HELP: making a brainless Carbon roller build

Helio

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I like to duck my head down and cover ground with ink. I usually get a bunch of kills too 4-7 depending on the theme. Tower control. Can be more like 5-10. I generally ignore the specials, except beakons and sprinklers and Fire the special when ready but not making a build to emphasize specials. I like all rollers but my favorite is the carbon roller and would like to make it better.

Im making a roller build that ignores sub and specials or mainly ignores them.

I like the Carbon Roller cause it is so fast really covers ground, I don't like that I bounce when hitting an enemy player and it takes two hits to kill an enemy. The Krakon just runs them over and you don't even lose speed is SO SATISFYING, like running over a car with a Sherman tank.

I kind of have a TANK build, keep surviving and increase splash damage.

This is my thoughts for perfect build for Carbon Roller:

Ink Main Duration Up: Just keep rolling. Just keep rolling. (*whistles)

Damage Up: carbon roller can't OHKO and is better off swinging when enemies in sight. I try to do a jump backwards and swing as much as possible, then run away. Damage up would increase the splash damage to maybe two hit knock out. (It is generally a death and kill with tentatec or N'zap they I get them with my second swing and they get me with their ~fifth shot).

Defense up: survive near misses from chargers, survive long enough with a N'zap or tentatec to swing twice.

What are your thoughts? Would all defense be better to survive long enough to get in two shots?

Would all damage up get a carbon roller to the magical OHKO (one hit knock out)?

If carbon roller splash damage already kills with two swings would a different ability be better?

Are there other abilities that I should look at?
-ninja squid? Hide from N'zap better.
-ink resistance?
-opening/closing gambit?
-ink suck up faster?
-ninja jump?

* if such a discussion exists somewhere point me to it. (I searched)
 

TacoOfDestruction

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Damage up wouldn't bring it to a OHKO. I think Mainly defence up would be good, but maybe chuck ninja squid in there so you can sneak up on people and squish them. Just go with whatever suits you best
 

aceofscarabs

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Hmmmm. I recommend Cold-Blooded and Ink Resistance (they're just THAT GOOD), Ninja Squid if you prefer that style instead (although good practise at silent swimming can substitute for Ninja Squid).

For Rollers I suggest Damage Up for better effectiveness at arm's length, Swim Speed Up over Run Speed Up (since swimming also refills ink and the ability can partially counteract the swim speed debuff of Ninja Squid). Ink Savers are both handy for having just that much more ink after using your subweapons.
 

Elecmaw

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Always go with Ink Resist, with competitive Ranked it's the best ability out there. Without it you'll freeze in enemy ink and that's bad stuff, esp. if you play close range weapons like rollers. Allmost all shoes with ink resist are good for rollers except Blue Moto, which has a higher chance of rolling run speed subs which are useless for rollers.

On the same level, Ninja Squid hides you but since the nerf it slows you down a great deal aswell. While it makes travel a whole lot slower you'll have an easy time pulling off ambushes against foes. I've seen several rollers do a good job without it. I'd also consider Cold-Blooded, since that protects you from Echolocator which Ninja Squid can't do anything about, AND it doesn't slow your swim speed down. Up to you whenever you want it, really.
Additionally, while an uncharged shot from a charger can be resisted by a Defense Up, a fully charged shot will splat you no matter what. Defense-Up is always a good ability, though. I'd also strongly reccommend Swim Speed Up.

And if i may ask, why the disinterest in specials and subs? Inkzooka is an excellent special that makes up for the carbon roller's lack of range, same with burst bombs. Burst bombs benefit more from Damage Up than the roller itself, most of the time the roller flick OHKOs anyway.
 

Njok

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Damage Up: carbon roller can't OHKO and is better off swinging when enemies in sight. I try to do a jump backwards and swing as much as possible, then run away. Damage up would increase the splash damage to maybe two hit knock out.
It actually does do enough damage for a OHKO without damage up. The reason why it's not working for you is what you said after that; you're jumping back when doing it. Because of that your ink is traveling further and is weaker when it hits the opponent. This is basically the reason why damage up is useful for rollers (extend the ohko range), but you shouldn't be jumping backwards :) Don't be afraid to be a bit more aggressive, you have a very powerful weapon!
 

1o2

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Is this build for any specific gamemode? or Just general use?

For SZ I suggest using Cold Blooded so you can actually approach someone if they have someone on their team with Echolocater. The Anchor Sweater(?) has Cold-Blooded with a brand that favors damage ups, so that would help with your burst bombs/ohko range of roller. The Bamboo hat has Ink Saver Main, and then has a brand that favors defense up subs, which would be idealistic for the build you want. Boots obviously has to be Ink Resistance, as it's just too good not to use it. There are a few options you could use, one being the newest Ink Res boots that have a brand that favors ink saver main for the sub rolls, there's also Red Hi tops for swim speed, and Neon Sea shoes(?) that have ink recovery up. The only exception I would say is Stealth Jump in TC, since you want to use the Carbon Roller you can instantly kill anyone on the tower as soon as you land, which could allow your team to squeeze more points out of a push.

Personally I don't think rollers really need to run defense ups (you want to avoid direct combat and always want to cleanly kill the opponent before they do anything back), and you're better off investing into something that has dmg up main/subs on the hat. However, I'm not sure there are any damage up main hats. Assuming you use the Ink Res boots that have the brand that favors ink saver main (I know the shoes have the word Red in it, but the name escapes me), you could really run anything else you want for the hat, provided it gives some sort of damage.
 

Helio

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@Elecmaw - I fire special when it is charged, usually down long corridors. If I know there is a charger I'll hit the sniper nest. I find that with deaths I only get 1-3 special shots per game and don't see it as a 'game changer'. Also fire it immediately so don't die and lose my special.

@Njok - I'll try staying close and swinging. I think jumping and swinging comes from their increased range, N'zap can pop me before I get to close swing range, I think.

@ all - thanks. Will try all suggestions.

*Anyone know a guide or post on range v splash damage of carbon roller?

@1o2 - interesting question mainly general use brainless rolling and splatting. Rainmaker, Tower control and splat zones would really benefit from close combat oriented abilities.

What abilities would really help carbon rollers close combat?
 
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Njok

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Yeah pretty much any weapon can kill you before you reach them if you try to go heads on. The trick is to sneak up on them and get them from behind or the side.

The easiest way to do this is getting the ninja squid on your clothes. There is a squidforce one which favours Damage Up as sub ability so that should work well. In that case i would suggest the Red High Tops as shoes because you will want to make up for the swim speed penalty that ninja squid brings along.

But honestly ninja squid isn't even necessary to sneak up on people if you pay close attention. In most modes i prefer cold blooded and in tower control i personally don't even bother with that either and just take some extra damage abilities on my clothes. But in the end that's something you'll have to play around with to see what works best for you.
 

SquiliamTentacles

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Although you say you dont use your sub and specials much, the Pilot Goggles :head_eye002:give :ability_bombrange: main and often :ability_specialduration: subs, which is a great way to alleviate your lack of range. Well aimed Burst Bombs can often 2 shot opponents or be combined with a flick to two shot, and Inkzooka is a great long ranged attack. If you don't like Bomb Range Up, you can do the snorkel mask :head_eye005:, which has :ability_damage:main and often :ability_specialduration: subs.

Stealth is great for the Carbon Roller to sneak up on enemies, so both :ability_ninjasquid: and :ability_coldblooded: are good shirt main abilities. Both have shirts that are Squidforce (:ability_damage: is more likely) and Splash Mob (:ability_inksavermain: is more likely). Dependent on your playstyle choose either. :clothes_tes022:=:ability_ninjasquid::ability_damage: :clothes_swt006:=:ability_coldblooded::ability_damage::clothes_plo000:=:ability_ninjasquid::ability_inksavermain::clothes_plo003:=:ability_coldblooded::ability_inksavermain:.

:ability_inkresistance: is the best footwear ability, so I recommend any of the Ink Resist shoes besides the blue moto boots, as run speed up does not affect roll speed. :shoes_shi005: has :ability_swimspeed:brand, :shoes_sht002:has :ability_inkrecovery: brand, and Strapping Reds have :ability_inksavermain: brand.
 

Pareto

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For the Carbon Roller, I've generally used an Ink Saver (sub) and Ink Recovery build (and depending on the map, Quick Respawn). I personally don't like Ninja Squid (slower speed doesn't help a very short ranged weapon) and Ink Resistance (Burst Bomb your feet, hop backwards if needed) for the Carbon Roller. Stealth is one thing, but being able to close the gap between an enemy when your cover is blown or you're at a territorial disadvantage is absolutely vital, especially when these situations are common.
 
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LMG

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Damage Up: carbon roller can't OHKO and is better off swinging when enemies in sight. I try to do a jump backwards and swing as much as possible, then run away. Damage up would increase the splash damage to maybe two hit knock out. (It is generally a death and kill with tentatec or N'zap they I get them with my second swing and they get me with their ~fifth shot).

Would all damage up get a carbon roller to the magical OHKO (one hit knock out)?

If carbon roller splash damage already kills with two swings would a different ability be better?
Carbon Roller can splat in one flick, but it can't splat in one hit by running over someone. To get the one-flick splat you have to be very close to the enemy (like Sploosh-o-matic close), but it will instantly eliminate anything you have directly in front of you. Damage Ups might help increase the range, but you might also have to stack up quite a few of those to get a significant increase. Also, I don't think any amount of Damage Ups will make it be able to run over inklings in one pass since it was made to require 2 (thank goodness ;))
 

Helio

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Anyone done a test of distance to OHKO when flicking?
Is the splash damage reduction gradual? 100, 99, 98, 97 per distance from flick.
Or is splash damage ranged? 100, 75, 50 per distance from flick.
 

Manwell

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On my alt account i went carbon roller with 3 swim speed up primaries. It actually works really well in ranked. Went from C- to B+ in one day. All you do is play very offensive since carbon can only ohko being right in-front of them. I usually swim right up to them, bomb, then splash. Even after dying you can swim back into the fight very quickly and can dodge/juke and run away even if they can see you because your so fast.
 

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