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Inkling

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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 Range 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), Immortality (Type 3 and 4. 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), limited Physics Manipulation (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)
Flight (With Inkjet), Explosion Manipulation (With Splat Bombs, Burst Bombs, Suction Bombs, Curling Bombs, Ink Mine, Seeker, Torpedo, Fizzy Bombs, Point Sensor, Autobombs, Inkzooka, Bubble Blower, Splashdown, Inkjet, Inkstrike, Tenta Missles, Baller, Booyah Bomb, Ultra Stamp, and the Rainmaker), Sound Manipulation (With Killer Wail and the Princess Cannon), Intangibility (With Killer Wail and Sting Ray), Forcefield Creation (With the Rainmaker, Bubbler, Baller, Splashdown, Booyah Bomb, and Ink Armor), Transformation (With the Kraken), Invulnerability (With the Kraken and Splashdown), Power Bestowal (With Bubbler and Ink Armor), Extrasensory Perception (With the Echolocator, Ink Mine, and Point Sensor), Statistics Reduction & Poison Manipulation (With Disruptor and Toxic Mist, which reduces speed and ink usage), Homing Attack (With Seeker, Autobombs, Torpedo, Inkstrike, and Tenta Missles), Statistics Amplification (Ink Armor and Booyah Bomb can boost Inklings defense), Weather Manipulation (With Inkstorm), Energy Projection & Empowerment (With the Booyah Bomb, which gets powered up by the Booyahs of you and other Inklings), Teleportation (The Rainmaker can teleport itself back to a specific spot)
Ink Manipulation (With Ink Recovery Up, Inklings can recover their ink faster. With Ink Saver Main and Sub, Inklings consume less ink from their attacks), Multipliers (with ability doubler which doubles to effect of a sub ability, Can also stack several of the same Main and sub abilities to power up the affect of an ability), Damage Boost (Object Shredder boosts damage against objects), Statistics Amplification (Main Power Up and Damage Up can increase Inkling's attack power. Defense Up can increase Inklings Defense. With Comeback, Inklings respawn with faster run and swim speed, less ink consumption for both main and sub weapons, a faster special weapon charge, and faster ink recovery for 20 seconds. Last Ditch Effort makes Inklings Respawn faster, recover ink faster, and consume less ink for their main and sub weapons in the last 30 seconds of a battle. With Opening Gambit, Inklings have their swim and run speed boosted for the first 30 seconds of battle and adds another 7.5 seconds to the effect for each splat they get), Extrasensory Perception (With Haunt, Inklings can track down and see the location of who splatted them. Thermal Ink let's Inklings see the location of whoever they hit even though walls so they can't hide. Recon lets Inklings see the location of their opponent at their spawn point), limited Resistance to Explosion Manipulation (Bomb Sniffer and Bomb Defense Up DX can reduce damage done from indirect splashes from Bombs and Special Weapons), limited Resistance to Extrasensory Perception (The Cold Blooded affect on Bomb Defense Up DX can stop the tracking affects of Point Sensors, Ink Mines, Thermal Ink, Haunt, and the Sting Ray that other Inklings can use)
Corruption (Sanitized Ink can corrupt Inkling's and Octolings to just want to kill and destroy), Death Manipulation (When an opponent becomes fully sanitized they lose all their vital signs of life and become undead as stated by Marina), Mind Manipulation (Sanitized Opponents can have their minds manipulated to do specific things such as destroy or kill a specific person, they also lose all sense of feeling and emotion), Biological Manipulation (Sanitizing an opponent can change their colors fully), Power Bestowal (Partially Sanitized Rider's limiters were removed when corrupted so he can use infinite special attacks as well as Partially Sanitized Agent 3), Regeneration (Low Godly. Sanitized Octolings in Girl Power Station can regenerate multiple times from just a soul in girl power station without a spawn point), Data Manipulation (Sanitized Ink can manipulate the screens of Inkopolis to show the Kamambo Corporation logo)

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.

  • An inkling using a bubbler and passing the effect on to their team as well

    An inkling using a bubbler and passing the effect on to their team as well

  • An Inkling using the Inkzooka in Splatoon

    An Inkling using the Inkzooka in Splatoon

  • An Inkling using the Inkstrike

    An Inkling using the Inkstrike

  • An inkling attacking as the Kraken

    An inkling attacking as the Kraken

  • An Inkling using a Killer Wail

    An Inkling using a Killer Wail

  • An Inkling being able to track opponents with Echolocater

    An Inkling being able to track opponents with Echolocater

  • An Inkling using bomb rush with Burst Bombs and then with Splat Bombs.

    An Inkling using bomb rush with Burst Bombs and then with Splat Bombs.

  • An Inkling using Tenta Missles

    An Inkling using Tenta Missles

  • An Inkling using Baller

    An Inkling using Baller

  • An Inkling using Bomb Launcher

    An Inkling using Bomb Launcher

  • An Inkling using the Stingray

    An Inkling using the Stingray

  • An Inkling using Splashdown

    An Inkling using Splashdown

  • An Inkling using the Bubble Blower

    An Inkling using the Bubble Blower

  • An Inkling using the Inkjet

    An Inkling using the Inkjet

  • An Inkling using Inkstorm

    An Inkling using Inkstorm

  • An Inkling using the Ultra Stamp

    An Inkling using the Ultra Stamp

  • An Inkling using Booyah Bomb

    An Inkling using Booyah Bomb

  • An Inkling using the Rainmaker

    An Inkling using the Rainmaker

  • Pearl using her Princess Cannon in a Turf War

    Pearl using her Princess Cannon in a Turf War

    • 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.

  • An Inkling throwing a Splat Bomb

    An Inkling throwing a Splat Bomb

  • An Inkling throwing a Burst Bomb

    An Inkling throwing a Burst Bomb

  • A Suction Bomb that was thrown and attached to a wall

    A Suction Bomb that was thrown and attached to a wall

  • An Inkling throwing a Curling Bomb

    An Inkling throwing a Curling Bomb

  • An Autobomb thrown by an inkling

    An Autobomb thrown by an inkling

  • An Inkmine deployed by an Inkling

    An Inkmine deployed by an Inkling

  • The toxic mist left by Toxic Mist's explosion

    The toxic mist left by Toxic Mist's explosion

  • An Inkling throwing a Point Sensor

    An Inkling throwing a Point Sensor

  • An Inkling standing behind a Splash Wall

    An Inkling standing behind a Splash Wall

  • An Inkling deploying multiple Squid Beakons

    An Inkling deploying multiple Squid Beakons

  • A Sprinkler spreading ink

    A Sprinkler spreading ink

  • Inklings and an Octoling shaking a Fizzy Bomb

    Inklings and an Octoling shaking a Fizzy Bomb

  • A torpedo chasing an Inkling

    A torpedo chasing an Inkling

  • An Inkling throwing a Seeker

    An Inkling throwing a Seeker

  • The explosion caused by Disruptor

    The explosion caused by Disruptor

    • 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

    None.

    None.

    None.