Splatoon 3 Side Order | No Hacks, No Shop | Eight's Palette (Octo Shot)
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Got that last Side Order badge in the truest way possible: hackless. You can get it much more easily with up to 4 hacks active, I believe, but I'm a stubborn man and wanted to do it without any. And yes, I will try to do it again with the other Palettes, too! Here are some useful things I learned throughout my various failed attempts. (Oh, and yeah, I also didn't do floor skips, of course.)
First up, don't bother with the drone in hackless runs except when free or forced. With just that 1 slot, you're never gonna be doing much, no matter how many synergistic chips you pick up.
For the Octo Shot, especially if not using shops to sculpt the kit, I've found that chips which provide "raw stats" work best. So, both common types (red and blue), orange and purple, mainly.
Out of the mobility-related blue chips, mobile special charge is the strongest chip as a whole in my opinion, and it gets even better in multiples. Always having a Splashdown to bruteforce most things is powerful and appreciated. (But watch out for the Stinger-like enemies, they can cancel them easily. Pay attention to cycles, take cover, or remove them first.) The first chip of swim/run speed is always appreciated just to escape situations more easily, and I like swim in multiples too, especially on a build that does also stack special charge. "Squid" attack is useless but if the whole offer is junk, I always pick it just to never see it be offered again (higher chance for good chips to be offered in the future).
The red chips give you raw damage and pretty much all of them are good. Ideally, I want to always have the first copy of poison ink -- you get to pop portals so much easier if their base is all inked up, and that's not only our preferred level type, in a way, but also very relevant on Smollusk fights. The first copy of splash damage, on the other hand, isn't a thing to make or break a run but it lets your Splat Bombs 1-shot the medium-sized lesser fish, so it's very nice to have.
Orange ("range") chips offer a lot of things that usually aren't super vital but usually very useful. The actual range increase I like to pick up 1 or 2 of just to be able to hit more enemies faster. Enemy piercing is the one that actually is vital when a special-centric build isn't coming together, for the first copy of it essentially doubles your DpS. Additional copies aren't as impactful anymore but still take them too when specials are hard to come by. I also like main ink coverage and special charge a lot and pick them over everything that isn't a good boost of damage. Hindrance damage is probably very good judging from its description but I haven't done the math and/or looked at the numbers, so do your own research if needed.
About the purple support category, the most important thing to say is: I recommend never picking homing shots. It seems tempting with the bad RNG that we start with, but it comes with the detrimental side effect of occasionally messing up your paint. Shot-spread reduction (or possibly ink-attack size) are safer options to address the issue, but I wouldn't consider them high priority and just take them from weak selections. Other than that, I will always happily take stuff that improves my ink effishency in all places, especially if the build is looking to be more main/sub-centric than special-centric...which it pretty much always is on the early floots.
Lucky chips are completely whatever in this kind of run and shouldn't be stacked. I'm okay with picking up some that boost beneficial drops to make things just a little nicer, and that's about it. (I might have a different opinion about these chips for other weapons, give me some time to figure that out.)
Thanks for playing!
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