i use every splattershot and consider myself good enough to carry with both the wasabi and tentatek, so hear me out on this.
you don't need any ink saver for the splattershot at all, really. if you're going into the ink enough to make actual use of swim speed on the frontlines, you'll find yourself able to go without it. in fact, if you're good enough, you won't even need the speed ups to be fast with the splattershots.
my builds that I switch through on the tentatek splattershot/octoshot replica are as follows:
Defense Up Build - an amazing build to use. it might not be as fast as the others upon first glance, but as I said before - if you can swim strafe well and know when to use it, it can easily compensate for not having the speed ups.
Here's the actual build.
1 - Takoroka Mesh: Pure Defense Up
2 - Dark Urban Vest (CB): 3x Defense Ups
3 - Rockenburg ink res boots: 3x Defense Ups.
Ink res is a must for the tentatek in its nature. you will always find yourself covering enemy ink, and fighting multiple enemies in their ink. ink res helps you out a ton if you need to escape or you need to swim somewhere to get better positioning.
cold blooded is still great. if there's a dynamo, e-liter, or dual squelcher in ranked, chances are you're gonna be getting echo'd. don't kid yourself.
Run Speed +CB build (also my main Wasabi build):
Golf Visor or Hero Headset: Pure run speed, golf visor always looks better.
Krak-on CB shirt: 3x swim speed
Red Hi-Tops (ink res): 3x swim speed.
This build is for when I want equal run speed and swim speed with cold blooded. Speeds help with flanking before the enemy can react, and rolling out at the beginning of a game. They can also help with strafing, positioning, and movement on grates.
Speedy build (more run speed):
Same headgear as the last build
Black Baseball LS: Swim speed main and 3x run speed subs
Red hi-tops: 3x swim speed.
I always try to have at least 6 subs of run speed and swim speed on my speed sets. Having only one main or 3 subs isn't a lot at all, and sometimes barely makes a difference. This build has more run speed if you find yourself swimming less.
kM Cody's Build:
I stole this build from PixelatedCody, a top-level tentatek.
Camo Mesh or Hairclip: Pure Swim Speed
(forgot the name for this piece of gear, but it's squidforce): 1 Run Speed Up Main and 3 damage up subs.
Red hi-tops: 3x swim speed.
I know this goes against my "6 subs of both speeds!!11!!" rule of my builds but
1. I stole this build lol
2. The swim speed makes up for the lack of 6 subs of run speed here, similar to the last build.
3 subs of damage up counters any defense up, so it's pretty good to use.
As you can see, I rarely use special savers or quick respawns or anything like that. The reason for that is because while I am very aggressive, I am intelligently aggressive. I play in a way that gets me lots of kills and also keeps me alive - rarely do I ever get more than 7 deaths in a game. I don't play like a kamikaze player, because rollers are better for that kind of stuff. Instead, I find that trying to stay alive with the tentatek will help you and your team out much more than playing super recklessly. When I get my inkzooka, it's after putting down turf at a safe distance or getting a double/triple/wipe. I then back off a bit and get to a position where I can see the enemies better. For a general rule, wait 'till you see some of their heads. That's when I fire at them. By following this rule, I rarely miss long range shots unless they are interrupted by the stages.
If you are any splattershot, you will often be either the main source of map control or the secondary source of map control. You will, if you play your roles correctly, get your specials in no time.
For regular splattershots, literally just spam bomb range up and damage up.
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