Snipewriter 5B
A Charger that fires up to 5 shots from a single full charge. Each shot does 68 damage, so it takes two hits to splat. Its range is second only to the E-liter 4K family, and its burst painting at full charge is among the best of any weapon. The 5H is highly rated as a backline support that buffs the team with Tacticooler, especially in Splat Zones and Turf War.
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 | -0.6 | -1.6 | +0.7 | -1.6 | — |
| Tower Control | -1.1 | -1.7 | +1.1 | -1.8 | — |
| Rainmaker | -5.1 | -6.5 | -4.3 | -6.0 | — |
| Clam Blitz | -1.0 | -0.7 | +0.1 | -0.6 | — |
| Turf War | — | — | — | — | -7.3 |
Best stages / Worst stages
Tower Control
Rainmaker
Clam Blitz
Turf War
Strengths
- From a range slightly longer than the Splatterscope, you can force chip damage and paint with a 5-shot burst
- Its burst painting at full charge is among the best of any weapon, great for taking long, narrow zones and painting them back
- One of the fastest Chargers for moving while and after charging, and it jumps high, making attacks easier to dodge
- Since you have multiple shots, you can fire again right away after a miss
- Even from the backline, the 5H can buff the whole team with Tacticooler to help push the front line
Watch out for
- It can't one-shot, so its solo kill pressure is weaker than the Splat Charger or E-liter 4K
- Its ink efficiency is among the worst of any weapon, so you run dry fast in long painting battles
- Uncharged and partially charged shots are weak, leaving you little self-defense when enemies get close
- No charge hold, so when a bomb lands on you, all you can do is drop your charge and dodge. Weak to arcing shots from cover and focused bomb attacks
- Against the longer-range E-liter 4K Scope and E-liter 4K, the gap in kill power puts you at a disadvantage
Tips
- You don't have to fire all 5 charged shots. Swim to cancel the rest and you get the ink back
- Prioritize enemies fighting your teammates. Aim for teamwork: land one hit and let a teammate finish them
- When shots are hard to land, fire above enemies or at their escape routes to take away their footing and limit their movement
- Land your first shot before they notice you. Hiding your laser and then firing with a drag shot works well too
Common gear
Special Charge Up, Special Power Up, Ink Saver (Main), Last-Ditch Effort, Ink Recovery Up, Quick Super Jump, Run Speed UpThis kit
A kit with strong self-defense: Splash Wall protects you in close fights and trades, and Ink Storm drives enemies out of cover so you can chip them with your 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 9)
- 11.2.0: Special points 210→200 (Snipewriter 5B) (source 10)
- 11.3.0: Main weapon: ink consumption up about 7% (source 11)
- 11.3.0: Stated intent: make it harder to keep painting the zone or applying pressure from a safe spot (source 11)