Junior splats in Rainmaker [12(5)-5, Splattershot Jr]

22nd December 2017 – 7.00 am

I'm having a lot of trouble in Ranked battles. There are so many more inklings active now, and so many more that are better than me, plus the ranking system is overwhelmed with new inklings entering the system all the time, that I'm not really sure I fit in. Trying different weapons, like I used to, isn't doing me any favours. So to save my sanity, it's back to basics. I've got my Splattershot Jr, and I'm just going to play as sensibly as possible.

Well, not entirely sensibly. I've got Respawn Punisher equipped, partly because I like the shirt, and partly to make whatever few splats I get count more. I don't think my being out of the battle a few seconds longer here and there will affect my squidmates too much, to be honest. And my nature to hold back and support pays off immediately, catching an inkling trying to flank my squidmates. That'll do.

Already suitably emboldened, I grab the Rainmaker for the second push of the battle, turn around, and head in a different direction. It bags me two splats from a lucky shot, but I'm caught from behind before I can turn the ink rail teal to sneak ahead. Super-jumping back doesn't work, though, but that's okay.

The orange team push back and steal the lead, although it was much of a lead to beat. As we turn the Rainmaker around, a nicely rolled Splat Bomb catches a super-jumper landing and a second inkling for a super double-splat, and although I'm splatted by a third inkling our Rainmaker carrier remains mobile.

We don't get too far with the Rainmaker on this attempt. I quite like the opportunity it gives me to sneak around the side of a Brella, though, and don't mind too much getting splatted by the Luna Blaster after that. I'm obviously getting bolder, as my return sees me rushing ahead of the Rainmaker to support from the front, with a reminder as to why I didn't want to do that so much.

Even so, my splatting doesn't affect my squidmates too much, or the push, which sees the Rainmaker dunked before I've reappeared at our base. I'll blame my hockey jersey for that.

The tide is out in Salmon Run [22-22-22, 14/558]

21st December 2017 – 7.00 pm

Yes! Tri-slosher to start! And low tide, which generally simplifies a Salmon Run. The bosses can only come along one of three strands, with the only drawback being that you can get isolated when down one of the strands. Even that is mitigated somewhat in Marooner's Bay, compared to Spawning Grounds, as two of the strands loop in to each other.

It's always worth holding back at the start of low tide, in case there's a swarm of Cohocks and a cannon is needed, but not this time, so I drop down and start sloshing. All goes smoothly to start with, easing us in to the run, and it's only when a Flyfish appears that we're first tested. We come out of that okay, and deal with the Stinger on the other side of the coast.

Although a squidmate is in trouble near the end of the wave, we have Golden Eggs aplenty to gather and little threat near the basket, so I grab a couple more before sloshing my way over to revive them. It's good for morale. Back to the ship, and back to the low-tide coast, this time with a Heavy Splatling. I do my best to hold back and lay down lots of covering ink, but can't resist grabbing a Golden Egg. But it's my misstep with Maws that gets me in to trouble.

I get back in to a good supporting position, cracking open Scrappers, which gets us a healthy number of Golden Eggs, but a Flyfish once again makes a pain of itself. At least our Splat Roller stays safe, and rolls back to the revive the three of us, all sitting near the basket ready to drop a Golden Egg just in time to boost our second-wave numbers. Woomy!

The tide stays low, and I have some fast-shooting Dapple Dualies. That'll do. Still no Cohocks, making this one of the more straightforward Salmon Runs I've been on. Straightforward doesn't mean easy, though, and taking on a Flyfish by myself is perhaps not wise. But letting it run riot isn't wise either. At least one of my squidmates isn't far behind, although I have to return the favour of reviving them after they revive me.

Things aren't quite going to plan any more. There are boss salmonids everywhere, spreading ink and wreaking havoc, and not many Golden Eggs are being collected. I decide to focus a bit more on egg collecting, given that there are quite a few lying around at the moment, with boss-splatting being a secondary task. It works quite well, particularly when a Maws sneaks under me next to the basket, when I have enough ink for a Splat Bomb. More Golden Eggs for easy collection!

A Flyfish, multiple Drizzlers, and a Stinger cause problems for my squidmates as I manage to get out of the ink to squid towards some Golden Eggs, and I revive them on my way back. But it's only when I try to grab one last egg that I remember my Splashdown. That probably would have helped earlier. Never mind. We complete the run successfully, and with some consistency. Nice!

Supporting mostly from the back in Tower Control [10(2)-3, Splat Charger]

21st December 2017 – 7.00 am

I don't think my skill level is keeping pace with others', with so many inklings racing past their 20s and in to the 30s, whilst I linger in my teens. But I am hoping that sticking to weapons I know, and roles I know, I can at least support my team, which is why I hang back as much as possible. I really now doubt my ability to get splats with a Splat Charger inside its optimal range. Swimming backwards away from a Tri-slosher is tricky too.

My Squidmates get the Tower to the first checkpoint and, with Specials flowing, beyond. I'm nearly from behind by the Tri-slosher, but a Splat Bomb saves me. I can't get them to save the Tower, though, and the green team start heading back our way, shiny in their Ink Armour. I beat a hasty-ish retreat, hindered by the Tri-slosher's handiwork.

We are pushed back a fair distance, but that's okay by me. I get a straightforward shot at the inkling riding the Tower front and centre, and although Tenta Missiles come my way as I pull out a Sting Ray, I remain mobile enough to avoid them and threat enough to get a splat anyway.

The green team come back our way again, hitting the first checkpoint, and the most I can do is temporarily cover some of their ink. And although I splat the Tenta Missile launcher with my Sting Ray, I get a bit turned around as I dodge the Missiles, and am splatted in return. But my squidmates are back on the Tower.

That's a lot of green ink in our territory, which simply is not good for us. I start inking over it, before trying to work out where one inkling goes. It's not until later in the evening, when I go to the ledge near that sponge, that I realise that the sponge does not touch the wall there, and I'm wasting my time. Still, I get him eventually, with the Sting Ray too. Nice!

As we effectively battle over turf, an enterprising squidmate rides the Tower forwards, dragging the green team with him. I see his call to follow, and first think I would be silly to drop down in to trouble, and then see how far he's got. Yes, let's go forwards with you! I'll just splat this lagging inkling first. I even get bold, and as the eventually empty Tower trundles back my way, I hop on, ignoring my idea to hang back purely as support. I'm reminded quickly why that was my initial plan.

The map looks much more orange now. It's still a mistake to super-jump all the way forwards, but at least a hastily dropped Splat Bomb gets a splat in return. Our lead gives us the security of simply needing to defend too, which we've been doing most of the time anyway. The pressure on the green team even opens up another opportunity to push the Tower.

As time runs out, our pressure has let us push the Tower in to green territory again, and a Sting Ray helps discourage the inklings from riding the Tower, awarding us the victory without the need for extra time. Woomy!

Increasing eggs in Salmon Run [15-23-34, 16/506]

20th December 2017 – 7.00 pm

The sky darkens as the wave is about to start. What are we getting: glowflies, Grillers, or a Mothership? I hope it's glowflies, which are relentless but simpler than the other two options. Of course, it's Grillers. Not much of relaxing start. But at least the first comes for me, and I know I know what I'm doing.

I call for the others to come my way, and then lead the Griller distinctively away from my squidmates, and not, for example, right through them. It works a treat. Let's hope the others either know what they're doing with Grillers, or learn quickly from example. The only problem now is that my Sploosh-o-matic really doesn't have the range for this. I probably should just concentrate on Smallfry, particularly as they end up splatting me.

I look to splat the Smallfry, whilst not getting in front of the Grillers, but the two squidmates targeted make unfortunate moves that turn the Grillers around. I'm not avoiding two of them. At least quota is met, the Grillers are being splatted, and my squidmates stay unsplatted. A pretty successful wave.

Now on to hide-tide with a Mini-splatling. Should be straightforward. The bosses that pop up are pretty simple too, just Maws and Scrappers for a bit, both of which are easy to deal with and don't split us up much. The first appearance of a Stinger is going to be more of a problem, and just getting to it proves my undoing.

Things start getting a bit hectic, with the bosses piling up, and although I try to help with an Inkjet, I completely forget how the controls work. I press every button on that thing except the one that fires ink. Note to self: it's the normal button for firing ink, and a reminder is displayed on the screen. Still, no harm done, and I even do some good by the end.

Low tide for the third wave, and I'm gifted the .96 Gal. I'm really not comfortable with this weapon's lack of mobility, and I'm feeling less optimistic about completing this run. A Flyfish to start with doesn't help my confidence, but my squidmates' ability to splat it quickly does.

Trying to squid past a Steel Eel works better when it's not aiming for you, but a squidmate is already on its tail. And although three Scrappers converging on our egg basket looks sticky, my recent practice with the Inkjet proves useful to the situation. A squidmate even pulls out his Stingray as I land, to deal with a Stinger and Steel Head. On top of that, I remember not to squid in to Steel Eels.

Now we have Golden Eggs everywhere to pick up, and as one strand gets busier that lets two of us collect the eggs in the other, maximising our haul. I get back in time to protect our charger from smaller salmonids, letting her splat two Steel Heads a second apart. Nice shooting! The only real problem is the number of Golden Eggs that leaves behind.

The wave ends as we try to grab a last egg or four, but we already have more than enough. That worked out very well, more so for having a weapon sub-optimal for me. That's definitely worth celebrating.

Bumped off the goal in Tower Control [16(6)-5, Tri-slosher]

20th December 2017 – 7.00 am

There's the normal ruckus centred on the Tower to start with, but we come out of it better off. Standing on the Tower near the centre is a pretty good place for a Tri-slosher too, with the height advantage and open space. It closes down soon enough, but I enjoy the sloshing when I can, and hop off when it becomes sensible to do so. Another Ink Armour is activated, but not even that can save us from concentrated orange ink.

My decision to flank seems good, but my timing is a little off. Super-jumping back shows what a strong lock Tenta Missiles get on you, and I'm glad they don't hit just as I land. We fight over the Tower in the middle again, and get the better of the orange team once more.

The push goes well, and after all the splats have cleared, we scrape past the second checkpoint. The orange team push the Tower back, and past the middle to get more than a single-digit score. We stop them before the first checkpoint, though. Tidying up the orange ink charges my Ink Armour, prevents easy movement by the orange team, and bags a splat here and there for the team

We get the Tower moving again, with my squidmates ahead clearing the path. They do a great job, allowing me to watch for trouble whilst casually sloshing on the Tower. Having passed them already, we sail past the checkpoints, but just as we reach the goal, orange ink hits from two sides, knocking my Ink-armoured self off the Tower.

The Tower continues for a moment by itself, pushing it to the goal. I wonder if this counts as being on the Tower for the victory?

Back with the bucket in Tower Control [11(4)-3, Tri-slosher]

19th December 2017 – 7.00 pm

I've been a little reluctant to pick up the Tri-slosher immediately, mostly because so many inklings have found its joy and I don't want to seem like a Johnny-come-lately. But it was my favourite weapon before, and when I struggle a bit with other weapons it is always my comfort weapon. So here I am. Even before the battle begins, as I become inkling on the base, I have a massive grin on my face. Of course I do.

I'm still super-aggressive with the bucket, perhaps a little too much, but it goes well at the start, getting three splats within seconds. I then remember that the Disruptor is no more, as a Burst Bomb lobbed near my feet does nothing. I need to get used to that. The Ink Armour I'm familiar with by now, and I still don't like jumping inklings.

Our initial push nearly gets us to the second checkpoint, but the orange team push back. Although I just about get the Ink Armour activated, I am still in a big puddle of ink, and it just takes a couple of seconds longer to be splatted. The Tower then trundles on and we lose the lead. We retake the Tower and push it back again, though.

Slipping off the Tower lets me look for splatting opportunity, and this time the jumping inkling gains nothing from jumping. I hope he learns from this. I back off to avoid some ink and activate my Ink Armour as the Tower hits the second checkpoint, squidding forwards again and dodging this way and that to splat back the orange team.

We regain the lead, and hold some good turf. I push forwards with a squidmate to keep the orange team occupied, which goes well and lets the Tower move forwards to the third checkpoint. We stall for a second, but my squidmates super-jump to the Tower to keep its position, and I follow behind.

I drop a couple of Burst Bombs as I land on the Tower, always a good use for them, and hit the goal moments later. A squidmate kept the Tower moving, but it's good to be there for the knockout victory. Woomy!

3 vs 3 Splat Zones [10(2)-2, Carbon Roller]

19th December 2017 – 7.00 am

Whoops, there goes a squidmate, before the battle even begins. That also explains the lingering shot of the Shipyard. I don't fancy our chances, but come out swinging anyway. As it turns out, the green team lose a squidmate at the start too, not that I realise at the time, so the battle is more even-handed than I imagine.

Our lack of squidmate, and not realising the same is true of the other side, explains my cautious nature in the battle. I never really want to get splatted serially, and it's more likely to happen when a squidmate down, but my caution pays off. Holding back and waiting for opportunity lets me play a bit more tactically. I should remember this, but probably won't.

We take the lead, and look to be sitting pretty on turf control. That is, right up until the Splat Roller rolls right over the top of two of us looking in the other direction. The green team capture the Splat Zones from us and continue their earlier score, but rather than rush back to our splatty doom we again bide our time, waiting for the right opportunity.

Some ink thrown here and there, plus an Autobomb or two, and the way forward looks a bit clearer. Some tidying up here and there, splatting away super-jumpers, and the Splat Zones are ours once more. I once again hold my ground, seeing little reason to push forwards aggressively when missing an inkling, and get some curious splats. One must be from my Ink Storm, the other an Autobomb. I'll take them.

Despite watching my back, once more it is the Splat Roller who splats me. And re-captures the Splat Zones for his team. I'm not even mad, that's some good inking he's doing. We need to look for another gap. Or make one. An Autobomb holds one inkling on a block, my flicking pushes him off the block, the Autobomb splats him. Nice! Some flicks push an inkling off a block, rolling around catches his ankles, and my Ink Storm finishes the splat. Also nice!

We capture the Splat Zones again, and a squidmate splats the Splat Roller just before he gets to me. Good job! My squidmates sacrifices themselves for the Splat Zones, and I hold the turf in their absence. It's a good system, I would say, particularly as, shortly after their return, we achieve the knockout victory. Woomy!

Spreading the Mayonnaise in Splatfest [2002p, 13(3)-2, Splattershot Jr]

18th December 2017 – 7.00 pm

My Ink Armour saves me from my first splatting, which is just what it's there for. I should build up another charge. There's plenty of turf to ink to let me do that too. Hopefully my squidmates aren't faring as badly as the amount of ketchup suggests. I get my second Ink Armour, and it kind of saves me a splatting, but only for a split-second as I am splatted anyway, ketchuped from both sides.

I work my way back to the centre of the Shipyard, a little haphazardly, and spot an opportunity. A squidmate is activating a Splashdown, both pushing ketchup inklings backwards as much as grabbing their attention. I try to flank them, but get too excited to aim properly, and can only splat one of the three that are soon on top of me.

The ketchup looks to be encroaching on our mayonnaise, which nobody really wants. With the ketchup team moving forwards, I decide to get behind them, and eggify their turf whilst they're looking in the wrong direction. I think it works well, but in retrospect I rather think my squidmates' splatting back most of the ketchup team worked better.

Trying to splat Splat Dualies is tricky when they dodge this way and that, and after getting lucky with one of them, I decide to gracefully retreat from another, after I lose track of them. That works a treat, coupled with a bold super-jump from a squidmate teasing the ketchup inklings to stand and shoot.

A bit of frenetic battling in the last moments gets me a couple of audacious splats, including another when I'm out of ink, and the lack of ketchup inklings pretty much seals the victory for us. Better still, one more battle and I become Queen of Mayonnaise! Woomy!

Super-splats in Mayonnaise Splatfest [2147p, 15(2)-1, Splattershot Jr]

18th December 2017 – 7.00 am

The Splattershot Jr is working for me, and with the Splatfest coming to a close with my not being Queen of Mayonnaise yet, I'm sticking with it. It's a standard start to the battle, neither side in a rush to confront the other, but when we meet in the middle I first have the advantage of a squidmate by my side to split the blaster's attention, and then catching an inkling before their Ink Armour activates.

I remember my old Turf War mantra of ink and move, ink and move, and am even canny enough not to directly approach the inkling launching Tenta Missiles. A bit of a pause lets me launch a Splat Bomb here and there, and happily lets me catch an inkling squid-jumping over the grate for efficiency. It's not as efficient when you're splatted back to base.

A Splat Bomb encourages the blaster towards me, my Ink Armour protects against the first hit, and my Splattershot Jr excels in point-blank range. I'm on a roll! I finally push my luck a bit too far when engaging two inklings, although it was a good manoeuvre to start with.

The map isn't as eggy as I would like, but it's not particularly covered in ketchup either. I find some gaps to smother with condiments, and expend my Ink Armour against the blaster again, before dodging some attention, although I think our Splatterscope helps me with that.

I finally cross the central divide, and a bit of back-and-forth inks some turf and catches the Jet Squelcher ambling around a corner. With seconds left in the battle, I'm back to inking and moving, until I see a super-jump marker. I pounce for a late splat, bagging a second as I do, and just missing out on a potential third.

I can't believe I was splatted so little! I think it pays to keep things simple sometimes. Or maybe I just got a good match-up for me. Either way, this battle is worth a Woomy!

Splat Bombing in Mayonnaise Splatfest [1857p, 8(2)-5, Splattershot Jr]

17th December 2017 – 7.00 pm

I wonder if that Octobrush saw my Splat Bomb fly in, or if she was preoccupied with watching her Autobomb. Either way, first condiment to me. I have no idea how I got that assist, though. I nearly catch the Octobrush again, but I am too focussed on her to the point of foolishly ignoring the N-ZAP '85 on higher turf.

The map looks nice and eggy. I'll just tidy up at the back a bit. I dunno why I don't hit that patch of Ketchup, though, instead heading further forwards down the other flank. But I do well to pull back a little when breaking the Ink Armour of an inkling, letting a flanking squidmate get the splat, right before the Octobrush gets her revenge.

There doesn't seem to be a suitable inkling to super-jump to, so I make the slow way back, which lets me be on the six of a squidmate being chased. I'm sorry for stealing his Splashdown splat, though. I hope to make amends by sharing Ink Armour, which helps me against the Octobrush rushing in to my Splat Bomb, but my squidmate can't retreat in time as two more Ketchupers meet us. Not even another Splat Bomb can help me now.

More Splat Bomb action on my return, as I commit a throw and run, effectively too. It's better than my next Splat Bomb as well, although I don't think rolling it better would have helped. And as the battle is almost over, it looks like it could go either way. That's worth risking a super-jump.

I need to squid quickly under an Ink Jet, who I catch on landing, and trade condiments with another inkling, but hopefully my two-for-one trade will give us the edge we need in the final few seconds. That, and my two squidmates pushing forwards aggressively in to Ketchup turf, clearly making a significant difference.

The results are in, and we took a good late lead, making it look almost effortless. Woomy!