Snipewriter 5H
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 | D -4.0 | D -4.0 | C -2.2 | D -6.2 | — |
| Tower Control | C -3.9 | C -3.5 | C -2.6 | D -5.3 | — |
| Rainmaker | C -2.9 | C -3.2 | B -1.5 | D -4.8 | — |
| Clam Blitz | B -0.9 | B -0.3 | B +0.3 | C -2.2 | — |
| Turf War | — | — | — | — | -6.7 |
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 support kit: Sprinkler covers painting your own side and securing footing, which the main struggles with, and Tacticooler buffs the whole team 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 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)