Characters & Roles

Characters & Roles in Splatoon 3



Splatoon 3 does not feature traditional character classes or a fixed hero roster. Instead, all player-controlled characters (Inklings and Octolings) are mechanically identical, with performance defined entirely by their chosen weapon, sub weapon, special, and gear. However, the game is rich with memorable story characters and distinct weapon-based roles that define team strategies in multiplayer and Salmon Run. This guide covers every major character, every playable role, and how to build and synergize effectively.

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Story Characters (Non-Playable)



While you cannot control these characters in standard battles, they are central to the single-player campaign and lore. They are classified as “major characters” for narrative and unlock progression purposes.

Agent 3 – The Player Character in Story Mode


  • Background: You assume the role of Agent 3, a rookie agent of the New Squidbeak Splatoon. Your mission is to uncover the strange occurrences in Alterna and stop the Fuzzy Ooze.

  • Strengths: Fully customizable appearance, no inherent weaknesses. Learns new abilities through story progression.

  • Role: Sole protagonist in the campaign. Abilities are unlocked by collecting Power Eggs and completing missions.

  • Unlock: Automatically available upon starting Story Mode (single-player).


  • Agent 4 (Captain of the New Squidbeak Splatoon)


  • Background: Once the protagonist of Splatoon 2’s Octo Canyon, Agent 4 is now the captain. They guide Agent 3 via radio and appear in cutscenes.

  • Strengths/Weaknesses: Not playable. Provides tactical advice.


  • Agent 8 (Octoling)


  • Background: An Octoling who escaped the Deepsea Metro after the events of Splatoon 2’s Octo Expansion. They become a valuable ally and appear in the Alterna hub.

  • Role: Support and lore exposition.


  • Callie & Marie (The Squid Sisters)


  • Background: Idol duo present in every Splatoon. In Splatoon 3, they host the Survival Mode (anarchy battles) and appear during Splatfest.

  • Role: Announcers and story characters. Not playable in battles.


  • Pearl & Marina (Off the Hook)


  • Background: Champions of Splatoon 2. In Splatoon 3, they host the Battle Lobby and provide news. Also appear in the Alterna hub.

  • Role: Announcers and lore characters.


  • DJ Octavio


  • Background: The main antagonist from the first two games. Now imprisoned and forced to help the New Squidbeak Splatoon. He appears in the campaign as a reluctant ally.

  • Role: Provides special missions and rewards.


  • Commander Tartar (Hologram)


  • Background: Antagonist of the Octo Expansion. Appears in Alterna as a memory.

  • Role: Explains the origins of the Fuzzy Ooze.


  • Mr. Grizz


  • Background: The bear-like CEO of Grizzco Industries who runs Salmon Run. He is revealed to be a bear from space.

  • Role: Manages the Salmon Run job system, provides rewards and shifts.


  • Shiver, Frye, Big Man (Deep Cut)


  • Background: The new idol trio hosting Splatfest. They announce results and engage in back-and-forth banter.

  • Role: Splatfest announcers. Not playable.


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    Player Characters: Inkling & Octoling



    All players control either an Inkling or an Octoling. There is no mechanical difference between the two species – they only differ in appearance (ears, hair, leg shape).

  • Customization: You can change hairstyle, eye color, skin tone, and clothing (gear) at any time via the Lobby menu.

  • Unlock: Available from the start. Octolings are unlocked for multiplayer by default (unlike Splatoon 2 where they required the Octo Expansion).

  • Role: Your avatar; role is defined by weapon loadout.


  • Key attributes (same for all):
  • Speed (running/swimming)

  • Ink usage and regeneration

  • Jump height

  • These are uniform; only gear abilities modify them.

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    Weapon Classes – The Real “Roles” in Multiplayer



    In Turf War, Anarchy Battle, and X Battle, your role is determined by your main weapon’s category. Each class excels in specific situations. Below is a breakdown of all weapon classes, their strengths, weaknesses, playstyle, recommended gear, and team synergy.

    1. Shooters


  • Description: Versatile, medium-range automatic or semi-automatic weapons. The most common class.

  • Examples: Splattershot, Splattershot Pro, N-ZAP ‘85, Aerospray MG, etc.

  • Strengths: Good ink coverage, reliable damage, easy to use. Suitable for beginners and veterans.

  • Weaknesses: Lack of burst damage; shorter range than chargers or splatlings.

  • Playstyle: Flank, ink turf, engage mid-range. Use sub weapons (e.g., Splat Bomb, Suction Bomb) to pressure opponents.

  • Unlock: Most shooters are available early (level 1–10). Pro versions unlock later (level 15+).

  • Recommended Gear Abilities: Ink Saver Main (for sustained fire), Ink Recovery Up, Swim Speed Up.

  • Team Synergy: Works with any team composition. Shooters fill the “DPS” and “Turf Control” roles.


  • 2. Rollers


  • Description: Heavy melee weapons that roll out ink while also being able to flick ink for mid-range spread attacks.

  • Examples: Splat Roller, Carbon Roller, Dynamo Roller, Flingza Roller.

  • Strengths: One-hit splat if you roll directly over an opponent; wide ink spread; high ink coverage.

  • Weaknesses: Slow swing speed (especially Dynamo); prediction-heavy; vulnerable to ranged attacks.

  • Playstyle: Stealth; hide in ink then ambush. Use vertical flicks for range, horizontal flicks for spread. Stand on the tower in Tower Control.

  • Unlock: Starting weapon set includes Splat Roller (level 2). Others at higher levels.

  • Recommended Gear Abilities: Stealth Jump, Swim Speed Up, Ink Resistance Up.

  • Team Synergy: Excellent with chargers (provide cover fire), but poor alongside dualies that need space.


  • 3. Chargers


  • Description: Sniper-like weapons that charge up to fire a long-range, precise shot.

  • Examples: Splat Charger, E-liter 4K, Goo Tuber, Bamboozler 14.

  • Strengths: One-hit splats at full charge; extreme range; can hold the charge briefly.

  • Weaknesses: Slow fire rate; requires precision; leaves you stationary while charging.

  • Playstyle: Perch on high ground, pick targets from afar. Use sub weapons like Splat Bomb or Squid Beakon to escape.

  • Unlock: Splat Charger (level 4). E-liter 4K (level 20+).

  • Recommended Gear Abilities: Special Saver (to keep specials longer), Ink Saver Main, Quick Super Jump.

  • Team Synergy: Needs front-line teammates to push forward while you provide suppression.


  • 4. Sloshers


  • Description: Bucket-style weapons that toss ink in an arc, covering vertical and horizontal areas.

  • Examples: Slosher, Tri-Slosher, Explosher, Bloblobber.

  • Strengths: Great for hitting opponents behind cover; 2-3 hit kills; good ink spread.

  • Weaknesses: Relatively slow fire rate; requires aim prediction; less effective on flat ground.

  • Playstyle: Control chokepoints, rain ink on objectives. Use sub weapons like Toxic Mist for area denial.

  • Unlock: Slosher (level 10), others at higher levels.

  • Recommended Gear Abilities: Ink Saver Sub, Special Charge Up, Run Speed Up.

  • Team Synergy: Pairs well with rollers or splatlings that need ink support.


  • 5. Splatlings


  • Description: Heavy weapons that function like miniguns: spin up to fire a stream of ink at long range.

  • Examples: Heavy Splatling, Hydra Splatling, Nautilus 47, Ballpoint Splatling.

  • Strengths: Sustained high damage output; long range; can suppress multiple enemies.

  • Weaknesses: Slow movement speed while firing; long spin-up time; vulnerable if caught mid-spin.

  • Playstyle: Lock down lanes from mid-range or long-range. Use the partial charge technique (Nautilus) to retain charge during swim.

  • Unlock: Heavy Splatling (level 12), Hydra at level 18+.

  • Recommended Gear Abilities: Ink Resistance Up, Special Charge Up, Quick Respawn.

  • Team Synergy: Best with a slayer (shooter) to clean up kills while you provide covering fire.


  • 6. Dualies


  • Description: Dual-wielded pistols that allow dodging rolls (imitating a dodge roll) for evasion.

  • Examples: Splat Dualies, Dualie Squelchers, Tetra Dualies, Dark Tetra Dualies.

  • Strengths: High mobility; dodge roll gives invincibility frames; fast fire rate.

  • Weaknesses: Short range; requires good reflexes to dodge roll effectively; low ink coverage per shot.

  • Playstyle: Rush in, dodge enemy attacks, splat quickly. Use sub weapons like Splat Bomb for burst damage.

  • Unlock: Splat Dualies (level 6), Tetra at level 26.

  • Recommended Gear Abilities: Ink Saver Main, Swim Speed Up, Quick Respawn.

  • Team Synergy: Works well with chargers that can cover their retreat. Avoid stacking with other dualies unless highly coordinated.


  • 7. Brellas


  • Description: Umbrella-shaped weapons that can be opened to block ink and then fired for a spreading shot.

  • Examples: Splat Brella, Tenta Brella, Undercover Brella, Brella on the Brink.

  • Strengths: Shield absorbs ink; can protect teammates; decent spread damage.

  • Weaknesses: Low mobility while shield is up; shield can be destroyed; less offensive power than other classes.

  • Playstyle: Support and defense. Pop shield when protecting a teammate or capturing the tower. Fire at mid-range.

  • Unlock: Splat Brella (level 8), Tenta Brella (level 16+), Undercover (level 4?).

  • Recommended Gear Abilities: Special Charge Up, Ink Recovery Up, Quick Super Jump.

  • Team Synergy: Ideal with aggressive teammates like dualies or rollers who benefit from shield cover.


  • 8. Brushes


  • Description: Fast melee weapons that ink quickly and allow for rapid movement.

  • Examples: Inkbrush, Octobrush, Painbrush.

  • Strengths: Very fast movement and ink coverage; low ink consumption; can splat quickly up close.

  • Weaknesses: Extremely short range; low damage per hit; requires many hits to splat.

  • Playstyle: Harass enemy flanks, ink turf, disrupt opponents. Use sub weapons like Splat Bomb to help splat.

  • Unlock: Inkbrush (level 2), Octobrush (level 10+), Painbrush (DLC or later level).

  • Recommended Gear Abilities: Ink Saver Main, Run Speed Up, Stealth Jump.

  • Team Synergy: Excellent with support weapons like Brellas or sloshers that can cover their weakness at long range.


  • 9. Stringers (New in Splatoon 3)


  • Description: Bow-and-arrow weapons that fire multiple arrows at once, charged for more arrows.

  • Examples: Tri-Stringer, Explosive Stringer (Rapid Blaster? Actually Stringer is new), Reef-Lux 450.

  • Strengths: Can hit multiple targets; good splash damage; versatile range depending on charge.

  • Weaknesses: Low damage per arrow; charge time; requires arc prediction.

  • Playstyle: Mid-range skirmisher. Use sub weapons like Splat Bomb for close range. Charge to full to rain arrows on a zone.

  • Unlock: Tri-Stringer (level 12), Reef-Lux (level 20+).

  • Recommended Gear Abilities: Ink Saver Main, Special Charge Up, Swim Speed Up.

  • Team Synergy: Fits in most teams; pairs well with chargers for crossfire.


  • 10. Blasters


  • Description: Explosive weapons that fire an ink bomb that explodes on impact or after a short delay.

  • Examples: Blaster, Range Blaster, Clash Blaster, Luna Blaster, Rapid Blaster, Rapid Blaster Pro.

  • Strengths: Extremely high damage (often 1- or 2-hit splats); good at hitting behind cover; area denial.

  • Weaknesses: Slow fire rate; poor ink coverage; requires careful aim (especially Clash Blaster).

  • Playstyle: Ambush and assassination. Use explosive shots to kill groups. Move after each shot.

  • Unlock: Blaster (level 8), Range Blaster (level 14+), Clash (level 4?), Luna (level 12+).

  • Recommended Gear Abilities: Ink Resistance Up, Special Power Up, Quick Respawn.

  • Team Synergy: Works best with a turf-inking weapon like Aerospray to maintain territory while you focus on kills.


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Sub Weapons and Specials – Role Enhancers



Every primary weapon comes with a fixed sub weapon and special weapon. These define your role further. Though not character-specific, understanding them is crucial for role optimization.

Role ConceptRelevant Sub WeaponsRelevant Specials
Area DenialSplat Bomb, Suction Bomb, Toxic Mist, Fizzy BombInk Storm, Tenta Missiles, Wave Breaker
MobilitySquid Beakon, AutobombTriple Splashdown, Zipcaster, Reef Slider
SupportSplat Bomb, Point Sensor, Splash WallSpray (Tacticooler), Crab Tank, Booyah Bomb
AggressiveSplat Bomb, AutobombTriple Inkstrike, Killer Wail 5.1, Kraken Royale
DefensiveSplash Wall, TorpedoBig Bubbler, Ink Vac, Ink Barrier
Synergy Tips:
  • A Roller with Stealth Jump (gear ability) can use Splat Bomb to zone enemies before jumping into the fray.

  • A Charger with Special Saver can keep the Tacticooler active for the team.

  • A Dualie user with Swim Speed Up can greatly benefit from the Zipcaster special to ambush from above.


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    Salmon Run – Team Roles



    Salmon Run is a cooperative PvE mode where four players fight waves of Salmonids. Each player controls an Inkling/Octoling with a randomly assigned weapon set. While there are no fixed roles, successful teams naturally assume these responsibilities:

    Egg Collector


  • Role: Gather Golden Eggs from slain bosses and deposit them in the basket.

  • Key traits: High mobility weapons (brushes, shooters). Gear with Swim Speed Up and Ink Recovery Up.

  • Tips: Prioritize hauling eggs, but still fight bosses. Use “This Way!” to signal egg locations.


  • Boss Slayer


  • Role: Focus on eliminating high-value bosses (Steelhead, Stinger, Flyfish, etc.).

  • Key traits: Weapons with high burst damage (blasters, chargers, splatlings). Gear with Special Charge Up to use specials frequently.

  • Tips: Learn boss weak points. For Flyfish, use Splat Bombs or the Grizzco Splatana (if available).


  • Crowd Control / Support


  • Role: Clear lesser Salmonids (Chum, Smallfry) to keep the area clean.

  • Key traits: Weapons with wide ink spread (rollers, sloshers, Aerospray). Gear with Bomb Defense to survive Maws explosions.

  • Tips: Ink the ground to help teammates move, and use sub weapons like Splash Wall to block enemy paths.


  • Reviver/Keeper


  • Role: Focus on reviving downed teammates and maintaining communication.

  • Key traits: Quick Super Jump and Special Saver. Weapons can be anything, but a long-range weapon helps cover revives.

  • Tips: Always keep an eye on the reviving icon; use the “Booyah!” to coordinate pushes.


Unlock: Salmon Run is available from level 1. You must work shifts for Mr. Grizz to earn rewards (including gear, banners, and experience).

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Gear Abilities – The Build Foundation



Gear abilities are not tied to characters but to your equipment. They profoundly affect your role performance. Here are the most important abilities for each role type:

AbilityEffectBest For
Ink Saver MainReduces ink consumption for main weaponAny weapon with heavy ink usage (Splatling, Slosher, Blaster)
Ink Recovery UpSpeeds up ink tank regenerationAll roles, especially aggressive ones
Swim Speed UpIncreases swimming speedRollers, Brushes, Dualies (flankers)
Run Speed UpIncreases running speedChargers (while charging), Splatlings (while firing)
Special Charge UpReduces points needed to charge specialSupport roles, special-reliant weapons
Special Power UpEnhances special effectDepends on special (e.g., Tacticooler duration, Ink Storm size)
Quick Super JumpFaster super jump startup and landingAggressive skirmishers, rollers
Stealth JumpHides super jump landing indicatorFlankers, assassins
Ink Resistance UpReduces damage from enemy inkAll roles, especially frontliners
Bomb Defense UpReduces damage from enemy sub/special bombsGoalies in Clam Blitz, chargers
Special SaverRetains more special charge when splattedChargers, support
Gear Synergy Example: A Heavy Splatling player should aim for Ink Saver Main (for long bursts) and Special Charge Up (to get Booyah Bomb faster) with a secondary focus on Run Speed Up to strafe while firing.

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Team Composition Suggestions



In competitive play (Splat Zones, Tower Control, Rainmaker, Clam Blitz), a balanced team typically includes:

  • Slayer (e.g., Splattershot, Dualies) – high kills, flanks.

  • Support (e.g., Splat Charger, Brella) – anchor, covers teammates, provides utility.

  • Turf Control (e.g., Slosher, Splatling) – paints zone, denies enemy ink.

  • Flex (e.g., Roller, Blaster) – adaptable to situation.


  • Example lineups:
  • Zone Control: Slosher + Splatling + Charger + Dualie.

  • Aggressive Push: Dualie + Blaster + Roller + Bride’s Support (Tenta Brella).


Always adjust based on maps and modes.

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Conclusion



Splatoon 3’s emphasis on weapon classes rather than fixed characters allows deep role customization. Whether you prefer the precision of a Charger, the chaos of a Roller, or the support of a Brella, mastering your role requires understanding its unique strengths, weaknesses, and synergy with teammates. Use this guide to build effective loadouts and communicate with your team for maximum ink-credibility.