My thoughts on future Explosher kits

A look at every sub and special currently in Splatoon 3 to find the most fun kit for my favourite weapon.

Posted 7th December 2022.
Updated 20th March 2023 (Added Kraken and Super Chump. Also some reformatting and rephrasing.)

Explosher

Explosher is my favourite weapon in the Splatoon series, but I’ve had mixed feelings about the kits it’s gotten so far. Today, I’ll be looking at every possible sub and special currently in Splatoon 3 and try to find the most fun kit.

About Explo

I would call Explo an anchor/support hybrid, but I’m not too big on those categories, so let’s talk more specifically about what the main weapon can and can’t do well.

Strengths

  • Strong long-distance paint output
  • Reliable chip damage from a distance thanks to the wide damage radius, allowing it to safely assist teammates in fights
  • Unique trajectory of the shots allows it to easily reach spots that other weapons could not
  • Large circle of ink created by a shot can easily trap slower weapons, setting up for a kill. It also makes you harder to approach since it slows down opponents moving towards you
  • Overall, it's very good at putting out consistent pressure and keeping control of an area

Weaknesses

  • Extremely long kill time (usually, a bit less than two seconds for a two-shot, about two and a half for a three-shot, though it varies based on how far your shots need to travel)
  • Lack of mobility due to heavyweight class and significant start and end lag
  • As a result, loses pretty much any fight where it can't take advantage of either its range or the stage's terrain (or both)
  • High ink consumption leads to downtimes that leave openings for opponents
  • Struggles especially when dealing with opponents in the air or on grates

An indirect hits for 35 damage, a direct hits for 55. Hitting both together on the same target deals 90, which is why I’ll be referring to such a hit as “a 90.”

I believe there are two fundamental ways this weapon can be played:

Passive Explo

  • Stays behind the team and provides support from a distance
  • Holds control over an important area by painting it, aiding teammates in fights, and punishing opponents who overextend
  • "Stay where you are, or get splatted."

Aggressive Explo

  • Plays more with the team, or even away from it at an off-angle, rather than behind it
  • Focuses on making use of its trajectory and wide radius to pressure opponents in positions that other weapons on the team wouldn't be able to reach (for example, a charger taking cover behind a wall)
  • Does NOT run blindly at people, but rather positions smartly and makes use of the stage terrain to act from relative safety
  • "Move out the way, or get splatted."

What’s important is that it’s not a matter of picking one playstyle and sticking to it. A good Explo will switch between these depending on what the situation calls for, influenced by, for example, the team comps, the stage, the mode, whether keeping the ground you currently have is more important than gaining new one, how much trouble that E-Liter is giving your team, etc. But there is one important factor that will draw an Explo closer towards one of these styles: The kit.

Passive Explo will want subs and specials that provide utility to the team from a distance. Aggressive Explo will want subs and specials that provide more immediate help to itself, for example mobility or damage. Not having the tools needed to most effectively do either of these playstyles will force you into the other one more often than not. This is how the kit affects the weapon. With that being said, let’s begin actually talking about kits.

A quick look at previous kits

Splatoon 2’s VExplo

Sprinkler / Bubble Blower

Bubble Blower was certainly an interesting choice for it. Most weapons with that special had access to some sort of Bubble Combo allowing them to explode the bubbles instantly after making them. Explo did not, and also struggled with blowing them up in general (even though the Sprinkler could be used to help damaging them), forcing it to use the special for its original intended purpose: a small moving shield that may or may not explode. The sprinkler provided some mobility by painting your feet if you throw it straight down, but that was about all it did. It was a fun kit and I enjoyed playing it, but ultimately you had to ask: What was Explo supposed to do with this? It needs to get a little closer than Passive Explo would like to use the bubbles, and they weren’t enough of a threat or protection to really help Aggressive Explo that much (while also blocking your own shots along with the opponents’).

Splatoon 2’s CExplo

Point Sensor / Baller

This was the more common kit, but it was also a little awkward. While Baller clearly supported a more aggressive style, giving you a panic button if things get too hairy, Point Sensor did not help with this style at all, as it provided neither mobility nor damage. Most often, people would play more passively and just use the Baller to paint the zone or as escape when they got flanked. Not necessarily a bad kit, but the sub and special didn’t really go in the same direction.

Splatoon 3’s VExplo

Point Sensor / Ink Storm

Ink storm is actually really good for Passive Explo, further increasing control over a large area while the chip damage from the rain can easily turn a 90 into a one-shot. Point Sensor is, well, it’s still Point Sensor, but it works in harmony with the other half of the kit by also providing utility from a distance. It’s very firmly a passive kit and it works well for that. Just not the most exciting thing to play, is all.

If you haven’t noticed, I really want a more aggressive kit for Explo, mainly because we haven’t gotten one that actually works well (if you like playing it passively, VExplo works pretty well for that already, so you’re covered). Optimally, it will get two more kits that are both unique and play very different from the others. But I will also talk about how subs and specials would work in other passive kits.

Let’s finally look at our options.

Special Options

Note: I’m not taking specific states of game balance into account, as those can change in patches, more so I’m judging the basic idea of the special and how well it synergyzes with the weapon. Additionally, I’m prioritizing fun over how good the kit would be competitively. (Though a kit that just completely sucks balance-wise probably isn’t going to be very fun, so that is a factor.)

Tenta Missiles

Please don’t. Okay, my hatred for this special aside, it actually synergyzes very well with the weapon. Explo loves location effects since that makes hitting people behind cover much more reliable, it gives it an easy way to dislodge enemy backlines that outrange you, and it works for both playstyles since it can be used from a distance but also to get in. And uh, it’d be very spammable considering Explo’s paint output. Which means most likely the playstyle with this would just be to spam missiles and not do much else. So again, please don’t.

Inkjet

An interesting choice for sure. The main comparison here would be Ballpoint, which I haven’t played much of. It does open up the few angles that even Explo can’t reach, while giving you a one-shot for a short time, but I still think it just doesn’t really work well for it. Though I guess it’d be somewhat cathartic, given that Inkjet is the hardest special for Explo to deal with on enemies.

Booyah Bomb

You like shooting orbs, so how about Bigger Orb? I can see this working with the weapon, my main concern with it is that it’s just too similar to your regular shots. It doesn’t really open up any new opportunities, just gives you a stronger version of what you already do.

Ultra Stamp

This might just be a little too aggressive for Explo. You do not wanna get this close to people.

Trizooka

I have similar issues with this than I do with Booyah Bomb. While it would work, it kind of just does the same thing that your main weapon does but stronger. I’d rather see a kit that enables it to do different things.

Big Bubbler

Ohhh, now we’re talking! This would be both fun and strong. You could use it to protect your team and hold an area (passive), or to protect yourself while taking more risky positions (aggressive). A very good and versatile option.

Zipcaster

Okay… hear me out here. Imagine you’re on Hagglefish Market, and there’s those whatever-they-are towers to the left and right of the zone. Now imagine an enemy Explosher standing up there. Scary, right? I think Zipcaster on Explo, and Zipcaster on backlines in general has its use. Yes, it would run out fairly quickly, but if your aim is good, you can definitely get a kill before that point. Yes, the recall can be an issue since you might end up going back to a spot that the fight has already moved way past and waste time. But consider: you can kill basically anyone you want for free, from a safe distance, by being clever with your positioning. Aside from normally unreachable spots that are insane for backlines, it also lets you come in from off angles and cause chaos because your opponent didn’t expect Explosher shots from behind. Additionally, if you’re find yourself in a bad spot, popping Zipcaster, zipping away, splatting whoever was going to get you from a distance, then recalling back is an option. I’m not arguing that this would be good in a balance sense (though I don’t think it’d be that bad either), I’m arguing that it would be fun.

Wave Breaker

Actually insane. It’s got it all, it marks people (Explo loves location!), it pressures an area, the way its damage combos is terrifying (one 90, two indirects, and one direct all kill after the 45 damage from a wave). It doesn’t just hold an area you already control, it also helps immmensely with taking areas you don’t control, supporting the aggressive playstyle as well. One of those options where it’s almost too good to put on it, since you do have to ask: How do you play against this?

Ink Vac

I’m personally not the biggest fan of using Ink Vac, but I can’t deny that it would work very well for the weapon. It encourages a bit of a more forward playstyle where you’re with your team rather than behind it. It would also be very good in Rainmaker, the mode that Explo tends to struggle on the most.

Killer Wail 5.1

Location? Check. Chip damage? Check. Works very similarly to Ink Storm, except it’s more immediate and focused on specific opponents rather than an area. This is a very strong option for it, regardless of playstyle.

Crab Tank

As an Explo, you are already half a crab. Literally! The R button shots of the crab are pretty much Explosher shots. This makes it fall into the “not sure if it’s different enough” category. The normal firing mode certaily has it’s use, but, eh.

Reefslider

Ummm… no. Even with the most aggressive possible playstyle for this weapon, you still wouldn’t wanna dive right into enemy lines, which is what Reefslider is built to do. You just don’t have any way to follow up once you explode.

Triple Inkstrike

You’ve heard of Bigger Orb, now get ready for Three Orbs That Are Only Slightly Bigger. Again, techincally good, but too similar.

Tacticooler

Similar to Ink Vac, this encourages playing with the team. It’s actually a very good option for Aggressive Explo, since that kind of positioning works well with the special and you can make use of the effect yourself by switching into a more risky playstyle when you have it. If it goes badly, hey, you’ll respawn instantly, so it’s fine! I’d say this and Bubbler are the best options overall (with Zipcaster being a silly fun option that I’d love to see but find unlikely).

Kraken

Would certainly be an interesting choice for it. It kind of works as a panic button, which makes it similar to Splatoon 2’s Baller. I could see it, maybe? Just maybe? It needs you to be very close to enemies during the special, but that’s fine since you’re invincible, and Kraken weapons have to back off when it ends anyway because of the end lag.

Super Chump

Another special that basically does what the main weapon is already doing. We have the Ink Storm kit, so I’d prefer something else.

Sub Weapon Options

Splat Bomb

Splat Bomb’s good on pretty much anything, and Explo is no exception. Very helpful for when you do end up in a close range encounter, and an immediately lethal threat to throw around when your normal shots aren’t scary enough. Good for Rainmaker too!

Suction Bomb

It’s not bad, as it’s still a lethal bomb, but I can’t help but compare it to Splat Bomb and notice how it’s worse in pretty much every aspect. It uses more ink, and it’s not as immediately threatening, both things that make it problematic for a slow weapon like Explo. Just give it Splat Bomb instead.

Burst Bomb

Oh boy. This is the one everyone says is too good for it and thus it should never have it. Why is that? Well, it has practically no start and end lag and travels faster than the main weapon, allowing you to do a few things. First, you can paint your feet instantly, very valuable for Explo. Second, a max damage splash hit does 35, same as an indirect, meaning it combos in the same way, but it does so faster, essentially reducing your kill time in exchange for extra ink (a 90 into Burst Bomb would kill fast). Keep in mind it has a similar trajectory to your main weapon, meaning almost anything you can hit normally, you can also follow up with a Burst Bomb. There’s also some more niche combo opportunities with a direct Burst hit. And on top of it all, it’s very cheap. I can defintely see why this would be too strong.

Curling Bomb

Mobility, yay! But not much else, so not so yay. There are very few weapons Curling Bomb works on, and Explo is not one of them.

Autobomb

Very good to use from a distance since it locates people and forces them to move. Don’t have much more to say on it. It’s neat!

Ink Mine

For a passive playstyle, this works pretty well. It lets you set traps to detect and slow down flanks.

Toxic Mist

It’s Toxic Mist. I guess it wouldn’t be too bad since slowing people down is very useful for Explo to confirm kills and to escape bad situations. But it’s still Toxic Mist.

Splash Wall

I’m unsure about this one. On the one hand, it’s nice to throw this down to protect yourself from chargers and the like. On the other hand, Explo doesn’t really need a special wall it can shoot through but enemies can’t, it can already do that with most walls in the game. I guess it would depend a lot on the stage.

Sprinkler

Eh. It paints your feet, it charges your special. It doesn’t really do anything else. There’s worse options than this, but there’s also better options.

Squid Beakon

Very interesting option that I would definitely like to see on an Explo kit. Ballpoint is again the main comparison, and it really liked having Beakons in Splatoon 2, so I imagine it would work similarly well for Explo.

Fizzy Bomb

The paint is nice, but I think Fizzy just costs a bit too much ink to be that useful for an ink hungry weapon like Explo.

Torpedo

A very versatile sub. Locking it onto people reveals their location, and if they don’t shoot it down, provides combo damage (even the droplets are enough to combo with a 90). Rolling it can occasionally help you at close range. And of course, it paints your feet. I could see it.

Angle Shooter

The combo is scary on paper (90 into instant 35 from the Angle Shooter, similar to Burst Bomb) but difficult to pull off considering that your shots and your sub would travel in completely different trajectories at completely different speeds, and Angle Shooter is generally very precise to hit. Also, while it paints a little bit now, it’s not much. Still, I think it has potential. The marking and its cheap ink cost are a nice bonus.

Wow, we’re finally done looking at all the subs and specials. Now for the main event.

My kit ideas

These are not the only kits I’d be happy to see, just a few particular ones I came up with that I really liked or wanted to talk about.

First, an honorable mention to the theoretical most broken kit

Burst Bomb / Wave Breaker

An unstoppable force and immovable object all at the same time. Do not put this in the game. The last thing I want is a broken kit that forces the devs to nerf the main weapon into the ground. Imagine though.

Jump In and Die

Beakon / Tacticooler

A really good support for an aggressive team, providing jump spots and cool drinks as the frontliners run head first into the enemy. But more importantly, it can make use of those jumps and drinks itself and position very aggressively while under the influence (of the Tacticooler). I think it’d be a very fun alternative playstyle for the weapon!

Don’t Mess With Me

Splat Bomb / Big Bubbler

I picked higher points for special because I think this would actually be really strong. This makes an Explo that can actually somewhat defend itself at close range and can take very aggressive positions, or alternatively, just play as always but with a bubble to shield its team. Probably the most versatile kit. If the Splat Bomb is too strong, it could be replaced with Autobomb, which would still be nice, while not as helpful up close.

I Promise This Would Work

Torpedo / Zipcaster

I’ve already talked about Zipcaster at length, and combined with Torpedo this is a difficult, but rewarding kit if you dedicate yourself to it. Which I absolutely would if they put it in the game. I kind of doubt it, but I can dream. (I’m not 100% set on the Torpedo. Other sub options would be Autobomb, Splat Bomb, or maybe even Angle Shooter.)

And just for fun, the theoretical worst kit

Ink Mine / Reefslider

While Ink Mine isn’t bad for it in general, it goes in the complete opposite direction of Reefslider, and the direction that Reefslider goes in makes no sense for Explo. So most of the time you’re either playing without a special or dying.

And that’s that. Once the Splatoon devs are done giving every shooter a second kit while ignoring all the other classes, we might finally see what they have in store for Explosher. Hopefully something interesting, and hopefully not anything like the Reefslider kit.