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Why the N-Zap '85 Remains the Top Support Choice in Splatoon 3
The N-ZAP '85 is an elite shooter-class weapon in the Splatoon series, currently holding an SS-tier ranking in the competitive meta of Splatoon 3. Modeled after the iconic 1985 Nintendo Entertainment System (NES) Zapper, this weapon bridges the gap between high-octane offensive pressure and indispensable team utility. It is characterized by an exceptional fire rate, superior ink efficiency, and the most consistent movement speed while firing in the game.
The Cultural Legacy of the N-ZAP '85
Before diving into frame data and ink coverage stats, it is essential to understand why this weapon resonates so deeply with the community. The N-ZAP '85 is a direct homage to the gray-and-white peripheral that defined home console gaming in the mid-80s. Its in-game sound effects even mimic the crisp "clicking" noise of the original hardware’s trigger.
In the world of Splatoon, the weapon brand "Nintendo" (within the game's lore) produced this replica to bring a vintage feel to the Inkling and Octoling battles. While its visual design is nostalgic, its performance is anything but dated. It has appeared in every Splatoon installment to date, evolving from a niche painting tool to the backbone of high-level tournament compositions.
Comprehensive Stat Breakdown and Technical Performance
To understand why the N-ZAP '85 is preferred over hard-hitting options like the .52 Gal or the Splattershot, we must look at the technical specifications that govern its gameplay.
Fire Rate and Damage Output
The N-ZAP '85 fires at a rate of one projectile every 5 frames, which translates to 12 shots per second. In terms of raw damage, it deals 28 points per hit at close-to-mid range. This means it requires a 4-hit kill (splat) on an opponent with full health (100 HP).
While a 4-hit kill might seem slow compared to the Splattershot's 3-hit kill, the N-ZAP '85 compensates with its reliability. The high fire rate ensures that if you miss a single shot during a chaotic engagement, the follow-up arrives almost instantly. The weapon's "time-to-kill" (TTK) remains competitive because of its accuracy and low shot spread.
Mobility and Handling
The defining characteristic of the N-ZAP '85 is its "lightweight" classification. In Splatoon 3, weapons are categorized by weight, which affects a player's swim speed and run speed. As a lightweight weapon, the N-ZAP '85 grants a passive 5% increase to base movement speeds compared to middleweight weapons.
More importantly, its movement speed while firing is 0.84 units per frame. This is significantly higher than most other shooters. When engaged in a "strafe war"—where two players move side-to-side while shooting—the N-ZAP player can out-maneuver almost any opponent, making them an incredibly difficult target to hit.
Ink Efficiency and Turfing
Each shot from the N-ZAP '85 consumes a mere 0.8% of the ink tank. This allows for 125 continuous shots on a single tank. For a team's support player, this efficiency is vital. It allows for constant map control, painting pathways for slayers, and quickly charging the special gauge without constantly retreating to refill ink.
Analysis of the Splatoon 3 Kit: Suction Bomb and Tacticooler
A weapon in Splatoon 3 is only as good as its sub and special combination. The N-ZAP '85 features one of the most synergistic kits in the current meta.
The Strategic Use of Suction Bombs
The Suction Bomb is a high-pressure sub-weapon. Unlike the Splat Bomb, which bounces and explodes quickly, the Suction Bomb sticks to surfaces and has a longer fuse. This delay is actually a tactical advantage for the N-ZAP '85. It forces enemies to move out of a specific area (zoning), allowing the N-ZAP player to predict their movement and intercept them with the main weapon.
In competitive play, the Suction Bomb is used to:
- Dislodge Snipers: Throwing a bomb onto a high ledge forces a Charger or E-liter 4K to reposition.
- Tower Control: Sticking a bomb to the center pillar of the tower is the most effective way to halt progress.
- Paint Zones: The explosion footprint of a Suction Bomb is massive, making it excellent for a last-second capture of a Splat Zone.
The Game-Changing Tacticooler
The Tacticooler special is what propelled the N-ZAP '85 into the SS tier. When deployed, it provides four drinks that grant massive stat boosts to any teammate who picks one up. These buffs include:
- Maximized Run Speed Up and Swim Speed Up.
- Instant Quick Respawn (reducing death timers to almost nothing).
- Special Saver (retaining special gauge after death).
- Quick Super Jump.
- Intensify Action (easier Squid Rolls and Surges).
For a support weapon, being able to provide the entire team with these "super-soldier" buffs every 200p of painting is invaluable. A well-timed Tacticooler placement can turn a wipeout into a continuous offensive push, as teammates respawn and jump back into the fray within seconds.
Advanced Strategies for Anarchy Battle Modes
Mastering the N-ZAP '85 requires more than just good aim; it requires situational awareness. Here is how to utilize the weapon across different competitive modes.
Splat Zones: The Master of Maintenance
In Splat Zones, the N-ZAP '85 acts as the "anchor of the frontline." Your primary goal is to keep the zone painted in your team's color. Because of the high fire rate, you can "counter-paint" an opponent's efforts in real-time.
- Tacticooler Placement: Place the cooler behind a small piece of cover near the zone. This allows your slayers to grab a drink and aggressively push the enemy's "choke points" while you maintain the zone.
- Zoning: Use Suction Bombs to prevent the enemy from entering the zone through narrow corridors.
Tower Control: The Protective Escort
The N-ZAP '85 is a top-tier choice for riding the tower or supporting the rider.
- The Strafe Advantage: If an enemy jumps on the tower to contest you, your superior strafe speed allows you to dance around the central pillar while landing the four necessary shots to splat them.
- Cooler Utility: Placing a Tacticooler on the moving tower provides temporary cover and ensures that if the tower rider is splatted, they will return to the battle almost instantly.
Rainmaker: Breaking and Buffing
In Rainmaker, the N-ZAP '85's high DPS (damage per second) against objects is crucial for popping the Rainmaker shield.
- The Lead Push: Once the Rainmaker is picked up, use your Suction Bombs to clear a path.
- The Tacticooler Strategy: Never throw your cooler while the team is retreating. Wait until you have a clear opening to push, then drop the cooler at the "checkpoints" to give the Rainmaker carrier and their escorts the speed they need to make a break for the goal.
Clam Blitz: The High-Speed Collector
The lightweight nature of the N-ZAP '85 makes it a natural for Clam Blitz. You can traverse the map faster than most, collecting clams and spotting enemies.
- The "Support-Slayer" Hybrid: In this mode, you should play more aggressively. Use your movement speed to flank enemies who are distracted by your teammates.
- Defensive Bombs: If an enemy is approaching your basket with a Power Clam, a well-placed Suction Bomb can stall their movement long enough for your team to collapse on them.
Optimal Gear Abilities for the N-ZAP '85
To maximize the potential of the N-ZAP '85, your gear build should focus on enhancing its mobility and special frequency.
1. Run Speed Up
This is the most critical ability for N-ZAP users. While the weapon is already fast, stacking Run Speed Up makes your strafing during combat nearly impossible to track for slower weapons like Blasters or Sloshers. It also allows you to paint large areas of the map more quickly while walking.
2. Comeback
Since the N-ZAP '85 often plays close to the frontline to support slayers, you will occasionally be splatted. Comeback grants a massive boost to ink efficiency, run speed, and special charge rate for 20 seconds after respawning. This pairs perfectly with the Tacticooler's Quick Respawn effect.
3. Special Charge Up
The Tacticooler is your team's win condition. Getting that first cooler within the first 15 seconds of a match can set the tone for the entire game. Adding 10 to 16 ability points of Special Charge Up ensures that you are constantly providing utility.
4. Stealth Jump
In the current meta, Stealth Jump is mandatory for almost all front-to-midline shooters. It hides your Super Jump landing marker from enemies unless they are standing right on top of it. This allows you to safely jump back into the action after picking up a Tacticooler buff.
5. Ink Resistance Up and Sub Resistance Up
A small amount (3-6 points) of these utility subs is highly recommended. Ink Resistance prevents you from being stuck in enemy ink while strafing, and Sub Resistance helps you survive the indirect blast of enemy bombs.
How to Counter the N-ZAP '85
While powerful, the N-ZAP '85 is not without weaknesses. Understanding these is key to both playing as and against the weapon.
- Range Disadvantage: The N-ZAP has moderate range (about 2.5 lines in the testing range). It is consistently outranged by the Jet Squelcher, the Dualie Squelchers, and all Chargers. If you cannot get close, you cannot win the fight.
- Low Damage per Shot: In a straight trade where neither player moves, a .52 Gal or a Splattershot will win every time because they require fewer hits. The N-ZAP relies entirely on its movement to win engagements.
- Object Shredding: While good, it isn't the best at breaking Big Bubblers or Booyah Bombs.
Mastering the "N-ZAP Strafe"
The most advanced technique for an N-ZAP player is the "L-Strafe." Because your movement speed is so high, you should never simply walk in a straight line while shooting. Instead, practice moving in a rhythmic pattern: three shots while moving left, then quickly switching to the right. This creates a "zigzag" ink trail that makes it nearly impossible for an opponent using a semi-automatic weapon (like a Squeezer) to track your hitbox.
Additionally, practice "sub-strafing." By tapping the R button (sub-weapon) while in swim form and quickly changing direction, you can eliminate the momentum-based turnaround time. Combining sub-strafing with the N-ZAP's lightweight speed makes you the most elusive player on the field.
Summary: The Jack of All Trades
The N-ZAP '85 is the quintessential "Jack of All Trades" in Splatoon 3. It paints efficiently, supports the team with the best special in the game, and possesses the mobility to act as a secondary slayer when needed. It rewards players who have a high "game IQ"—those who know when to stay back and paint for the Tacticooler and when to use their superior movement to dive into the enemy's backline.
Whether you are a newcomer looking for a forgiving entry-point into the shooter class or a veteran aiming for the top of the X-Rank ladders, the N-ZAP '85 offers a depth of playstyle that few other weapons can match. Its legacy as an 80s icon is secure, but its future as a cornerstone of the Splatoon meta is even brighter.
Frequently Asked Questions (FAQ)
Is N-ZAP '85 better than N-ZAP '89?
In the current Splatoon 3 meta, the '85 is generally considered superior due to the Tacticooler special. The N-ZAP '89 (which features Autobombs and Super Chump) is better for disruption and "pestering" the enemy, but it lacks the game-defining team buffs that make the '85 an SS-tier support weapon.
How many hits does it take to kill with an N-ZAP '85?
It takes 4 hits at maximum damage (28 per hit) to splat an opponent. If you are firing at the very edge of your range, damage falloff may occur, requiring 5 or even 6 hits.
What is the best special for N-ZAP '85?
The N-ZAP '85 is locked to the Tacticooler special. This is currently one of the strongest specials in the game for coordinated team play, as it drastically reduces the penalty of being splatted and boosts movement speed.
Should I use Ninja Squid with N-ZAP '85?
While Ninja Squid is popular on many shooters, it is often discouraged on the N-ZAP '85. Ninja Squid reduces your base swim speed, which counters the "lightweight" advantage of the weapon. Furthermore, the Tacticooler buff reveals your location with a trail of sparkles, making Ninja Squid ineffective while the buff is active. Stick to Run Speed Up instead.
At what level do you unlock the N-ZAP '85?
In Splatoon 3, you can purchase the N-ZAP '85 from Ammo Knights once you reach Level 6. It costs 1 Sheldon License, or 3 if you are below the required level.
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Topic: N-ZAP '85 - Inkipedia, the Splatoon wikihttps://splatoonwiki.org/wiki/N_zap_85
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Topic: ZPAP85 ZP85556PAT - Zastava Arms USAhttps://zastavaarmsusa.com/product/zpap85-zp85556pat/