Holding back the knockout in Rainmaker (11-9, Zink Mini Splatling)

24th August 2017 – 7.00 am

Man, I still can't throw Disruptors reliably, my first attempt in this battle hitting the floor at my feet. That most contribute a little to my getting splatted, but I could have backed off too. So it goes. My second throw does much better, catching two inklings, and it's only bad luck that one of them turns in to a Kraken to avoid the penalty.

Somehow, I avoid the Kraken a couple of times, throw another Disruptor that hits, but don't quite time the transformation back in to inkling, and get splatted by the third passing of the Kraken, whatever the Splat Bomb thinks happened. Not a great start, overall. At least I get a splat on my return, hiding behind a wall to stay safe, then easily predicting the inklings coming up the block.

My Bubbler keeps me safe and convinces the second inkling to retreat, but we're still in a poor position as a team, the Rainmaker looking quite purple and close to the podium. It comes forwards a bit more, and we team up to splat it. Now the Rainmaker's in a better position for us, and we burst the Shield with some pressure pushing back the purple team. I decide to grab it and head back on to the ledge and down the other side, taking the shortcut.

I get quite far with the Rainmaker, using a couple of short bursts and squidding. Then I remember that my running speed is boosted, with my Mini Splatling kit, and there is a fair bit of uninked turf back in this uncontested area, so I leg it. I think I do quite well, considering the current state of the battle. But, and although I don't know it yet, it should be noted that we have permanently lost an inkling. We are going to be continually on the back foot.

I don't quite get to sneak behind the Rainmaker for a splat, my Disruptor manages to hit a damned telegraph pole, and although I get the Dual Squelcher out of the way, the Rainmaker comes up behind me. That's bad for splatting me, and being really close to the podium. The Inkstrike saves us for a few more seconds. A good Disruptor and sneaky squidding saves us for a few more again. We've got two more minutes of this.

If I've learnt anything from battling, it's that unexpected angles often work. I get a couple of splats and stop the Rainmaker again because of this. Another splat comes from bursting the Shield, and a squidmate grabs the Rainmaker and runs with it. Squids with it. Whatever. I go along to help! We do really well, even if I say so myself, getting the Rainmaker back past half-way and splatting most of the purple team between us. I get a bit carried away with forging ahead, but realise that the Rainmaker has been lost and turn back.

The remaining purple inkling is canny, waiting for me to go for the Rainmaker to splat me. I hoped he wasn't paying attention, but there you go. And here they come again. I don't get suckered in to squidding in to the Rainmaker's blast, but my timing with the Mini Splatling lets me down under pressure. At least I stop the Rainmaker.

We somehow push the battle in to extra time. We're not going to win this, so I just try to keep the purple inklings at bay. It almost works, but a trade isn't too shabby, really. And preventing the knockout loss is not a bad achievement when playing a squid down.

Small splatlings in Rainmaker (11-7, Zink Mini Splatling)

23rd August 2017 – 7.00 pm

I'm having another go with the Zinc Mini Splatling. It's pretty tricky to get right. I'm mostly finding that I my shooting stops without my realising, but when I can get the timing right I can almost be effective. I protect our charger at the start of this battle, which is good, then swim right in to the Rainmaker's blast when trying to avoid it, which is less good.

I come back to stop not so much a green push, but green inklings inking the path for a quick push. The Mini Splatling stops just before splatting the Inkzooka, but I think the inkling can't tell where I am, which gives me another go. And I chase a blaster back to our base, and manage to splat them and cover their tracks. That's helpful, I would say.

After that big circle, I get a nice splat from bursting the Rainmaker's Shield, which encourages me to pick it up. The Luna Blaster is extra cheesy with super-quick respawn kit, though, and is already back in the action. Whatever. I come back at the usual speed and am not caught out by a rail runner, nor by the Rainmaker's Shield bursting, and I even splat the Rainmaker. I kinda squid through its little blast absent-mindedly, though.

I grab the Rainmaker again and, not wanting to run headlong in to anyone in particular, hop across the side, accidentally gaining us the lead in the progress. My blast misses the inkling aiming for me, though, so I don't quite manage to press a little farther, but it's progress. My plan to stop the next green push by flanking them doesn't quite work, with my aim letting me down, although the quick run speed of the inklings doesn't help. Either way, our lead is immediately lost.

I get surrounded by green ink a little unwisely, but am incidentally protected as my squidmates splat most of the green team. I do my bit by catching the last. We push forwards, and although I can't quite protect the Rainmaker, I pop my Bubbler and share it to protect the rest of us, and splat the Luna Blaster. As we battle over the Rainmaker, without taking the Rainmaker, the Luna Blaster returns. I splat her again, again helped by my Bubbler. I prefer this method than respawning quickly.

With the Luna Blaster out of the way, I decide to grab the Rainmaker again. I hop on to the platform and hold back as a super-jumper comes in. My blast catches them and, well, it's the Luna Blaster again. That's just annoyingly pointless. Whatever, I see the short-cut over the top of the wall, and go for it. But blasting on the grating doesn't ink below me, and I can't squid ahead afterwards. I am easily caught.

we are pushed back in to defence, which I do quite well at, getting some splats and staying unsplatted for a while. It doesn't help with trying to get the victory as such, but it stops the lead getting greater. And we get one last attempt to win the battle in extra time, but as we didn't get too close in normal time, it's no surprise that we don't get very far this time either.

Still, it was a fun battle and some good practice with the Mini Splatling.

Sneaking the lead in Rainmaker (10-7, Carbon Roller Deco)

23rd August 2017 – 7.00 am

There's the usual posturing around the Rainmaker at the top of the Heights, with little movement either way. I decide that it's probably about time someone grabbed the Raimnaker, so do it myself. I think I'm going to get a decent distance, and although I get fairly far, I am stopped short of what I had hoped. So it goes, and we've got a good lead.

Super-jumping back to where the Rainmaker dropped is a bit of a gamble at the best of times. Landing on a Kraken is a bit unlucky, though. Even worse, the Rainmaker sneaks past me and outruns my Carbon Roller flicking, to sneak the orange team the lead straight away. How embarrassing. Running in to the Range Blaster doesn't help either.

Getting three quick splats salvages some of my self-respect, at least. I get a Seeker Rush out of the way, just so that it doesn't go to waste when I grab the Rainmaker, and turn around in to the Custom Blaster. Damn, that was a sharp shot. We get the Rainmaker back, force the (presumably) Custom Blaster to super-jump out, and start moving in the right direction again.

The Rainmaker support gets ahead of the Rainmaker, which it probably should do, but maybe a little too far. And then I can't find the Rainmaker. I have to take a moment, by which point the orange team have found it, and moved it back to our base. At least my squidmates stop that early, letting me turn around to, well, get splatted by the Range Blaster again.

I tidy up on my way back, hoping this helps someone, and have a Seeker unintentionally act as a decoy. Then lots of Seekers come in handy, getting a couple of splats, and giving me a path to get a third. I may have ignored the Rainmaker to do it, but we have an inky route now, which a squidmate tries to take advantage of. But we're both splatted by a Splat Bomb when we're close to retaking the lead.

With seconds remaining, a super-jump seems to be the only option for potential victory. My landing is anticipated. But I super-jump again, with even fewer seconds left, landing safely as we enter extra time. Thankfully, my squidmates are there, and I add a Seeker to help burst the Rainmaker's Shield.

My ego takes over, and I grab the Rainmaker myself, then bump against a wall that turns less teal and more orange. A little Rainmaker burst corrects that, and I get up the wall, thanks to excellent cover from my squidmates. And, with that little push, we sneak the lead back, in extra time, for the victory! Woomy!

Tough-fought comeback in Splat Zones (11-8, Tri-slosher)

22nd August 2017 – 7.00 pm

I'm a little lucky not to get splatted by that Carbon Roller when I first go down the side, but we lose the Splat Zones anyway, my Disruptor misses the E-litre 3K, and I'm too slow with my Bubbler against the .52 Gal. So it goes. To make matters worse, the teal ink has been pushed almost up to our base already. I think I do well to get rid of one infiltrator, until the ink catches up with me and I'm splatted anyway.

I don't think going down the middle is going to help. Thankfully, we have options. I head down the side, squid up the wall, and manage to neutralise our Splat Zone. Our Roller chooses just the wrong time to super-jump to me, and I can't protect him, but maybe I can do something about the E-litre 3K. I'll want to go around the long way, and that means I'm relying on my squidmates to keep the teal ink out of the Splat Zones just a little bit longer.

My squidmates do a good job, and although I think I'm in trouble when an Echolocator hits, the E-litre 3K is apparently too cavalier in thinking every opponent is somewhere in front of him. That works for me. And with that pressure off our corridor, maybe we can do something about the Splat Zones. My squidmates capture our Splat Zone, and with some height and a charged Bubbler, I manage to capture the teal team's. Now our score starts counting.

I tidy up on my way back, and change my mind about the direction when a Killer Wail blocks my way. It's a good route, already inked, and I manage to slosh under a Splash Wall, then catch a second inkling with a Disruptor. I lose track of the E-litre 3K, and suspect he's dropped down behind the wall, right up until I am hit by a splatting Burst Bomb. Once again, our Roller chooses the wrong time to super-jump to me.

The teal team take control again. I hit the side route once more, and squid out of trouble, which works quite well. I get splatted, but draw two inklings out of our Splat Zone and splat them back. It doesn't look like we take much advantage of that, though. A brief miss of the Carbon Roller gets me back to our base when two inklings try to cross the bridge. One is unlucky, the other retreats, and we wrest back control of our Splat Zone.

I get across the other side again, showing the bucket's superiority on the bridge, and pop my Bubbler and use a Disruptor to splat the Carbon Roller, narrowly being missed by a Seeker. A bit of tidying down our flank seems like a good idea, as we're in control, removing options for the teal team, returning options for us, and helping recharge my Bubbler a bit. I return to the Splat Zones as a Suction Bomb Rush is on its fringe, and am pushed back in to the Burst Bomb range of the E-litre 3K. But this time, our Roller gets revenge. Nice!

Less than twenty seconds remain in the battle, and we're just about hanging on to the Splat Zones. My splat-on-landing in the Splat Zone doesn't help, but we capture the Splat Zones to push the battle in to extra time. It's almost looking like we can turn this battle around! Two inklings are pressing our Splat Zone, but a well-thrown bomb splats the pair of them, and everything is looking orange.

There is time for some morale boosting shouts of 'Nice!', as our score overtakes the teal team's. From what looked like a hopeless position, we steal the victory. Woomy!

Splatting forwards in Splat Zones (4-3, Tri-slosher)

22nd August 2017 – 7.00 am

My plan to get quickly around the purple team almost works, right up until I meet the purple team. Maybe I Disrupt one of them, that should count for something. I come back to purple ink blocking our entrance to the Splat Zones, but the Splat Zones at least remain neutral. I get another Disruptor throw off, but can do nothing more from below, so move forwards.

I try the side route again, pausing only to play chicken with a Killer Wail, and try to find someone to splat. It's not as easy as it looks. I finally find someone, the Dynamo Roller setting a Killer Wail, then hiding in it, and keep sloshing as a super-jumper arrives. I should have squidded for a bit, save my ink, but popping my Bubbler refills my tank. I'm sure that's a good use for the Special.

I head in to and across the Splat Zones, stumbling in to another super-jumper, but get sought by a Seeker at the same time. Still, the Splat Zones stay a nice and consistent shade of green, and our charger provides a nice position to super-jump to.

I move in to the Splat Zones, and see where another Killer Wail is coming from. Before I move there, I have to deftly dodge a Seeker, although I'm not sure quite what agency I had in that manoeuvre, which brings a Carbon Roller with it. A squidmate takes one for the team, I avenge the squidmate, and then head back around the side.

There's really not much more to do, though. Our score has been counting down since we captured the Splat Zones. It's a bit of a shame, as the corridor has two super-jumping rings, and the inkling providing the jumping-in point. Then again, the Splattershot splats me away from the potential triple easily.

Still, super-jumping there, with no Tri-slosher to stop them, isn't enough to prevent out quick knockout victory. I doubt even my meatshield made much difference to the outcome.

Pushing back in Splat Zones (5-2, Tri-slosher)

21st August 2017 – 7.00 pm

My mood has not lifted much. That last uploaded battle was good, but anomalous, and my losing streak continues. I am now half-way down A-, and still trying to salvage some self-respect with the Tri-slosher. I don't think I'm having bad battles as such, but I'm feeling frustrations stronger than normal, which effects my perceptions of how well I'm doing.

I still try to make good strategic decisions, rather than throwing myself head-first in to foolish situations and wondering what's going wrong. And going down the side of the Splat Zones, and not over the ramp, seems like a good decision. The E-litre 3K doesn't fully get a bead on me to start with, and I get a good Disruptor throw on them to slow him down a little.

I head around the side to try to catch the charger, but having just Disrupted him, I can only imaging he's waiting for me. Apparently not. That works for me. A bit of a look around finds the Splat Charger in the Splat Zone, and my Tri-slosher works well when my jump doesn't quite get me where I want, and my Bubbler keeps me going when an unexpected Splatling super-jumps in.

The side still looks clear, although I practice some caution moving down. The E-litre 3K hasn't seen me, and is just inking turf, but I'm surprised he doesn't spot my squid getting caught in his ink. On the other hand, the Splat Charger has seen me, and instead of getting clear, my over-confidence makes me think I can splat the E-litre 3K first. I can't, the Splat Charger's aim is good.

Even so, the blue team are pushed back pretty convincingly already, with their chargers either splatted or only just outside their base. I can even super-jump in to the other half of the mall, Echolocated when landing, and be safe. But at least one blue inkling has moved up, and I circle back not in time to prevent her Inkstrike, but with plenty of time to splat her trying to get out of the hole.

I have time to watch proceedings from a perch for a bit. Three blue inklings are all on the other side, and under pressure from squidmates. The last blue inkling is coming my way. I move to intercept, and even though I can only get a mutual splat, that is more than good enough. The battle is over, our victory a knockout. Woomy!

Finding some splats in Tower Control (15-5, Tri-slosher)

21st August 2017 – 7.00 am

I've been on a bit of a losing streak, not really finding a groove in my battling. I don't think I've been in the right frame-of-mind, to be honest, but it's hard to tell at the time. But if there's one weapon that I can believe in, it's the Tri-slosher, so I whip it out and try to find my mojo.

A good Disruptor throw seems to paralyse the Dynamo Roller, which works for me, and the Tower heading my way as I'm behind the inflatable gets me a second quick splat. I don't ride the Tower just yet, though, and go looking for further splats, to support my squidmates. I find those splats too, getting up on to the teal team's platform for a handy triple.

A squidmate splats the fourth inkling at the same time as my triple, giving us a short free period to ride the Tower. I'm happy to see it moving forwards too, so stay where I am to add some forward inky pressure. It helps a bit, but the team team stop the Tower by heading down the sides, which means I should be moving towards the Tower too.

Some good manoeuvring lets me keep the teal team at bay, me unsplatted, and the Tower mostly moving forwards. My luck runs out eventually, but it's been a good start to the battle for me. Naturally, my next splatting comes more quickly, as my confidence starts to encourage me to be a little more reckless again, but it's all good.

I hit the flank again, surprising the Dual Squelcher, and just about manage to stay out of range of another inkling. I squid around in circles just a little quicker than he expects, and get my Bubbler charged in time to catch him from an unexpected angle. And with the Bubbler popped, two other inklings just look like targets. On top of that, the Tower is being pushed forwards by my squidmates again, giving us a much bigger lead than before. Nice!

I get some height to try to defend, but the limited range of my bucket doesn't quite let me do what I want. Thankfully, the teal team don't quite manage what they want for a bit either, the Tower staying in their side of the museum for longer than expected, running down the clock a little more. Defending is probably the best idea now, more so because of the active Inkzooka.

I don't clear the Tower as it pushes forwards, but I clear its support. My squidmates clear the Tower. With seconds to go, we don't have to do much, but we can't rest either. Another splat here and there prevents the Tower moving forwards, and as the battle ends we rush to hop on to the Tower to end it in our favour. Woomy! And the best battle for me in quite a while.

Taking back Tower Control (14-9, Tri-slosher)

20th August 2017 – 7.00 pm

I can see that inkling coming on to the column to try to hit us quickly, and aim my Tri-slosher to stop the assault. I'm not quite prepared for two inklings, though, and the increased inky pressure splats me before I can splat both of them. But my bucket can work really well before the Tower rises on to our platform, and I use it to help stop the first push.

As a squidmate rides the Tower, I move ahead to try to apply some pressure of my own. It nearly works, as my Bubbler charges at a good time, but I can't quite suppress the Kraken that comes for me. I come back with an opportunity to use my bucket on the Tower again, and even though I lose my footing I still get the splat, although I get flanked soon afterwards.

I move to the side as the Tower moves in the wrong direction. I probably have a plan, something to do with getting behind the green team, I suspect. It works, but I don't quite surprise the inkling quickly enough. At least being splatted back to base puts me in a better position to defend, not that I do it very well.

I have another shot at defending, and stop the Tower and avoid the Inkzooka, which is something, but get jumped by another inkling. And now we have someone wanting to be as much of a nuisance as possible, and camping our flank. That's being a bit of a dick, to be honest, and I'd rather he wasn't there to irritate my squidmates. I show some patience and good timing, and, with the help of an incidental Roller, splat the pest back to the green base.

I get back to the battle and help stop another green push, but we're still nowhere near the green team's lead. I help keep the green team at bay for a bit, and make more turf purple, and when the Tower is pushed forwards I provide some forward support. I also share a Bubbler, which may have been a little early, but allows me to get in to a good position to apply some good pressure as the Tower continues forwards.

We keep the green team off the Tower for just long enough to steal the lead, all in one continuous push. Nice! We are chucked off the Tower soon afterwards, but the damage has been done, and with less then thirty seconds to go. I'm happy enough to simply defend now, and that's all that has to be done. We turned the battle around nicely. Woomy!

Fun at the resort in Tower Control (7-5, Grim Range Blaster)

20th August 2017 – 7.00 am

Both teams gauge the other to start the battle, not committing too much ink forwards, and it seems like we come out on top with splats and turf. When the purple team are definitely two inklings down, I climb on to the Tower and start pushing it forwards. Some forwards pressure helps a squidmate splat an inkling ahead, and some sensible hopping off and on, plus a squidmate as a distraction, gets another splat to help move the Tower further.

My push doesn't last, though a squidmate retakes the Tower with some alacrity and gets it further than I did. I take the long route back, not wanting to succumb to too much inky pressure, but get it anyway when my aim goes a bit awry. It doesn't help that the Range Blaster has stupid amounts of damage up kit. Nothing helps that. The purple team don't seem too interested in the Tower, though. As it trundles back under its own clockwork, I hop on again.

I get a decent distance, and a decent direct hit, before being splatted back by a defensive inkling. I don't mind so much. It's all well and good to sit up there getting splats on the Tower, but it won't win the battle. As a further demonstration, my squidmates make another really good push, extending our lead a little more, and although a purple inkling hops on to the Tower to move it back, they are splatted off and no one takes their place. The Tower ends up sitting neutrally in the middle of the map once more.

I have a bit of fun with .52 Gal, who sensibly gets clear, then waste my Killer Wail trying to catch him. Catching the Inkzooka with a direct hit is satisfying, and I manage to get lucky against the Mini Splatling in very patchy ink. I retreat to take stock, before moving forwards again, bagging another good splat. But I get over-confident, and try to ink the purple team's favourite wall, which turns my back on the inkling looking to us it.

The purple team move the Tower back to the centre, but no further, as I am embroiled with the Mini Splatling. I manage to get the splat through persistence, and I can't be too worried about where the Tower is. It's at the centre. And now moving forwards. I provide some support, but am a little bamboozled by what I assume is the Mini Splatling. That pushes me in to the now-cleared Tower, so I hop on and take it further. When I'm ambushed from above and behind, a squidmate avenges me easily and takes over the push.

It's another good push too, extending our lead once more. I think that's worth a speculative super-jump to the Tower. More than that, even. Before I land, the Tower hits the goal for the knockout victory. Woomy! And even this late in to the battle, the purple team hadn't even registered a score.

Having a blast in Tower Control (12-6, Grim Range Blaster)

19th August 2017 – 7.00 pm

I like my use of the Burst Bomb on the fan, keeping the platform elevated and getting the splat on the Rapid Blaster. If my aim were better, it would have been a direct hit, same with the Roller, but I'm still happy to get indirect hits, as long as I don't get splatted back. I slip off the other platform, so send a Killer Wail ahead. It doesn't hit anyone, but I'm sure it provides some cover as my squidmates push the Tower forwards.

I haphazardly move up to support the push, trying to keep myself safe at the same time, which works well, right until I find myself smack in the middle of an imminent Killer Wail. Back to base with me! I wait to jump the Dynamo Roller, showing a little patience to do so, then an Inkzooka blasts away, a Killer Wail crackles towards us, and I send my own one back. When the ink settles, we're pushing the Tower forwards again. But I only get so far.

Our only surviving squidmate pushes the Tower a little further, but he can't withstand the inky onslaught alone, and the orange team takes over. But we come back and claim the Tower for ourselves again. I provide support from the side, looking for opportunity, then shooting over the ledge to try to provoke some. Sure enough, inklings come my way to try to splat me by surprise. That almost works, if only because I'm surprised my first shot is only glancing, and retreating to get the splat doesn't quite get me out of range. So it goes.

I provide a little defence on my return, which just about clears the Tower, but only so far, and it starts trundling our way again. I'm back at base as the Rapid Blaster moves rapidly past, and my aim is just a bit off to splat them, and they move away just as rapidly. My aim lets me down again as the Tower approaches. Or maybe my aim is too good, as I hit the column of the Tower, rather than just to the side, and so my shot doesn't blast. It would have been a good time to get the indirect hits.

The orange team super-jump on to the Tower in waves, but they are just jumping to their splatty doom, as our ink keeps flying in at the same time. We start moving the Tower back in the right direction, and I provide some support from the side, until the Rapid Blaster catches up with me. I get a bit too embroiled in a spat with the Dynamo Roller at the side after that, barely noticing the Tower heading our way. I just about manage to realise what's happening as our lead starts to be threatened, and head back to provide some direct support.

My support isn't needed this time, thankfully, as my squidmates clear the Tower and stop the push in time. Maybe my keeping the Dynamo Roller engaged helped in its way. Just in case, I set my Killer Wail to blast across the Tower as the seconds tick down, but no orange inklings super-jump in. We claim the Tower at the end of the battle for the victory. Woomy!