A helping of blue in Splat Zones (5-2, Carbon Roller Deco)

12th March 2017 – 7.00 pm

Back to the Carbon Roller Deco to finish tonight's session. It's not easy to use, but I think that just means I should get more practice with it. Although I really shouldn't treat it like a bucket, I can't help but take similar routes as with a Tri-slosher.

I don't find anyone to start with, but I just keep going, and keep going. I make almost an entire circuit of the map before heading to the Splat Zones, where I suspect I'll find someone. Yep, in a patch of their ink. Nice!

I sensibly run away from the Rapid Blaster, and hope my Ninja Squid will let me get close to him from a blind side. It does, but a squidmate provokes a Bubbler from the blaster. At least he also acts as a squid shield, but I am still in a sticky situation. How I get out of it, I don't know.

The Squiffer makes shorter work of me than the Rapid Blaster. I blame myself for wanting to get the most out of the Seeker Rush. I would have done better to get out of there and remain unsplatted, but we all get tempted sometimes.

I head around the back to try to surprise an inkling or two, but no one's there. Moving on lets me ink the Splat Zones, which is more important, and I show amazing restraint in not walking right in to a Killer Wail.

We get the Splat Zones and start eating in to the green team's lead, and my Seeker Rush pays off this time. My little tussle with the Squiffer is best ignored. I try to be cute and tease which way I am coming, but in the end it means nothing to a Kraken.

A Seeker out of our base isn't well aimed, but I get the ink back easily. The next one is perfect. The inkling has a Bubbler up at the time, but not once the Seeker makes its way to them. I follow up with my Carbon Roller to get a double splat, and sensibly stop again for another Killer Wail before re-inking the Splat Zones.

It's almost good that our counter is stopped at 3, as the Rapid Blaster is right in front of me, and a squidmate of his is super-jumping in behind. I splat the blaster, a squidmate takes care of the second inkling. And with that, the Splat Zones are ours again. Knockout woomy!

Splats all around in Splat Zones (15-6, Tri-slosher)

12th March 2017 – 7.00 am

Do I make a good start, or do my squidmates seem asleep? As I push forwards I check my Gamepad, and they are moving, so everything seems okay. Hopefully it doesn't bode well for the rest of the battle.

It's nice to have a decoy for my first flanking effort. They can get splatted, and I can get the glory of the splat. But it's not going to be that easy for the rest of the battle. I think I'm sloshing well, but my ink isn't hitting, and I wonder if I've gone off the boil already.

Working my way around the back of the map finds no one there. No problem, as getting on their perch over the Splat Zones can often catch some inkling unaware. But there's no one down there, and the Dual Squelcher catches sight of me. Time to move on. And just around the side and on to the grate, I am in the perfect position for a double splat. Nice!

Did I say double? I obviously meant quad. Ink from behind tingles my Special, and I pop my Bubbler to survive and turn for the splat. And returning to the Splat Zones hears ink hitting something other than turf, and another slosh gets me the fourth inkling. Woomy!

Jumping a Killer Wail is invigorating. Everyone should try it. Forgetting to get out of the Killer Wail is rather more panic-inducing. I wasn't playing chicken, just reacted slowly. Still, I had a Bubbler, and a bucket, and I think I came out of that situation quite well.

Everyone's after me around the Splat Zones! I'm not quite sure how I get away, and I think it's fair to say I don't. But I do better on my next foray in to the Zones, sloshing over a Splash Wall, getting a second splat, and avoiding the Inkstrike. I like going up the far edge of the centre section too. It seems to surprise more inklings.

I don't know how I survive right on the other side of a Splash Wall like I do, but it's nice of the inkling to apparently forget I was there a couple of seconds later. It gets me a splat, and lets us keep control of the Splat Zones longer.

I feel really good about splatting the longer-range Dual Squelcher, but only for a few seconds. But I am thrown back to our base where I can have a little dance ahead of our victory. Some good splats for me in this battle!

Buckets of splats in the Splat Zones (13-7, Tri-slosher)

11th March 2017 – 7.00 pm

Because I've dropped to A Rank, because the other map for Splat Zones is Bluefin Depot, and because I like the bucket so much, I'm swapping to the Tri-slosher for a bit. The bucket works everywhere for everything.

I'm learning not to rush straight in to the Splat Zones, particularly not when they are in the lowest part of the map. I also remember my Disruptor and realise I can throw it quite far with the right gear. So I make use of that to get a decent start.

We lose early control of the Splat Zones whilst we manoeuvre around each other, but once the first splats are out of the way we take control and go in to the lead. I take the opportunity to go up the other side of the map, get a splat, and see where a green ink trail takes me.

I always think it's just as important to ink over walls as much as the turf. The other team need to be as inconvenienced as possible. And splatted. Those little walls in the middle of Bluefin Depot are just right to hide behind, unless someone has a bucket. I have a bucket.

One of the green inklings is persistent in wanting to sneak around the back of us. No problem, I'll do the same. I don't find anyone, but I slosh ink down for a splat and follow up to help recapture the Zones, as Specials fly all around. Good work, everyone!

The inklings return! My Bubblers ready, but it only lets me survive an encounter with another Bubbler. I try to back out of it, but go backwards a bit too much. No problem, as the pause lets me ink over our approach to the Splat Zones again, as the inkling has made another pass. Their hiding strategy isn't great either, not from a Tri-slosher.

That Disruptor comes at the wrong time to jump the gap, so I back off. My Bubbler comes at the right time, though, letting me survive, get a splat, and then jump the gap. We re-take the Splat Zones, and I make a decent trade when squidding up a wall.

One more trade protects our Splatling, and even though we don't quite get the knockout, our lead is really strong. I bag another couple of splats near the end, sending me back to the base for just enough time to have a little victory dance. This was fun!

Finding some time in the Splat Zones (10-6, Carbon Roller Deco)

11th March 2017 – 7.00 am

I'm still not entirely sure how to start a Ranked battle with the Carbon Roller Deco. Inking my way around away from the objective would let me build up my Special charge, but the Seeker Rush isn't always that effective. But rushing to the objective is pretty tricky to pull off.

On reflection, I think inking turf is the better option. The Carbon Roller needs lots of ink to move around in to be safe and to get close to inklings, so getting a good base is probably more important. That doesn't mean I'm not tempted to rush in inappropriately still.

I am also in two minds about following the Seeker trail. It's too obvious a target for the other inkling, but it's also a really nice path of ink for me, and maybe Ninja Squid will help. But Seekers are also ink-thirsty, and I struggle for ink afterwards if I don't squid in the trail. The Carbon Roller Deco really isn't an easy weapon to wield.

Still, the Seeker Rush can work well for inking lots of paths, without using my ink tank, and can catch the occasional inkling unawares. Choosing the right place to launch the Rush helps too.

I don't get too much done in the first half of this battle. Maybe I'm thinking too much about what I'm doing (or maybe I'm thinking about most of this after the battle, to help me for future battles). I get a splat here and there, help ink the Splat Zones a bit, but am caught by the other side pretty often.

But with about two minutes to go, I start hitting my stride. The side path to the Splat Zones gets nicely inked, allowing good movement there, and from there I can ninja squid my way around and catch some of the purple inklings unaware. I think having the Splat Zones inked forces them in to rushing in and making mistakes too. That always helps.

I miss a couple of splats, but not in such a way that compromises myself, and so I am around to help keep the Splat Zones yellow. In the end, the knockout victory almost creeps up on me. Woomy!

Nearly getting to grips with Arowana Mall Tower Control (12-8, Carbon Roller Deco)

10th March 2017 – 7.00 pm

I like to think I'm getting the hang of the Carbon Roller Deco. Or just being a better inkling. Look how I try to launch a Seeker as I reach an edge at the start of this battle, am low on ink, and continue Rolling without breaking stride. And although my Seekers misses the inkling coming up at me, my Roller doesn't. Feels good, man.

I get splatted soon after, though, but that's much to be expected when so close to the Tower. My next couple of attempts don't see me do much, although at least I get some splats on the second go. After that, I'm a whirlwind of competence.

I get the Tower back from the green team, take some pressure off, and help a squidmate keep the Tower. From there, we make a great push forwards to take a good lead.

The Tower comes back our way, and with such a good lead I think I have time to wait for it to get closer for a Carbon diving ambush. It's not really needed in the end, but I'm in a good position to help afterwards. I am anticipated and splatted, but it's good to see my splatter go for a swim.

I am enough of a threat on the flowers that the inkling on the Tower also goes for a swim instead of coming face-to-face with my. But, again, my presence along the side corridor is anticipated. At least I take one of them with me.

More tussling over the Tower has splats everywhere, and unfortunately sees the green team take the lead. They're looking good to keep it too, having great turf control and lots of inklings applying pressure around the Tower.

We do what we can, but we are just pressed back too far to make much of a difference so late in the battle. So it goes sometimes. You can't always carry a good start to the end.

So good and so bad in Tower Control (2-2, Carbon Roller Deco)

10th March 2017 – 7.00 am

So much water in Mahi-Mahi Resort. I've come to embrace it, somewhat literally too. But I'm getting ahead of myself.

I am getting the hang of the Carbon Roller a little. I impress myself with how I can flick, squid, and jump across gaps pretty smoothly. That gets me to the Tower nicely.

Pressure makes me hop off the Tower again, and I get embroiled in a little spat I don't think I can win. Thankfully, our charger has my back, and throw a 'Nice! his way to show my appreciation.

Back on the Tower, and back off the Tower pretty quickly, as purple inky pressure comes my way. I land heavily on an inkling I didn't spot, but I think they won't mind so much as I show them what a player I am on their splat-cam.

I squid may way across the map again, this time pausing to ensure I make that easy jump, and end up supporting the Tower. My squidmates are on top of matters! A Seeker Rush maybe helps a little, at least in applying an indirect threat, if not helping me stay unsplatted.

Being splatted ain't always so bad. I super-jump my way on to the Tower just as a squidmate is splatted off it, and with perfect timing to make that last little push for a knockout victory. Woomy!

Turf control also wins in Tower Control (10-9, Carbon Roller Deco)

9th March 2017 – 7.00 pm

It's a great start to this Tower Control battle for me! I make some good early progress towards the Tower, splat a Splat Roller, and then sneak around the back to splat him again. I get another splat after that, and am only defeated by a Kraken, which I force the E-litre 3K in to.

But we don't have the lead, which is why my start isn't too great for my team. The yellow team look to be doing okay even with my disruption. I'll try to keep it up, but also try to support the Tower a bit more. First, I have to work out how to get up a wall.

Retaking the Tower with a surprise splat is what Carbon Rollers do, I suppose. I do it too. And getting a Seeker splat on the E-litre 3K is satisfying, but I think we can call it quits when she splats me at point-blank range which I can't quite squid on to the Tower in one go.

Still, we take the lead from the yellow team just before that, which is positive. My contributions seem to peter out for a little while, though, and the yellow team, combined with excellent turf control, take back their lead and increase it considerably. We have our work cut out to get a victory.

I help out the best I can, but with so much turf yellow it seems the best I can do is get mostly mutual splats. Not so bad, but not really a great help. But I set myself a personal goal of splatting that pesky E-litre, and in the dying seconds of the battle I dive-bomb her very effectively.

That last splat will do me. We have the Tower as the battle heads in to extra time, but our whole team is splatted shortly afterwards. Never mind, it was fun!

Some hits, some misses, greating ending in Tower Control (12-8, Carbon Roller Deco)

9th March 2017 – 7.00 am

Seekers are pretty good for inking a path, handy for early in the battle as much as when the oppositions' ink is everywhere. But they are really ink-hungry, which even with a Roller can cause me to run out of ink when I need it. I need to be aware of that.

Still, the pause I need to refill my tank probably stops me getting too caught up in the initial tussle over the Tower, and I cross the danger zone to the other corridor without getting splatted, which is good. Can I do anything once I'm there, though?

Almost! No one is on the perch, but there is action below me. If only the inklings weren't quite as agile, maybe I could have splatted more and been a big help. But I pick myself up and get back to the battle, where my squimates are riding the Tower.

One Seeker gets a handy splat, and a bit of rolling destroys a Killer Wail before it gets started, but other inky pressure is out of my reach. I am around to help keep the Tower going, though, which is the main thing, and I show some awareness in wanting to get away from the Suction Bombs too.

We can't hold the Tower forever, and the purple team get it and start pushing in to our side of the map. We stop them just before they get the lead, and I jump on to help ride it back again, but slip off when launching a Seeker. Oops.

Another push by the purple team right at the end of the battle goes better, and takes the lead. Maybe I shouldn't have taken the long route to get there. But we take the Tower back as a team and make one last push in extra time. I don't think I help by falling off the Tower in to the water again.

But falling in to the water lets me super-jump back to the Tower, and just when the purple pressure gets the rest of my squidmates off. And landing my feet on the Tower just at that point pushes us back in to the lead, and wins us the victory. Woomy!

Rolling around in Tower Control (3-2, Carbon Roller Deco)

8th March 2017 – 7.00 pm

Okay, my initial aim with the Seekers isn't great, and diving over the Tower to the orange side is a bad idea. The orange team get a decent lead as I flail around in the wrong place.

But my squidmates come together nicely to reset the Tower, and make our own push. A bit of ink doesn't bother me too much, and I press higher to ink some turf and take some pressure off the Tower.

Ninja Squid works again! At least, I assume so, as I squid right under the beak of an inkling to splat them from the side. That helps my squidmates take the lead.

I get distracted by inking some turf, and Echolocator showing me a sneaky bugger trying to get on our side of the map. They are easy to despatch, but it really is a distraction. My squidmates on the Tower are almost on the goal.

I am able to get close enough to the Tower to have a little celebration, and pause when it looks too early again. But it's just a minor hitch, and the Tower gets pushed on to the goal in quick time. Woomy!

I kinda know what I'm doing in Tower Control (8-7, Carbon Roller Deco)

8th March 2017 – 7.00 am

Right, the Carbon Roller Deco, with its Seekers, on Hammerhead Bridge. I think I like the Deco more, so I want to make this work. I'm recognising the importance of having plenty of turf inked for the Carbon Roller, and start the battle inking. I'll work on how to aim Seekers next.

The initial tussle for the Tower is over, and I make a move towards it. The pressure gets a bit hot, and I see some inklings, so dive bomb them, getting a couple of splats as I end up behind a Splash Wall. That's a good start!

Back on to the Tower! We make a nice combined push, sharing supporting the Tower with riding it. If only I'd made use of my Seeker Rush instead of relying on the flick of the Carbon Roller, I might have lasted longer. I remember it the next time, splatting a squidding inkling nicely, but fail to get out of the way of a Splat Bomb soon after.

I like how I help recover the Tower, and keep it for a bit, without getting splatted myself. That shows personal growth. I'm not sure how I miss that standing inkling, though. And although I do well not to get splatted under pressure on the Tower, I don't realise until too late that not even my ink-resistant boots will let me jump out of purple ink.

That's a nice jump-squidding on to the Tower, even if I do say so myself. Not so nice wandering in to two inklings by myself at too long a range, though. I make up for it a bit by coming up and over to get the Splatterscope, then embarrass myself again by pushing my luck going for another splat.

Still, it's been a good battle for me, and I make a great jump to land on the Tower to end the extra time period and bag us the win. Woomy!