Throwing Toxic Mist in front of the opponents' positions can either slow their offensive rush or prevent them from quickly reacting on defense.While Toxic Mist cannot damage opponents, it can cripple their ability to advance, attack, or flee: Be wary of any opponents who attempt to flank or shark, and pay close attention to the ink tank. The primary weaknesses of the Jet Squelcher are its middling fire rate (8 frames between shots, no better than that of the Splattershot Pro) and relatively low ink efficiency (1.6% worse than that of the.Its good turfing allows its user to help their team maintain map control and – thanks to its low special gauge requirement – quickly farm Tenta Missiles.Still, avoid close-quarters combat against a rapid-firing, short-ranged weapon. The Jet Squelcher fires at a much higher rate than an Explosher and, unlike a charger or splatling, does not need to charge, making it less vulnerable in close-quarters combat.Its range of 212.64 DU – while shorter than that of many chargers (e.g., 240.37 DU for the Splat Charger) and the long range mode of the Ballpoint Splatling (225.04-237.094 DU) – is comparable to that of the Heavy Splatling (178.05-218.37 DU), allowing its user to zone out most opponents, provide support fire, and turf from a relatively safe distance.The long range, turfing, and special weapon output enable the Jet Squelcher to serve as both as an anchor and a support:
While it lacks both the one-hit- splat and range of a charger and the raw firepower of a splatling, it does not require any charging time, making it more mobile than most anchor's weapons, enabling its user to more readily move up with their teammates. The Jet Squelcher returns from the original Splatoon, fulfilling a similar role as before: a long-ranged, turfing special weapon farmer. Lack of bombs, middling fire rate, less damage and range than some chargers