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.


 * 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 radii of both lethal and splash damage. 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.