Hi, I’m Zeph the Blue, and I’m currently an S rank brusher player. I decided to make this guide to help fellow brushers out with the current meta of shooters. In the right hands, a brush can be a deadly weapon of mass inkage.
The inkbrush is a very interesting weapon. Although it falls under the roller category, it plays unlike any other weapon in the game. This brush was designed to paint over large areas with ease, as well as move like lightning to key spots. It’s not an easy weapon to master, as your ink coverage and damage all depend on how good of a trigger finger you are. If you’re not good as mashing a button, perhaps it’s better to stay away from this weapon.
Now, after working my way up from C- to my current position, I’ve come to learn that some stages can make the inkbrush a one man army, while others can make it nearly useless. For now this will only cover Ranked Splat Zones only, as I still need to test out all the stages in Tower Control and Rainmaker. (all with negative results so far unfortunately). The good news is that these strategies can be transferred somewhat into Turf War.
(Also a quick note: this is still a WIP. I want to add some miiverse posts as guides for each stage, which will help with small tips and images. Problem is, I gotta wait for the stage to be selectable in SZ.)
The Best Stages
As soon as the battle starts, head immediately for the top center stage. Keep in mind that a few of the enemies will do the same too. A good option is to drop a sprinkler on the edge of the platform next to the enemy side turf and hide in ink. If someone falls for the bait to climb up and shoot the sprinkler, splat them the moment you see an opening .
Throwing sprinklers on the walls that are facing opposite from the enemy spawn point are amazing, as it will force them to expose themselves to get rid of them, giving your allies a chance to shoot them down.
You can also jump from above and splat an enemy in the air as you fall down, but only try this if you see them distracted, unsuspecting of your secret attack.
Make sure that most of the middle area walls are painted in your ink, as this will give you escape options in case you fall or if enemies try to climb up to the top (and believe me, once you show how much of a threat you are, people WILL hunt you down.) a good strategy is that if you see someone headed to your spot, swim towards that side and turn around. As you fall, quickly starts to paint the wall. If you predicted it on time, you should splat the enemy that was trying to climb, and if not, you at least painted the wall so you can climb back up. You can also drop an inkstrike on the center and run in as it falls to regain your spot.
Watch out for chargers on the upper side paths and blasters from just below the center, as they will try to shoot your off the platform.
Another great detail about this stage is the massive size. This gives you the chance to throw a sprinkler over a wall and into enemy turf or unpainted areas. Remember that this will charge up your inkstrike to use in case you lose the zone. Dropping one in the center and then immediately climbing up into the eye of the ink storm to 360° splatter will pretty much guarantee the zone to become yours.
Also, constantly check your map to see if an enemy is coming from the sides, and hop off and on the center platform accordingly. Being on higher ground maximizes your chance of survival as long as you keep moving. And be very careful, as dying on the platform will practically guarantee the zone getting neutralized and possibly changing to their side.
Dropping an inkstrike on the enemy side and immediately rushing in to splatter all over your half can change their zone to yours, but keep in mind that enemies might be hiding on your half of the map to strike you down.
A good route to start is by not going straight down, but going off to the side of the area just above your zone. dropping a sprinkler there will help capture it faster and let you jump down to look for a way up their side.
If your allies do not take advantage of the trails you leave, then you are wasting your time. You pretty much have to play the decoy in this stage in order to advance into enemy ink, since you are able to move fast in their turf. Distracting enemies will then give a chance for your allies to rush in and quickly strike.
Make sure that every now and then you drop sprinklers on those small square protrusions in the open areas, as this will charge up an inkstrike to drop down on any turf that the enemy might have taken control of.
These are the abilities that I’m currently using that seem to work the best. It may not be the thing for you, but I will offer explanations as to why you should consider these.
For large abilities, I currently have:
Ink resistance up – This is by far the most important ability you will need, as this will reduce the slow effect when you run into enemy ink. Unlike the roller, the inkbrush size is very small, and the quick turns make it hard for your inkling to follow. You WILL slip into enemy ink every now and then, so using this will keep your turns harp and your speed up. I’d say this is practically mandatory for every inkbrush player who plans on running around.
Run Speed Up – This ability is very powerful on a brusher. Not only does it naturally scale better than Swim Speed Up, but the speed effects also multiply your run speed when you brush. I haven’t done much testing, but I’m pretty sure that equipping one large and one small RS will make your brushing speed equal to swim speed, and adding another small will make you faster than a squid! Because an average player has to shoot before entering squid to move fast at the start of a match, a brusher can get to the center area with 5-10 seconds to spare! The only thing that could make this better was if allies followed your trail…
Ink Saver (main) – Because of the nature of the brush, one might find themselves painting or splatting for too long and running out of ink. a large Ink Saver (main) will keep your tank safe from running out in case you need to escape. This also extends the time you can run.
Other viable abilities are:
Ink Saver (Sub)
Special Charge Up
When it comes to one on one situations, the inkbrush will always lose if it’s not from a sneak attack, but these weapons can be the toughest to avoid or take down so it is advised to avoid them.
Chargers – Because you want to stay on higher ground, a charger will most likely try and aim for you. If you’re far away, make sure you’re always moving around. If you’re mid-range, you should try to sneak up on them or zig zag your way in while brushing to get close enough for melee range. Be careful if you’re zig zagging towards a Squiffler though, as they charge faster and will have a better chance at hitting you in that range.
The Gal series – These monsters have crazy damage that can kill in 2-3 shots, and the splats they do on the way down on the arc can kill in 3-4 shots so avoid them at all cost. Try and distract them with a sprinkler before going in from behind.
Blasters – The explosions they do on the end of their range will usually kill in 2 shots when it's not a direct hit. Whenever you see one moving towards you, make sure you’re either away from the blast, or that you can avoid by brushing to the sides. Zig zagging is possible, but if they predict your move, they can space accordingly and blast you down.
Dynamo Roller – This roller specifically can be very annoying to fight against, as the wide and long range of the flick will make it impossible to run or zigzag on reaction. Your best bet is to take them down as they wind up, or if you’re close enough, try and run behind them. It is possible, but very hard to do so.
Inkzooka – A special and not a main, you want to watch out for those that have weapons with inkzookas. the range is massive, nearing a charger's, and its a one shot kill. whenever you see someone using it, immediately search for large cover (because apparently sometimes it can go through small walls) and hide.
So you thought I was gonna leave the inkbrush's twin, huh? honestly, the sub weapon and special weapon are overall pretty bad, especially in solo ranked mode. Here are my reasons why:
Ink Mine – In order to use this weapon you have to stop running to plant it, and the moment you stop is the moment the enemies will fire down on you. It's great for leaving in your side of the zone or in choke points to catch opponents off guard, but the dream of running and leaving a trail of bombs is sadly just a dream. It is also worth mentioning that the inkbrush needs a distraction (AKA the sprinkler) in order to advance safely. The mine removes this option, forcing you to depend solely on your teammates to run in.
Bubbler – The only good quality about this is the fact that you can share this with your allies, so it's a great tool for saving them when they're caught in enemy ink. Just rush right through their turf and bubble them up! Other than that, the bubbler is mainly used as a defensive option. It will save you from getting killed off, but you cannot use it to counterattack like other weapons can, due to the fact that enemies can shoot you to keep you out of your brush range.
Overall, this set is for someone who wants to play full support, keeping the turf painted while running in with a clutch shield save.
Unfortunately for us brushers, this weapon is not the jack of all trades like most shooters, but give this weapon some time. Learn how to move with it, paint the walls and floors with your ink, and you will see that you will start to move like an artist. With the stage as your canvas and your creativity, there is no limit to what a brusher can do on the battlefield! Hopefully, allies will see the hidden potential in the openings the brusher can make to capitalize on, and with shooters or rollers or chargers on your side, you will lead them to victory!