They say to go big or go home, and we’ve already been home for a year, so…
I’ve played a lot of Splatoon 2 over the last few years, and if I’m known for anything in this game, it’s my bizarre brella shenanigans, mostly involving the Undercover Brella family. However, there’s a supersized version of this weapon class, and in my ongoing quest to become at least semi-competent with every weapon the game has to offer, I’ve been forced to confront my many nemeses: Sloshers, brushes, nozzlenoses, scoped chargers, and the Tenta Brella, a cross between Reinhardt’s shield, Symmetra’s photon barrier, and Joe Biden’s shotgun.
What I’ve discovered during this journey is that you can get at least some utility out of just out any weapons (provided you can find a controller that isn’t drifting; forget about using chargers otherwise). While this has only earned most of the weapons in my doghouse my begrudging respect (okay okay, I suppose the Kensa Sloshing Machine can slay out and the E-liter can zap people from across the map), I actually enjoyed my time with the Tenta Brella, even if I needed a bunch of ice and ibuprofen for my aching trigger finger after every session. The weapon still remains a bit of a meme within the community (it’s comically big, comically slow, and really hard to play well), time, practice, and a steady stream of buffs have convinced people to take a chance with the big brella, and even made it a viable weapon choice in competitive play.
Still…it’s a giant freaking tent on a stick. Can we really take it seriously? I believe the answer is yes, and it starts with the right approach.
There are three different Tenta Brellas kits available, but all share the following characteristics:
- A seven-pellet scattershot launch that has decent range and painting ability, but fires with such a wide spray that it’s really hard to confirm kills unless they’re at point-blank range or you have exceptional accuracy. A one-hit kill is possible, but a two-hit KO is more likely, and three or four shots might be needed if you can’t square up your opponent.
- A massive shield that has lots of health (700 HP, 200 more than the regular Splat Brella) and takes up a lot of space, and inks a nice wide path forward when it detaches from the weapon.
- A glacially-slow fire rate (35 frames, compared with 16 for other Brella types) and the ink efficiency of a early-2000s Hummer (11% of your ink tank per shot!),
- As a heavyweight weapon, it reduces your run speed by 8.3% and your swim speed by 10%.
As we can see, unlike the N-Zap (which does everything moderately well), the Tenta Brella has a lot of peaks and valleys in its attributes, which means we can’t just toss it into any situation and expect it to perform well. Thus, getting the most out of this weapon boils down to three things: preparation, positioning, and playstyle.
The Tenta Brellas comes with three different kits:
- Tenta Brella (Squid Beakon/Bubble Blower): The original, and probably the most balanced of the three kits. Bubble Blower gives you a solid option for initiating a push into an area (think a rush to the basket in Clam Blitz or a zone retake in Splat Zones), and the weapon actually does a decent job of popping the bubbles by itself. The most effective way to deploy your special is through the use of what Etce calls “The Tech”: Deploying your brella shield and then unleashing your bubbles from behind it, forcing the enemy to work around both to hold the area and take your down. The beacons help you hold an area once you get it by cutting down the travel time from spawn, a useful trick when you’re dealing with reduced movement speed.
- Tenta Sorella Brella (Splash Wall/Curling Bomb Rush): I’m really not sure what the point of the Splash Wall is on this weapon. Why toss out something that’s going to eat 60% of your ink tank when you’re already going to have trouble managing your ink supply, especially when you’ve got a mobile wall attached to your main weapon? There’s probably a use for it, but I haven’t found it yet. I have found a use for the curling bombs, however, and they represent another effective method for pushing into an area and forcing opponents to keep their distance.
- Tenta Camo Brella: This is the most offensive-minded of the three kits, and quite possibly the best of them if you know what you’re doing (which I definitely don’t—my hammer game is a bit too stiff to be effective). Ink mines provide a way to help hold ground and track opponents intent on invading your space, and the Ultra Stamp lets you go on a short-range rampage while also providing a long-range threat to weapons that outrange you (it’s all fun and games until you toss your stamp like an Olympian and fry a charger from a mile away).
In terms of the best modes for the weapons: I would say the Tenta Camo Brella is a good option for Rainmaker, where you can open up lanes for the Rainmaker with either your shield or your stamp, and track you opponent’s movements with Ink Mines. In contrast, the vanilla Tenta Brella is a solid Clam Blitz play, using your beakons to help with mobility and your bubbles to advance to the basket. Both the camo and vanilla versions are good choices for Splat Zones, with bubbles, mines, and beakons to get you to the zone and help you keep it.
Tower Control is a tougher sell for the Tenta Brella, since you don’t want to release your shield and leave yourself exposed while tower riding (maybe that’s where the Splash Wall could be useful?), but it might be useful for redirecting foes through sub-optimal routes with your shields and specials. Turf War can be tricky as well, since you’re encouraged to explore the map and your limited mobility will hurt your painting effectiveness.
In truth, the mode you run the Tenta Brella on probably matters less than the map: If you’ve got a map with a lot of tight spaces and long corridors (Camp Triggerfish, Port Mackerel, Moray Towers), you’ll have the advantage; if you’ve got a wide-open map with lots of ways around you (New Albacore Hotel, Snapper Canal, Shellendorf Institute), you may want to think twice.
Choosing the right gear to mitigate the weaknesses of your weapon is key, and you’ve got plenty of holes to fill:
- Ink Saver Main: This is incredibly important on a Tenta Brella—we’re not quite at a “Run Speed Up on a splatling” level, but we’re close. Without any ISM, that 11% per shot adds up quickly, and you’re limited to just 9 shots before your tank runs out. Using 2 mains of ISM brings your ink consumption back on par with that of a regular Splat Brella, and took 13 shots to empty the tank when I tested it (adding another two ISM sub abilities upped the shot count to 14). Ink is at a premium with this weapon, so saving as much as you can is critical.
- Ink Recovery Up: This can be useful too, as having none means it takes a looooong time to recover enough ink to fire a single shot when your tank is empty. I think ISM is probably more important, but a few subs (or even a main) of ink recovery wouldn’t hurt.
- Ink Save Sub: None of these weapons have spammable sub weapons (in fact, you’ll likely never use the Splash Wall at all), so ISS isn’t all that helpful.
- Run Speed Up/Swim Speed Up: To bring a heavyweight weapon back on par with “normal” weapons like a Splattershot, you’ll need roughly two subs of Run Speed Up and 1 main ability of Swim Speed Up. However, while this will help you get around, I wouldn’t say that either are a necessity. Instead, for lack of a better term, what I found more important when using the weapons was “pocket mobility,” or the ability to maneuver around quickly in a tight space, such as around your brella shield as it’s moving forward. Thus (at least in Turf War), I found a more important ability to be…
- Ink Resistance: Normally I subscribe to ThatSrb2Dude’s “5 subs” theory (or at least three of those subs), and only run one sub of ink resistance on my weapons. With the Tenta Brella, however, I found myself getting bogged down a lot in enemy ink, especially when trying to reclaim an area by myself. By adding the Bucket Hat shown above, I was able to regain my vertical mobility (i.e., the ability to jump normally and quickly while moving through enemy ink), which helped me hop around to cover turf and avoid enemy shots (especially when the shield has been launched or is in those pre-launch frames after a shot).
- Special Charge Up/Special Saver: At 200 points, Bubble Blower and Ultra Stamp can take a while to charge, so it’s worth considering a sub or two of Special Charge Up to speed up that process. If you find that you’re dying a lot, Special Saver can help you keep some of the hard work you’ve done charging that special.
- Sub Power Up: This is specific to the vanilla Tenta Brella, because it can make your beakons much faster for your teammates. Just one sub will speed up the jump by nearly 12%, so on maps that are a mile from their respective Splat Zones, this can be a clutch add for your team (assuming they actually use the beakons, of course).
- Special Power Up: In theory this increases the stamp/bomb rush duration and makes your bubbles larger/more deadly, but the improvements are pretty minimal (1 main gets you 12% bigger bubbles and about 6 tenths of a second more bomb/hammer time), so it’s probably not worth it given all the other bases you need to cover.
- Object Shredder: This is a common option for bubble blower weapons, but unlike the Heavy Splatling Deco or Custom E-Liter 4K, I don’t find Object Shredder to be that useful on the vanilla Tenta Brella. By itself, the weapon will usually pop its own bubbles with two shots, and Object Shredder only occasionally cuts that number down to one. With so many other things to worry about, I’d skip this one.
- Main Power Up: I mean, every other weapon uses it, so why not this one? MPU adds extra HP to your brella shield (one main gives it nearly 90 extra HP), so this one may require some research on your part: If you think your Brella shield is going down too quickly, trying adding an MPU sub or two and see what happens.
In summary, I’d say prioritize ink efficiency and mobility, add a few single subs that are always useful (Quick Super Jump, Bomb Defense Up DX), and tune the rest of your slots around your weapons and your game.
Unless you’re a umbrella savant on the level of Kayotaso or Gene Kelly, you’re not going to be doing a lot of slaying with this weapon. Tenta Brella are meant to support their teammates in any way possible using the totality of their kit. Playing this weapon like it’s the Tetra Dualies will likely put you in a bad situation where you’ll be too slow to react to your opponent’s actions, so it’s best to be measured and deliberate with your playstyle.
When it comes to using a Tenta Brella, there are two key rules of thumb to follow:
- Be hyper-aware of your positioning. Brellas are only protected from one side, so you need to watch your backside as your taking a position (especially in solo queue matches, because no one else is going to do it for you). Long, tight corridors are your friend, as they limit how your opponents can approach you (and the obvious route is blocked by a giant tent), but in a more open area you should always be looking for cover to work around (a bumper, a corner, or some other obstacle).
- Channel your inner pushy Bro-Country singer and always make the first move. With a weapon this slow, you don’t want to be the one reacting to your opponent’s decisions. Instead, you need to dictate the parameters of the engagement by being proactive, forcing your adversary to make decisions on your terms. If you take the first shot, by the time the opponent makes their countermove you’ll already have your shield up and ready for it, and when said shield inevitably launches forward, you can prep for the retaliatory advance because there are only so many ways around your tent. If you’re dealing with a charger or splatling, fire your first shot into cover and wait for the brella to deploy before stepping out into the open, forcing them to figure out a way around or through the tent to get you.
Getting a feel for the timing of the Tenta Brella is essential. It takes .75 seconds to open after a shot and 5.67 to regenerate after it launches, and with your slow fire rate you’re very vulnerable if it’s not around. Make sure you take these times into account when you initiate an encounter, so you don’t jump immediately into the fray and die before your brella has a chance to protect you. (Keep in mind, however, that network latency can throw this timing off, and sometimes leads to you getting shot through your shield.) If you’re stuck in a bad, brella-less spot and can’t retreat, make use of that “pocket mobility” and break your opponents’ ankles with dodges and jumps until your shield comes back.
While other Brellas are best with the shield attached (otherwise a Splat Brella turns into the world’s slowest curling bomb), you should expect to launch your shield at every opportunity, and base your approach to a situation around this. Since your barrier is only a barrier to your opponent, when they inevitably go around your shield you can simply swim underneath it, keeping a wall between you two as necessary. You can also play mind games with a shield: Just because it’s launched in a certain direction doesn’t mean you have to follow it—if you’ve got enough ink around you, you can take another route to flank and try to catch your opponent napping, or you can simply disengage and retreat to safer ground.
Keeping tabs on your teammates is extremely important as well, because let’s be honest: Everyone could use a a giant piece of camping equipment in front of them as they make a move. The big brella makes you the ultimate wingman, and if you see a teammate trying to do something and think you can help, get in there and lend a hand! This is especially true if your teammate has left themselves exposed via a panicked inkjet launch or an ill-advised super jump—a well-timed shield deployment could mean the difference between life and death. You can’t save them all the time, but you can save them some of the time, and sometimes that’s enough to make a difference.
Of course, there’s one potential downside you have to be aware of…
About that…any enemy bombs that hit your shield will explode on contact, and if you or any of your teammates on the wrong side of the shield when it happens, you’re toast. As with most things in life, please brella responsibly. 😉
The Tenta Brella has a lot going for it, and if you can find a way to mitigate the downsides, you can get some serious value from it in nearly any context. While I will always and forever be an Undercover Brella partisan, I’ve come to respect what the Tenta Brella has to offer as a weapon, enjoyed the challenge of figuring out how best to use it. If you wish to walk the same path, hopefully some of this can assist you on your journey.
Now if only a Tenta Brella could protect me from Travis Denning’s latest single…