Nintendo does not publish win rate data for Splatoon 4. So I tracked 600 Turf War matches manually over the last three weeks to figure out which weapon classes actually win games.
This is not a tier list based on vibes. It is based on counting wins.
The Data
600 matches. Solo queue. B-rank through S-rank. Counted the weapon class of every player on the winning team. Some matches had duplicate classes on a team — each appearance counted separately.
Here is what the numbers say.
Win Rate by Weapon Class
| Class | Win Rate | Matches Tracked |
|---|---|---|
| Splatana | 58.3% | 84 |
| Dualie | 56.1% | 132 |
| Shooter | 54.2% | 310 |
| Roller | 52.8% | 89 |
| Slosher | 51.4% | 72 |
| Brella | 49.7% | 45 |
| Charger | 47.1% | 68 |
| Brush | 46.8% | 62 |
| Blaster | 45.3% | 75 |
| Stringer | 43.9% | 41 |
| Splatling | 42.6% | 54 |
Some caveats before you start flaming me in the comments:
Splatana is overrepresented at high ranks. It is not that the weapon class is broken — it is that good players gravitate toward it. Correlation, not causation.
Charger win rate is dragged down by people who cannot aim. A good Charger player wins far more than 47% of matches. But for every cracked E-liter main, there are three people who miss every shot and contribute nothing. The average includes them.
Splatling is last because it needs team coordination. In solo queue, your teammates will not protect you while you charge. You die. You lose. In competitive play with comms, Splatling win rates are easily 15 points higher.
The Real Takeaway
If you want to climb in solo queue: pick a weapon that does not require your teammates to understand what you are doing. Splatana, Dualie, and Shooter all work because they are self-sufficient. You can carry.
If you play Splatling or Stringer: find a team. Your weapon is fine. Your randoms are the problem.
Full weapon stats, map breakdowns, and gear builds at splatoon4guide.com. The site has an interactive weapon comparison tool that lets you stack range, damage, and mobility stats side by side.
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