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Inkling

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Splatoon/Inkling
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"Under Construction!"
This article or section will be subject to revision in the near future. The current statistics or information does not fully reflect our views.


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.

Inkling
Origin
Origin Splatoon
Characteristics
Species Squid
Gender Often advertised as Female, Varies on Inkling chosen
Age Varies
Occupation Inkling

General Information

Name: Inkling

Origin: Splatoon

Gender: Often advertised as Female, Varies on Inkling chosen

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

Power Source: Ink

Attack Potency: Room level (Potency) (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 (Potency), 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)

Travel Speed: Superhuman (Able to move so fast they make afterimages), Supersonic+ with Super Jump (Can Super Jump fast enough to be set on fire which is 6,000km/h. 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: Superhuman (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: Standard Melee. Varies from Extended Melee to up to Hundreds of Meters with Weapons

Intelligence: Average Intelligence

Knowledge: Expert level (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




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.


  • Ink Saver (Main): Decreases the amount of ink consumed by Inkling's Main Weapon.
  • Ink Saver (Sub): Decreases the amount of ink consumed by Inkling's sub weapons.
  • Ink Recovery Up: Increases the refill rate of Inkling's ink-tank.
  • Run Speed Up: Increases movement speed in Inkling form.
  • Swim Speed Up: Increases Inklings movement speed in squid form.
  • Special Charge Up: Increases the fill rate of Inkling's special gauge.
  • Special Saver: Reduces the amount of special-guage that is loss after Inkling is splatted.
  • Special Power Up: Upgrades Inkling's special weapon to be stronger, charge faster, or last longer.
  • Quick Respawn: Allows Inkling to respawn faster after being splatted.
  • Quick Super Jump: Increases the speed of Inkling's Super Jump technique.
  • Sub Power Up: Upgrade's Inkling's Sub Weapons to be stronger, faster, have more range, or last longer.
  • Ink Resistance Up: Reduces the amount of damage taken from enemy ink and increases Inkling's mobility while in it.
  • Bomb Defense Up DX: Reduces damage taken by hits that aren't from main weapons and reduces the time Inkling can be tracked.
  • Main Power Up: Upgrades Inkling's Main Weapon so be stronger, faster, have more range, or increase accuracy.
  • Damage Up: Increases damage of Inkling's Main, Sub, and Special Weapon by up to 30%.
  • Defense Up: Reduces damage taken from all attacks by up to 30%.
  • Recon: Inklings can see their opponents and their weapons from their spawn point.
  • Bomb Sniffer: Decreases damage dealt from bombs and helps spot bombs even through walls so they can avoid them easily.
  • Opening Gambit: Boosts Inkling's speed in the first 30 seconds of the battle.
  • Last Ditch Effort: Boosts Inkling's ink recovery rate and weapon ink efficiency for the last 30 seconds of battle.
  • Tenacity: Fills Inkling's special gauge instantly if their team is outnumbered by the enemy team.
  • Comeback: Boosts Inkling's ink efficiency, ink recovery rate, special gauge fill rate, and movement speed for twenty seconds after respawning.
  • Ninja Squid: Allows Inkling to swim stealthily by not leaving any traces or splashes while swimming. However it slightly decreases their swim speed.
  • Haunt: Allows Inkling to track the opponent that splatted them after respawning.
  • Thermal Ink: Tracks opponents that were hit by Inkling's main weapon.
  • Respawn Punisher: Increases respawn time and special gauge spawn penalty for anyone they splat
  • Ability Doubler: Doubles the effect of other gear abilities.
  • Stealth Jump: Hides Inkling's Super Jump landing point so they can Super Jump more stealthily and safely.
  • Object Shredder: Increases damage Inkling deals to objects that aren't opponents.
  • Drop Roller: Allows Inkling to dodge roll after landing from a Super Jump and the ending of Ink Jet.

  • Bubbler: An invulnerable force field that protects Inkling from all damage. Its effects can also be passed on to other team members.
  • Inkzooka: A strong weapon that shoots a strong twister of ink that can one shot Inklings and even go through walls.
  • Inkstrike: A large missile that Inkling can launch to attack opponents with. It targets the opponent locked on and it creates a large vortex of ink upon impact.
  • Kraken: An invulnerable form that Inkling can transform into to be completely immune to attacks and to swim through enemy ink. It can also do a powerful melee attack that is able to one shot any Inklings in its path.
  • Killer Wail: A weapon that creates a large sound wave to attack opponents, it has a lot of range and can attack through walls.
  • Echolocater: A special that allows Inkling and all their teammates to see their opponents location so they can't hide at all.
  • Bomb Rush: A special that allows Inkling to use a sub weapon rapidly without ink consumption.

  • Tenta Missles: A weapon that allows Inkling to lock onto multiple opponents at once and fire multiple missiles targeting opponents that were locked on by Inkling.
  • Baller: Inkling creates a protective ball that gives them movement to scale walls and move easily through enemy ink. It also can create a huges ink explosion upon the special finishing or when Inkling triggers it to. It also protects Inkling's from enemy attacks but can break if it took too much damage.
  • Bomb Launcher: A special that gives Inkling several premade bombs that they can throw at a rapid pace with no ink consumption needed.
  • Sting Ray: A continuous laser that can attack opponents throw walls and other objects. It also allows Inkling to see their opponents thrown walls even from far distances.
  • Splashdown: A strong attack that launches Inkling into the air and allows them to strike the ground to create a huge ink explosion. It also can grant Inkling invulnerability when going down and can be used in a Super jump.
  • Ink Armor: A special that allows Inkling to create a forcefield of Ink around themselves and their whole team to increase their defense
  • Bubbler Blower: A weapon that allows Inkling to create 3 giant bubbles of ink. They can protect them from attacks and can create powerful explosions if hit by Inkling enough.
  • Inkjet: A weapon that allows Inkling to fly through the air and attack their opponents with powerful ink projectile blasts.
  • Ink Storm: A special that allows Inkling to create an Ink cloud that rains ink, covering a good distance and damaging any opponents underneath it.
  • Ultra Stamp: A large hammer weapon that Inkling can slam repeatedly to move around and splat their opponents. It can also be thrown at opponents at far distances.
  • Booyah Bomb: A weapon that brings Inkling into the air to charge a large glowing ball of ink. It gives them a limited amount of invulnerability while charging it and it can get powered up faster with other teammates shouting "booyah!". When thrown it creates a giant explosion of ink.
  • Rainmaker: A strong weapon used in the Final Boss of Splatoon 2 as well as rainmaker ranked battles. It can create large powerful twisters of ink or big explosions.
  • Princess Cannon: Pearl's custom made Killer Wail that's far more powerful than a normal one and was used against Commander Tartar's NIL Statue to save the world.

  • Splat Bomb: A basic bomb that can be thrown at far distances or rolled across the ground. It explodes after a short period of time
  • Burst Bomb: A bomb that explodes upon impact. It is the weakest bomb but multiple can be thrown at once due to its low ink consumption.
  • Suction Bomb: A bomb that can stick to surfaces and has a bigger explosion that the Splat Bomb but takes a bit longer to explode.
  • Curling Bomb: A bomb that travels strait across the floor leaving an ink trail and bouncing against any walls. It explodes after some time and its ink trail is very good for getting around quickly.
  • Autobomb: A bomb that is able to detect nearby opponents, follow them, and explode when they it reaches them or when its timer runs out. If there's no opponents nearby, it explodes on the spot it was thrown.
  • Inkmine: A bomb that is hidden inside ink once its used. It explodes upon enemy approach or ink and can also place a tracking effect on them for their whole team to see.
  • Toxic Mist: A bomb that releases a mist of poison that heavily slows down an opponents movement and speed and can consume their ink slowly. It also prevents them from recovering ink in the area.
  • Point Sensor: A bomb that explodes into a tracking cloud and anyone who runs into it can be tracked by you and your team.
  • Splash Wall: A wall made of falling Ink that can block paths and protect you from opponents attacks.
  • Squid Beakon: A device that allows Inklings and their teammates to Super Jump to a specific location during a match. Note: Inklings can already do this without the beakon.
  • Sprinkler: A sprinkler that inks a small area over time. It can also stick on the surface of walls.
  • Fizzy Bomb: A bomb that explodes multiple times. It can be shaken to increase the amount of times it explodes and its power.
  • Torpedo: A bomb that transforms into a flying homing missles and caan create multiple explosions upon hitting something.
  • Seeker: A bomb that chases opponents when used. It leaves an Ink trail that can also be used to travel quickly.
  • Disruptor: A bomb that reduces opponents mobility, speed, and ink recovery rate.


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

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Versus Threads


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