Team Builds: The Good, The Bad and the Silly

ReedRGale

Inkling Commander
Joined
Jun 18, 2015
Messages
331
Location
probably my room?
As the ever-vaunted August Update becomes a closer thing to reality, I find myself constantly fantasizing about team builds... and most of them are more amusing than anything. There's of course, the all-Squiffer build and the all-Roller build, but in time, I've thought of some more amusing ones:

Locator: Difficulty -- Hard

Custom Splattershot Jr. (Tenacity; Charge Up; Special Duration Up)
Dual Squelcher (Tenacity; Charge Up; Special Duration Up)
NZap 85' (Tenacity; Charge Up; Special Duration Up)
Classic Squiffer (Sub Ink Saver; Run Speed Up; Run Speed Up)

The idea of this build is to have the three first players--which all have echolocator and weapons that can charge specials quickly--to keep everyone in the know as to where enemies are on the map. To fill in the gaps in time, the Classic Squiffer (or Forge Splattershot Pro if you'd prefer) would point sensor enemies so that their status can always be available. Requires a good team, but the information advantage should always keep them in the know. Interesting idea, but requires team to be decent to make use of echolocator.

Recon: Difficulty -- Very Hard

Octobrush (Jump Speed Up; Recon; Jump Speed Up)
Custom Dual Squelcher (Ink Saver Main; Ninja Squid; Ink Recovery Up)
Krak-On Splat Roller (Ink Saver Main; Jump Speed Up; Ink Recovery Up)
Sploosh-o-matic (Ink Saver Main; Jump Speed Up; Ink Recovery Up)

This started out as a joke build that slowly became a thing. Four players all talking wirelessly agree upon tactical places on the map to control with Squid Beacons before the game. Then, three of them would go out rushing for the center while one hangs back and inks up spawn. When that player, known as the Recon Player, sees that enemy ink is getting near an ally, they would jump quickly back to spawn and tell all the players about possible conflicts, what to be ready for... basically they need to be the tactician. When they see the need--whether it be for a really big conflict or a safe place to ink up while no one is looking depends on the situation--they should choose a beacon, jump and replace it, and get into the fray. Interesting idea, probably very hard to make work in reality.

Thoughts on your own builds? Thoughts on others' builds? Share them here! I'll compile them in this post as they come.
 

Captain Norris

Inkling Commander
Joined
Apr 23, 2015
Messages
414
Location
Missouri
As the ever-vaunted August Update becomes a closer thing to reality, I find myself constantly fantasizing about team builds... and most of them are more amusing than anything. There's of course, the all-Squiffer build and the all-Roller build, but in time, I've thought of some more amusing ones:

Locator: Difficulty -- Hard

Custom Splattershot Jr. (Tenacity; Charge Up; Special Duration Up)
Dual Squelcher (Tenacity; Charge Up; Special Duration Up)
NZap 85' (Tenacity; Charge Up; Special Duration Up)
Classic Squiffer (Sub Ink Saver; Run Speed Up; Run Speed Up)

The idea of this build is to have the three first players--which all have echolocator and weapons that can charge specials quickly--to keep everyone in the know as to where enemies are on the map. To fill in the gaps in time, the Classic Squiffer (or Forge Splattershot Pro if you'd prefer) would point sensor enemies so that their status can always be available. Requires a good team, but the information advantage should always keep them in the know. Interesting idea, but requires team to be decent to make use of echolocator.

Recon: Difficulty -- Very Hard

Octobrush (Jump Speed Up; Recon; Jump Speed Up)
Custom Dual Squelcher (Ink Saver Main; Ninja Squid; Ink Recovery Up)
Krak-On Splat Roller (Ink Saver Main; Jump Speed Up; Ink Recovery Up)
Sploosh-o-matic (Ink Saver Main; Jump Speed Up; Ink Recovery Up)

This started out as a joke build that slowly became a thing. Four players all talking wirelessly agree upon tactical places on the map to control with Squid Beacons before the game. Then, three of them would go out rushing for the center while one hangs back and inks up spawn. When that player, known as the Recon Player, sees that enemy ink is getting near an ally, they would jump quickly back to spawn and tell all the players about possible conflicts, what to be ready for... basically they need to be the tactician. When they see the need--whether it be for a really big conflict or a safe place to ink up while no one is looking depends on the situation--they should choose a beacon, jump and replace it, and get into the fray. Interesting idea, probably very hard to make work in reality.

Thoughts on your own builds? Thoughts on others' builds? Share them here! I'll compile them in this post as they come.
This is a pretty interesting idea as it reminds me of competitive Pokemon. But with Splatoon, I think it sounds great on paper, but I do not think it would perform very well.
 

Kivvx

Inkster Jr.
Joined
Jul 31, 2015
Messages
17
NNID
kivvxnnid
Switch Friend Code
SW-4332-7325-6621
It happened once in a splat zones match.
A tentatek, a krak-on roller, a range blaster (which was me) and a scoped e-liter.

It was perfect, charger got snipes, tentatek was aggressive, the roller and I were free to claim objective.
Easy win :')
 

Captain Norris

Inkling Commander
Joined
Apr 23, 2015
Messages
414
Location
Missouri
Frankly, I don't think it'll work either! But, why not give it a shot and try to make it work for a bit. May as well enjoy ourselves--it is a game after all.
oh yeah for sure. It just makes me so nostalgic cause it brings memories of when competitive pokemon was actually good.
 

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