THE 3 LAWS of Gear Building in Splatoon 3

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gear building the science of understanding  deconstructing and reconstructing your stats   however it is not an all-powerful art  it's impossible to create something   out of nothing if one wishes to obtain  something then something of equal value   must be given this is the Law of Equivalent  Exchange the basis of all gear building the long and short of this guide is going to be  wear what you want even if it looks like this   here's there to help you play the game to your  strengths but gear ultimately does have some   rules and some quirks that make certain abilities  a better fit for you than others just an FYI this   guide won't talk much about what abilities are  quote unquote the best but will help you judge   what's the best fit for you let's Dive In I'm  going to refer to something as AP or ability   points one main ability is worth 10 AP one sub  ability is worth 3 AP this means three Subs is   worth 9 AP compared to 10 AP from a main ability  because of this one piece of clothing is worth   19 AP . if you have a shirt with ability doubler  it only gives you 18 AP compared to the 19 from   a normal shirt there's a niche case where ability  doubler is technically still worth it if you want   two subs of a bunch of different abilities but  a main is too much of any one ability for you   do you like throwing double bomb go for it  lots of increds so you don't get stuck perfect   swimming super fast sure the first and most  important rule of gear abilities is the law   of diminishing returns when you add your first sub  of swim speed you gain a boost to speed when you   add your necks you gain a smaller boost this boost  gets smaller and smaller the more ability points   you add so the difference between three Mains of  an ability and the entire year full of inability   is actually relatively small the difference from  zero abilities to one sub ability is massive   by comparison if you've ever wondered why pro  players have complicated gear builds with lots of   different abilities it's because of this mechanic  it tends to give you more value to use a mix of   several different abilities we tend to call these  one or two off sub-abilities utility Subs the most   common utility Subs are ink resistance special  saver quick super jump and sub resistance e   evee's abilities helps a ton even if it's just one  sub for example let's dive into special saber if   you die with your special normally you come back  at 50 charge one sub of special saver puts you   nearly to sixty percent instead one main takes you  to just above seventy percent two Mains gets you   to around 82 percent and so on you can see how  that one sub ability gave us 10 of our special   back but it took another two to get the next  10 and another three to get the next 10 percent   these effects can be very noticeable even in small  amounts so I recommend trying them out and seeing   how you like them it's not too expensive  to just slot in one chunk I personally am   a huge fan of special saber and ink resistance  as they help make your mistakes less punishing   did you know that without any gear you charge  up your super jump for nearly a second and a   half quick super jump gives you crazy value for  just one sub it reduces how long you charge your   super jump up by over 20 frames bringing  the charging time down below one second   you can see from this graph how this huge effect  quickly tapers off with the first sub saving you   20 frames and then the next main ability saving  you another 20. I'm getting all my stats from   sendo.inc which is a website put together by the  competitive player Sendo formerly on team Olive   with that srb2 dude it's a great Hub where you  can experiment with your gear builds see what   builds other players are using find competitive  events and more I'm not sponsored or anything the   website is just awesome and especially good place  to see what other players are using for the gear I   personally use it to save some of my favorite  outfits and builds to show others and save   for later as well as to see whether a build does  exactly what you want Sendo does a ton of work for   the community you can find him in his uh iconic  outfits at sendosi on Twitter as well the next   law of gear abilities is the law of opportunity  cost or equivalent exchange you only have so many   spots on your gear how often are those abilities  useful to you some abilities like opening Gambit   only last a short period of time it's powerful for  the first 30 seconds but is it worth it to play   the other four and a half minutes of A ranked mode  without a whole main ability if you had a main of   swim speed the entire game instead would that have  felt better maybe the very start of the game is   very important to how you play always think about  why when using abilities that aren't always active   let's talk about a few of the come from behind  abilities I mean we just talked about how much it   sucks to have abilities that don't help you a lot  of the time but that's not a hard and fast rule if   your gear is only useless when you're already  winning isn't that just fine these abilities   aren't risky at all to run and in fact work better  if you don't play perfectly first quick respawn if   you get a kill during a life QR doesn't make you  respawn faster sounds kind of lame right wrong   we all make mistakes and nobody wins every fight  wearing some QR means you can quickly hop back   into The Fray to try again only once you start  winning your engagements and stabilize does QR   actually stop helping you come back only lasts 20  seconds from when you respawn and it helps your   Mobility if you only respawn two or three times  a game it doesn't help much but that means you   barely died chances are you still won this ability  is great for helping you rebound for mistakes and   works best on weapons that play aggressively  and risky let's talk about the elephants in the   room last ditch effort last-ditch effort is only  active the last 30 seconds of the game or once the   opponent pushes below 50 in a ranked mode against  you if you've ever looked at competitive players   builds you've probably seen last-ditch effort on  quite a few builds if it's active there's a good   chance you're losing so the ability can help  you get back in the game if last-ditch effort   isn't active in a ranked mode there's a good  chance you're winning already and don't need it   that's a big reason why players put it on their  builds importantly last ditch effort only helps   you with your ink efficiency and not swim speed or  other parts of your game plan so despite being so   frequently run it's not universally applicable and  people run it a little bit more than they should with all these upsides why not run these abilities  comeback in lde are exclusive Mains to hats so you   can't run both at once you only have a limited  number of slots for your gear and how useful   these abilities are as a safety net really  depends on how you play and your weapon is   mobility more important to you is saving ink  more important to you how much do you respawn   even abilities that are technically always active  aren't always in use your ink saver main is only   very useful if you use your main weapon a lot and  sub power up is only good when you use your sub   weapon as a result the benefits you get from  abilities depends on your play style as well   as your weapon and kit for example run speed up  is much more useful on weapons that want to stay   out of the ink and strafe while shooting like  splatlings run speed doesn't make much sense on   weapons like Blaster which would much rather  be swimming between shots because of their   end lag use your best judgment to see how well  your abilities fit your weapon and play style   and make decisions that are best for you this  brings me to the final rule the law of synergy   how useful each ability is is extremely dependent  on your weapon kit and play style taking safer sub   if you're using it to throw bombs while you fight  with enemies your ink is important to conserve   and probably worthwhile but how useful is it to  run with beacons after you place one chances are   you'll just regenerate the ink before you actually  run into a player so the ink you save doesn't   really mean much abilities like tenacity want  you to stay alive while your team dies so this   ability isn't for weapons that want to just fight  fight fight and also favors those who want to use   their special more respawn Punisher can help Crush  enemy special spam but if you die you'll never   reach your own special so respawn Punisher favors  weapons that either stay alive a long time or can   get kills without being reliant on their special  as is the latest patch it also works well with   tactic cooler play to your own and your weapons  strengths think about things you want to be able   to do and what situations the gearability helps  you most in picking gear to play to your strengths   can help a lot but sometimes your weapon has a  glaring weakness or something that telegraphs   how you play for example explosure is slower than  a snail to move around Blaster campaign and get   stuck in the ink frequently charger can end up  in situations where the only real good option   is to jump out it's incredibly useful to put  on gear that makes situations that your weapon   is weakened less frequent or less punishing you  can put swim speed on explosure ink resistance   on blaster or quick super jump on Chargers to  help your weapons survive these really awkward   situations I personally find big bubbler extremely  useful on Blaster as it lets me stay in open areas   that I wouldn't be able to hold without it I even  wear a main of special charge on my blaster which   seems a bit weird because Blaster doesn't paint  very much I reached 2800 X power with this weirdo   build so wear whatever gear you feel best with  it's more about how you use it my main point is   that I know why I want each of the abilities  that are on my build and I've tried replacing   them with other abilities to see what I like best  intensify action makes you shoot straighter and   is especially good on blasters but at some point  shooting straight means nothing if you're stuck   in ink out of range or dead and not able to take  advantage of it eventually by playing around with   them I settled on the abilities I liked the  best balance of ultimately your gear is there   to complement not just your weapon but its kit  and your own play style think about what your   weapons strengths and weaknesses are and pick gear  accordingly then you can tune your gear to fit   your comfort and once you get a feel for it you  can understand what you really want your weapon   to do there are multiple ways to build each weapon  even if it looks pretty one-dimensional on the   surface pretty much anything that's somewhat good  can be powerful if you lean into it be flexible   with your gear try not to over Focus single  strategies with the build you'll find yourself   in a variety of situations during a game so plan  for both the best and worst cases just a single   sub of most abilities helps a ton so get out there  and experiment if you enjoyed this video please   be sure to leave a like or subscribe I really  appreciate it I'm Fusion thank you for watching
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Channel: Fusion Splatoon
Views: 93,517
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Length: 10min 29sec (629 seconds)
Published: Wed Feb 15 2023
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