Competitive:Zink Mini Splatling

Unofficial

Splatoon
The Zink Mini Splatling is seen as one of the best weapons in the game. The weapon can get Bubblers quickly and be aggressive with Disruptors as well. The weapon's one drawback is its high special depletion, punishing users who get splatted.

Use
With medium range and incredible turfing, the Zink Mini Splatling is a support weapon, but its kit allows it to function as a slayer: Disruptor while not as versatile as a bomb, can provide a Zink Mini Splatling user with many advantages. The Bubbler is a very useful special and can easily turn the tables of a battle:
 * Like other splatlings, the Zink Mini Splatling needs to charge before it can fire:
 * Charging takes 18 frames (about 0.3 seconds) to reach the first full level and an additional 9 frames (about 0.15 seconds) to reach the second level.
 * Even with a shorter charging time than those of other splatlings, the Zink Mini Splatling is still vulnerable to attack while charging, so it is generally advised to remain out of sight from the opponent (e.g. behind an obstacle) and not too close to opposing ink while charging.
 * Its range varies from 130.1 DU to 154.1 DU depending on the amount of charge time. This enables the Mini Splatling to outrange shorter-ranged weapons, such as the Neo Splash-o-matic (103.06 DU), the N-ZAP '85, and the .52 Gal (both 116.99 DU).
 * Partly charging a Zink Mini Splatling will reduce its range but also allow it to fire more quickly – especially in a tight situation.
 * Once charged, the Zink Mini Splatling's high fire rate (4 frames between shots, or 15 shots per second), moderate damage (28 health points, or HP), and medium range allow it to mow down opponents:
 * While the Zink Mini Splatling's firepower is devastating up close, it is still recommended to keep more mobile, shorter ranged opponents from getting too close, where their fast shot velocity and high DPS will allow them to either trade or win a confrontation outright.
 * The Zink Mini Splatling has a slower initial shot velocity (15 DU/f) than other weapons of comparable range, such as the Splattershot Pro (26.3 DU/f). Therefore, a Zink Mini Splatling user should lead their shots to hit their targets.
 * The Zink Mini Splatling's high firing rate and excellent ink coverage give it an advantage over its counterparts in terms of turfing:
 * The Zink Mini Splatling can more easily either gain or maintain map control and capture or hold Splat Zones.
 * It can also more quickly build up its special gauge more quickly to make up for its high special depletion.
 * Besides its firepower and turfing, the Zink Mini Splatling's greatest advantage is its amazing mobility:
 * Despite being a middleweight weapon, it provides its user high running speed (0.8 DU/f while firing, 0.7 DU/f while charging) compared to users of other weapons. However, the time spent charging and firing requires its user to remain in humanoid form for a longer amount of time than users of most other weapon classes.
 * Both Run Speed Up and Ink Resistance Up can improve mobility during charging and firing, particularly while strafing.
 * Once thrown, a Disruptor will explode on contact and affect anyone surrounding the area. Use this to spot any hiding opponents.
 * Opponents under the effects of a Disruptor will be slowed down severely, making them easy targets. This pairs well with the Zink Mini Splatling's high mobility, allowing it to quickly run up to slowed opponents for an easy splat.
 * Opponents will also be marked with a glow while swimming, meaning that they can be found easily.
 * If they try to fight back, opponents will a heavier ink consumption and slower ink recovery rate, which could lead them to having an empty ink tank quickly.
 * Opponents will be under the effects of Disruptor for five seconds, so use the five seconds to splat the opponent quickly.
 * The Bubbler will grant the user 4.5 seconds of invincibility instantly, meaning to can be a great panic button if under fire.
 * While under the effect of the Bubbler, the user can attack enemies without worrying if they will get splatted, unless near water or an abyss.
 * Before the Bubbler runs out, the Bubbler will flash, indicating the user that the Bubbler will end soon. Use the remaining time to escape, as a Zink Mini Splatling user can be taken by surprise.
 * Bubbler can be shared with teammates by getting close to them. This can be useful to allow two players to be under the effect of Bubbler and push, or to save someone from getting splatted.
 * Although the Bubbler is invincible, its one weakness is the knockback it receives. Simply shooting at a Bubbler will either push or hold them back.
 * Be careful of any bombs, as they will push the player back farther than with just the main weapon.
 * Unlike Kraken, the Bubbler user still can use their main weapon, which they can use to attack the opponent or to escape.
 * Since special weapons are also free ink tank refills, a Zink Mini Splatling user can throw Disruptors after activating Bubbler as a panic button to prevent opponents from fleeing, then quickly reverse the situation and splat them.

Synergy
The Zink Mini Splatling's thorough turfing and medium range make it a good complement to a teammate with a short- to medium-ranged weapon that has difficulty turfing, such as a Splattershot Pro or a blaster.
 * Turfing while following a teammate builds up Bubblers and provides friendly turf to which a teammate can retreat whenever needed.
 * Cooperate with the teammate using both the main weapon and Disruptors when engaging an opponent: attack from different angles, or force the opponent to come within range of the teammate's weapon.
 * If your teammate gets splatted and an opponent is still present, then quickly determine whether to continue the battle based on the situation and remaining opponent(s). If the circumstances are unfavorable, then consider retreating – via Super Jumping if necessary – to preserve the special gauge for Tenta Missiles.

Countermeasures

 * The Splattershot Pro, the H-3 Nozzlenose, and the .96 Gal outdamage and outrange the Zink Mini Splatling but are all significantly less mobile.
 * Unless a Zink Mini Splatling user is caught charging, approaching one directly with a shorter ranged weapon usually results in getting splatted. Rely on flanking or sharking to get within range of an opponent wielding a Zink Mini Splatling. However, watch out for any Disruptors the opposing Zink Mini Splatling user might throw, and if it has Bubbler.
 * Users of long-ranged weapons, such as chargers and other splatlings, outrange an opposing Zink Mini Splatling user and can fire upon them with impunity.

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. Being a splatling, the Zink Mini Splatling will often come into contact with enemy ink on the ground while strafing, which can cripple its mobility. Ink Resistance Up will allow for better mobility in these situations.

Run Speed Up increases movement speed while firing. A Zink Mini Splatling user benefits its increased movement speed to avoid being easy targets to opponents.

While a Zink Mini Splatling user charges their special quickly, they lose 75% of their ink tank upon getting splatted. Special Saver can help reduce the amount lost upon getting splatted, allowing for more frequent Bubblers.

Splatoon 2
The Zink Mini Splatling's play style is different compared to in the first game, with its kit giving it a more passive playstyle, being able to ink the map quickly with the main weapon and an Ink Storm it can get often.

Use
Compared to its Splatoon incarnation, the Zink Mini Splatling received multiple changes, both good and bad, to its performance: While the Curling Bomb is not as versatile as other bombs, it still has a variety of uses: Ink Storm is an area of effect (AoE) special weapon that can alter the battle if activated in the right location and direction:
 * The weapon does 32 damage per shot instead of 28.
 * The weapon is slightly more mobile by default, with a strafe speed of 0.72 DU/f when charging and 0.86 DU/f when firing. It can also jump higher when fully charged.
 * In general, the turfing capabilities are reduced, but the weapon still has solid painting power.
 * Ink efficiency is worse, taking 17.25% of the ink tank per full charge and 40 white ink frames instead of 30. This means that the Zink Mini Splatling goes from 6 full charges on a full tank to 5.
 * The charge time is very slightly increased, going from 0.45 seconds for a full charge to 0.5 seconds.
 * When it travels along any inkable non-vertical surface, it leaves a trail of ink behind, providing a quick avenue to either attack or escape. This trait enables the Custom Range Blaster to be more mobile than its other variants.
 * Keep opponents guessing by sending Curling Bombs towards the opponent without swimming in its trail. Either Ninja Squid or swimming slowly can help avoid detection while swimming in the ink trail.
 * It further assists the main weapon in turfing from a safe distance.
 * The longer a Curling Bomb is "cooked", the larger its radius of both lethal and splash damage is. While "cooking" a Curling Bomb enables it to be more effective at holding off pursuers or flushing out sharks, the time needed to charge it makes this tactic situational at best.
 * Particularly in narrow or closed areas, a Curling Bomb ricocheting off of walls can be a useful distraction to force an opponent to move in a certain direction.
 * Immediately upon activating the special, its user will be holding the Ink Storm device and be vulnerable to attack. Therefore, do not activate the special while being attacked, and make sure to throw it onto a surface before an opponent gets the opportunity to splat you.
 * Slower, less mobile opponents – especially Rainmaker carriers – are less capable of escaping Ink Storm's area of effect and, thus, are more adversely affected.
 * Its gradual damage provides two benefits for the Custom Dualie Squelchers user:
 * It enables the main weapon to more easily splat opponents in three shots if enough Main Power Up is equipped.
 * It also provides a good counter against Ink Armor, especially when paired with Object Shredder.
 * Ink Storm's damage on the opponent becomes more effective whenever the opponent has less space to maneuver around, such as in an alley or on the Tower.
 * Defensively, Ink Storm can slow or disrupt the opponents' push by either altering their intended attack routes or weakening any opponents within the storm.
 * Offensively, Ink Storm can soften opposing defenses by forcing opponents out of optimal positions and inflicting chip damage onto those caught in the ink rain.
 * Besides potentially damaging opponents, Ink Storm also gradually turfs any non-vertical surface it travels over:
 * Although an Ink Storm may not be enough to capture an entire zone or two by itself, it can still help capture zones by pushing out opponents.
 * While Bomb Launcher is more damaging and thorough in turfing, Ink Storm works automatically and allows its user to remain in relative safety.
 * The damaging and turfing effects of Ink Storm are slower and more gradual than those of a Booyah Bomb but last longer and affect a larger area, due to its drift.
 * An Ink Storm above the Rainmaker can either weaken its shield to pop it or prevent the opponent from popping it.
 * Special weapons are also free ink tank refills, allowing a Zink Mini Splatling user to launch Ink Storm and immediately attack opponents fleeing it.

Synergy
While the Zink Mini Splatling's Curling Bombs are invaluable for mobility and confirming splats, they lack certain advantages offered by lethal bombs — particularly either Splat or Suction Bombs, which provide their user's team a couple advantages over another team that has no lethal bombs in its composition: Ink Storm is intended for either contesting territory, such as Splat Zones, or stalling opponents' pushes but is not as reliable at splatting opponents who actively avoid the Storm. Therefore, it is advised to have other special weapons available to complement Ink Storm, as having too many users of any combination of Ink Storm and Bomb Launcher (no more than two) in a team composition will limit a team's arsenal of weapons: Combining Ink Storm with other specials can bolster a team's ability to either make a push or counter the opponents' push:
 * Their one-hit-splat offers its user's team chances of instantly gaining a numbers advantage, from which a game-winning push can arise.
 * Curling Bombs can splat opponents in one hit but the predictability of the Curling Bomb makes it easy to be avoided compared to other bombs.
 * Their lethal explosion provides space for its user's team to either push into an area held by the opponent or stall an opponent's push.
 * Ink Storm provides no direct means of protection, meaning that opponents can still fire or throw sub weapons into the Storm.
 * Other special weapons, such as Inkjet or Sting Ray, are intended for splatting opponents and more capable at this than is Ink Storm.
 * Ink Armor and other protective special weapons, such as Baller and Bubble Blower, can increase the survivability of a team as they push into contested territory.
 * After launching Ink Storm, a teammate who is using a special weapon designed for splat opponents, such as Sting Ray or Inkjet, can further limit the opponents' escape options or splat them as they scatter.

Countermeasures

 * When facing an opposing Ink Storm, assess where is a safe place to either reroute an attack or reposition on defense:
 * In general, avoid getting caught under an opponent's Ink Storm for an extended time, but also be wary of opponents waiting to pick off anyone fleeing the Storm.
 * When facing a team who possesses both Ink Storm and main weapons whose damage is increased with Main Power Up, pay extra attention to where the Main Power Up-boosted opponents are at whenever they launch their Ink Storm.
 * If you must travel under an opponent's Ink Storm, avoid moving in the same direction that the Storm is traveling to minimize damage.
 * Even while avoiding an opponent's Ink Storm, it is still possible to turf or otherwise influence the area underneath. Long-ranged weapons, thrown sub weapons, and other special weapons (such as a counter-Ink Storm or Bomb Launcher) can splat opponents or dissuade them from occupying the turf underneath.

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. Because a Zink Mini Splatling user spends comparatively more time in humanoid form charging and firing their weapon, they can be easier targets for opponents to splat. Run Speed Up increases the running speed of a Zink Mini Splatling user, including while charging and firing.
 * 16 ability points, or one main and two subs, are enough to increase both the run speed while firing from 0.96 DU/f to 1.02 DU/f and the run speed while charging from 0.72 DU/f to 0.853 DU/f.
 * 23 ability points, or two mains and one sub, increase both the run speed while firing to 1.07 DU/f and the run speed while charging to 0.898 DU/f.

Upon contacting opposing ink on any surface, damage is taken, and the movement speed of a Zink Mini Splatling user is reduced to 0.24 units per frame. Ink Resistance Up both delays and reduces the damage taken and increases the running speed while in opposing ink.
 * Six ability points, or two subs,…
 * …delays the damage taken from opposing ink by 15 frames.
 * …reduces the damage taken from 0.3 HP/f (health points per frame) to 0.2 HP/f.
 * …lowers the damage limit of opposing ink from 40 HP to 36.2 HP.
 * …increases the normal running speed in opposing ink from 0.24 DU/f to 0.39 DU/f.
 * …increases the jumping height in opposing ink from 0.8 to 0.888.
 * Ten ability points, or one main,…
 * …delays the damage taken from opposing ink by 20 frames.
 * …reduces the damage taken to 0.2 HP/f.
 * …lowers the limit on the amount of damage opposing ink on surfaces can inflict to 33.9 HP.
 * …increases the normal running speed in opposing ink to 0.46 DU/f.
 * …increases the jumping height in opposing ink to 0.924.

Special Charge Up accelerates building up the special gauge for Ink Storm, which can help initiate a push or disrupt an opponent's push.

Splatoon 3
The Zink Mini Splatling returns in. Its kit serves as a reference to its Splatoon variant, coming with Toxic Mist and Big Bubbler. But, both have changes quite significantly, and so has the weapon's playstyle.

Use
Throughout Splatoon 3, the Zink Mini Splatling has gotten buffs compared to in Splatoon 2.
 * The weapon's firing duration has been increased by 15%, allowing the weapon to paint more and be able to splat opponent's more often without any gear dedication.
 * The weapon only needs 15% of the ink tank to charge, reverting the nerf in the previous game, giving the weapon more uptime.

While Toxic Mist cannot damage opponents, it can cripple their ability to advance, attack, or flee:
 * Throwing Toxic Mist in front of the opponents' positions can either slow their offensive rush or prevent them from quickly reacting on defense. However, beware of any opponents' bombs thrown into or through the Mist.
 * Opponents wielding heavyweight weapons – including the Explosher, the Tenta Camo Brella, and especially the Rainmaker – are extremely vulnerable to attack if caught in Toxic Mist. Note that the Rainmaker does not depend on its wielder's ink tank and can still fire shots while within a Toxic Mist.
 * Ink-guzzling weapons – such as chargers, splatlings, sloshers, and most blasters – are most affected by its ink tank-draining effects.
 * Opposing dualie users will have to spend 3.5 times the usual amount of ink to perform a dodge roll, reducing their ability to strafe, rush forward, or zone out targets.
 * Throwing Toxic Mist onto areas frequented by opponents, such as their snipe or the Tower, can dissuade them from remaining there.
 * Dropping a Toxic Mist behind while fleeing an unfavorable situation can buy precious time to escape.

If placed carefully, the Big Bubbler can protect you and your team by blocking incoming attacks:
 * It produces a spherical barrier that blocks all of your opponents' attacks until its own health is depleted:
 * However, the Big Bubbler is not a spherical Splash Wall. It will not prevent opponents from physically crossing its barrier, so be certain that no opponents are sharking nearby or flanking your blind side.
 * The less accessible a location is for an opponent to travel, the more difficult it will be for them to directly assault, especially with a Big Bubbler planted on it.
 * While the barrier has a minimum 2400 HP, its generator at the top has only 1200 HP, meaning that opposing attacks directed to the generator will effectively inflict twice the damage of those aimed at the barrier.
 * Be mindful of any ceilings above where you intend to activate Big Bubbler, as the device that rises out of Big Bubbler once activated can hit a ceiling and prevent the barrier from reaching full size.
 * Deploying the Big Bubbler on or near the objective can help your team better secure it:
 * A Big Bubbler planted on or in front of a Splat Zone can prevent opponents from turfing over it and uncapping it.
 * Even though the Big Bubbler cannot move, it can be placed onto the Tower itself and can move as the Tower moves. This tactic can make it easier for a Splattershot Jr. user to clear a checkpoint.
 * Of course, a Big Bubbler can be used to stall an opposing push by protecting defenders in key positions. However, the Tower will destroy any Big Bubbler it comes in contact with, so avoid placing one in the path of the Tower.
 * The Big Bubbler also doubles as a Squid Beakon, allowing its user and their teammates to safely Super Jump back to its location.
 * The Squid Beakon part of the Big Bubbler also doubles as a shield, as standing inside of it will make the user temporarily immune to damage.

Synergy

 * The Zink Mini Splatling can benefit from slayer/skirmisher support from weapons such as the Splatana Wiper in fights, as it deals low damage per shot.
 * The Zink Mini Splatling turfs really well, so allies with bad painting abilities such as the Competitive:Rapid Blaster Deco can benefit with an ally that can take control turf quickly.

Countermeasures

 * The Zink Mini Splatling struggles against weapons that outrange it, so weapons like the .96 Gal Deco that has high range and damage can take care of it.
 * Weapons that can rush down the Zink Mini Splatling before it can charge its bullets in time to react, such as the Tri-Slosher are also a good tactic to get rid of them.
 * Displacement specials such as the Triple Inkstrike can eliminate Big Bubblers swiftly.

Gear Abilities
There are a few good gear abilites for the Zink Mini Splatling.

Run Speed Up is very useful for the Zink Mini Splatling as it already has high strafe speed. Having strafe speed increased even further can make it even more threatening and harder to hit.

As it has a charge time, the Zink Mini Splatling is bound to run into some enemy ink while running. So, Ink Resistance Up can help it retain some of its mobility while being fired at.

Special Charge Up can help the Zink Mini Splatling get Big Bubblers more often and help it play more supportively.

Sub Saver is also good for the Zink Mini Splatling as it can help it spam Toxic Mists and gain area control faster. It also makes it so it has more ink to fight after throwing a mist.

In competitive play
In competitive play, the Zink Mini Splatling was considered low to mid tier for a long period of time. While the main weapon had remained decent, its sub and special were both weak. However, buffs to the main weapon, and Big Bubbler becoming a progressively better counter to the meta, both gradually increased the weapon's standing.

As of version 5.1.0, the Zink Mini Splatling is considered a high, if not top tier weapon.