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Inkling

From The Codex
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Background

Inklings are the evolved species of squid that came to be after rising sea levels led to the extinction of humanity. 100 years before the events of Splatoon, rising sea levels made Inklings and Octarians engage in the Great Turf War to fight over the remaining territory left. At the end, the Inklings won, forcing the Octarians to retreat to deep and desolate areas such as Octo Valley and Octo Canyon.

General Information

Name: Inkling

Origin: Splatoon

Sex: Often advertised as Female

Age: Varies

Classification: Inkling, Squid

Codex Statistics

Tier: 9-A, Higher with abilities, Far Higher with Special Weapons, Sub Weapons, and the Rainmaker, 7-B, likely Far Higher with the Princess Cannon

Cardinality: Finite

Dimensionality: 3-D

Attack Potency: Room level (Can Super Jump fast enough to be set on fire and create this much KE. Can knock back DJ Octavio's mech punches that are this strong. Can defeat DJ Octavio who tanked this twice. Can effortlessly destroy large crates and completely destroy large pieces of gold and metal), Higher with abilities (Main Power Up and Damage Up can increase the power of Inkling's weapons), Far Higher with Special Weapons Sub Weapons and the Rainmaker (Most Special Weapons and Sub Weapons are able to 1 shot other inklings along with the rainmaker's direct blast, and can destroy powerful shields their main weapon struggles against. They also can destroy an entire truck casually and make the large ship of Manta Maria sink), at least City level, likely Far Higher (The Princess Cannon was able to overpower Commander Tartar's NILS statue by 888.8% and the NILS statue had enough power to destroy the city of Inkopolis along with the entire world overtime)

Durability: Room level (Can take attacks from other Inklings, Octolings, and DJ Octavio), Higher with Special Weapons, Armor, and Abilities (Inkling's have a variety of Special Weapons such as Ink Armor and Bubbler that can protect them from attacks that would normally one shot them. Agent's in the New Squidbeak Splatoon can equip multiple sets of armor that can let them take multiple attacks that would normally one shot them. The Defense Up ability can increase Inkling's Durability), at least City level likely Far Higher with forcefields (Inkling's Spawn Point's forcefield isn't damaged at all by Pearl's Princess Cannon)

Striking Strength: Room Class, Higher with abilities, Far Higher with Special Weapons

Lifting Strength: Superhuman (Inklings can carry weapons that are larger than them and even super jump across entire stages with them casually. They can also do this casually)

Travel Speed: Superhuman (Has several feats of afterimage creation), Supersonic+ with Super Jump (Can Super Jump fast enough to be set on fire which is 6,000km/h or Supersonic+. Inkling's can react and move away from Super Jumps and Super Jump Splashdowns), Higher with abilities

Attack Speed: Supersonic+ (Can keep up with other Inkling's attacks in combat), Higher with abilities

Reaction Speed: Supersonic+ (Inklings can react to Super Jumps and Super Jump Splashdowns which are far faster than normal Super Jumps. Can dodge sniper shots)

Stamina: Very High (Goggles and Rider fought the Octarian army who stole the Zapfish and Great Zapfish and rescued the Great Zapfish in the span of a whole day and were not tired in the end.)

Range: Varies from Extended Melee to up to Hundreds of Meters

Intelligence: Gifted (Inklings are very skilled in combat being able to use a large variety of weapons and taking part in turf wars just for fun. Inklings also see humans to have very little intelligence despite human's being able to create capsules to seal Judd for thousands of years along with Commander Tartar which stores all of humanity's knowledge and was able to build a weapon with the power to destroy the world. New Agents in the New Squidbeak Splatoon are also able to adapt very quickly being complimented on how good they are multiple times)


Powers and Techniques

Superhuman Physical Characteristics, Acrobatics (Inklings can ride and jump across rails and do flips in air), Accelerated Development (Team Blue, a Team of C and B- Ranked Inklings were able to defeat the S4 an elite team of S+ ranked Inklings that are considered some of the strongest in Inkopolis, defeated Emperor, the king of Turf Wars who stomped the S4. They even defeated an X Ranked team), Flight (With a UFO or by eating a lot), Enhanced Senses (Bobble Hat can sense things preventing her from being ambushed. She also can sense that Goggles can be found in a very deep hole which ends up leading to Deepsea Metro, where he is located), limited Intangibility (As a squid Inklings can go through surfaces with space holes), Stealth Mastery (Can hide from enemies by being submerged and unseen in their ink), Afterimage Creation (Is shown multiple times), Weapon Mastery (Inklings are able to use a very large variety of weapons effectively in combat), Ink Manipulation (Inklings are able to generate their own ink as well as use ink for basically all their attacks), Biological Manipulation (Inklings are able to change their ink and hair color at their will), Status Effect Inducement and Paralysis Inducement (Low-Tide Ink can make their opponent stunned for some time), Surface Scaling (Inklings can swim up inked walls), Shapeshifting (Can shapeshift from a kid to a squid), Sealing (Ink can submerge objects and opponents within ink like goop in Super Mario Sunshine), Sound Manipulation (Pearl can created a shockwave which damaged a venue while she was singing), Healing (Inklings are able to fully naturally heal from their wounds after just a few seconds), Purification (The song Calamari Inkantation sung by the Squid Sisters is able to free Octoling's souls from brainwashing and defect from the Octarian forces), Transformation and Invulnerability (Inklings can transform into the invulnerable Kraken without a special weapon), Regeneration (Low-Godly. Inklings can fully regenerate their body from just a soul after just at maximum 100 seconds with Lifesavers as seen in Salmon Run), Forcefield Creation (Inkling's Spawn Points have a large invisible forcefield that protects it from attacks from any direction. If splatted, Inklings would just go back to their spawn point each and every time and regenerate them back from just a soul. Lifesavers can regenerate Inkling from just a soul. In Splatoon 3, Inklings have their own personal spawn point), Rage Power (As Shown here), Cloth Manipulation (Shown here and here), Empowerment (Inklings become stronger with their music), Broadway Force (The Squid Sisters' singing is able to make DJ Octavio and Cap'n Cuttlefish dance along), Extrasensory Perception (The X-Zone technique lets the user perceive their opponent's every move and position and read everything they do), Information Analysis (Army and his team analyses his opponents and puts down the data in their manual so they know what to expect from opponents so they can't get past them even if it's their first time ever fighting against them or seeing them), Dimensional Storage (Goggles can pull out several jars filled with pickled plums from thin air), Multiple Jumps (Can dodge roll in mid air), Mind Manipulation (Rider is able to see what Goggles is thinking of), Earth Manipulation (Goggles can turn himself into a rock), Invisibility and Intangibility Negation (Can reveal and make invisible and intangible kettles usable with their ink), Resistances to Extreme Heat (Inklings are able to stand normally on Octo Oven who 425 degrees they are also fine while being on a cooking pot while its cooking), Electricity Manipulation (Inklings are not harmed by the Zapfish's electric forcefield), Magnetism Manipulation, Reality Warping, Space-Time Manipulation (Cap'n Cuttlefish is unaffected by being in Deepsea Metro which has a strong magnetic force that's able distort space time), minor Resistance to Sealing (Inklings can minorly resist the sealing affects of enemy ink and can still slightly move around), Cold Temperatures (Inklings are fine in normal clothes while they are at the South Pole), Immunity to Bone Manipulation (Inkling's have no bones)

Equipment

Their large variety of Main Weapons, Sub Weapons, and Special Weapons. Spawn Points, Armor, Salmon Run uniform and a Lifesaver.


Notable Techniques

  • Thundersquid Jet: Googles performs several consecutive dashes toward his opponent leaving a thunderbolt shaped ink trail and can throw off opponents accuracy on hitting attacks and even overwhelm them.
  • The Inkling Army Manual: Army and his Team collect data from their opponents and put them in their manuals so they know all their opponents tactics and can prevent them from getting past them at all.
  • Disco Ball Dance: Aloha and his team attack enemies, dodge attacks, and ink the ground all while dancing.
  • Sub Weapon Hell: Gas Mask and his team stealthily take out their opponents with a large variety of Sub Weapons to the degree of not even needing their main weapons
  • Skull's Territory: Skull uses the E-liter's range to its absolute potential to splat anyone in his territory.
  • Emperor's Road: Emperor and his team ink as much possible area on the stage leaving not a single spot behind and effortlessly splat anyone who approaches.
  • Blaster Gatling Gun: Team Green stacks the effects of Bubbler in pairs and shoots their enemies with several shots from blaster weapons. When the Bubbler affect wears off, another teammate activates it to extend the time the technique can be used.
  • Eminence Arrow: A technique used by Team New Emperor that involves N-Pacer shooting a line of ink with her Splatterscope so her teammates can all rush in and attack all at once.
  • X-Fall: A technique used by Team X-Blood where they surround their opponents and attack them rapidly in the shape of an X.
  • X-Zone: A technique used by Vintage where he can perceive their opponents every move and position allowing him to read their every move to then overpower his opponents.


Other

Standard Tactics: Inklings are wildcards as many different Inklings have varying strategies. However, most involve attacking with their several weapons, using techniques and abilities, and teamwork to lead to victory.

Weaknesses: Inklings cannot swim.

Note

Battle Records