Heavy Splatling
The classic Splatling: charge up, then unload a dense, long-range barrage. Its performance while firing is excellent, handling painting, splatting, and zoning at a high level. You're defenseless in humanoid form while charging, so the game plan is to charge somewhere safe and then force your strengths on the enemy. GameWith puts it in the top tier for Splat Zones.
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 | S +3.0 | A +2.4 | A +2.3 | A +1.6 | — |
| Tower Control | B +0.2 | B -0.8 | B -1.5 | B -1.5 | — |
| Rainmaker | B +0.3 | B -0.8 | B -0.5 | B -0.6 | — |
| Clam Blitz | A +2.4 | A +2.1 | A +2.7 | S +2.9 | — |
| Turf War | — | — | — | — | B -0.3 |
Best stages / Worst stages
Tower Control
Rainmaker
Strengths
- Once charged, it keeps firing shots with a Splattershot-level TTK from a range close to the Jet Squelcher's
- Good ink efficiency for its range, and it can zone short-range painters while painting, so it's strong in paint battles
- Splatlings get a lot out of Run Speed Up, so you stay mobile even while firing
- Even a small charge fires enough shots to splat, giving you a way to fight back when enemies get close
- In open areas it strongly shuts down short-range approaches, making it key for defense in Tower Control and Rainmaker
Watch out for
- You must charge in humanoid form before firing, so you can't ambush from ink, and you're very exposed while charging or after emptying your burst
- Struggles against longer-range weapons like Chargers, the Hydra Splatling, and the Jet Squelcher
- Has a hard time dealing with arcing shots and bombs from below ledges, and with Brellas
- You stand out while firing and draw fire, but have no direct way to protect yourself
- Shots spread out at max range, so your real kill range is shorter than the listed range
Tips
- Attack with full charges as a rule, and use leftover shots to paint around you. When someone gets close, do a quick short charge to fight them off
- Charge behind walls or ledges where enemies can't reach you, then peek out
- Fire from the side of your teammates instead of right behind them to set up crossfire and third-party their fights
- If you need to escape before your burst ends, turn into a squid to cancel it
Common gear
Run Speed Up, Ink Resistance Up, Intensify Action, Object Shredder, Special Power Up, Special Charge Up, Quick Super Jump, Swim Speed UpThis kit
Sprinkler paints, scouts, and adds damage when popping the Rainmaker's shield, and Wave Breaker flushes out nearby enemies while doubling as a shield to push the front line.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 11)
- 11.0.0: Main weapon: spray and impact paint radius increased by about 12% (source 11)
- 11.1.0: Special points 200→210 (Heavy Splatling, Order Splatling Replica) (source 12)
- 11.2.0: Main weapon: spray and impact paint radius reduced by about 8% (source 13)