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Water War / Water Warfare Gearing Up .:


Some may say the soaker determines ability. However, Players must be prepared not just for the offensive moves, but also for defence, trap-setting, scouting, communication, etc. The gear required by the Player depends on the sort of enemy engagement expected. In small, run-around-the-house-and-shoot water fights with 3-4 people, minimal gear is required. However, larger-scale water fights involving 8 or more people and/or over larger terrain will require more extensive preparation.

General Suggestions

  • Bathing Suit - to be worn beneath outer clothing. The material bathing suits are made from are often more comfortable than normal cloth when wet, but wearing a bathing suit alone is not recommended if bushes, trees, dirt, etc may be involved. The outer wear should be tough enough to help one get through foliage without too many scratches.
  • Outerwear - bathing suit aside, clothing to be worn should be able to provide general protection and warmth while not trapping too much water in the event one is hit by multiple water blasts. Synthetic materials tend to dry faster than wool or cotton. Of course, one should dress according to the weather and average temperature expected for the game's time frame.
  • Sunglasses/Flashlight - depending on whether it is daytime or nighttime. Both are intended to help one see more clearly depending on the lighting.
  • Water Bottles - if filling stations are few or hard to reach, water bottles will allow one to refill when on the field. The amount of water which should be carrier really depends on how much one can carry without giving up agility or speed.
  • Windbreaker - great form of outerwear which repells water, slides by branches and leaves and is relatively light.
  • Rope, String, Swiss-Army Knife, Duct-tape, etc. - stuff needed for preparing traps, repairing weaponry on the fly or any just-in-case situation. These pieces of equipments are not very important in small water fights, but when in the middle of a forest, one never knows when these things could come in handy.
  • Bandages, Cotton Swabs, etc. - any minor first-aid stuff just in case of injury on the field.

The key to choosing the right gear for the game really depends on the type of water fight occuring and size of playing field. The amount of gear one should carry is enough to provide a means to refuel/repair when away from main base while travelling light enough such that the gear does not weigh one down.


With the proper gear on oneself, the next step is to choose the appropriate blaster for the job. (See Blaster Combos for suggested combinations) The weapon chosen should meet the needs of the user for the battle. For example, in small enemy engagements, a light to medium class blaster would serve its purpose. Using a larger blaster would be either overkill or just wasteful.

The blaster(s) chosen should be familiar to the user. Too many people think that by having the largest blaster, they can outsoak anyone. If they do not know how to best make use of their blaster, they may as well be using the old pump-action water blasters. An experienced water warrior will know the strengths and weaknesses of the blaster chosen. Pumping time, weight, rate of water use, and other factors must be thought of when choosing or dealing with different blasters. It may be true that the CPS2000 or Monster XL has the most bite, but it also takes a lot of pumping to charge up that firing chamber. Time charging leaves the user defenseless. A good balance of blasters will allow the water warrior to engage opponents without fear of running out of water quickly or having to spend too much time pumping and not enough time drenching. The best way to determine which blasters work best for oneself is to be truly familiar with the different personalities of the different blasters. This, in turn, will also enable one to take advantage of the opponent's blaster's weaknesses (i.e. the CPS3000 carries a lot of water, but takes a long time to pump and shoot. Attack the opponent when pumping and simply evade when they are firing. CPS3000 users usually cannot move very quickly and even an XP110 user can drench an inexperienced CPS3000 user with minimal dampness.)

Posted: | Page Last Updated: 20040115

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