Splatoon 3: A little flanking can go a long way in Tower Control ]23(6)-7, Range Blaster] @TigerEars
Splatoon 3: A little flanking can go a long way in Tower Control ]23(6)-7, Range Blaster]  @TigerEars
Uploaded July 2024 | Updated September 2026, 1 day ago
I'm totally ready to battle, don't worry about where I'm looking. My first splat shows how ready I am, using the sponge to get a nice angle on the Tower. We've almost won! Okay, I walk in to the Wellstring's shot, but never mind. They're the only one up, so I'm riding the Tower. I'm off again, lured by the Wellstring and a super-jump marker, and how badly do I fluff my shots. At least the Nautilus drop-rolls in to my blaster. We start to make progress as I run out of ink, and the Clash Blaster appears. That's not much fun, but a squidmate takes the hit, and I go on. I throw a Wave Breaker, hop back on the Tower, and splat the Wellstring nicely.

Our E-litre 4K has another super-jumper covered, and we ride on to the lead, as I hop off again to stop the Flingza Roller. I push forwards and use my Blaster well, splatting the Nautilus and Clash Blaster without seeing them, and a squidmate's Killer Wail completes the Wipeout. We have a short pause, which is nice, then it's back to splatting. I only glance the Nautilus this time, and although I splat the Clash Blaster, their quick firing splats me back. Our presence on the Tower remains a little longer, extending our lead, but we are stopped shot of passing the final checkpoint. We did good!

Flush with confidence, I dash straight in to trouble and get splatted for it, which is what generally happens. I try something different next. With time to spare, I can afford to take a bit of it and head the long way to the Tower. The orange team don't notice, and I splat two off the Tower, and a third super-jumping in, as my squidmates splat their vanguard. That'll do. We start to make progress again, splatting away the first return of the orange team, but my courageous push forward this time just lands me in trouble. Our push continues, stalls, and I sensibly run away from the Flingza Roller on the Tower rather than trust my aim over their rolling. I think I've pushed them back, and I did, but they were just getting a run-up for a well-aimed flick.

I get caught by the Clash Blaster when I return, allowing the orange-controlled Tower to head around the corner again. I could try hitting the flank again, but I think it would be too obvious. No, I'll try. And this time, I get the Wipeout myself, and with only three shots. Nice! We push again, with some peaceful riding to start with, followed by some orange pressure. I linger back, after my previous lunge went badly, but feel I am leaving myself out of the action. I go towards the Tower, and take over from a splatted squidmate, where I too am promptly splatted. It used up some time, at least, and the orange team have a long way to go in thirty seconds.

My squidmates keep the Tower moving forwards for a little longer, even if I don't help with a super-jump that lands me too close to the Clash Blaster for comfort. And the orange team turn the Tower around, with mere seconds remaining. It's time to try the flank again. This time, the Tower isn't so advanced, and it only needs to be cleared and claimed. So that's what I help with, dashing forwards to hop on to the Tower as overtime starts, securing the victory. Woomy!
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Splatoon 3: A little flanking can go a long way in Tower Control ]23(6)-7, Range Blaster]

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