Dodging ink in Splat Zones (6-2, Kelp Splat Charger)

28th September 2017 – 7.00 am

I do my bit as a charger at the start of a Flounder Heights battle and ink the short-cut up the building. A Sprinkler thrown across the gap probably won't last long, but it will impede purple progress slightly. I look for possible wall climbers from the side, but the Tri-slosher comes directly across the roof, and when my first shot misses I need to bail out of there.

Going back up sees the Tri-slosher slink on to the ledge, but my Sprinkler throw goes awry. Thankfully, a squidmate splats the bucket, and lets us swap control of the Splat Zones again. Moving across to lay down some ink has inklings ahead of me. I miss the first shot, but get a twofer with the second, which suits me just fine, as again I retreat from purple ink. It probably doesn't give me the best angle for my Killer Wail, though.

I toss another Sprinkler across the gap, and am nicely surprised that it gets a splat as I turn my back. I think a squidmate enjoyed it too. A purple inkling sneaks around the side, and I can't quite deal with her, on two attempts, and get splatted mid-air as I try to get away. Now, not only do the purple team have control of the Splat Zones, but they are aggressively pushing for control of the turf entering the Splat Zones. I don't think I'm equipped to deal with this directly.

I am cautious in my lack of approach, but it charges my Killer Wail, which should at least keep the purple inklings out of a specific zone. That encourages me to move up, and my squidmates have done an excellent job of manoeuvring to re-take control of the Splat Zones as well. I try to hold some turf, but being in the middle of the action probably doesn't suit me with a Splat Charger. I have to abandon a super-jumping squidmate, and simply plant a Sprinkler before retreating once more.

My return helps recapture our Splat Zone, and I'm in a much better position for a Killer Wail. No splats from that one, but it keeps the inklings out of the Splat Zones. Still, they can shoot from the sides, and pop up from the walls once the Wail is gone, and my aiming doesn't really keep them away. Not to start with, at least, but when backed in to a corner, I can hit a jumping brush at ten paces. I still need to plant more Sprinklers to cover another retreat.

My Sprinklers force the purple team to divide their attention occasionally, and although I don't really keep enough ink flowing to make much of a difference, it does at least give my squidmates time to return to the fray. When I get splatted away, my squidmates recapture the Splat Zones, helping solidify our lead, and I tidy up some purple mess on my return.

Just as time runs out, I get a decent splat to keep an inkling out of our Splat Zones, and a good short-range splat of desperation on the brush popping up behind two of us. And, with the Splat Zones turning yellow at the start of extra time, the battle is won. Woomy!

Almost there in Tower Control (16-7, Grim Range Blaster)

27th September 2017 – 7.00 pm

I don't rush for the Tower, to be a little more sensible than usual, but still rush to the heart of the dome. A Burst Bomb and indirect hit don't do much together, maybe hitting different inklings, but somehow I remain unmolested for long enough to get two indirect hits on an inkling on the perch. Another indirect hit lets me know an inkling is around the corner, but just as I sensibly stay back, he sensibly also moves on.

It seems we win the initial tussle, and start pushing the Tower. I move around to support, and get another splat on the obvious perch, before looking to use my Killer Wail along the channel to the blue base. An indirect hit encourages me to keep shooting, so I do, but the Splat Bomb rolled to my feet stops me doing much else. That's okay, the Tower is still going forwards.

I super-jump back and look to provide support when I can. I stop our flank being pressured and, with my Killer Wail charged, move back to the channel to, well, wonder what to do with my Killer Wail. Thankfully, I have time to decide, and just get it going after the one my squidmate set. Maybe it helped! I get the Tower moving forwards again, and Splash Walls and inky support keeps it going. If only my aim with Burst Bombs or the Grim Range Blaster were better, maybe I could have hit the goal.

The Tower doesn't get too far backwards when I catch up to it, and a bit of determination, and a large chunk of luck, helps me stick around a bit longer. Keeping the Tower near the goal is always good for helping the victory. The blue team start to push it back, though, and my dodgy aim doesn't stop them. So it goes. They even get a score on the board, which is good, but we catch them in a pincer and stop the progress quite soon. I hop on the Tower to push it forwards again, leaping off as I spot an opportunity that pays off nicely.

There's a decent tussle for the Tower as we push it forwards again, but we keep it moving little by little, and I wait for a good time to use my Killer Wail. It probably comes, but I seem to prefer trying my luck with lobbing Burst Bombs at my feet. It works quite well, but my luck runs out soon enough.

A good indication of my lack of aim comes when the Luna Blaster is in front of my nose, and I somehow hit the inkling ten feet behind him. A splat is a splat, I suppose, a squidmate splats the Luna Blaster anway, and we're moving the Tower again. It's nice that we're all keen to push for the knockout victory, and just as keen to hop off to provide forward support. But it does kinda stop the Tower when we all do that. Still, sequential Killer Wails shouldn't be sniffed at.

I just about push the Tower one step closer to the goal, but by trying to splat one inkling I am looking in the wrong direction to stop my getting splatted. But with thirty seconds to go, we've probably got this battle wrapped up. Indeed, a squidmate pushes the Tower closer to the goal, and, hiding to get ink for Burst Bombs, I sneak just one step away from the goal.

We couldn't get any closer to the goal, but props to the blue team for keeping us off it.

Some direct hits in Tower Control (14-8, Grim Range Blaster)

27th September 2017 – 7.00 am

Whee, I remember Burst Bombs at the start of the battle, when I'm under no pressure. Rushing to the Tower still probably isn't a great idea, though, putting myself at the centre of attention. I have to hop off pretty quickly, to avoid a Splat Bomb, and get a couple of nice but lucky direct hits as a result. And at least I don't get sucked in to battling the Splattershot for no reason. Instead, I get out-manoeuvred by the Splat Roller.

Maybe I can hit the flank to good effect too. I head around the side, not too concerned about our puny lead being threatened, and have my Killer Wail charge at a good time. Two splats from that is pretty decent, given the time between them. After the Tower resets, a squidmate makes a new push, and gives us a much better lead. I don't even mind too much that the Splat Bomb's burst radius seems suspiciously big.

I choose another different route, because that's what I do, and it almost pays off well. The perch on top of the ramp is an obvious place to find waiting or moving inklings, and although I find them my aim lets me down a little in splatting them both. It also puts in to perspective my first two splats in the battle. Yeah, they were pretty lucky.

Only a Killer Wail at point-blank range clears the Tower of my squidmates. I super-jump moments after that, which could be bad timing, but a landing Burst Bomb is never a bad idea, and at least helps me squid away. Another direct hit keeps the Tower neutral a bit longer, before a squidmate and I unintentionally launch a double-barrelled Killer Wail. It proves quite effective.

Our lead continues to increase, little by little, but the purple team continue to repel us. A decisive moment comes when the Luna Blaster gets around to our flank, the little blighter. I return along a route I inked earlier, and get in to prime position to help clear the Tower. Perhaps dropping through the grate wasn't the best move, but I make an excellent leap on to the rising Tower to push it forwards again. Another good direct hit lets me keep moving, then I miss a couple of shots to get splatted away.

The purple team still doesn't make much headway, and I hop on the Tower again, aiming my Blaster towards the obvious purple routes, getting me a splat and some space, and my Killer Wail pushes the inklings away from the higher ground. As it looks like I have a good chance of hitting the goal, I aim at a purple inkling squidding over the ramp, but they fluster me by moving slightly to the side!

My next attempt to clear the Tower is thwarted, but the purple team don't seem too eager to push the Tower themselves. We battle over turf for a bit, before the purple team take control of the Tower. I don't quite manage to get the inklings off it, despite remembering my Burst Bombs, but my Killer Wail does the job, at least for a bit.

With seconds to go, I get caught up with the Luna Blaster, who naturally splats me, but it takes one purple inkling away from the Tower, which my squidmates clear to ensure us the victory. Woomy!

Clearing a path in Tower Control (14-7, Grim Range Blaster)

26th September 2017 – 7.00 pm

Disruptors are being thrown everywhere at the start of this battle. I dunno who's doing it, but thankfully none of them are hitting me. I'm also not hitting anything myself, so as soon as a gap appears I try to do something positive and clamber on to the Tower. I do my best to avoid Suction Bombs, which I manage, and to splat oncoming inklings, which I fail miserably at. But when I'm splatted off the Tower, a squidmate exacts revenge.

I come back to defend the first green push, and get a nifty flying direct hit to splat one inkling off the Tower. But the whole gang is there, and I'm in the middle of the rest of them. I don't last long. I tidy up a bit coming back, and move up as a super-jumper lands to accidentally steal two splats from a squidmate. I hope he doens't mind.

I have another go on the Tower. Disruptors are still flying here and there, and seem to be effectively hitting. I could perhaps abuse their effects more if the Tower wasn't carrying me in the opposite direction, but that's its own blessing, and I get a healthy distance further than before, thanks to some excellent shielding from a squidmate. I nearly get my Burst Bombs working for me too.

I try to keep the push going on my return, but my dreadful aim is obvious when I miss the Roller on the Tower. So it goes. My next attempt at being useful goes just as bad. I nearly splat an inkling, but the hit isn't strong enough, and retreating from that inkling and a mate of hers gets me in to watery trouble. How embarrassing.

At least I splat the Roller when the Tower comes our way, although quite how I still miss so much I don't know, and I am pretty much tossed aside by the .52 Gal when spotted. Our lead is big enough that sneaking around the back of the Tower shouldn't compromise us too much, but that doesn't account for returning green inklings distracting me. I could push on, but that could get me splatted in the back, so I turn to engage. Again, I dunno if my aim lets me down or I'm just a bit unlucky. Either way, I get the splat too late, and the green team push the Tower to steal the lead.

I help clear the Tower, too late of course, with a Killer Wail, and an escapee with my Blaster, before squidding around ineffectively. We've got a long way to take the Tower to get the lead again, but we should have time to do it, if we can. We don't really get far with the first attempt, my shooting not really helping, but we get control and try again. I'm not happy that it takes three indirect hits to splat the Roller, what with my stripey jumper of added strength, but I'm happy that my Killer Wail helps clear the path ahead of inklings.

It looks clear enough that I have a bit of hope that we can steal the lead back again, particularly with squidmates super-jumping to my aid. I just need to stay out of harm's way a bit. I hide on the Tower as best I can, and, thanks to only needing to point immediately in front of me, get a direct hit that keeps the most threatening ink away. Even better, two green inklings looking to squid on to the Tower don't quite stick, and fall off in to the water.

Yes, the lead is ours again! The goal doesn't look too far away now, but despite my best efforts I am ousted from the Tower shortly before getting the knockout victory. That's fine, though, because we have the lead, the Tower is next to the green base, and they have to push it back across the entire map in extra time to win. Some simple defence clears the green team from the Tower, and the battle is over. Woomy!

Squidshield for the Rainmaker (5-2, Tri-slosher)

26th September 2017 – 7.00 am

Sometimes alternative routes can work out really well. I jink left as I drop down Moray Towers, hoping that the Splatterscope misses this movement, and I can surprise her from a different angle. It almost works, but I don't anticipate the Luna Blaster in my way. Perhaps I should have slowed down.

I take another different route to the bottom, happy to see my squidmates working on the Rainmaker's Shield. That gets me one flanking splat, and lets me see where a second inkling tries to keep safe. I move up and splat them, vision somewhat hampered by the expanding Rainmaker's Shield.

The Shield bursts, and I move around the side. The Splatterscope is ready for me, but I am ready for opposition, thanks to a charged Bubbler. I am an embarrassment to buckets everywhere for letting the super-jumper get away, but by diving over the ledge they move away from the Rainmaker, which is just as good.

I don't chase a non-threat, and turn to aid our Rainmaker carrier, getting one inkling out of the way and inking the podium. It costs me a splat, but I think that's okay, particularly as a second inkling is quickly splatted and the Rainmaker squids on to the podium for a quick win. Woomy!

Just the two of us in Rainmaker (11-7, Tri-slosher)

25th September 2017 – 7.00 pm

I make a fairly normal, overly aggressive push to start the battle, and am splatted back to base. At least I can count on my squidmates to be more sensible but, checking the status of the map, the battle looks lop-sided. As I return to the battle, I keep my eye on the suspiciously grey squid markers at the top of the screen, and two of them stay grey. I don't think that's a good sign.

Running directly towards the Rainmaker is rarely a good idea, but it's got to work some time. Not this time, though. The next time works like a charm, I have to say, mostly because the Rainmaker isn't shooting. I push forwards to splat the second inkling, and eye up the Splatling as I pop my Bubbler, but he squids away somewhere in the sea of teal. But moving around finds a super-jumper to splat, which pleases me.

My squidmate does sterling solo work with the Rainmaker as I ink turf, both of which are already lost causes, but you have to do your best. I catch one inkling heading backwards, ink the podium to help slow down the inevitable dunking, and pop my Bubbler at just the right time as I my sloshing hits something in the ink. And despite somehow not getting hit by the Rainmaker's blast, my luck runs out against the purple bucket.

I think I'm being stealthy on my return, hiding from the Rainmaker coming up our flank. But I'm wrong. I make up for that by jumping down on the Rainmaker, sacrificing myself but getting two splats in the process. That's pretty much what we have to do, I suppose, and the teal team remind me of their number superiority on my return.

I do well to help my squidmate repel the next push, but the Splatling gets away again slyly, and then just about catches me as I try to evade without a Bubbler. I thought I'd got out of the way, but I also think I get out of the way of the Slosher as I come back, but I still get splatted. Sometimes things go this way.

Still the teal team pushes closer to the podium. With both of us purple inklings out of the way, they cover the last distance without much trouble, despite my last-gasp sloshing. Still, I think the two of us did really well to last over three minutes.

A couple of near misses in Rainmaker (14-8, Tri-slosher)

25th September 2017 – 7.00 am

I do well not to get ambushed at the start of the battle, and to stay just outside the range of the Rainmaker's Shield afterwards. Pushing up for my own little aggressive move gets one splat, and although my Bubbler keeps me safe from the ink for a bit, getting pushed back prevents me getting another splat. I run out of ink too, but the green inkling that splats me gets Wailed in purple ink as I watch. Nice!

My squidmates take a good early lead, and as they do that I do my own thing, as usual. I like to think I'm helping, at least indirectly. And by coming from an unexpected angle, I catch the Rainmaker off guard, and even manage to squid around to splat the rest of the team, mostly by accident whilst inking turf. Even better, I circle back as a squidmate bursts the Rainmaker free, and I make a break for it. I get tantalisingly close to the podium, but not quite close enough to dunk the Rainmaker.

It's worth taking the short, super-jumping route back. A Disruptor and some sloshing helps splat one inkling, and moving around the corner quickly gets under the Sloshing Machine to seemingly clear the path forwards. I steal the Rainmaker, see the podium large in my squiddy pupils, and am confident that I'll dunk the Rainmaker this time. To be fair, I get closer!

The battle should be sewn up, but we can't rest on our laurels. If we get lazy, the green team could splat us out of the way and storm in to the lead. It's time to get defensive, and sensibly so. As the Rainmaker is splatted, rather than join my squidmates in the same place on the same side of the shield, I squid around to provide defence from a different angle. It works too, as the Brush is trying to flank us, and some good squidding and popping my Bubbler at the right moment saves my Splatling squidmate.

My other squidmates believe that an assault is a good defence, and they'd be right. I come around the side to help keep some pressure on the green team, and even though I'm overwhelmed we've sucked up some more vital seconds of the battle. The green team push back, of course, and I'm not quite sure what I'm trying to do when splatted next. Get splatted, it looks like.

I come to my senses soon enough, and start skirmishing around the Warehouse again. I splat the Brush away from the container, and move up a little ruthlessly until I run out of ink and realise the Rainmaker is nowhere near me. I get a good vantage point to assess circumstances quickly, and splat the remaining green inkling away, and try to push the Rainmaker the right way again. A diving Kraken stops me with some aplomb.

It's a bit of a suicide move next, but it keeps me happy to be doing something. As I recover, the green team get further forwards than they have so far, but are successfully repelled by my squidmates as I navigate the ocean of green turf. A squidmate moves up with the Rainmaker as I jink around the block to destroy a Beakon, and although I think I get out of the way of the Kraken, the Kraken has other ideas.

The battle enters extra time, with the green team getting one more push. But their route is obvious, and, no doubt a little panicked, they rush ahead without support. The inkling almost doubles the green team's points, but the victory still goes to us. Woomy!

Taking it most of the way in Rainmaker (1-1, Carbon Roller Deco)

24th September 2017 – 7.00 pm

Now that I can squid under the closing gate reliably, I am determined to make this side route work for the Carbon Roller Deco. The Seeker this time takes a really nice line, letting me recoup ink and splatting the wall to squid up. I hit my head, which isn't great, but I feel better about it when I hear the squidmate behind me do it twice.

Getting to the side quickly, and without opposition coming my way, and with the charger looking straight ahead, lets me get a couple of good flicks to splat the charger. I'd better flick some ink at the Rainmaker's Shield too, or I could be splatted quickly. But no more green ink comes, and the Shield bursts blue.

My Seeker Rush is ready, and I'm in the best place to start it. I turn and launch Seekers all the way to the green base, expecting a squidmate to grab the Rainmaker and follow, but the one by my side stays at my side. Fair enough. I turn back and grab the Rainmaker myself, squidding down the path I've made.

My blast at the wall is a little weak, requiring a second go. That's a shame, as that slight pause could have been all the time the Aerospray needed to deny me the dunking. But I got close! And, crucially, the Aerospray moves on, covering my tracks, instead of freeing the Rainmaker and resetting it.

I try to work my way back to the action, hampered by green ink and distracted by a retreating charger, but a squidmate has got to the Rainmaker and finished the job. Woomy!

Having a splatty Rainmaker battle (18-7, Carbon Roller Deco)

24th September 2017 – 7.00 am

Trying to get behind the blue inklings is probably doomed from the moment the Luna Blaster saw my Seeker trail. Doesn't stop me trying, but I'm not always the smartest. Coming back with a bit more caution just makes me look confused. I miss one inkling passing me, and I dunno where the Splatling goes, but at least a Roller runs in to me to hand me a splat.

The single splat doesn't really help when the blue team are carrying the Rainmaker over two-thirds of the distance to the podium. Being Echolocated doesn't seem like it would work in my favour either, but it seems many inklings don't pay too much attention to the Echolocater. My Seeker Rush hopefully helps make up for being in the wrong place, and I even save a squidmate from the lurking Splatling.

Our first carry of the Rainmaker doesn't get far, and pushing up to clear the path ahead doesn't work swimmingly, but at least we're making some progress. But not for long. The green team move the Rainmaker back towards us, and it's only some quick flicking that keeps me unsplatted and halts the Rainmaker. A Seeker Rush comes in handy to help our next push too.

The ink helps me move up, and I spy an squid in the ink. It takes me two flicks to splat them, but it's a splat! And our Rainmaker carrier is doing well in the other corridor. The Splatling looks to block his way, so I jink to the other side, but our squidmate is a boss, and moves up to take the lead. Nice! I push up to hopefully help go for the dunk, but running in to a flicking Hero Roller Replica turns out to be harmful to my health.

We have a great lead now! Hopefully we can keep it. I move up quickly and splat the Rainmaker, thanks to my Ninja Squid T-shirt, and almost catch the Luna Blaster too. I sensibly back off, and also sensibly use my Seeker Rush to equally apply inky pressure and exert some force on the Rainmaker's Shield. That helps clear the way a little, and ink the turf, but the Luna Blaster holds back, just enough to splat me when the ink clears, damn him.

The blue Roller has been around inking paths, which could pose problems. I try to splat her, but my flick isn't powerful enough as she rolls away. Never mind, I catch the Rainmaker instead, which is probably more important, before rolling around the back to catch an Inkzooka-in-progress. That was very satisfying. I move up to aim for the Roller, and accidentally pick up the Rainmaker. Oops.

The Killer Wail nearly catches me, but I move up mostly unperturbed. My lack of perturbation shows when a squidmate saves me from the Luna Blaster, and I lazily roll around behind two inklings to splat them with all the casualness of a Carbon Roller. I even remember to watch my back. Of course, being a Ninja Squid isn't as effective when Echolocated, but I have a charged Seeker Rush to counter that. Getting two splats is better than expected. Getting the third would have been better, but I just get caught by the Hero Roller instead of the other way around.

My defence of the blue Rainmaker push isn't great, but my squidmates have it covered. I help a little with a Seeker too. It's a good win for us, and a surprising number of splats for me. Woomy!

Hitting the flank in Rainmaker (13-5, Carbon Roller Deco)

23rd September 2017 – 7.00 pm

The battle to burst the Rainmaker's Shield is tight, the decisive moment being the Splash-o-matic's Suction Bomb Rush charging, which poses problems for us by itself. I push up when it looks safe, hoping to catch up with the Rainmaker scooting off down the side. But it's not quite safe yet. I ink a path to the second sluice gate, which may look pointless, but it offers a bit more protection than heading through the first, protection I use against the progressing Carbon Roller.

The Rainmaker is stopped and liberated by us, and I push forwards hoping to be followed. I'm a little dismayed that we lose the Rainmaker so quickly, but our squidmate plopped in to the drink to reset the Rainmaker, rather than the green team blindsiding us. Still, that may actually give the green team a minor advantage, and we could have done better carrying it. It's done now.

Mind you, following the flank back to the Rainmaker has the green team not quite expecting me. I splat one before being noticed, at which point the situation gets a bit hairy. Ink is coming from in front of me, above me, and the Rainmaker's Shield is looking like it will burst with green ink too. With the help of a Seeker Rush, an Inkstrike, and not a small amount of luck, I not only survive, but get a small streak of splats before rudely stopped by the Carbon Roller.

My squidmates make a good show of moving the Rainmaker. I come back and try to ink the main concourse towards the green base, and as I am being not that disruptive at all, a second carry gets us the lead. Nice! I move up to try to be useful, and am handily splatted by an inkling in wait. I only have myself to blame. I super-jump back, and get close to the Rainmaker. Embarrassingly close, considering how little I achieve. Never mind.

Being surrounded by Suction Bombs and seeing the Splash-o-matic's kit only makes me hope that ability stacking is much more harshly penalised when we move to the new arenas. I have trouble reconciling that style. Anyway, I move up and am cautious as the Rainmaker approaches, but less cautious when an Inkzooka is pulled out. That's a bit peculiar of me. Still, a Seeker splats the Inkzooka, even if the Rainmaker keeps going.

The nice bit of synchronised squidding takes the sting out of being splatted, as does a squidmate stopping the Rainmaker. I move back to help support the next push. I'm not sure if my squidmate is actually looking to move the Rainmaker or not, but I'm assuming he is, and move down the main concourse to ink the way and splat the green inklings as they approach. I do quite well, albeit a little erratically. I'm just that little bit less erratic than they are.

The Rainmaker is being moved, slowly but surely, and along the side route. When the time is right, I head up one of the gates to provide more support, and it's good that I do, as I find a couple of inklings waiting to ambush the Rainmaker. Not any more! A flick here and there helps splat them away and ink the podium, and, with the way forwards clear, the Rainmaker is dunked for the knockout victory. Woomy!