#bamboozler 14 mk ii
Explore tagged Tumblr posts
Note
Since the musical classic Shellendorf has now been out for about a decade, I have a request for a weapon spotlight: The Bamboozeler! I’d love to learn about the history of it and its strategies.
Ask and you shall receive!
Weapon Spotlight: Bamboozler 14 Mk I and Bamboozler 14 Mk II
That's right: for the anniversary of Shellendorf: the Musical, we're covering two kits in one! The Bamboozler is a unique and versatile charger weapon with a design that's held up for over 100 years! The model we sell today remains as faithful to what you'd see back in the days of the Great Turf War as possible while still remaining within the Turf War Association's guidelines.
About a year into the Great Turf War, the Octarian army secured much of Inkadia's resources to build their Great Octoweapons, an impressive series of technological advancements whose details I'll save for another post ;), leaving Inklings practically defenseless. Desperate to secure a victory, the Inkadian government drafted countless Inklings, but there weren't enough materials to properly arm them. Back then, sardinium was the main component of Inkling weaponry and artillery, and at that point, the Octarians controlled all the Sardinium mines.
That is until none other than my grandpappy, Ammoses Shellendorf (pictured on the far left in the photo above), came up with the idea to use Inkadia's wide stretches of bamboo forests to the squids' advantage, and he designed a rudimentary, but flexible weapon that any sea creature could easily make with just a little bamboo!
With Grandpappy's ingenuity, Cap'n Craig Cuttlefish's leadership, and a stroke of luck, the Squidbeak Splatoon and the rest of the Inkling militia was able to outnumber and out-tentacle the Octarian army, claiming Inkadia for the Inklings and their allies! Shellendorf goes into more detail about the events leading up to the invention of the Bamboozler, all backed up by Grandpappy's notes from the war (though the dance numbers are a creative liberty, I'll admit!)
And did you know that the Bamboozler, in addition to being the weapon that saved the Squidbeak Splatoon, was the first and most popular weapon that Ammoses sold when he first founded Ammo Knights? The squids of early Inkopolis were greatly inspired by Cap'n Cuttlefish's heroics on the battlefield, so naturally, the weapon he and the rest of the Squidbeak Splatoon used were the coolest thing on the market.
Nowadays, the Bamboozler remains a mainstay in the Ammo Knights lineup, and for good reason, too! There's no charger quite like it (except for maybe the Classic Squiffer, but we'll save that for another spotlight post) as its comparitively weaker damage output and inability to store charges or pierce opponents is made up for with an incredible charge rate, mobility, and paint output for a charger. It's not the easiest weapon to pick up in modern day Turf War games, but those who can master it can dominate a match as the weapon lends well to creating devastating combos with its consistent range no matter how long you spend charging it (which is almost no time at all!) Whether you're on the offensive, sneaking and sniping, or supporting your team, the Bamboozler can handle any situation!
Like I said at the beginning of the post, we'll be going over two Bamboozler kits: the 14 Mk I and the 14 Mk II. The Mk I comes with Autobombs and Killer Wail 5.1. The Autobomb is a sub weapon that focuses on displacement: if your opponent can't outrun it, they get splatted or take enough damage for you to splat with your main weapon, and even if they do, you can easily chase them out of hiding! And with the Killer Wail 5.1, you can amass even more chip damage and combo potential and chase opponents away from the objective!
The Mk II, meanwhile, comes with a kit that focuses more on ink coverage with Fizzy Bombs and Super Chumps. With a Fizzy Bomb, you can create a reliable ink trail for movement, and if you take the time to shake it before throwing, you can cause a chain of explosions that can easily catch opponents off guard! You have the lethality and chip damage the Autobomb provides, but even more so. And the Super Chumps special is also pretty handy as it makes many bursts of ink and covers a lot of turf, and anyone caught in the explosions will find themselves vulnerable to—you guessed it—a combo with the Bamboozler!
It takes a good bit of skill to bring out the Bamboozler's full potential, but when you do, you can turn a match into a warzone and show your opponents exactly why this weapon has survived the test of time!
Pro tip: Just about any combination of shots from a Bamboozler can splat an opponent, whether it be two partial shots, a fully charged shot and a tap shot, a charged shot and a sub weapon's splash damage, or one of your shots with one of someone else's. Use whatever opportunity works best in the current fight!
Feel free to suggest more weapon kits for us to showcase!
#weapon spotlight#sheldon says#ammo knights official#great turf war#ammoses shellendorf#capn cuttlefish#bamboozler 14 mk I#bamboozler 14 mk II#shellendorf musical#sheldon splatoon#sheldon shellendorf#splatoon#splatoon 3#splatoon irl#splatoon rp#unreality
7 notes
·
View notes
Text
Bamboozler 14 Mk II (Splatoon 3)
3 notes
·
View notes
Text
My love of the fizzy bomb has been reignited. Thanks Bamboozler Mk II!
0 notes
Text
The Bamboozler 14 Mk II is an updated model of the Bamboozler 14 Mk I, with original decals and fresh colors. Limit the opponents' mobility with the Fizzy Bomb sub weapon and the Super Chump special.
118 notes
·
View notes
Text
Are y'all ready for some more kits? Because two more just got revealed:
The Bamboozler 14 Mk II comes bundled with Fizzy Bomb and Super Chump, giving you a ton of sources of chip damage that turn the shots of the main gun terrifyingly lethal. Meanwhile, the Recycled Brella 24 Mk II has Toxic Mist and Triple Splashdown, lending it multiple means with which to restrict your opponent's movements before going for the kill.
59 notes
·
View notes
Text
Bamboozler 14 Mk I & Bamboozler 14 Mk II [Splatoon 3]
24 notes
·
View notes
Text
Guys, new idea dropped! What if Rain Code characters played Splatoon? Not gonna do everyone this time, only a few (the MDA + most Peacekeepers and Makoto)
So, what weapon I think they would use :
Yakou : Ah shooter, because it's a classic, and I think Yakou would be into classics. Now, especially the Splattershot, because it's pretty balanced, the sticky bomb is nice, and I can see him being happy and shooting something like "Hell yeah!" everytime his trizooka is ready and he uses it
Halara : A charger because of the way they aim pretty damn well with their coin. And especially the Bamboozler 14 Mk I, because it's fucking overpowered?? The charge speed is fire, the range is great and mobility is great too! Given how fast Halara is in Rain Code, I don't think they'd like to have slow chargers with bad mobility. Now, you'll tell me "Oh but what about the Bamboozler Mk II?" well... I honestly the autobomb and killer wail of Mk1 would please Halara more because the autobomb is kinda sneaky, and the killer wail is almost unescapable, just like Halara themselves. Although I think Halara's favourite special would be the tenta missiles. Buuut, can't have everything, you know? Ok, worse case scenario, Halara would take the Goo Tuber instead of Bamboozler 14 Mk1
Yuma : A Brush because of the solution blade (why not a splatana? You'll see). At first I was hesitating between the Painbrush and Octobrush Nouveau... But I think the Painbrush's handling is too crap. As for why an Octobrush... I just think they are better than the Inkbrushes. Because they have slightly better range for only slightly worse handling and ink speed. Soo... As for why the Octobrush Nouveau precisely... I don't know how to explain it, but I feel like the special and the sub are better for Yuma? Like, I think it would suit his playstyle better? Idk how to explain it
Desuhiko : A Roller... I don't know. It screams Desuhiko to me. But not a Dynamo Roller, because they have the worse Ink Speed and handling, and I feel like Desuhiko playstyle is just random. The man just wants to have fun. But it's not fun if your weapon is slow as duck. I think he'd have a Carbon Roller Deco, because I feel that's the one which would offer the must fun thanks to the sub and special
Vivia : I have no real idea... Maybe a Slosher or a Brella? More likely a Brella? I don't know
Fubuki : A Blaster. Because she's an adventurer and all, but everyone would think she'd take something cuter or something, but turns out she likes big weapons which goes BOOM. (Maybe dualies or stringers as a second choice though). Now... Which one? I have no idea. So I'll just say which one I think she could like, and why : S-BLAST '91, it's pretty, the burst bombs are fun and it's great to have all the team cheering with you for the Booyah Bomb. Luna Blaster, it's cute and the Zipcaster makes her feel like a super-hero and she likes that. Same idea for the Luna Blaster Neo, the Ultra Stamp is very fun. And maybe the S-BLAST '92 because I feel like she would be amazed by the sprinkler and the reefslider?
Seth : I have no explanation. When I think about Seth, I think about a Slosher. Especially a Blobber. And I think like he would love the Blobber Deco over the regular Blobber, because KRAKEN ROYALE!! I think Seth would love the Kraken Royale. And, somehow, the Angle Shooter makes sense for him I think? Like, knowing where his opponents are would be in character for him I think?
Martina : The Brella, of c- WRONG! Give my lady a fucking charger! I think she would like a Snipewriter, because it has a great range and a very decent Mobility. However, I can't chose between the Snipewriter 5H, or the Snipewriter 5B... Or wait... Maybe a Stringer? But I see her with a charger more than a stringer... Hmm
Yomi : Was hesitating between a Blaster or a Splatling... But since I already gave Fubuki a Blaster, let's say I give the Splatling to Yomi. SO, I was hesitating between... Well, most of them actually, but I think I'll go with the Mini Splatling, because it has an Ultra Stamp, and I'm sure Yomi would love to literally crush his enemies to death. So yeah.
Guillaume : Dark Tetra Dualies (because those are literally the best weapons, I don't want to hear anything else)... No but really, the range is pretty neat, the mobility is awesome, and the damage... You can compensate if you manage to corner/surprise the enemy. + I think she'd like to have the autobombs because they are kinda sneaky, and of course she would like the reefslide! I mean, just look at her!
Aide : I don't know why, but a Shooter. And I feel like the .52 Gal would be best for him. I wanted one with great damage and good fire rate... None was good enough. It was either great damage but shit fire rate, or balanced range-damage-fire rate. And I didn't want that. I hesitated with the .96 Gals, but the fire rate was a bit lower than the .52. So 52 it is! As for which one... The regular .52 Gal. Because it has the killer wail and once again, the killer wail is hard to escape, so...
Makoto : Splatana... Because Makoto had to have a similar yet different weapon from Yuma + I feel like it suits him better than a brush. Now, I think he would have a Wiper because it has a better handling than the other splatanas, and I think Makoto woul prefer a good handling over the other stats. And I feel like the regular Splatana Wiper would suit him better than the Wiper Deco, because... Look at me and dare say to me that the Ultra Stamp isn't the most Makoto thing? Plus I feel like he would find the Torpedo more useful than the Squid Beakon (although squid beakon could symbolise him only counting on himself etc etc)... Either way, a splatana wiper (regular one first I think)
20 notes
·
View notes
Text
Thoughts on sizzle season 2024 weapons after getting them to 3 star freshness:
Wellstring V: it took a little to learn how to play it, but once I figured that out, boy, it was fun. It also paints a whole lot, though all the bows do, so it was kind of a given.
Mint Decavitator: it's pretty fun, though I'm still having a bit of trouble with the dash range. I also think the other kit will be better.
Custom Hydra Splatling: Hydra itself is already in a pretty rough spot, and this kit doesn't really help it too much. It's very defensive, so unless your team-mates step up you'll be o defence the whole game. Lucky for me I always got matched with at least one person who died no less than ten times.
Custom Range Blaster: it's very fun, but also VERY hit-or-miss. The highs are mountains, and the lows are trenches.
Bamboozler 14 Mk II: Bamboo is fun. Clam Blitz in Anarchy Open is not.
Custom Douser Dualies FF: I never really cared much for the Dousers, and I can't say these ones strike a chord with me either. I may give them a go during splatfest though, as they paint well.
Recycled Brella 24 Mk II: this weapon is just sad, really. It trades the shield strength for shot strength but it doesn't have enough range to actually fight. I would say this is the better kit for what it needs to do, but it REALLY wanted a bomb over Mist. Maybe if bamboo got torp so this could have fizzy. Oh well. 3rd kit or next game needs to save this weapon.
Custom Wellstring V: I think I can safely say I enjoy this weapon. I do prefer the other kit though, the Bomb is nice and wave can often feel like such a nothing special. All in all, it feels quite similar to explo, which is one of my personal favourites.
Charcoal Decavitator: First two stars were enjoyable, the last was not. I think I just lost my footing, but I really didn't like playing this because of that last stretch.
Heavy Edit Splatling Nouveau: Heavy Edit is insanely fun, I have no idea why I never really gave it a second thought until the end of last season. That said, I'll probably pick this one because it doesn't have the responsibility of cooler.
#splatoon#splatoon 3#this marks the 3rd(? maaaaaybe 4th) tume i have gotten all weapons to 3 stars#now i can start grinding x battle#gonna shoot for all modes above 2100 wish me luck
3 notes
·
View notes
Text
SplatoonNA:
The Bamboozler 14 Mk II is an updated model of the Bamboozler 14 Mk I, with original decals and fresh colors. Limit the opponents' mobility with the Fizzy Bomb sub weapon and the Super Chump special.
SplatoonJP:
これは「14式竹筒銃・乙」。
14式竹筒銃・甲にオリジナルのデカールを施し、ボディのカラーも若々しくチェンジしたモデルだ。
サブウェポンの「タンサンボム」やスペシャルウェポンの「���コイチラシ」で相手の足元をとり、メインウェポンで素早く追撃しよう。
Next
3 notes
·
View notes
Text
My problems with the S-BLAST
This post is going to compile a lot of things I've had on my mind about the S-BLAST, and seeing as a new and really powerful kit is going to come out next season, (the S-BLAST '91 with burst bombs and the booyah bomb) this weapons going to be more relevant than ever.
The first minor thing I'd like to point out is a really really small problem. I had previously predicted that the S-BLAST '92, would get a second kit along the lines of "S-BLAST '92 Deco" or more likely something more unique like "Retro S-BLAST '92". I had also assumed that the Snipewriter 5H's second kit would be called "Snipewriter 5H Nouveau".
This is because every main weapon has an associated splashtag title part, but all weapon kits under the same main weapon share the same title part. Splattershot and Tentatek Splattershot players both use the "Splattershot User" title part and N-ZAP '85 and N-ZAP '89 players have "N-ZAP User". Only the part of the name that's shared between the two kits is used in the title part, so the title part can apply to users of both weapons. This also applies to weapons with unreleased kits! The Nautilus 47 and Bamboozler 14 Mk I are currently the only weapons by that name in Splatoon 3, yet their respective title parts are "Nautilus User" and "Bamboozler 14 User" because the Nautilus 79 and Bamboozler 14 Mk II, while both not referenced in Splatoon 3, internally or externally, are sure to come soon.
The problem is that in the updates that released the S-BLAST '92 and Snipewriter 5H, the title parts "S-BLAST '92 User" and "Snipewriter 5H User" were also released, leading me and many others to believe that their second kits would have unqiue names, and instead have names similar to the examples I gave in paragraph 2. Now that we know that these kits will be called the S-BLAST '91 and Snipewriter 5H, I really hope that Nintendo realises this and changes the names of the title parts.
All that text for a problem I said was really really small... Anways! On to my actually relevant and possibly controversial thoughts on the S-BLAST.
The Most Incongruous Design in all of Splatoon:
First off: A quick explanation of what the S-BLAST is. The S-Blast is a Blaster, obviously... It's one of few main weapons, and the first Blaster in Splatoon to exhibit 2 firing modes. It's first firing mode is short-range with a massive explosion, statistically similar to the Luna Blaster, and the second firing mode is long-range with a tiny explosion, similar to the Range Blaster.
One firing mode is activated while grounded, the other is activated while airborne. I won't tell you which is which just yet, because part of the problem with the S-BLAST is that it isn't obvious which firing mode is activated in which position.
Lets look at 2 other Splatoon weapons and a concept I've previously come up with, all of which feature multiple firing modes, to try and understand why the S-BLAST's design is inferior.
The Splat Roller's horizontal and vertical flicks are very easy to understand. The most natural motion when holding a Splat Roller would be it's namesake; holding it flat to the ground and rolling it. The most natural movement between holding a Splat Roller by your side and holding it to the ground is flicking it horizontally, so it makes sense that the horizontal flick would be the Splat Rollers firing mode while Grounded. The Splat Roller's vertical flick, while not a natural movement for a human being when obeying the laws of physics, it's an extremely common form of attack in fiction and specifically in video-games. if you play any fighting game, especially Super Smash Bros., if you play a character that primarily uses a sword (or other long weapon like a bat or axe) and attack in mid-air, they'll do an overhead swing. This kind of attack is incredibly common in video-games, so it makes thematic sense for the Splat Roller to do an overhead swing while in the air, the vertical flick.
The Squeezer is a champagne bottle. Look up a video of a champagne bottle popping; the first moment is a high power pop that send the cork and champagne flying, and after that is a steady stream of fizzing champagne. Using the Squeezer, when you hold down the ZR trigger you get a single long-range, high damage bullet, followed by a steady stream of low-range, low power bullets that land in a wide spread. This mirrors the popping of a champagne bottle 1:1, it's probably the most perfect design a Splatoon weapon can ever get! If you're familiar with the design inspiration of the Squeezer, it would come naturally to you that you'd need to tap the trigger repeatedly to get a consistent string of "pops" and that you'd need to hold the trigger to get a steady stream of bullets.
Finally, we have my own concept, a Sub weapon called the Sensor Bomb. The short unspecific explanation is, if you press R while in Swim Form, the Sensor Bomb gets deployed under your ink like an Ink Mine. If you press R while in Kid Form, the Sensor Bomb is thrown and explodes like a Point Sensor. What I think is neat about this design is that the Sensor Bomb behaves exactly how you'd expect it to. If you're under the ink, it gets placed under the ink. All other bombs and most other Sub weapons get thrown, so when you're in Kid Form with access to your arms, the Sensor Bomb also gets thrown.
Do you see a pattern with these examples? You don't really need to know the intricacies of each of these weapons to understand their firing modes. If all you're given is an image of the weapon, the 2 firing-modes and the 2 ways these firing modes are activated without knowing which activation method is for which mode, you'd be able to connect the dots without fail. The same can't be said for the S-BLAST. The S-BLAST's long-range firing mode is activated while grounded and the short-range firing mode is activated while airborne. You can make wishy-washy arguments explaining why this is the way that it is, but the reality is that you can just swap these 2 firing modes and make another argument with just as much strength behind it.
Why is the S-BLAST the way that it is?
We obviously don't know the process Nintendo used to design the S-BLAST, Nintendo is probably the least transparent game developer out there. But, I can offer an educated guess.
The S-BLAST is given it's name and appearance by the Super Scope, a successor the the N-ZAPs Nintendo Zapper that was a huge failure.
The Super Scope doesn't immediately and obviously lend itself to being translated into a weapon with multiple firing modes, but there are 2 avenues you could go down:
First, unlike the Nintendo Zapper, the Super Scope had multiple buttons. Of course, only one of these buttons would actually fire a shot, and the rest of the buttons would either pause the game, turn off the Super Scope or have a completely different effect depending on the game you were playing. This obviously doesn't give a coherent explanation as to why the S-BLAST has 2 firing modes. The S-BLASTs second firing mode could have been an arced projectile like the Explosher and it would've had just as much justification through what I'm calling the "Multiple Buttons Explanation". If this was really the primary thought process Nintendo went through, I'd be very disappointed.
Second is the explanation that I think is much more likely. The Super Scope has a scope! You could use the Super Scope with or without its Scope. Nintendo obviously advertised it as a scoped gun but people could just as easily use it unscoped so the 2 firing modes could be a reference to the 2 ways people used the Super Scope.
I believe this explanation is the case, but there are still a few problems with it.
How are people supposed to figure this out and apply this to the S-BLASTs firing modes?
The S-BLASTs model has the scope in it. The design of the weapon and the multiple firing modes would kind of make sense if you could use the scope in gameplay.
Why does jumping equate to an unscoped shot? People wouldn't jump around with the Super Scope, they'd be sitting or standing still regardless of how they used it.
If you go through this thought process in your head, sure, the S-BLASTs 2 firing modes makes some sort of sense. But it certainly isn't a good design. Imagine if the base Splat Charger had a scope and it wasn't used in gameplay. That would be insane.
One last problem I have is that the S-BLAST associates jumping and fast movement with the short range blasters, and stationary grounded play with the long range blasters, but this isn't true either! Range and Rapid Blasters jump around just as much as Luna and Clash blasters, and the S-BLAST sends the wrong message as to how Blasters should be played. Like the Splat Charger analogy, imagine if the Ballpoint Splatlings main firing mode was it's short range, inaccurate mode. All other Splatlings prioritise range over bullet spread, it would be insane if the Ballpoint Splatlings design tried to convey some other message.
What would I have done differently?
Personally, I think it's a crime to have a weapon designed after the Super Scope not use a scope in gameplay. I've thought the idea of scoped weapons should've been expanded to non-charger weapons a long time ago, and it's really frustrating that Nintendo missed such an obvious opportunity.
Like the other scoped weapons in Splatoon, the scope would slowly come into focus, but I don't think it's fair to lock the S-BLASTs long range shots behind a long start-up time. The way I see it working is that you'd hold down the ZR button, after 15 frames of start-up lag you'd fire a shot. If you keep holding down the ZR button, the screen would fade into a scope, your movement would slowed and you'd be able to continuously fire more shots. Scoped shots would have slightly more range (around 1-2 units) but would otherwise be identical to the unscoped shot.
The way you'd fire the short-range shots would be simple. Just quickly tap the ZR button. Video-games are capable of telling apart tapped and held inputs people, it's not that hard.
You could argue that this means that my new S-BLAST has 3 firing modes, (guess what, the S-BLAST had more than 2 buttons :P) but I don't consider an extra unit of range to be different enough. Do you consider the Rapid Blaster/ Splat Charger/ E-liter 4K to have a different projectile to the Rapid Blaster Pro/ Splatterscope/ E-liter 4K Scope?
I also believe that this change makes a lot more sense gameplay-wise to compliment the S-BLASTs design. The scope actually gets used and it's clear which firing mode is associated with which input. Like all other scoped weapons, you have to hold down the trigger for your long-range scoped shots. Otherwise, you have to tap the trigger for your more powerful short-range shots.
~
So, what are your thoughts on all of this? I know a lot of people love the S-BLAST the way that it is, and a lot of people don't really care about it. But the S-BLASTs design really bugs me and I have no idea if my opinions are controversial or not.
1 note
·
View note
Text
Bamboozler 14 Mk II (Splatoon 3)
3 notes
·
View notes
Text
Splatband Members’ Weapons of Choice
Callie: Roller Main. Hero Roller for agentwork and uses a Carbon Roller Deco in battle as of 2.
Marie:Charger Main. Uses Hero Charger for agentwork and an E-Liter 4k in battle as of 2
Ichiya: Shooter main. His Old Reliable is a now-retired Wasabi Splattershot. Now mainly uses the og Splattershot and the N-Zap ‘89
Namida: Carbon Roller and Inkbrush, both from like day 1. Also has a Tentatek Splattershot and a Squeezer
Ikkan: Shooters and chargers. Berry Splattershot Pro during 1, the Forge during 2. Has used the Bamboozler 14 MK II since he’s gotten his hands on it as well.
Noiji: Splatling + Blaster main. Mainly uses the Heavy Splatling Remix and the Clash Blaster Neo
Pearl: Dualie main. Enperry all the way.
Marina: Has an octoshot and Octobrush, but mains Brellas.
Kage: Kind of a weapon hoarder, also a shooter main. The .96 Gal, N-zap-85, Jet Squelcher, Clear Dapple Dualies are all in his possession. Also uses the *gag* H-3 (cherry?) Nozzlenose *gag*!!!
Ryan: Sploosh-O-Matic 7, Grim range blaster, and a Tri-Slosher - all of which have a few stickers on them. Maybe she’d have a Brella? I think she’d be able to use most weapons decently. Or at least she’d think that and end up buying whatever looks cute lol.
Mizole: Rapid Blaster Pro and the Bloblobber
Yoko: Doesn’t really partake in Turf Wars, wasn’t ever super into it... but she does have an old Splattershot Jr and a gifted Aerospray RG, so perhaps she could return to the battlefield.
Bibi: Brella Main- goes for the Sorella and/or Kensa Undercovers
Warabi: Dualie Main, Light Tetra Dualies’ strongest soldier. Also has a sloshing machine and Kensa Octobrush.
Paul: Cannot participate yet, but is excitedly saving up for the freshest of weapons... thinks the Goo Tuber is rlly cool…
Dedf1sh: Octoshot and uh used or would have used a Dynamo roller.
11 notes
·
View notes
Photo
New OC Alert!
--
Name: “Genesis” Age: 16 Ex(?) Octarian Soldier Main Weapon: Bamboozler 14 Mk I and II Personality: Genesis’s Personality is a little Night and Day; she was praised as one of the top soldiers in her Commander’s Unit, follows orders and succeeds in her missions...But deep down, she has a sense of chaos and rebellion, just wanting to run wild for a night and do whatever she wants. She can have a bit of a snarky humor, but is just playing around and is happy to meet new people! Current Story: After intensive research on Inkling culture, language, etc, she came to the surface like many other Octolings to join Inklings and search for their new start. She’s fiercely competitive and enjoys the thrill of a fun battle, and has since sought out Ranked and League Battles to quench her thirst for competition!
Fun Facts: -Zeke was her commander back in the day! He eventually ran into her on the surface and could not forget one with such a powerful track record. -She doesn’t quite have the mistrust of Inklings Zeke does, but she still keeps herself alert in case. If anything, she wants to challenge them to battles! -Genesis loves the range and the mobility of the Bamboozlers; the best of both worlds, in her eyes. -One of her weaknesses is that she struggles to balance her orderly and chaotic natures, causing her to be a bit clumsy dealing with things at times... -She’s found a certain Octoling after so long...but does he remember her?
#Splatoon#Octoling#Splat Bios#Art by Sky#GASP A NEW OC??? IN MY SKYPLAYSSPLATOON?? ITS MORE LIKELY THAN YOU THINK#Genesis
39 notes
·
View notes
Note
The “14” in the Bamboozler 14 Mk I/II/III stands for the number of full charges it can fire before running out of ink.
holy shit....
7 notes
·
View notes
Text
Information sheet #1
Name: Atarime Cuttlefish Age: 14 Birth date: January 26 Gender: Female (she / her) Orientation: [Unknown] Language: Inkling and Octoling Occupation: Captain of the Squidbeak Splatoon and Professional in Grizzco industries Eye color: Gold with a star in the Center Hair color: White Personality: Fun, Friendly, Determined and Reliable Likes: Her friends, Crabby Cakes, Judd and Lil Judd, the music of Chirpy Chips, rapping, The splatfest and The turf wars Dislikes: James, the ink mines, the salmon and the blenders Weapon: Bamboozler 14 Mk II Secondary Weapons: Ballpoint Splatling, Splash-o-Matic, Aerosplay RG. Special Weapon: Inkjet
3 notes
·
View notes
Text
in honor of splatoon 2
sisko: .96 gal deco kasidy: l-3 nozzlenose jake: inkbrush nouveau kira: wasabi splattershot jadzia: nzap 83 ezri: aerospray pg odo: slosher deco miles: tempered dynamo roller julian: luna blaster neo garak: bamboozler 14 mk ii worf: heavy splatling deco keiko: forge splattershot pro quark: zink mini splatling rom: sloshing machine nog: carbon roller deco ziyal: octobrush
and dukat doesn't get to play because he hacks
weyoun doesn't get to play either because he a.) doesn't understand what video games are, b.) always wastes time inking the walls because he likes putting the colors everywhere
most likely to booyah: jadzia, julian, ezri, kasidy
most likely to squidbag: jadzia, julian, quark, keiko very artfully like she does a figure 8 while doing it, sisko after getting anyone in his family + either dax, garak only after splatting julian
most likely to become the squidbagging police: odo, nog, worf
most likely to start a squid party: rom
9 notes
·
View notes