least it didn't unbalance the game like hell
To be fair, damage up didn't break the first game, defense up did. Damage up was just so common because it was neccessary to counter defense up, but I see your point :/
@@nicorovera9597 I would say quick respawn/stealth jump were more broken than either tbh.
i would beg to differ...
have you fucking seen the damage some of these weapons can do
if you take even the slightest hit, the slightest bit of ink coverage, bamboozler will be the equivalent of the spy from tf2. you'll die in one shot.
...kind of is the spy from tf2 but it isnt
@@nicorovera9597 Damage Up wasn't commonly run to counter defense up, it was to just be more powerful and quick with your kills. The faster you kill someone, the less time they have to retaliate.
@Sydney Dunaway I agree that QR and Stealth Jump were broken, however, Damage Up was incredibly powerful. Look an E-Liter and tell me that Damage Up wasn't broken.
_=/ is counter and/or cancels each other out_
Damage up =/ Defense up
Damage up =/ Quick Respawn
Swim speed up =/ Echolocator
Bombs/bomb rush =/ Stealth jump
Run speed up =/ fast camera sensitivity
D A M A G E U P
ベベルワベル except for brushes
graybushlive
Basically is, since you can swing them faster without even trying the opponent won’t have as much time to escape.
@Evan Tomlinson I'm looking rn and it says "slightly increases movement speed while inking".
Thought that meant the movement of the brush when you swing it, considering that's how it inks the ground.
But I guess it also does ink the floor when you walk.. never thought about that.
Important to note for the Bamboozler: Its actually one of the few weapons where main weapon up actually does reduce the number of shots to kill. 2 Mains is enough to reduce the tap-shots to kill from 4 to 3, making it far more viable in frantic close quarter firefights. Also, even 2 mains is enough that it almost always kills in a single charge shot if the enemy spends even a millisecond in your ink.
How about 3 Mains and 3 subs?
Fun fact: they nerfed the tenta brella shield anyway, so you need MPU to regain the lost power
Because they NEEDED to nerf the Tenta Brella
Well you can buff it with this powerup
Wait they nerfed the brella just to give it the buff back with MPU? Dude.. that's why I say to myself sometimes "this game isn't fun anymore, everything is just busted".
Like what sense does it make to give a weapon like the Splattershot Pro, or the .Gals a dmg buff? It's all anybody uses.. and it isn't like we have Defense Up in this game to counter it either. They're just letting everyone be lazy.
When MPU came out i tried to test the effects of the ability and the effects were so small for most weapons i legitimately thought the ability didn't work correctly
The game tells you what it does for the weapon you have equipped
@@quintongareau-hames7903 i know but when i tried it out the effects for most weapons was unnoticeable to me but i know what it was supposed to do.
@@cm3635 oh. It's VERY abysmal. He needed 3 mains and 2 subs and brushes are practically the same
Can't wait for chuggaconroy to do an LP of splatoon 2 just so he can say "now let me bring special attention to main power up" over and over again.
last time i had you say it for me, now i expect you to know when to say it for me.
So basically: Brushes, rollers, and Brellas get mileage while every other weapon is better off with ink saver or something.
Cool beans...
Just wait until you see the actual meta...
Summoning
The Aerospray’ ink coverage is never enough, we need more, MORE!
I’ll be honest, the effects seem pretty good on paper for most of them, but the effects are so low even when stacked up so much (you had 36 points out of a possible 57, and with diminishing returns, it’s not like it’ll get much better than what’s shown in the vid. Only ones that seem worth it over the staples like main saver and weapons specific ones (like say quick respawn/ quick jump on a Luna) are accuracy buffs on shooters and blasters and maybe damage buffs on a few high range shooters like the pro to preserve 3 shot kill at max range
EDIT: forgot about rollers, holy shit why did I forget about rollers, it seems amazing on rollers and maybe the goo tuber for those sick splatoon 1 partial charge killlssssss
the only thing that wasnt said which im interested in was if gloogas two shot kill like they used to with a lot of main up
yous gon git dem cheeks took my nigga
Doubtful, the rule seems to be that main power can’t decrease shots to kill, but Incase you forgot remember that the shots out of a roll 2 shot and have extended range
I like the unique effect it has specifically for Brellas.
Of course, if your canopy breaks you're probably gonna die anyway, but it could be helpful if you still win an engagement after it breaks, and another enemy is approaching you.
But I literally got this game 2 months ago so I have no idea if it's actually viable or not.
Main power up communist confirmed
Theoretically, every single weapon in the game can benefit from Main Power Up (obviously), so I just use one main of the ability all the time. For example “damage up” will have a max damage cap, so there’s no need to have more than one pure of the ability.
@Donny Unless you’re in Splatoon 1 and are a Charger main XD
Most weapons with Damage Up take more than a pure to do Max damage
this is better then Srb dudes videos, that stuff has soo much down time
DaBoy2187 yeah srb2dude is a great player & that's all he really has going for him IMO
@@ts4gv RUDE
@@2013hondafit it's his personal opinion, and he's honestly right. The only going thing going for him is skills and (possibly) his accent.
@@zawgaroo Dang is he really that boring to yall? Personally I enjoy his streams more so than other comparably skilled players because he seems to be the most interactive with his chat. And his vids have helped me so much when i started getting into splatoon, I cant disregard that
That's alotta DAMAGE!
Ink resist not only let’s you walk through enemy ink more “easily” and resist a little, it also gives you some defence stats as well
.52 gal actually gets a shot accuracy buff on the ground too although it's just a 25% max increase as opposed to a 50% max increase while jumping.
1:35-1:46
T H A T ' S A L O T T A D A M A G E
I like how most of the comments over 4 years ago are like "this is useless, this is trash" and later it turned out that mpu was strong to the extent people complained about it
Interestingly Ink Resistance Up’s new damage nullification effect from touching enemy ink soft counters MPU’s main benefit of finishing off weakened enemies better. I could see Ink Resistance and Bomb Defense being useful for minimizing prior damage as much as possible.
As someone who used to use Range on weapons in MW3, I can testify that having Main Power Up on weapons with increased range is so worth it
The thing is, main power up doesn't affect subs and that's where damage ups were most useful
@Honey Musty true but power up combined both
@Honey Musty Sub Power Up doesn't INKrease damage
I have been grinding Main Power Up for my Bloblobber and now I realize it doesn't increase damage like I originally thought 😭😭😭
I love your voice and how you explain things lmao. Reminds me of that funny teacher that just gets straight to the point.
Looks like you equipped some voice power-up friendo
Man, this looks like it took forever to put together. Thank you!!
Thank you so much. With the information in your videos I have made a sploosh kit that is very op and is now my main. Love your content btw.
The squeezer with no mpu is one tap shot and three weak shots to get a kill. One sub of mpu can take it to two weak shots basically making it a worse H-3
Astro: aerospary when will it be enough!
Me: when I click the button once and the entire map is covered.
Hi yes I would like more range on my e-liter please? I know it already has the longest range in the game but I need more for … uh 👀 turfing purposes. Yes turfing purposes because I am totally one of those people who bring chargers into turf war and doesn’t play rank.
Its kinda sad how slight the range gets increased
@Julio Paulino yeah ik but MPU is almost useless on eliter
Why do I love this thumbnail so much...
Because this thumbnail is every splat2 player 😂
I was not expecting Ace Attorney. Thank you.
as a splat roller main, this did just as i hoped. my tactic of attack is kind of rebelious and "go stRAIGHT IN THERe" so the damage up that it gives me + swim speed/run speed is perfect for my plays.
Aerospray won’t be satisfied until they can click and everything is covered.
My favorite roller is the Monado thank you very much
wait! ink resistance up is actually defense up except its upgraded so you can run faster in enemy ink!
"Thats like saying splatlings are chargers"
No, it's like saying Chargers, Splatlings, Dualies, and Brellas are all shooters because they shoot
Thanks for making this, very informative and was probably difficult to make
I main glooga dualies deco so the ultra damage from my all main power up glasses helps alot with the slow-ish firerate
I like the undercover brella. The undercover brella is a good weapon, the problem is that the title “brella” puts them on a different pedistal than it should be on. The undercover brella is a good weapon for a more offensive play style than the others, but its especially efficient at picking enemies off one by one, as it has a unique property of having a canopy that respawns with every splat/assist. People expect it to cover the team but it is especially good at helping one teammate at best, combo-ing with individual weapons with each one having a unique and interesting combination like with the bloblobber, blaster, or charger/squiffer. This brella is best for different and/or changing tactics; rush the mid, sneak your way in, cover the base, or stick with a buddy. When you compare an undercover to a normal or tenta brella, you’re picking a squiffer and expecting to reach across the map like the rest of the chargers.
Bamboo really just became
“You stepped in enemy ink, test failed.”
Let's be real here: apart from loophole-abusing Chargers at the time (of which the Goo Tuber seems to now be taking the mantle), Damage Up was really only ever used in Splatoon 1 by weapons that would have otherwise been countered by Defense Up--which was *itself* a bad ability because not only did it do downright nothing against some weapons, but it also had the worst returns to scale of any ability in that game *by far.*
Me: uses Splat Roller.
Main Power up: Allow me to introduce myself.
Me: I have the power of gods.
Also Me: Gets my ass kicked 99% of the time.
Carbon roller MPU only to use it as a regular roller. XD
It may cap at 99 so that you canr one shot, but like you said, if the enemy has even .3 chip damage from something else.....OHKO
Thats a lot of DAMAGE
Dead meme
"so just know your already strong shield is stronger" lmao
Plus they just added the cold blooded ability to another main as a secondary effect.
Fucking FINALLY.
“tenta brella: increases brella durability”
good to see they will never actually give tenta brella the buff it needs not even in main power up :’)
As someone who mains the kensa dynamo, MPU is really great because of how much I need my one-hit-KO box.
*insert meme where spider man looks at a clone except with main power up and damage up*
I'm not sure how to feel knowing this. On one side, the game isn't unbalanced. On the other side, the difference between none and an entire set dedicated to main power up is so small.
Charger: *i've been looking forward to this*
Oh what for Octobrush it just makes you run faster? Ok I guess I'm gonna stop using it then
IKR I always thought I splatted double with it!
The honk noise he made on the undercover brella is just so random it's funny! 😄 Lol
5:35 main power down
I would upgrade dualie squelchers till they deal 30 damage per shot, like the splat dualies to make it (a bit more) better
Warning: Increased ink coverage is actually just special charge up in disguise, it’s not more turf covered.
Now that there is a splatfest tee replica, with ability doubler as its main, you could essentially put even more main power up on you weapons and do more damage for let’s say the bamboozler
For the chargers Main Power Up should increase the time you can hold your charge for. This doesn’t include the Bamboozler or Scopes.
Your video has helped me figure out what main power does for so many weapons thank you for your help p
He missed out that it also increases ink for inkbrushes
8 Main Ups and One Run Speed Up is my setup and I use Bamboozler Mk III
With normal tenta you can only go make a sandwich before the shield goes down but with your entire gear load out and main weapon power up you can eat a full course meal before the brella goes down
i feel like instead of increasing dynamo damage it should increase its speed
- a kensa dynamo main
Arguably the best ability. If not, one of them
So the research team made an ability which its a must-to-pick meta
I find main power up to be most useful on the splattershots for that accuracy!
Um. Splatlings are chargers wtf you mean?
Nah,they’re rollers.
they have similar characteristics, but splatlings still are very different as well
i mean dualies are only their own category because they can roll, everything else is like a shooter
CookeyEffects but they physically charge. Anything that charges us a charger.
@@GummyLord Then dualies are Shooters, cause they shoot like shooters
@Gummy Lord That’s not how it works. In Splatoon, a Charger is a weapon that charges up a single, powerful shot. A splatting charges up multiple shots and fires them in a similar way to shooters and dualies.
Might be pretty good with carbon rollers since they do in fact deal enough damage to one shot on a swing and it swings pretty darn fast for a roller, but the standard kill range is so short that it hampers the weapon more than the swing speed helps.
Great video and love the cover from ff8
Bamboozler is a whole new weapon with this xD
So there really is no need to have it on the splattershot pro. It still takes three shots to kill. However if your enemy is on ur ink it can be a potential 2 shot kill.
But no one steps in enamy ink... Falloff damage can make it take 4
Btw the for tenta brella, It can survive 5 blasts from the rainmaker when deployed and launched outwards
It's important to note that unlike damage up, it does NOT affect sub and special damage. So you wont be getting hit by any 80 damage burst bombs, or as mentioned, get 1-shot by an E-liter without full charge. So... not nearly as annoying as Damage up.
you still end up getting shot by a charger that did not even aim at you still
Gootubers gonna become the Splat 1 E-liters with stacked Damage Up now
lord have mercy on our precious souls
Minus all the range and your abilities
It would be nice if the main power up give increase damage to the undercover bella.
Me who thought that using damge up would kill easier: I've been tricked, backstabbed,and quite possibly bamboozled.
Wow thank you for showing how good gootubers are
E-Liter is clearly a joke, feels like nintendo is taunting us with this lame range increase
The splattershot pro is indeed the best weapon in the game, which means I have to carry my main from the splattershot to the splattershot pro which takes a lot of work
My plan on running Main Power Up is on the new Aerospray, and I will run a near perfect set.
Flashbacks to splatoon 1 when partial charges could one shot
I instantly subbed when I heard Phoenix
Why the fuck didn't they make the undercover shield more durable? That's everything it needs :/
I think the only reason Nintendo did this instead of Damage Up was to make sure E-Liter users would stay amongst us mortal splattershots
That one guy who has a full main special power up and a blobblobeler
Thanks dude for helping me and giving me a quick laugh
So once I get Nintendo Switch Online I'll become either a bunny or Tsuyu every time I grab the Splattershot
Most of these just remind me of damage up, and Chuggaconroy's weapon bios in Splatoon 1.
I never used damage/defence up because the break points were too specific. Especially for defence up since you needed a shit ton of it to counter damage up but you need less damage up to counter defence up. They were such stupid stats that only worked if you save scumed.
I'd use it extensively on my Kensa Dynamo if Main Saver wasn't so goddamn important.
Really liking the ability (2 mains of MPU) on Splattershot since I find myself jumping a lot when using it. Also plan on running maybe 2 subs of it on my Ballpoint Nouveau build.
i run main power up on either my shoes or my head item. cant remember which but i use the carbon roller cause i realized i could make use of the sub, unlike to normal roller since i dont really like or care about curling bombs, and auto bombs help me with getting kills since carbon roller isnt as strong as splat roller plus im more of a turf gainer than a enemy killer. also i think the ink cloud is great after 1 match where i thrown it from an area not far from spawn to around the center-ish of the map and got a kill from it and alot of turf.
what about rollers having crapy hitboxes 50% of the time you swing
Imagine being those people with just pure MPU gear
*sweats*
@@S4Bayo *You know what you did*
Olive *puts bamboozler and splattershot pro away* um.....
So it's just a superior quick respawn since it's a training wheel ability without any counters like respawn punisher or getting a kill.
Ahh yes, totally useful now
POV: You join a game of turf war
One player is using a aerospray. You get killed by the aerospray and then see this:
*All main power up.*
I was told by inkipedia that it increased the thickness of the ink line in brushes
Damn, damage up was such a good ability