Heavy Splatling: Analysis and Strategies

Team: "We need defense!"
Heavy Splatling: "Gotcha! Coming your way"
Team: "We need more map control"
Heavy Splatling: "Gotcha! Coming your way"

Overview

The heavy splatling family is a long-range primarily used as a backline and support weapon. The vanilla heavy splatling's kit consists of sprinklers as sub and stingray as special. The heavy splatling deco's kit consists of splash walls as sub and bubble blower as special.

Statistics

According to splatoonwiki.org, the heavy splatling family has
  • 78/100 range (about 4 testing range lines)
  • 38/100 charge speed (50 frames for one ring, 75 for full charge)
  • 50/100 mobility 
  • 4 frame shot interval
  • 72 and 144 frame shooting duration (for one right and full charge, respectively)
  • 40 frame ink recovery cooldown
  • 3.6 degree shot deviation angle
The weapon classes as a "middleweight". For further (less relevant) statistics check splatoonwiki.org.

Analysis

Because of it's long range and slow movement, the heavy splatling usually falls in the backline class, along with the jet squelcher and splat chargers/E-litres. This class is rather small, so there are few alternatives.

Pros:
  • The heavy splatling's charge time is relatively quick, and shoots out a lot of ink at once. This makes it great for covering large area's with ink.
  • Splatlings in general do not need to charge fully to release a killing blow of ink, like the charger class (with exception of the goo tuber). A quarter of the first ring of charge releases about 6-8 shots of which only 4 need to hit to land a splat. Therefore, a surprise attack can be countered with a splatling (though other weapons, like shooters, are better at this).
  • Because of the heavy splatlings great range and kill time due to burst fire, it can get quick splats on opponents who are unaware of your whereabouts. Chargers struggle more with this, as a line shows what they are currently aiming at. The jet squelcher may be more mobile, but does not splat af quickly.
  • Both kits complement the weapon really well in a support role. This means that the weapon is great at defending their team and advancing a push.
Cons:
  • Even though it paint's a lot, it does not paint very densely. The layer of paint by spraying around an open area is often not thick enough to swim through, i.e. there are many holes left over. To paint proper paths, painting needs to be more focused on certain areas. 
  • A heavy splatling without any run speed abilities is extremely slow, especially so when charging. This makes you a rather easy target for weapons with high mobility and OHKO capabilities. Especially chargers and blasters can easily splat you, as they both can splat in one hit, and hit you from places where you can't hit them.

Strategies and Recommendations

As stated above, both variants of the heavy splatling are very well suited for a support role. There are some differences however. The vanilla is more of a generic backline weapon. The stingray can deal with chargers and hydra splatlings which out-range the heavy splatling. The sprinkler can help you gain territory and charge the special gauge. 
The heavy splatling deco is better self defense and push support. The bubbles can offer great protection against enemy fire, and the splash wall can help you stay in open areas without risking your life. A good player plays a lot around their splash wall by blocking enemies after punishing them for even trying to reach you. 
I myself try to stay close to my team when I play either heavy splatling. You really can't help them a lot when you are too far away. Team awareness is really important in this, as you are really no use in a push when you are the only one alive, and you should probably back up and defend. On the other hand, when the enemy team is disadvantaged, it is important you help your team push in by painting enemy territory and generally being a nuisance. 
Defending is best done with the heavy splatling deco. The splash wall and bubbles can really hinder the opponents. The stingray of the vanilla splatling is not as good at this. However, you can scare off opponents by waving around the stingray, forcing them to move or risk getting splatted. Should you and your team successfully defend an enemy push, the splatling should reclaim territory and check for any trailing enemies looking to get behind your backline.

Gear Suggestions

A general gear loadout has plenty of run speed up. About 2 to 4 mains, depending on what you prefer. I personally like to wear thermal ink as well, as the heavy splatling can fail to do 100% damage to an enemy, making it even more important to know their location.
You can only shoot 4 fully charged burst on 1 ink tank, and since you spend most of your time out of the ink, either ink saver main or ink recovery up can be very helpful.
Both specials benefit greatly from special power up. Longer stingrays are always better, and even more so after 4.3's duration nerf. Bigger bubbles provide more protection and spread more ink.
Lastly, since recent patches, the vanilla splatling requires more points to get special. This means that special charge or special saver can be very welcome additions. As well as that, tenacity can also prove its usefulness if you don't get splatted a lot.

Matchups

As mentioned before, chargers and hydra splatlings are your major concern because of their larger range. Blasters can pressure you out of your hiding and charging spots from around the corner. Any form of bombs can also do this, especially autobombs.
Good matchups for the heavy splatling are weapons with low mobility. These include heavier weapons and weapons that have a long delay after shooting before they can enter the ink again, such as blasters and dualies after dodge rolling.
The H3-nozzlenose is a unique encounter. It is easy to hit, because of long submerge delays, but its range and kill time is so good (in the right hands) that you might bet splatted before splatting them, or taking a trade.

Best Maps and Modes

Heavy splatlings perform best at maps where they can track their enemies, and distances in open areas are not too great. Maps like Blackbelly Skatepark and Makomart Allow you to play your turret role. Both of these maps also provide a means to hide yourself while you charge your shots. Unfavoured maps are those with either a lot of open area, or barely any open areas. Maps like Kelp Dome and Walleye Warehouse.
As the heavy splatling is a support role, it can be effectively used on any mode. Due to its kits however, Tower Control and Rainmaker are the best modes for the vanilla, and Splat Zones and Clam Blitz the best for the heavy splatling deco. That is just an opinion however. As said before, either can work on all modes, so choose based on your liking and playstyle.

Final thoughts

The heavy splatling is a solid backline weapon. It also makes a great support on basically any team composition. however, for a backliner, its range is kind of minimal and it gets easily taken out by chargers. As long as you are observant of both allies and enemies, the weapons plays best. I like that it can be played aggressively if required. It is not immediately destined to lose a firefight against a splattershot it your aim is on par, though in this case, practice makes perfect. 
I find that this weapon is great in ranked mode, as chargers are not all that common, and players play less coordinated (since they can't communicate properly). This can lead to some fun game of carrying your team, or not getting any kills, but 10 specials.

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