Splatoon's weapon classes look simple on the surface — shoot, roll, charge, slosh. But the game tells you almost nothing about how they actually play. Here is what I learned building a wiki for all 8 classes.
Shooters — The All-Rounders
Splattershots are exactly what the tutorial makes them seem. Medium range, auto fire, average ink consumption. They have no obvious weakness, which is also their weakness — a good Charger outranges you, a good Roller one-shots you, a good Dualie out-maneuvers you. You win by being consistently decent.
Rollers — The Paint Monsters
One-shot flick kills. Best turf coverage in the game for Splat Zones. But the wind-up is slow and you are vulnerable during it. The Carbon Roller variant is faster but kills at shorter range. If you hear a roller behind you, you are already dead — just accept it.
Chargers — The Lighthouse
Easiest class to spot on the map. You stand in one place, charge, and hope someone walks into your crosshair. A fully charged shot kills in one hit from across the map. Miss, and everyone knows where you are. The skill gap on Chargers is the widest in the game — a good Charger controls the entire map, a bad one is playing 3v4.
Dualies — The Sweatlord Class
Dodge roll after every burst. Highest skill ceiling in the game. Good Dualie players are impossible to hit because they are never where you aimed. Bad ones dodge-roll into walls and die. Tetras get 4 rolls, Dapples get faster rolls, Gloogas get stronger post-roll shots. Pick your poison.
Sloshers — The Geometry Nerd
Arcing shots that go over walls. On maps with vertical cover (Moray Towers, Manta Maria), a good Slosher is invisible and deadly. The Explosher variant fires a bursting shot that paints walls. Tri-Slosher covers a wider arc. This is the class for people who think in parabolas.
The full wiki with map-specific builds, gear ability stacking guides, and boss strategies is at splatoon4guide.com.
Source: github.com/dayu2333-jinyul/splat4-weapon-classes
Full guide: splatoon4guide.com
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