The Kensa Splattershot is a black-and-white Splattershot with the Toni Kensa signature red clothespin attached to the grip under the muzzle. Unlike the Splattershot and the Tentatek Splattershot, the ink reservoir of the Kensa Splattershot does not change with the user's ink color and is always white.
The Kensa Splattershot is a slayer weapon, designed to splat an opponent in as few as three hits with its rapid firing, good accuracy, and short to medium range. Offensively, its good mobility allows its user to force the action and apply pressure onto the opponent, eliminating key defenders during a push. Defensively, its rapid rate of fire makes it great at both sharking to pick off unaware opponents and turfing to maintain map control. Its good overall ink efficiency also allows its user to more readily use Suction Bombs to keep opponents at bay. Comeback, Quick Respawn, and Stealth Jump are abilities that allow a slayer to play more aggressively. Main Power Up can further increase its accuracy, particularly while jumping, preserving more accuracy while jump strafing.
The Kensa Splattershot is faster and more efficient at turfing than most other slayer weapons, allowing its user to both maintain map control and build up its special weapon more quickly than most other weapons. Suction Bombs can be used similarly as Splat Bombs, including clearing areas, such as perches or the Tower, of opponents. However, there are key differences: They can attach to surfaces, allowing both more room for error when aiming and the planting of craftier traps, such as underneath a grate. They take two seconds after attaching to a surface to detonate, as opposed to one second for a Splat Bomb. They inflict more damage from a direct hit and have a larger overall radius of damage.
The Tenta Missiles can be used to pressure opponents and force them out of position without having to commit too far forward: It is recommended to only activate the Tenta Missiles at a safe distance from opponents, not only because a Tenta Missile user is vulnerable to close-range attacks but also because opponents who are further back are easier to track and home missiles on. After activating the Tenta Missiles, use its tracking phase as a pseudo-Echolocator to determine the opponents' locations and maximize the number of targets. Tenta Missiles can counter an opponent's Sting Ray or Booyah Bomb if anticipated early enough; an opponent will be forced to either delay or interrupt it to avoid getting splatted by the missiles, throwing off their aim.
Matchups between Kensa Splattershots on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates. Any weapon that has a combination of longer range, better accuracy, or higher damage output without sacrificing too much mobility can counter a Splattershot. For example, both the Splattershot Pro and L-3 Nozzlenose and their respective variants meet all of these requirements.
A long-ranged weapon, such as a charger or most splatlings, can attack a Splattershot from long distance with impunity. However, once the Splattershot gets close, the tables are turned, as it can outmaneuver and outdraw its less mobile, slower firing opponent. When pursued by a Splattershot, using almost any sub weapon (except for Squid Beakons) can either delay their pursuit or deter them from chasing. Weapons that track opponents, such as Point Sensors, temporarily prevent them from sharking and makes them an easier target for long-ranged teammates.
To prevent sharking, keep track of all four members of the opposing team - which ones are still active, which ones are splatted, and which ones Super Jumped back to their spawn point - and turf suspicious puddles of the opponents' ink, preferably with a sub weapon. When pursuing a opposing Kensa Splattershot, be wary of any Suction Bomb traps the opponent may have planted, such as around a corner or underneath a grate. Be mindful of both when the opponent has Tenta Missiles ready and when the missiles are launched. When the opponent deploys them, avoid teammates - even when not targeted, as a targeted player crossing paths with a teammate might cause the other to get injured or splatted.
- The weapon was added to Splatoon 2 on September 13, 2018 at 10pm ET (7pm PT)