Bamboozler 14 Mk II
A Charger with a very fast charge, but even a full charge only deals 85 damage, so it normally takes 2 hits to splat. It always fires at max range no matter the charge, so you play it more like a long-range Shooter, putting out lots of shots and excelling at finishing enemies your team has chipped and at third-partying. It's very quirky and made for dedicated players; the more you use it, the more you'll feel yourself improving.
Strength by modeTier and score (win-rate points vs. an average weapon).
| Mode | C–A | S–S+2 | S+3 and up | X Battle | Regular |
|---|---|---|---|---|---|
| Splat Zones | C -2.3 | C -1.9 | B -0.8 | C -2.8 | — |
| Tower Control | D -5.3 | D -5.8 | D -4.4 | D -5.9 | — |
| Rainmaker | C -2.5 | C -3.0 | C -2.7 | C -3.0 | — |
| Clam Blitz | B -1.0 | B -0.9 | B -0.5 | C -1.5 | — |
| Turf War | — | — | — | — | -1.8 |
Best stages / Worst stages
Tower Control
Rainmaker
Clam Blitz
Turf War
Strengths
- Very fast charge, so you can fire shot after shot from long range
- Range and shot speed are always at max regardless of charge; even uncharged shots reach max range instantly
- Any enemy that's taken even a little damage goes down to one full-charge shot, so it pairs well with covering teammates and with your sub and special
- Fast movement while charging and shooting; one of the most agile Chargers
- Mixing full charges and uncharged shots gives strong burst painting, and it's good at claiming areas far away
Watch out for
- Can't one-shot; undamaged enemies need 2 hits, so splats demand strong aim
- Among the weakest footing paint of any weapon; unless you full-charge, enemies easily take your footing
- Bad at painting fiddly surfaces like slopes, ledges and the Tower, and its paint lines tend to have gaps
- Ink-heavy for how often it fires, so ink management is a must
- No arcing shots, so it's hard to touch longer-range enemies or enemies behind obstacles with the main
Tips
- While you're still learning, land a full charge first, then follow up with rapid uncharged shots if they survive
- Estimate how much damage the enemy has taken and mix charge levels, like two partial charges, to splat quickly
- Target the same enemies as your teammates, and focus on finishing hurt enemies and third-partying
- Paint your escape routes well with full charges, and don't stand too close to cliff edges
Common gear
Run Speed Up, Ink Saver (Main), Ink Resistance Up, Last-Ditch Effort, Swim Speed Up, Quick Super Jump, Special Charge Up, Sub Resistance UpThis kit
Fizzy Bomb zones longer-range enemies and leaves paint on the enemy side, and Super Chump moves enemies behind walls or below ledges so you can finish them with the main.Recent changes
- 11.0.0: System change for all weapons: main weapons get bigger hitboxes against players (the shorter the range, the bigger the boost), squid form gets a smaller hurtbox, and the game adds "Flow Aura" (a temporary power-up when you keep performing well) plus a remaining-health display (source 7)
- 11.1.0: Main weapon: about 13% faster movement while charging and shooting (source 8)
- 11.1.0 Reaction: Movement speed while charging went from 0.60 to 0.68, which equals what 16 AP of Run Speed Up used to give, with no gear at all. That ties it with the Snipewriter for the most mobile Charger, so cutting Run Speed Up for other abilities is now an option (source 1)
- 11.1.0 Reaction: Even after the buff, guides say Run Speed Up is still a high priority on Mincemeat Metalworks, Manta Maria and Crableg Capital, where you often fight on grates (source 1)