Custom E-liter 4K Scope
An E-liter 4K with a scope. It gains about 0.5 test-range lines of range, making it the longest-range weapon in the game. In exchange it loses charge hold, and your view narrows while charging, so positioning and keeping an escape route matter even more than on the E-liter 4K. Uncharged and partially charged shots perform the same as the E-liter 4K.
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 | D -5.3 | D -5.0 | D -5.2 | D -6.9 | — |
| Tower Control | C -3.5 | C -2.5 | C -2.0 | C -3.8 | — |
| Rainmaker | D -4.1 | C -3.7 | C -2.1 | D -5.1 | — |
| Clam Blitz | -5.1 | -4.4 | -2.2 | -4.3 | — |
| Turf War | — | — | — | — | D -8.6 |
Best stages / Worst stages
Rainmaker
Clam Blitz
Strengths
- Longest range of any weapon, so you can outrange even long-range Splatlings and the Splat Charger family
- Fast one-shot kills. Just having your line of fire on an area keeps enemies from advancing
- The scope zooms in, making distant enemies easier to hit
- Its core survivability, like the short end lag after firing, is almost the same as the E-liter 4K
Watch out for
- No charge hold, and you can barely walk while fully charged, so adjusting your position is hard
- Your view narrows while charging, making it hard to notice flankers or enemies closing in from the side
- Against an unscoped E-liter 4K that steps in using charge hold, your range advantage is hard to use
- Once your team is down players, you can't stall or fight up close, and you often end up unable to do anything
- The charge is a bit long, so you're easy to rush while recharging after a miss
Tips
- Staying alive comes first. If you go down, the enemy will pour in all at once
- Shoot enemies your teammates are fighting from the side to thin the enemy's numbers and cover your team
- Staying in one spot makes you predictable, so rotate between several perches and strong positions
- When an unscoped E-liter closes in with charge hold, hit it before it gets in range, or punish the moment right after it releases the hold
Common gear
Ink Saver (Main), Swim Speed Up, Ink Recovery Up, Quick Super Jump, Respawn Punisher, Object Shredder, Sub Resistance Up, Last-Ditch EffortThis kit
Squid Beakon helps teammates get back to the front. When enemies get close, Kraken Royale lets you turn the tables, or force the count forward in Tower Control and Rainmaker.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 9)
- 11.3.0: Main weapon: Ink Saver (Main) is less effective (source 10)
- 11.3.0: Stated intent: make it harder to keep painting the zone or applying pressure from a safe spot (source 10)
- 11.3.0 Reaction: With the Ink Saver (Main) nerf, the new benchmarks are 16 AP for 5 full-charge shots and 30 AP for 6 (before the change: 10 AP for 5, 22 AP for 6). Since 16 AP still gets you to 5 shots, running even a small amount is still considered worth it (source 1)