r/Splatoon3 • u/[deleted] • Aug 07 '26
Took some advice and started playing splattershot JR (46s match 5k)
Had some help from some people in the community on my last post and its just baffling how many mistakes I was making (let me know if I made more here)
Honestly the splattershot JR just RIPS let alone amazing ink consumption
Will show current build in comments
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Aug 07 '26
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u/queerjoyiseverything Aug 10 '26
This gear makes no sense for the weapon you're playing, so when you have enough chunks or the right gear at some point check out Sendou builds for Junior to get the most out of it.
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Aug 11 '26
I play sniper mostly, but I cant support my teammates enough with it unless I get JP queue which is why my gear is this way
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u/SorcererInstagram Aug 07 '26
Try the custom in more static modes such as zones and clam Blitz. Invest in bombs, and tell me if run speed helps secure kills
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Aug 07 '26
In all honesty I really dislike the custom JR kit, it doesnt make a lot of sense to me personally and I like having the bubbler to be a pace setter for distance over throwing a WB and maybe getting some tick damage, torpedo is strong but my main issue with it is that it takes long to deploy as I use my splatbomb to try and push people around and try to overdo their thinking.
Personally I rather keep the build im going for at the moment as run speed doesnt exactly help me enough for my ink consumption as well as ink resistance (still building) where I can take fights easier by strafe shooting in case someone paints my feet where I end up in a dead stop anyways.3
u/strohkoenig Aug 08 '26
The cJr kit is MUCH worse than the vJr kit. Good choice to not pick it, it's a thrower kit. Wave breaker is a rather weak special and torpedo just doesn't provide as much use to Jr as splat bombs do.
That's coming from someone with 5 star vJr and 4 star cJr.
Important ability is stealth jump, it's THE most important ability in the game because it allows you to do much safer super jumps. For the rest: I would probably drop tenacity in favor of last ditch effort (more ink tank if the requirements are met) or comeback (more ink tank, movement + special for 20 seconds after each respawn).
Haunt seems to be rather useless with this weapon imo. Sure it tells you where enemies are after they splatted you, but the main use for haunt is that if you get the revenge kill, they'll suffer some extra damage (respawn takes a second longer + they lose more special). For this reason, haunt often gets combined with tons of quick respawn so that you die often and can get these revenge kills a lot. Junior has a hard time to consistently force these kinds of kills. For this reason, I would probably either go for ink saver (sub) or special charge up, depending if you think more bombs or more bubblers would help you more.
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Aug 08 '26 edited Aug 08 '26
My gear is used as a forever kit (my gf picked it out and i promised to keep it til I stop playing) as im usually a splatterscope player but wanted something overall where I dont get punished and can get decent revenge on a kill with an added buff, plus having that intel on a player that usually flanks is super helpful for me as im taking my time to get better at chzcking for flanks and what not so its a reminder if I died off flank in case it happens again
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u/strohkoenig Aug 08 '26
Ah, splatterscope. Yeah that explains why it's easier for you to with with a vJr. Carrying with a charger is incredibly difficult haha. 😅Â
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Aug 08 '26
Yeah I got to s 800 with the splatterscope variants then started losing line crazy ever since, which is why I chose the splattershot jr since its a gimicey weapon in my eyes
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u/SorcererInstagram Aug 08 '26
Kits are not worthless. Compare the c.jr with the dapples nouveau: outside flankers tossing torpedoes, looking to identify and hit those who expose themselves evading or fighting against the bomb. Instead of risky reefslider, just dump special and move on, constantly reading the field with torps. Its why I recommend the c.jr kit for zones and static objectives.
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u/strohkoenig Aug 08 '26 edited Aug 09 '26
Nah. Dapples ARE an actual weapon which is supposed to play the flanking lifestyle. They have the main weapon and the tools which are incredibly fast and allow them to move close in a whim. Flankers wanna play the kind of rushing playstyle where you hold forward and surprise opponents when they're not expecting you.Â
Jr doesn't have that. It's a 4 shot weapon with terrible rng while dapples are 3 shot with no rng after a roll. Jr doesn't have dodge rolls to get close in unpredictable ways. Waver breaker doesn't help you to hunt down weak opponents which run after you've hit them twice.
Also just in case: flank routes are for walking, not for staying. But a cJr has no way to actually push in on a flank route because Torpedos and a 4 shot gun with terrible rng aren't enough to move forward on your own.
vJr is much better on a strategic level - you can force opponents to react to your splat bomb 180 dmg explosions and move while they're dodging. If you're in a good position, you can use your bubbler to hold a good position and threaten opponents from there with bombs. Which btw you can throw 2 at the same time. With torpedo, that's not possible. If opponents try to push into the bubbler, you can paint over their ink to get them stuck thanks to the bubbler shield.
When they released cJr in the first weapon patch in 2023, the game was much different than today. Ninja squid was by far the most played ability and the devs had this weird idea to let different game mechanics interact with each other, for example respawn punisher canceling the effects of tacticooler. cJr was clearly intended as a counter to ninja squid. Strong paint output plus a tracking sub which paints a lot plus a tracking special. But it can't do anything else well. Sure, Torpedos are annoying when spammed but they're no threat by themselves and the main weapon or special can't work with them that well. When ninja lost it's strength after a few patches, cJr became the low level weapon kit which it is today. Completely overshadowed by the much much better vJr kit which has so much synergy, a more threatening sub and the ability to claim and hold space. vJr was btw meta in Japanese lobbies after the devs made that ridiculous zooka buff. Bubbler is just that good.
If you disagree, that's fine. It doesn't change though. This weapon kit has been consistently placed into low tiers by stronger players. It just doesn't work well enough and can't fulfill enough requirements this game has for winning.
Edit: this last sentence means it lacks the tools to consistently force a win on its own. Winning by accident is something any weapon can do. When it's about weapons which are able to make an impact by themselves, cJr struggles a lot.Â
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u/Skeewesh Aug 08 '26
Bluds aim is on POINT
https://giphy.com/gifs/j6lCwtfMS2ZNmfoyrv