Competitive:Carbon Roller Deco

Unofficial

Gear abilities
Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to gear abilities in relation to the weapon. Strategy, synergy, viability, and purpose may be written here.

Use
Like the Splat Roller and Carbon Roller, the Carbon Roller Deco is a short-ranged slayer's weapon designed more for cunning play than for raw aggression: The instant explosion and good ink efficiency of Burst Bombs offer plenty of uses: While it is not as reliable as other versions of the Bomb Launcher, the Autobomb Launcher can perform most of its intended tasks:
 * As a lightweight weapon, the Carbon Roller Deco enables its user to run and swim more quickly than usual, allowing for easier dodging and quicker flanking.
 * The horizontal swing is most effective when used at close range:
 * Its lethal range – the maximum distance at which 100 health points, or HP, of damage is inflicted – is 50 units, which is shorter than the effective ranges of the Splattershot Jr. (66 units) and the Dapple Dualies (53.4 units). From 50 units up until 90 units — barely longer than the effective range of a Splattershot (88 units), its damage decreases from 100 HP to 25 HP. Thus, the mastery of both getting into position and judging distances from opponents are required to skillfully wield the Carbon Roller Deco.
 * Ink flung from angle greater than 25 degrees to either the left or right will lose damage starting from 35 units – shorter than the effective range of a Sploosh-o-matic (40 units) and reach its minimum value at 75 units — shorter than that of the Splash-o-matic (78.4 units). Therefore, aiming is another important skill when using the Carbon Roller Deco.
 * Its damage will suffer dropoff to as little as 12.5 HP if the flung ink falls below the Carbon Roller Deco wielder. Thus, targets who are below a Carbon Roller Deco user will take less damage than those either above or on the same level.
 * The vertical swing is both quick and long reaching, allowing it to poke at opponents during the neutral phase and even splat airborne opponents :
 * From 50 units up until 150 units — longer than the effective range of a Nautilus 47 (133 units), its damage decreases from its base damage of 120 HP to 35 HP.
 * Like that of the horizontal swing, its damage will suffer dropoff to as little as 17.5 HP if the flung ink falls below the Carbon Roller Deco user. Because the Carbon Roller Deco wielder needs to jump to execute the vertical swing, dropoff tends to affect the vertical swing more often than it affects the horizontal swing.
 * Because of its overall short range and specific style of attacks, the most ideal position of a Carbon Roller Deco wielder is often just below the opponents' perch, where the Carbon Roller Deco user can shark around, splat opponents who either drop down or get too close to the ledge, and poke at opponents atop the perch.
 * The quick explosion of ink will instantly turf inkable surfaces, permitting either a fast pursuit of an opponent or a rapid retreat from an unfavorable situation.
 * Their quick damage makes them suitable for either leading off attacks or finishing off injured opponents who attempt to flee. Burst Bombs used in conjunction with both the horizontal and vertical swings allow for faster splatting of opponents at a longer range than that of the Carbon Roller Deco alone.
 * Opponents hit by Burst bombs will be surrounded by friendly ink (which is hostile to the opponent), further crippling the opponent's health and mobility.
 * Direct hits will inflict 60 health points (HP) of damage, while splash damage will only deliver 25-35 HP. Always go for direct hits whenever possible.
 * Using any Bomb Launcher too close to an opponent will leave its user vulnerable to attack, so activate Bomb Launcher outside the range of (most of) the opponents' main weapons. Don't forget that the main weapon may still be used during the duration of the special in case an opponent does get close.
 * Either capturing or holding onto a zone or other important area of the map while forcing opponents away.
 * Either leading or stopping a Tower, Rainmaker, or Power Clam push by clearing opponents out of the way.
 * Quickly popping the Rainmaker's shield to instantly start or restart a Rainmaker push.

Synergy

 * The lack of range of the Carbon Roller Deco prevents its wielder from effectively engaging opponents head-on. Therefore, the other three members of their team will each have to use weapons with enough range to contest and preoccupy opponents so that the Carbon Roller Deco user can catch them by surprise.
 * While Ink Armor can support almost any teammate, it will make players affected by it more visible within their ink. If a teammate has a build that includes Ink Armor, pay attention to the HUD to know when to expect an Ink Armor. Then, when the teammate activates it, play more aggressively than stealthily. Once the Ink Armor has ether worn off or been broken, revert to sharking tactics.

Countermeasures

 * Any weapon with an effective range longer than the lethal range of the Carbon Roller Deco can counter an opposing Carbon Roller Deco user who attempts to challenge opponents head-on. However, most Carbon Roller Deco users worth their salt will rely more on flanking and sharking, so anyone facing a team with an opposing Carbon Roller Deco wielder must take a few proactive measures to avoid getting flanked or sharked:
 * Keep track of all four members of the opposing team – which ones are present, which ones are splatted, and which ones are back at their spawn point.
 * Check the map periodically for opposing ink forming around flanks to anticipate a flanking attack.
 * To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
 * Weapons that track opponents, such as Point Sensors, temporarily prevent an opponent from sharking and makes them an easier target for long-ranged teammates to pick off.
 * However, do not forget that an opposing Carbon Roller Deco user has Burst Bombs, which can provide its user more damage and range than expected from their main weapon.
 * Splashdown and Booyah Bomb, if timed properly, can negate the Autobombs of an Autobomb Launcher.
 * A counter Bomb Launcher can nullify the effects of Autobomb Launcher, preventing its user's team from either capping a zone or continuing a push.

Gear abilities
Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to gear abilities in relation to the weapon. Strategy, synergy, viability, and purpose may be written here. As a short-ranged slayer's weapon, the Carbon Roller Deco requires its user to be in close quarters with the opponent, who might be inclined to use bombs for zoning out the Carbon Roller Deco user. Ever since its introduction in Version 4.3.0, Bomb Defense Up DX will not only reduce the damage taken from opposing sub and special weapons that are not one-hit-splat but will also reduce the duration of the tracking effects of certain opponent's sub and special weapons, such as Point Sensors and Ink Mines, allowing the user of this ability to evade detection more easily.

Any good user of a short-ranged weapon like the Carbon Roller Deco is expected to come in contact with the opponent's ink on various surfaces, which can both be damaging and reduce mobility. Ink Resistance Up not only partially offsets the reduction in mobility but also delays the damage taken from contact with opposing ink.

Ink Saver (Sub) allows more frequent use of Burst Bombs and saves ink for the main weapon after each Burst Bomb used. Because a Carbon Roller Deco user depends on their sub weapon more than most other weapon users do on both offense and defense, having the ability to more frequently use Splat Bombs is invaluable.
 * 13 ability points – one main and one sub – reduce the ink consumption per Burst Bomb thrown to below 37%.

Ninja Squid reduces detection by opponents while swimming on non-vertical surfaces. It allows its user to swim at full speed undetected at the cost of about 20% of the maximum swimming speed as of Version 3.0.0. Because a Carbon Roller Deco user has difficulty attacking most opponents head-on, Ninja Squid can make it easier for its user to shark and more safely approach opponents. Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Carbon Roller Deco user to remain aggressive even after getting splatted.
 * As of Version 3.0.0, Ninja Squid reduces the maximum swim speed of the Carbon Roller Deco from 2.02 units per frame to 1.81 units per frame.
 * 26 ability points – two mains and two subs – are enough to reduce the respawn time from 8.5 seconds to 5.8 seconds.

Super Jumping to a teammate after respawning carries the risk of getting splatted upon landing, due to the appearance of a Super Jump indicator. When equipped, Stealth Jump better covers this indicator from long distance opponents, allowing its user to more safely return to the front lines and maintain pressure on the opponent.

As a short-ranged weapon that excels at flanking, the Carbon Roller Deco greatly benefits if it is able to swim faster. Swim Speed Up enables its user to more quickly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.
 * Swim Speed Up can reduce the swim speed penalty from Ninja Squid. However, it takes at least 28 ability points – either one main and six subs or about two mains and three subs – of Swim Speed Up to fully offset the swimming speed penalty of Ninja Squid.
 * Therefore, a Carbon Roller Deco user with Ninja Squid will have to decide between either having fewer ability points available for other abilites or swimming at less than the base maximum speed. For example, just 13 ability points – one main and one sub – are enough to restore the swim speed of a Carbon Roller Deco user with Ninja Squid to 1.92 units per frame.