With the recent release of Splatoon 3‘s Fresh Season, players have been experimenting with the two new specials, Kraken Royale and the Super Chump. As time goes on, players will be able to adapt these specials into their playstyle effectively. This Splatoon 3 Fresh Season Special Guide will explain how to use these specials at their best, alongside their weapons.
If you haven’t checked out what Fresh Season added yet, look at our article on Fresh Season’s additions. Otherwise, read on!
The Super Chump is a very interesting special, unique to Splatoon 3. It was shown off a few weeks ago by Nintendo:
SRL Ballistics keeping the research rolling with info on a new special weapon…the Super Chump! If you're tired of enemies camping near your Super Jump spots, this one's for you. It'll launch decoys that look like Super Jump landing spots, only to explode a short while later. pic.twitter.com/56cpVk2yfe
— Splatoon North America (@SplatoonNA) February 17, 2023
It shoots off around 10 small bombs which have a super jump marker, then explode after a few seconds. This is useful for several reasons. At any point, using this special on any given area is almost certain to get some paint, as it covers a lot of ground. If the enemy team prioritizes cleaning up the decoys, your team has a chance to rush in and disrupt the opponents.
Alternatively, use it near an enemy’s base to get paint in their base. Using this at the end of a round can net you some extra paint, though they do not explode after the round is over. What I personally like doing is to shoot off a Chump before rushing an area, it helps distract enemies and gives me more paint to go through. It’s also very easy to put down in a pinch if you’re in a bad spot. In certain cases, the launcher can be used as a shield. A tiny, awkward shield.
In Ranked Modes, the Chump has limited additional use, apart from in Splat Zones.
In Clam Blitz, it can move some people around a little, but rarely does a significant amount. Target people with a Power Clam to disrupt their movement, and allow a rush, alongside the usual uses for Super Chump.
In Rainmaker, it the Super Chump can create a literal minefield for the opposing players. This can make it notably harder to move around with the Rainmaker, as it’s slow and fires slowly.
In Tower Control, it’s particularly unhelpful. It might land one on the tower but that is an incredibly minor issue, and unlikely. Otherwise, just the default uses.
Finally, in Splat Zones. Splat Zones benefits from Chump’s high paint and area control; either the enemy team focuses on the Chumps or you. Either way you get paint and time on the board.
As for specific weapons, the N-ZAP ’89 and Clash Blaster Neo are the only kits to have Chump. Due to N-ZAP’s far superior painting ability, it is easily the preferred choice.
Even if you enjoy Clash Blaster, the kit of curling bomb and Chump simply does not fit well for it. A bit more movement is appreciated, but Clash fails to threaten at medium to long range and is neutered by snipers or long range shooters. If you’re still going Clash, I’d recommend ninja squid and special saver. That’ll allow it to get sneaky kills and to build to a special over several lives.
For those who’ll use N-ZAP, though, this is actually a very nice kit. Auto Bomb makes for a nice threat at long range, and a bit of ink saver sub allows for two auto bombs in one tank. It also gets enough paint down to really get a lot of use out of Super Chump. As a fast moving front line threat, it also can borderline spam Chump into enemy base, a major nuisance. The usual shooter abilities benefit N-ZAP, though again, ink saver sub is recommended.
A returning special from the original Splatoon, with some changes, Kraken Royale is a powerful tool. For around 5 seconds by default, you become a massive, invincible squid with a 60 damage jump/roll melee attack and a 120 damage squid surge attack. The surge can be activated even on flat ground. After the timer, you revert to normal with about 2 seconds of end lag. While immune to damage, it can be pushed back by enemy fire. The Kraken swims through enemy ink without issue, painting under it with a trail about as thick as an Octobrush. Do note, as it is a squid form, it’ll fall through grates.
Kraken allows weapons to play incredibly aggressively for a short time. High damage, high mobility and invincibility allows people to make a powerful, quick entry into enemy territory. Maps like Flounder Heights allow very free movement. Surging on the ground will automatically speed up a wall too, so movement is incredible. Small maps can be dominated by a good Kraken, like Eeltail Alley, where forward movement can push back their front line. The only major issue is living after the special ends – but sometimes, you don’t need to. Getting a lot of kills and messing up the enemy does a lot, especially in Ranked. Speaking of…
The Kraken Royale excels at ranked modes, as most have a clearly defined objective. This allows for Kraken to claim an area very, very well and enemies have to respect it. Splat Zones, Rainmaker and especially Tower Control benefit from Krakens greatly.
In Clam Blitz, it functions more or less the same as in Turf Wars.
In Tower Control, it can control the area on and around the Tower very efficiently. There is also significantly lower risk as you will likely be around the tower or on it anyway. This is incredibly useful, as it can net you or your team guaranteed points as nothing can reliably push the Kraken off. Chasing short-ranged enemies away from the tower is also very powerful.
In Rainmaker, it allows you to rush the opponent very easily. You can also use it to defend the Rainmaker if it’s in your position. It’s also good to note that it can destroy a Rainmaker shield in 4 jumps (2 surges), which is quite quick.
Finally, Splat Zones. Kraken can control the zone, pushing people off and letting your team in. It doesn’t paint, so it’s still not as good as a Booyah Bomb or Triple Inkstrike, but it’s a powerful choice.
As with the Super Chump, this special is on two weapons: the Krak-On Splat Roller and the .96 Gal Deco. Unlike the Super Chump, these are two very solid weapons for the special.
First comes the Krak-On Splat Roller, which is very similar to a set in the first Splatoon. It’s a very aggressive weapon as a roller with Kraken, and it’s a very enjoyable kit. The lack of a bomb is a bit disappointing, but Squid Beakons serve a nice purpose for keeping your team at the front lines. That combined with pushing with Kraken can be very tough to fight against. It paints very nicely so it’ll get Kraken quite often to boot.
Then the .96 Gal Deco. The Deco flourishes at short to mid range combat with its high damage, range, access to a Splash Wall and Kraken. Thanks to this combination, it can really push forward and take ground while benefitting your backline teammates. In a pinch, a Kraken can take care of short range and encroaching dangers too. With some good aim, this is a danger. It does need a small amount more ink than the Krak-On, but it’s very negligible.