Inkbrush sets: Ranked Mode
Splat Zones: Nouveau set
Hover about the Zones looking for your best move. Regardless of where you swoop in, paint profusely. Keep your options open and you can find yourself advancing towards the enemy rear lines at a moment's notice. Whenever your advance gets checked, lay a quick Ink Mine before leaving.
Ink Mine is neither a defensive or aggressive subweapon, it's something you place at the edge of your territory because you know it'll be triggered. Ink Mine releases a considerable amount of paint, which leads to Ultra Stamp, your all-purpose offensive special.
Unlike Killer Wail 5.1, Ultra Stamp paints the zone and protects your presence within the zones. As a bonus, it cancels the various bombs tossed inside the zones. It's versatile enough to threaten the opposing backline. Once you've finished your push, go back to laying Ink Mines and farming special all over again.
Tower Control: Vanilla set
Splat Bomb from the Vanilla set is preferred in a game mode centered around standing on a single point. Inkbrush offers aggressive paint support, painting well ahead of the tower to help support your other advance units. It can also offer bomb support if it can't slip past the front lines.
Stick to side paths and either defend the tower using Splat Bomb or seek a way to move in and threaten the enemy rear lines. By overpainting, you give alternate paths to your teammates. When checked, simply escape and paint a new patch of land. Inked fields on flanking paths allows versatile approach to the tower.
Killer Wail 5.1 is a noncommittal attack on the rear lines and an easy way to point out the location of anchors as well. It fires through the tower, making it effective at forcing foes into the open. Inkbrush has no defensive options so depends on overwhelming paint and mid to long range attacks to remain on offense.
Rainmaker: Vanilla set
Due to it technically being a roller, the Inkbrush deals a lot more damage to a Rainmaker's barrier than imagined, with DPS surpassing that of an Aerospray. Even if your inputs offer less than maximum DPS, you should still avoid confrontations and focus on the barrier.
What you do afterwards is map dependant. For narrow bottlenecks, you're stuck tossing Splat Bombs. Ideally, you want to break away from the pack seeking isolated targets, using a combination of Splat Bombs and brush strokes to finish off stragglers.
Killer Wail 5.1 is the better special as you'll often seek the outside flanking routes. It's most effective against those burdened by the Rainmaker, and scares away Checkpoint defenders with minimal risks. Activating the special and using it as cover fire to advance the Rainmaker is another idea
Clam Blitz: Nouveau set
Inkbrush belongs in daring hands unafraid to ink deep in enemy territory, and this extends to Clam Blitz where you're expected to raid clams well beyond the team's safety. It honestly feels like playing Pacman, where you avoid the enemy by any means until special is charged, then retaliate with Ultra Stamp!
Ink Mines aren't an integral part of your strategy but true Inkbrush mains appreciate the disruption. Marking targets helps better evading them, but shouldn't be necessary. Basically, the more you rile up the enemy, the better chances your mates have at splatting.
There are advanced Clam Blitz trick, like serving as a jumping spot deep in enemy lands to help your teammates score, but those are context dependent. Essentially, there's a lot you can do in this chaotic mode so don't play conventionally but maximize your ability to paint large areas quickly.
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