Splatoon/Primary weapons

Splatoon boasts an impressive variety of weapons, with more frequently added through weekly updates. Each weapon support a different playstyle, whether one prefers to contribute safely from a distance or stay deep in the action.

Shooters
Shooters are the most common type of weapon in the game. Shooters are automatic rifles that fire ink shots. They are the easiest and most intuitive weapons to use for covering turf and splatting enemies, and are generally versatile enough to do well in most situations.

Splattershot Jr.
The Splattershot Jr. is the very first weapon every player gets in the game. Even though it is made for beginners, its versatile loadout and utility makes it a great pick even for experienced players. The Splattershot Jr. has a very high fire rate and ink spread, which helps cover wide areas with ink simply and speedily. However, the Jr. suffers in direct combat due to its poor range, which is compounded by its significant ink spread impacting its accuracy. Try to avoid direct combat and focus on catching enemies by surprise to take them out with a close-range burst. Splat Bombs alleviate the Jr.'s range problems and is helpful for pushing into enemy territory. However, the true highlight of the Splattershot Jr. is the Bubbler. Due to the Jr.'s strong inking capabilities, it can build up Bubblers very often, making it an excellent support and turf grabbing weapon.
 * Unlock level/cost: 1 (Free)
 * Base Damage: 28
 * Range: 32/100
 * Attack: 32/100
 * Fire Rate: 75/100
 * Loadout: Splat Bomb, Bubbler

Custom Splattershot Jr.
The Custom Splattershot Jr. is outfitted with different sub and special weapons specialized for a support role. It is the earliest weapon that comes with the Disruptor, and it can charge up Echolocators fairly quickly due to its excellent ink coverage. With tools to both reveal enemy movement and formations as well as cripple their fighting abilities, the Custom Splattershot Jr. can give your team a major edge when hunting down foes. Unfortunately, this comes at a cost of Splat Bombs, leaving you with no way of damaging enemies outside of the Jr.'s mediocre range. You'll have to rely more on your allies to give you space to approach foes or to capitalize on your support tools.
 * Unlock level/cost: 2 (800)
 * Requires Octostomp Sunken Scroll
 * Loadout: Disruptor, Echolocator

Splattershot/Hero Shot Replica
The Splattershot is the representative weapon for Splatoon, being the most balanced shooter in the game. It has intermediate fire rate, damage, accuracy and range, all of which makes it a versatile weapon. The Splattershot fits most roles in the game, whether you're inking turf, engaging enemies at the frontlines or flanking from the sides. It's an incredibly flexible weapon that can pull its weight no matter which stage or mode it's in. Unfortunately, the default form of the Splattershot is mostly overshadowed by its variant, the Tentatek.
 * Splattershot unlock level/cost: 2 (500)
 * Hero Shot Replica unlock requirements: Clear the Enter the Octobot King! level from the Squid Amiibo
 * Base damage: 36
 * Range: 50/100
 * Attack: 45/100
 * Fire Rate: 55/100
 * Loadout: Burst Bomb, Bomb Rush

The Splattershot is a great introductory weapon to the Burst Bomb. It fits the flexible nature of the Splattershot by being highly versatile on its own. Although the Splattershot relies on the sub-weapon a lot less than other weapons with the Burst Bomb, it still has strong synergy with the main gun, able to finish off enemies out of reach of the Splattershot or ink the ground around you quickly. The Burst Bomb Rush ultimately limits this gun from seeing more widespread use, as it lacks the high power or the map presence of other specials. Nevertheless, it can still be used to quickly claim turf or to bombard enemies. Since the special refills your ink gauge, you can "extend" the duration of your Bomb Rush by throwing Burst Bombs before initiating Bomb Rush, prolonging your continuous stream of bombs.

Tentatek Splattershot/Octoshot Replica
The Tentatek Splattershot is by far the most popular weapon in the game. While the Splattershot itself had balanced, good stats, the Tentatek gives it a loadout that enables it to handle more situations. The Suction Bomb is a strong form of ordnance that can be used to flush out distant enemies or seize area control. Meanwhile, the Inkzooka fixes the Splattershot's only real weakness: it's relatively poor range, giving the Tentatek a tool to use against snipers or to break up the enemy defense for a critical push. No matter what mode, map or skill level you are, you can never go wrong with the Tentatek.
 * Tentatek Splattershot unlock level/cost: 4 (2000)
 * Octoshot Replica unlock requirements: Talk to Judd after reaching level 40
 * Loadout: Suction Bomb, Inkzooka

.52 Gal
The .52 Gal is a gun that's all about power. It only takes two shots to splat an enemy, making it one of the fastest-killing shooters in the game. This power comes at a cost, as the .52 Gal is not as easy to pick up as the average shooter. It has a slower than normal firing rate, so accurate aiming is a must to get the most out of every shot. This lower firing rate also make it worse at turfing, shifting its focus more on hunting down enemies. It's two-shot kill is also easily increased to a three-shot at the edge of its range, or if your enemies are equipped with Defense Up gear. It is usually a good idea to get some Damage Up abilities to counteract the reduced damage from range or enemy gear.
 * Unlock level/cost: 5 (3000)
 * Base damage: 52
 * Range: 50/100
 * Attack: 70/100
 * Fire Rate: 30/100
 * Loadout: Splash Wall, Killer Wail

The Splash Wall is an excellent defensive sub-weapon on the .52 Gal, since it's below average fire rate makes it more vulnerable when it comes to self-defense at close range. The wall offers protection against enemy fire, while helping you aim as they are forced to move predictably to get around the wall. Meanwhile, the Killer Wail lets .52 Gal users to attack across the map or deny huge chunks of land from enemies. On some narrower, linear maps like Walleye Warehouse, the combination of Splash Wall and Killer Wail work together to establish area control that can be very difficult to play around.

.52 Gal Deco
The Deco version of the .52 Gal is decked out with gems and a very different loadout. Like the original .52 Gal's loadout, the .52 Gal Deco's subs and specials are focused more on utility than kills. Seekers apply long-distance pressure, inks long trails for mobility and can be used to attack enemies above slopes or below ledges, something the .52 Gal might struggle with due to its average range. The Inkstrike, like the Killer Wail, is primarily used to drive foes out of a desired area, but has the added benefit of inking the radius of the attack, compensating for the .52 Gal's relatively poor turfing capabilities.
 * Unlock level/cost: 11 (4500)
 * Loadout: Seeker, Inkstrike

N-Zap '85

 * Unlock level/cost: 5 (3500)
 * Base damage: 28
 * Range: 50/100
 * Attack: 32/100
 * Fire Rate: 75/100
 * Loadout: Splat Bomb, Echolocator

N-Zap '89

 * Unlock level/cost: 8 (4200)
 * Loadout: Sprinkler, Inkstrike

Aerospray MG

 * Unlock level/cost: 7 (4500)
 * Requires Octowhirl Sunken Scroll
 * Base damage: 24.5
 * Range: 32/100
 * Attack: 20/100
 * Fire Rate: 100/100
 * Loadout: Seeker, Inkzooka

Aerospray RG

 * Unlock level/cost: 13 (9300)
 * Requires Octowhirl Sunken Scroll
 * Loadout: Ink Mine, Inkstrike

Splash-o-matic

 * Unlock level/cost: 7 (3900)
 * Base damage: 26
 * Range: 32/100
 * Attack: 25/100
 * Fire Rate: 75/100
 * Loadout: Suction Bomb, Bomb Rush

Neo Splash-o-matic

 * Unlock level/cost: 9 (6200)
 * Loadout: Burst Bomb, Inkzooka

Jet Squelcher
The Jet Squelcher's main selling point is its incredible range. It is built to be a Shooter that can challenge Chargers at their own game, and actually outranges the Squiffer. The Jet Squelcher is also highly accurate, letting you reliably hit enemies from a distance as long as your aim is true. Unfortunately this emphasis on range comes at the cost of lethality. It has poor fire rate and low enough damage to force a four-hit kill. Additionally, it is also fairly ink-consuming. The Jet Squelcher has difficulty with fights up close, so it's best to abuse your range as much as possible by holding defensive positions and use your shots as suppression fire.
 * Unlock level/cost: 8 (4000)
 * Base damage: 31
 * Range: 80/100
 * Attack: 32/100
 * Fire Rate: 40/100
 * Loadout: Splash Wall, Inkstrike

The default Jet Squelcher is made for a defensive, supportive approach. The Splash Wall is a good method of protection if a foe gets too close and can deter flanks. It can also be used to support teammates closer to the frontlines. The Inkstrike compensates for the Jet Squelcher's poor turfing capabilities. While it takes longer for the Jet Squelcher to charge it up, it lets you claim large amounts of turf while still staying at a safe range, and can be instrumental for taking strategic positions.

Custom Jet Squelcher
The Custom Jet Squelcher caters to more aggressive players, giving it a loadout suited for survival in the middle of the battlefield. The Burst Bombs are an excellent complement for the Custom Jet Squelcher. It's better at taking down foes at mid-close range and it inks paths quickly to help with movement. The Kraken is another survival and splatting tool, granting you a powerful panic button when ambushed as well as to hunt down foes to create openings for your team.
 * Unlock level/cost: 15 (7900)
 * Loadout: Burst Bomb, Kraken

L-3 Nozzlenose

 * Unlock level/cost: 9 (5800)
 * Base damage: 29
 * Range: 60/100
 * Attack: 40/100
 * Fire Rate: 65/100
 * Loadout: Disruptor, Killer Wail

L-3 Nozzlenose D

 * Unlock level/cost: 13 (6600)
 * Loadout: Burst Bomb, Kraken

Splattershot Pro

 * Unlock level/cost: 10 (8000)
 * Base damage: 42
 * Range: 68/100
 * Attack: 55/100
 * Fire Rate: 40/100
 * Loadout: Splat Bomb, Inkstrike

Forge Splattershot Pro

 * Unlock level/cost: 20 (19800)
 * Loadout: Point Sensor, Inkzooka

H-3 Nozzlenose

 * Unlock level/cost: 10 (7500)
 * Base damage: 41
 * Range: 60/100
 * Attack: 60/100
 * Fire Rate: 30/100
 * Loadout: Suction Bomb, Echolocator

.96 Gal
A step up from the .52 Gal, the .96 Gal boasts impressive damage like its little brother along with range comparable to the Splattershot Pro. Its shots are significantly stronger than the .52 Gal's, resulting in a more consistent two-hit kill regardless of distance or enemy gear. Unfortunately, the .96 Gal has an even lower fire rate than the .52 Gal. It is also more inaccurate, and eats up a lot of ink per shot. The .96 Gal is terrible at close-range combat, so good positioning and awareness are vital to keep yourself safe while letting you take down distant targets.
 * Unlock level/cost: 12 (7600)
 * Base damage: 62
 * Range: 68/100
 * Attack: 80/100
 * Fire Rate: 18/100
 * Loadout: Sprinkler, Echolocator

Due to the .96 Gal's abysmal fire rate and heavy ink consumption, it struggles at inking turf, which in turn affects how fast it can charge its special weapon. The Sprinkler rectifies this issue, letting the .96 Gal rack up points passively by dropping it at uninked spots. The Sprinkler can also serve as a diversion to help you take out enemies distracted by the it. This passive inking in turn helps the .96 Gal charge up its Echolocator, which both helps you track down enemies within your range and keeps your from getting flanked by foes.

.96 Gal Deco
The .96 Gal Deco is one of the most popular weapons in the game due to its loadout, which synergizes extremely well with its playstyle. The Splash Wall helps with your defensive positioning immensely, limiting your foes' advance while protecting your against weapons that outrange the .96 Gal. Enemies trying to get around the wall are vulnerable to your weapons fire, placing you in an advantageous position in any engagement when wall has been set down. The Kraken is a crucial remedy to the .96 Gal's main weakness, its vulnerability to close-range attacks, letting you turn the tables on any enemy that tries to ambush you.
 * Unlock level/cost: 14 (7600)
 * Loadout: Splash Wall, Kraken

Sploosh-o-matic

 * Unlock level/cost: 12 (7500)
 * Base damage: 38
 * Range: 15/100
 * Attack: 55/100
 * Fire Rate: 75/100
 * Loadout: Squid Beakon, Killer Wail

Dual Squelcher

 * Unlock level/cost: 16 (9800)
 * Base damage: 28
 * Range: 68/100
 * Attack: 27/100
 * Fire Rate: 55/100
 * Loadout: Splat Bomb, Echolocator

Custom Dual Squelcher

 * Unlock level/cost: 18 (12800)
 * Loadout: Squid Beakon, Killer Wail

Blasters
Blasters are sort of like grenade launchers. They have the same firing mechanism as Shooters, but drastically lower fire rate. Instead of a stream of shots that create plenty of ink puddles, Blasters launch a massive ball of ink that leaves a trail as it flies forward, exploding after a certain distance.

Blaster

 * Unlock level/cost: 9 (3500)
 * Direct damage: 125
 * Range: 25/100
 * Impact: 70/100
 * Fire Rate: 20/100
 * Loadout: Disruptor, Killer Wail

Custom Blaster

 * Unlock level/cost: 17 (6800)
 * Loadout: Point Sensor, Bubbler

Luna Blaster

 * Unlock level/cost: 11 (7700)
 * Direct damage: 125
 * Range: 10/100
 * Impact: 80/100
 * Fire Rate: 30/100
 * Loadout: Ink Mine, Inkzooka

Rapid Blaster

 * Unlock level/cost: 14 (10000)
 * Direct damage: 80
 * Range: 45/100
 * Impact: 35/100
 * Fire Rate: 40/100
 * Loadout: Ink Mine, Bubbler

Rapid Blaster Deco

 * Unlock level/cost: 19 (14800)
 * Loadout: Suction Bomb, Bomb Rush

Range Blaster

 * Unlock level/cost: 14 (8000)
 * Direct damage: 125
 * Range: 35/100
 * Impact: 60/100
 * Fire Rate: 10/100
 * Loadout: Splash Wall, Inkstrike

Chargers
Chargers are the sniper rifles of Splatoon. They fire long, straight lines of ink, useful for quickly inking pathways for you and allies to travel down. As their name implies, Chargers require charging to be used effectively. Hold down the fire button to increase the range and power of your shots. At full charge, they can instantly splat any foes in their sights. All Chargers have laser sights; use them to intimidate foes entering contested area or hide them to maintain the element of surprise.

Splat Charger/Hero Charger Replica
The Splat Charger is the middle of the pack when it comes to speed and range. It's balanced attributes make it a good starter weapon for players looking to pick up the charger. It comfortably outranges most weapons in the game, letting you play a more defensive playstyle by sniping enemies from afar. However, it still has a passable charge time to help you defend yourself against mid-close range flanks. If you're able to secure a safe position to snipe from, the only major threat to you are enemy snipers, specifically E-liters, as well as the occasional Inkzooka. The Splat Charger's intermediate charge time also makes it good at covering turf, an option you can always resort to when there's no enemies in sight.
 * Splat Charger unlock level/cost: 3 (1000)
 * Hero Charger Replica unlock requirements: Clear the Enter the Octobot King! level from the Inkling Girl Amiibo
 * Damage: 40-160
 * Range: 85/100
 * Charge Rate: 50/100
 * Mobility: 40/100
 * Loadout: Splat Bomb, Bomb Rush

The default Splat Charger has a loadout with a big focus on Splat Bombs. While other weapons usually use Splat Bombs to pressure enemies from a distance, the Splat Charger depends on the Splat Bombs for close range defense. You will learn to lob and roll your Splat Bombs to control their detonation timing. The Splat Bomb Rush is both practical and deadly due to the Splat Bomb's short timer. You can toss the bombs at different angles to make them bounce around and go off at different moments. Even if enemies manage to avoid the bombing, the special is still capable of claiming a bunch of turf semi-quickly.

Kelp Splat Charger
The Kelp Splat Charger is altered to increase its utility at the cost of self-defense and sheer power. Instead of Splat Bombs, it comes with the Sprinkler, forcing you to rely solely on the main weapon for direct combat. However, the Sprinkler can serve multiple uses for a sniper, from helping your team ink an area, to acting as a decoy that distracts enemies while you snipe them down, to a form of protection from enemy shots by standing behind the Sprinkler while you snipe, making it absorb all hits. The Killer Wail is an excellent utility special to round the set off, and its cheap cost ensures that you'll be using it often by charging it with the Sprinkler. Due to the general playstyle of chargers, you'll often be attacking from a safe perch overlooking an important chokepoint, putting you in a great position to launch the Killer Wail from.
 * Unlock level/cost: 4 (2500)
 * Requires Octonozzle Sunken Scroll
 * Loadout: Sprinkler, Killer Wail

Splatterscope/Kelp Splatterscope
The Splatterscope and its variant is just the original Splat Chargers with scopes added to them. When charging a shot, you'll zoom in to have a better look at a foe at long range. The Splatterscopes are also mechanically different from the Splat Chargers, featuring slightly increased range but lower move speed while charging. The increased range is the main draw of this weapon, as any extra range grants a major advantage when dueling other snipers. However, the scope does decrease your field of view, so it is extra important that you don't get tunnel vision while sniping to be able to respond to enemy ambushes. Ultimately, the Splatterscope's weaknesses are popularly deemed to be negligible or possible to overcome compared to the benefits it has, so they are far more popular than their scopeless counterparts.
 * Splatterscope unlock level/cost: 13 (3500)
 * Kelp Splatterscope unlock level/cost: 17 (7800)
 * Range: 88/100
 * Charge Rate: 50/100
 * Mobility: 35/100

Classic Squiffer
The Squiffer plays very differently from the other chargers. It has pretty quick charge time, but has the worst range in the charger class of weapons, comparable to the range of the Splattershot Pro. The Squiffer is tailored to players who like to move around and snipe at the frontlines. It is the best at fighting off enemies at mid-close range, and can result in quick killing sprees due to its fast charge speed. Unfortunately, it does not have the luxury of sheer distance that other chargers enjoy, while neither variant provides a reliable subweapon for self-defense. Therefore, you must be highly skilled at sniping under fire, especially against strafing shooters, to use this weapon effectively.
 * Unlock level/cost: 6 (5000)
 * Damage: 40-140
 * Range: 65/100
 * Charge Rate: 70/100
 * Mobility: 60/100
 * Loadout: Point Sensor, Bubbler

The Classic Squiffer has a very support/utility oriented loadout. The Point Sensor is used to scout out pools of enemy ink, which can keep you safe from ambushes. It is also fairly helpful when engaged in direct combat with enemy shooters. When they're being tracked, you can follow their motion in their ink and snipe them before they can retaliate. The Bubbler is a great special for a charger sniping in the fray, giving you an unbreakable form of protection when flanked, and possibly giving you enough time to splat them back. It also lets you play an active part in enemy pushes, letting teammates push bravely forward while you follow shortly behind.

New Squiffer
The New Squiffer is for the bloodthirsty sniper, with every component of the weapon suited for getting kills. Use the main weapon to snipe foes, the Ink Mine to kill off pursuing enemies, then activate the Inkzooka to gun down players underestimating your range. The Ink Mine necessitates that you move forward actively to place them on key chokepoints. The Inkzooka seems like an odd choice for a charger, being a sniping special for a sniping weapon, but it lets you hit enemies that would otherwise stay out of your reach, particularly other chargers.
 * Unlock level/cost: 11 (4500)
 * Requires Octomaw Sunken Scroll
 * Loadout: Ink Mine, Inkzooka

Bamboozler 14 Mk 1
The Bamboozler is a real oddball of a weapon. It has a faster charge time than the Squiffer, almost as much range as the Splat Charger and its range is not tied to charge time, meaning its shots travel the full distance regardless of charge. While these comparisons make it seem extremely powerful, they're undermined by a unique weakness: a fully-charged shot from the Bamboozler cannot kill in one hit. It can however kill with one fully-charged shot plus one uncharged shot, which is easier than it sounds given the Bamboozler's consistent range. Some players also equip Damage Ups to raise a fully-charged shot to 99.9 damage, therefore capable of one-shotting foes who've taken slight damage or even just walking into enemy ink. One last thing to note about the Bamboozler is that its turfing capabilities is worse than average, as its shots leave narrow and slightly disconnected trails.
 * Unlock level/cost: 15 (6200)
 * Damage: 30-80
 * Range: 72/100
 * Charge Rate: 90/100
 * Mobility: 80/100
 * Loadout: Splash Wall, Killer Wail

The Splash Wall is a pretty good complement to the Bamboozler. It gives you just enough protection to let you line up your shots, and can make enemy movements more predictable. It's especially powerful in narrow corridors. The Killer Wail lends a supportive element to the Bamboozler's otherwise kill-centered playstyle. It is quicker to charge to compensate for the Bamboozler's weak inking ability, and provides useful area denial.

E-liter 3K
The E-liter 3K class of weapons boasts the longest range in the game, capable of outranging even the Inkzooka. This means that given enough distance, the E-liter can kill any player without retaliation, with the exception of other E-liters. The main difficulty of E-liters isn't fighting enemies, it's fighting the weapon itself. Because of its sheer range, the E-liter has an excruciatingly long charge time approaching 2 seconds, even though it passes the lethal threshold at around 75% charge. It is also very ink-hungry, draining a quarter of your ink tank for a fully-charged shot. Good aim and ink management is more important on the E-liter than with any other weapon, as you'll lose many kill opportunities if you don't hit every shot. A lot of top E-liter players usually stack Damage Up and Ink Recovery abilities for these reasons.
 * Unlock level/cost: 18 (12500)
 * Damage: 40-180
 * Range: 97/100
 * Charge Rate: 20/100
 * Mobility: 15/100
 * Loadout: Burst Bomb, Echolocator

The Burst Bomb is easily the best subweapon a charger can have. It gives you a vital tool for self-defense at close-range, considering your main weapon is terrible at close combat. It also makes up for the E-liter 3K's extremely poor turfing ability, helping you ink an escape route when under fire. On smaller, more congested maps with few safe sniping perches, you might even have to rely on Burst Bombs as your primary weapon. The Echolocator also synergizes very well with the E-liter's playstyle. Other than providing indirect support for your teammates, it also guides you to players that might be hiding in ink or behind walls, letting you snipe them if they move out of cover. Additionally, with the knowledge of your enemies' locations, you can avoid getting flanked for the duration of the special.

Custom E-liter 3K
The Custom E-liter 3K encourages a more mobile and direct way of playing the E-liter. Although the default E-liter undoubtedly has a loadout that better complements the main weapon, the relative rarity of the Custom E-liter 3K in turn can be a valuable asset. Squid Beakons leave you a lot more vulnerable to flanks, but they support both teammates and yourself. Sniping perches are often close to the frontline but is exposed to enemy sniper fire, so placing a beakon behind cover nearby lets your team super jump safely and arrive at the battlefield quickly. The Kraken is a powerful self-defense special that can often catch foes offguard when used by an E-liter, but it can be better used to provide direct support to teammates during a push. After your Kraken runs out, you can jump right back to sniping from afar using your Squid Beakons.
 * Unlock level/cost: 19 (14200)
 * Loadout: Squid Beakon, Kraken

E-liter 3K Scope
The scoped E-liters modify the base weapon the same way Splatterscopes change the Splat Chargers. It grants a scope and additional range, making it the uncontested longest ranged weapon in the game, but reduces your mobility and field of vision while charging. Since the standard E-Liter playstyle generally involves keeping your distance and staying in a strong defensive position, the reduced mobility and sight is barely a problem, as long as you stay aware of your surroundings between shots. Every bit of range matters, especially during a sniper duel, so the scoped E-liter is often used instead of the original E-liter.
 * Unlock level/cost: 19 (13400)
 * Range: 100/100
 * Charge Rate: 20/100
 * Mobility: 10/100

Rollers
Rollers are slow, close-range powerhouses. They spread ink through two ways, by flicking ink and by rolling along the floor. Rollers can splat foes in one strike through either flicking or crushing them, but it usually comes at the cost of range or speed, demanding stealth and strategic positioning to use successfully.

Splat Roller/Hero Roller Replica

 * Splat Roller unlock level/cost: 3 (1000)
 * Hero Roller Replica unlock requirements: Clear the Enter the Octobot King! level from the Inkling Boy Amiibo
 * Damage: 25-125 (140 when rolling)
 * Range: 55/100
 * Ink Speed: 50/100
 * Weight: 40/100
 * Loadout: Suction Bomb, Killer Wail

Krak-On Splat Roller

 * Unlock level/cost: 7 (3000)
 * Loadout: Squid Beakon, Kraken

Carbon Roller

 * Unlock level/cost: 10 (6600)
 * Damage: 25-125 (70 when rolling)
 * Range: 20/100
 * Ink Speed: 65/100
 * Weight: 60/100
 * Loadout: Burst Bomb, Inkzooka

Dynamo Roller

 * Unlock level/cost: 15 (7900)
 * Requires DJ Octavio Sunken Scroll
 * Damage: 25-125 (160 when rolling)
 * Range: 72/100
 * Ink Speed: 30/100
 * Weight: 20/100
 * Loadout: Sprinkler, Echolocator

Gold Dynamo Roller

 * Unlock level/cost: 20 (25000)
 * Requires DJ Octavio Sunken Scroll
 * Loadout: Splat Bomb, Inkstrike

Brushes
Brushes are basically light rollers. They only ink a thin streak of turf while moving, but have unrivaled speed. Brushes are often used to support teammates, or for deadly close-range flanking. Instead of flicking, Brushes can rapidly slap to spread ink in a wide area and to attack, making a quick trigger finger a useful skill when using Brushes.

Inkbrush

 * Unlock level/cost: 8 (4800)
 * Damage: 28 (20 when rolling)
 * Range: 10/100
 * Ink Speed: 100/100
 * Weight: 100/100
 * Loadout: Sprinkler, Inkstrike

Inkbrush Nouveau

 * Unlock level/cost: 11 (5900)
 * Loadout: Ink Mine, Bubbler

Octobrush

 * Unlock level/cost: 12 (8500)
 * Damage: 37 (25 when rolling)
 * Range: 25/100
 * Ink Speed: 80/100
 * Weight: 80/100
 * Loadout: Squid Beakon, Kraken

Sloshers
Sloshers are an odd cross between Rollers and Shooters. They spread ink by flinging them out similar to Roller flicking, but trades damage and spread for fast firing rate. The Sloshers main draw is its ability to attack over obstacles and behind walls, making them excellent for flushing out defensive enemies.

Slosher

 * Unlock level/cost: 5 (5600)
 * Base damage: 70
 * Range: 52/100
 * Attack: 90/100
 * Weight: 50/100
 * Loadout: Burst Bomb, Inkstrike

Splatlings
Splatlings play like a mix between Shooters and Chargers. They can be charged to increase range and attack duration, after which they will fire a relentless barrage of shots that can easily shred any Inkling they target. Splatlings pack both range, turf coverage, and power, but they are nearly defenseless between charges and can't ink turf quickly for escapes. You can cancel your attack any time by going into squid mode in case you need to bail.

Heavy Splatling

 * Unlock level/cost: 6 (6800)
 * Base Damage: 28
 * Range: 78/100
 * Charge Rate: 40/100
 * Mobility: 50/100
 * Loadout: Splash Wall, Inkstrike

Mini Splatling

 * Unlock level/cost: 8 (7200)
 * Base Damage: 28
 * Range: 58/100
 * Charge Rate: 80/100
 * Mobility: 90/100
 * Loadout: Suction Bomb, Inkzooka