Splatoon 3: Keeping the pressure on in Tower Control [22(6)-4, Range Blaster] @TigerEars
Splatoon 3: Keeping the pressure on in Tower Control [22(6)-4, Range Blaster]  @TigerEars
Uploaded January 2025 | Updated September 2026, 1 hour ago
It looks like my blast down the blind side wasn't in vain, and it may have scared back the Splat Dualies. But there are more green inklings, and more of them than us early on. I point towards the Tower but have to retreat myself, luckily bagging a splat as I do. I get some height, fail to throw a Suction Bomb, then throw one and run out of ink. Not great decisions. My squidmates do better, getting some splats and letting us turn the Tower around, at least briefly. I spot one inkling coming up the side and splat them, then hope my range will let me reach whoever else is shooting me. But that's the Splattershot Pro, and they splat me easily enough.

My squidmates take the lead as I return, which is nice, and I contribute by splatting a super-jumper, then an inkling sitting on the ledge throwing bombs. I push forwards, and retreat rapidly as an inkling appears above me, but to a point where I splat them on the ledge before they track me. The Tower needs some help, so I backtrack to help keep it moving, but fail to reach enough green inklings to keep it moving for long. I pull back as the Tower does, getting a few glancing shots but following them only by hitting the Tower's pillar. Eventually I get a splat, and dash forwards again to get a lucky second, and the Tower is free to move once more.

I ignore the Tower for another target, who runs away, so I press on, throwing a Wave Breaker ahead and dashing back as I miss a couple more shots. I kinda run backwards in to trouble, though. So it goes. The Tower is coming my way as I return. I get a hit as I move up, and jink to be less obvious, bagging two splats from the second angle, contributing to a Wipeout that lets us ride the Tower in peace for a few seconds. I avoid one bomb thrown our way, and jump off the Tower to avoid another, only to land in a third.

I take a skewed route back to the action, but the Tower is coming back anyway, so I take a different orthogonal route, and gain some height, only to be thwarted again by the bucket, which cares not for elevations. I try the whole throwing bombs approach as I return, which is unsatisfying, and simply wait for opportunity to present itself for a few seconds. Nothing comes, so I pop out and start blasting, finding one inkling but having to flee from a Crab. A Bubble over the Tower stops our ink, so I throw a Suction Bomb to deplete it a little, and it cracks soon after, letting us clear the Tower.

The Tower isn't clear for long, and the green team are quite persistent in wanting to ride it. Thankfully, my position lets me keep much of the Tower between me and the green team, and I can choose the best time to blast away. The green team go pop individually, although I miscount and run in to one more, which I am run out of ink on. My squidmates are happy to help, and turn the Tower around, as the seconds tick down to the end of the battle. We keep the green team at bay, and secure a decent victory. Woomy!
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: Keeping the pressure on in Tower Control [22(6)-4, Range Blaster]

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