Splatoon 3: Finding the water in Bluefin Depot Splat Zones [13(1)-4, Custom Wellstring V] @TigerEars
Splatoon 3: Finding the water in Bluefin Depot Splat Zones [13(1)-4, Custom Wellstring V]  @TigerEars
Uploaded June 2024 | Updated September 2026, 1 hour ago
Two Wellstrings on both sides. Maybe it's a little too popular at the moment. But at least watching others battle with in lets me get an idea of what to do myself. Like, for example, where to stand on Bluefin Depot, where the ramp can just about hit the other ramp. You just have to not fall off. But I make the most of it, particularly as we have the Splat Zones captured, and it's initially tough to displace us. When a couple of inklings fall, I decide to reset my position. That would work better if I knew just how big the gap over the water was, which I clearly didn't.

Somehow, we lose control of the Splat Zones. I help to recover them, which is good, and I'm back in my position. The other thing about sticking to the ramp is to watch your flank. I do that initially, stopping another Wellstring from causing problems (and I watch them throw their Wave Breaker in the water), and I do well to move away from trouble, right until I notice the Splat Bomb late and can't run away. So it goes.

I return to pink Splat Zones and a lucky splat, and help recover the Splat Zones again. I drop down from the perch to threaten one of the Wellstrings, which goes well, and I rain ink down on whoever is hiding behind the wall, and catch the Bloblobber coming for me. It's been a good passage of play, which I then make a mockery of by showing I have no idea about the geography. It's all good, though. Eventually.

My squidmates have everything under control, and I'm just peppering the Splat Zones for a while. I keep an eye on my flank too, and get a bit disappointed that I miss the Bloblobber doing, I dunno, something, with a squidmate in pursuit. Back to the Splat Zones, but with a mind to the Bloblobber's appearance, keeping me safe, although their distraction helps the pinklings capture the Splat Zones, at least for a few seconds. It stops our imminent victory, at least, and we have to battle for the Splat Zones for a while, including wondering how I am going to splat the Bloblobber. Their getting closer helps, but I do end up in the water again.

The pinklings are throwing everything at us in the final minute, including an Inkstrike I find I can't dodge. But a change of perch, and us throwing everything at them, and the battle looks won. Comfortably enough to run around with a Wave Breaker, like an idiot. Woomy!
Splatoon 3: Finding the water in Bluefin Depot Splat Zones [13(1)-4, Custom Wellstring V]Splatoon 3: Second-wave shenanigans in Salmon Run [46-49-39-xf, 27/1576]Splatoon 3: Ending with individual brilliance in Rainmaker [14(1)-6, Splat Charger]Splatoon 3: Blasting around the Pump Track in Splat Zones [12-3, Range Blaster]Splatoon 3: Keeping the pressure on in Tower Control [22(6)-4, Range Blaster]Splatoon 3: Turning the tide in Rainmaker [12(3)-2, Splat Charger]Splatoon 3: High tide brings bigger bounties in Salmon Run [50-47-55-xs, 42/1455]
Squid, Kid, Salmonid |

Splatoon 3: Finding the water in Bluefin Depot Splat Zones [13(1)-4, Custom Wellstring V]

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