Splatoon 3: Panic with the Rainmaker [21(7)-4, Custom Wellstring V]
I'm continuing my Wellstring Odyssey, and don't do too badly getting a neat double-splat to start the battle, even if my back is turned to a third inkling. We're a little on the back foot, or so it seems. A bit of defensive shooting has the green team occupied while squidmates dash across the Pump Track to take the lead, and hit the first checkpoint. I linger back a bit, hoping to support the push, but all the inklings just run away from me. At least I stop the Rainmaker when it starts to come back, and I hold our turf fairly well.
The Rainmaker is dropped again, and with some free turf I move up. A squidmate grabs it and makes another push, which I try to support from behind again, but I really haven't got the hang of the range of the Wellstring yet, most shots dropping short. I stick around to get another splat, but the Rainmaker is heading in the other direction. I track back and apply some pressure, which stops the Rainmaker briefly. The battle continues on the green team's ledge, and with the Rainmaker there our progress looks paused. But I remember how to get to it.
I get to our ink rail and jump across to the Rainmaker before it resets. It's not much of a benefit, as I have to drop off the rail as the green pressure builds, and head back past where the Rainmaker would reset to. But at least the impasse has been broken, even as a Hammer cracks my squishy head. I return to recover some turf, only for squidmates with the Rainmaker to surge away again, which is good, but I have to catch up. I rush around the corner, and try not to get in our E-litre 4K's way, so rush forwards inadvisedly, where maybe I make a minor difference. Either way, I get splatted again.
My squidmates keep the push going, and almost make it to the podium. A super-jump back looks like a bad idea, and not entirely possible as everyone is splatted before I can do so. I have a hunch, though, and head along the ink rail to the ledge again. Sure enough, the green team head that way, and their predictability bags us a Wipeout and easy access to a dropped Rainmaker. I get confused by the different layout of the Pump Track, not seeing the block I used to climb, and not remembering quickly enough that I can jump from the sealed checkpoint to the shortcut. Oops! Still, I get quite far without green team interference going the long way, and run down the clock a little.
I super-jump back to the action, surprised that I land safely, and lose track of things. It's not a problem, and I just create a bit of a distraction behind the lines before catching up. We end the battle protecting the Rainmaker in the central turf, neatly securing the victory, if not the dunk that was mildly possible. Woomy!
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