Splatoon 2 - One Final Video (feat. Custom Hydra Splatling)

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Published on ● Video Link: https://www.youtube.com/watch?v=NrBHdgEKk-M



Splatoon 2
Game:
Splatoon 2 (2017)
Duration: 19:22
216 views
7


I ultimately fell short of my goal to make a video for every weapon in Splatoon 2. The next game, undoubtedly, will have even more of them, and if I couldn't pull it off here, I certainly won't over there...but since the preview Splatfest (Rock vs. Paper vs. Scissors) is so close, I decided I'll have one more Splatoon 2 video. This is one of my favorite weapons, the Custom Hydra Splatling, so it deserves a video.

The Hydra Splatling is modeled after a fire hydrant, a device to shoot high-pressure water. Appropriately, the Hydra Splatling has some of the longest ranges of any weapon in the Splatoon games, almost up there with the E-liter itself. However, it has the longest charge time of any weapon, requiring roughly 2.5 seconds to go from empty charge to full charge. In return, the Hydra Splatling has an insane damage per second of 600, keeps shooting for quite a while, and best of all for me, no laser for the opponent to see and attempt to dodge.

Because it has such a long charge, the Hydra Splatling is impractical in close quarters fighting, as you'll never get a charge far enough to do meaningful damage before they splat you. While you can use the Hydra Splatling like a long-range charger and find a perch, the charge time is so long that once opponents find you, they can easily close the gap and get you from nearby. Rather, I find the most effective use of a Hydra Splatling is to find a wall or other barrier to hide behind as you charge, then start shooting as you peek out from behind it. In other words, you need cover when using the Hydra Splatling. They'll have a hard time getting you from behind that cover, and any time you're exposed, you're likely raining down destruction upon them.

The vanilla Hydra Splatling has the Autobomb to help locate opponents or flush them out from hiding and the Splashdown as a way to get them to back off if they get too close. The Custom Hydra Splatling has no such thing, instead having Ink Mines and Ink Armor. The Ink Mines sound paradoxical, a sub-weapon requiring you to get in close on a weapon meant to fight from far away, but it works quite well when you've already established your territory. Place them in areas where opponents trying to flank you will likely go, and the Ink Mines will tell you when someone's coming, allowing you to get them before they get too close. The Ink Armor works best as it does on most other weapons, namely as part of a support strategy to bolster the team's defense. It also works great if you've been spotted and forced into a one-on-one, as it might JUST allow you time enough to charge to deplete the opponent's HP.

I find the Custom Hydra Splatling a good choice for all Ranked modes, but because of its very long range and requirement that you plan things out in advance, it really only works with you bringing up the rear and assisting the teammates pushing the objective. However, those shots can scare opponents enough into giving up the objective they control, allowing your teammates to more easily control the pace by you controlling the space. In this sense, it fulfills a role very similar to Splat Chargers and E-liters.

This weapon's biggest weakness is its charge time. No matter how you use it, you cannot compensate for it, and you will be completely helpless as it's still charging. No matter how much defense you have while charging, an opponent can still close the gap. If you're up against a wielder of one of these, hide somewhere and wait for them to run out of charge. As long as you're still standing, you can then rush in and attack them before they're ready. A savvy Custom Hydra Splatling user knows this and uses those Ink Mines to prevent this from happening in the first place.

Match #1
Kelp Dome
Splat Zones
Custom Hydra Splatling
Color Scheme: Alien Slime
Song: "Seasick" by Diss-Pair
Octolings: 3
You can see that this weapon's long-ranged enough to reach most of the top of the central structure from the balcony near the spawn point. Opponents are not safe any time they're there.

Match #2
Walleye Warehouse
Turf War
Custom Hydra Splatling
Color Scheme: Chaparral
Song: "Entropical" by SashiMori
Octolings: 3
I always try to find a place to put those Ink Mines, but it can be a risky move, since that's when you're vulnerable. It's harder in an open place like Walleye Warehouse.

Match #3
Humpback Pump Track
Turf War
Custom Hydra Splatling
Color Scheme: Mouthwash
Song: "Don't Slip" by Wet Floor
Octolings: 4
I fell victim to the Baller the first time, but the second time shows how this weapon's DPS can deplete the Baller, then deplete the inhabitant.

Match #4
Shellendorf Institute
Tower Control
Custom Hydra Splatling
Color Scheme: Dolphins 2
Song: "Undertow" by Wet Floor
Octolings: 4
This was an S+ match, so opponents are more savvy than usual, going for my sides. The opposing team also had a Sploosh-o-matic, the worst matchup for my weapon due to how easily they can flank me.







Tags:
splatoon 2
nintendo
switch
inkling
octoling
inkopolis
judd
judd jr
turf war
ranked
ranked mode
ranked battle
splat zones
tower control
hydra splatling
custom hydra splatling
kelp dome
walleye warehouse
humpback pump track
shellendorf institute



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Splatoon 2 Statistics For Overhazard

Overhazard presently has 160,159 views for Splatoon 2 across 166 videos, and roughly a days worth of Splatoon 2 videos were uploaded to his channel. This is 5.02% of the total watchable video on Overhazard's YouTube channel.