Weapons

Splatoon Raiders Weapon Types & Classes

How each scrap-themed class paints, bursts, and survives Spirhalite dens.

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Weapon Types

Splatoon Raiders rebuilds the series arsenal as beach-junk hardware. The classes still map to Shooters, Blasters, Rollers, Chargers, Sloshers, Splatlings, Dualies, Brellas, Stringers, Splatanas, and Brushes, with scrap lines like Twincans living inside Dualies. Knowing the class role matters more than memorizing every soap-bottle name, because raid drops are random and your tank gadgets change how safe a charge or melee swing feels.

Use this page as the class encyclopedia. For ranked picks see Best Weapons and the Weapons Tier List. For drop methods see How to Get Weapons. For loadouts that make classes sing, open the Builds Hub.

Shared rules across every class

  • Ink still comes from your equipped tank. Power, Speed, and Tactical do not rewrite class identity, but they change how often you can afford to stand still.
  • Star rarity and Frye levels multiply whatever the class already does. A level-5 regular Blaster can outrun a neglected Primo you never upgrade.
  • Regular weapons cap at level 5; Primo five-star weapons upgrade further at Frye’s Weapon Stash using Spirhalite Shards and enemy materials.
  • Difficulty never alters drop tables—only how hard the Salmonids hit back.

Shooters

Shooters are the teaching class: fast fire, simple aim, easy dive-outs. Scrap Splattershot and Squelcher lines cover mid range without committing you to a charge animation. Weakness is single-target focus when a whole pack arrives; you must strafe and paint escape lanes. Pair with almost any tank. Beginners often run Shooters while learning Power Tank gadgets.

Blasters

Blasters trade fire rate for explosive ink bursts. Oil and Steam scrap models are famous early carries because one shot softens a cluster. You must lead moving targets and respect the pause between shots. Blasters love Power armor breaks and Tactical turrets that hold aggro while you reload your rhythm.

Rollers

Rollers paint highways and flatten lines of lesser Salmonids. Flick attacks throw ink ahead; the roll itself is both offense and mobility. Corridor dens make Rollers feel broken; open multi-angle arenas punish over-rolling. Speed tank Blast Boot or Flywire upgrades turn Rollers into hit-and-run painters.

Brushes

Brushes are the lighter, dashier cousins of Rollers. ZR swipes hit up close while ground paint stays generous. They punish players who treat them like slow Rollers—keep moving. Fewer named variants exist than Shooters, so a good Brush star is worth keeping as a mobility flex.

Chargers

Chargers, including long 4K-style scrap snipers, delete priority Salmonids and poke bosses from safety. The tax is charge time. Without Speed reposition gadgets or Tactical zone control, Chargers die to flank spawners. Bring a backup close-range weapon in inventory even if you main Charger on paper.

Stringers

Stringers loose multi-shot bow volleys and reward fuller charges with range and damage. They sit between Shooter spam and Charger commitment. Great when you can read spawn doors. Weak when you panic-fire uncharged shots forever—manage the charge like a resource.

Sloshers

Sloshers dump heavy ink arcs that punish stacked enemies on objectives. Aim is more about arc prediction than pinpoint tracking. They are outstanding “objective defense” kits when Salmonids dogpile a crystal or pathing chokepoint. Ink hunger can spike—watch your tank.

Splatlings

Splatlings spin up, then melt swarms at mid-to-long range. The vulnerable wind-up is the whole skill expression. Advanced players charge during Bot Hops or after Speed dashes. If you hate standing still, unlock mobility gadgets before you pour Primo shards into a Splatling.

Dualies and Twincans

Dualies grant dodge rolls that raise follow-up damage. Twincan scrap variants keep that fantasy with junkyard twin cans instead of polished guns. These classes reward aggressive spacing: roll through danger, not away from every orange flicker. Power Splatchet combos feel natural after a roll armor break.

Brellas

Brellas block, paint, and sometimes launch the canopy as a pressure tool. They shine when you must hold a lane or escort a slower teammate in co-op (local wireless or online, up to four). Brellas are less about raw DPS leaderboards and more about not dying while gadgets cook.

Splatanas

Splatanas swipe up close and turn charged slashes into enormous damage. Bosses and armored elites fear them; open projectile spam fears you back. Always plan an exit—Splatellites on Power tank or Bombloons on Tactical tank are popular life insurance. See Best Weapons for when a Splatana should be your shard sink.

Picking a class for your tank

TankClasses that clickWhy
PowerSplatana, Blaster, DualiesBurst gadgets create melee windows
SpeedSplatling, Charger, Roller, StringerMobility buys charge and lane resets
TacticalShooter, Brella, SlosherTurrets and traps cover flanks

Gadgets are locked to the active tank pool until you unlock the third slot later—details on Gadgets and the Gadgets Tier List. Starter tip remains: Power + Splatchet + Splatellites while you learn any class.

Collection vs performance

Raiders has a huge variant count across eleven families. Collecting every scrap skin is a long-term Hideout project; winning dens is a short-term stash project. Keep a spreadsheet in your head: one upgraded main per role you actually play, not one of every class “for completion” at level 1. Scrap duplicates for Spirhalite, then reinvest.

When you are ready to hunt missing classes, follow crate-heavy routes in How to Get Weapons and tick objectives on the Raid Checklist. Broader progression tips live under Guides. Return to the Weapons Hub anytime you need the short navigation map instead of this full class breakdown.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

How many weapon classes are in Splatoon Raiders?

There are eleven core classes—Shooters, Blasters, Rollers, Chargers, Sloshers, Splatlings, Dualies, Brellas, Stringers, Splatanas, and Brushes—with many scrap-themed variants such as Twincans.

Are Twincans their own weapon class?

Twincans play in the Dualies family: twin scrap guns with dodge-roll aggression rather than a totally separate class identity.

Which class is best for beginners?

Shooters and Blasters are the friendliest starts. Shooters forgive aim; Blasters clear packs quickly with simple burst shots.

Do weapon classes change when I swap tanks?

Class movesets stay the same. Tanks change which gadgets you can equip, which indirectly makes some classes safer or stronger.