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Zack

@dreamyzack.bsky.social

πŸ³οΈβ€πŸŒˆ // #Splatoon3 N-ZAP β€˜85 2715XP

437 Followers  |  375 Following  |  1,030 Posts  |  Joined: 10.03.2024  |  2.1818

Latest posts by dreamyzack.bsky.social on Bluesky


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is this the closest i can get to dressing like a shy guy in splatoon

15.02.2026 18:34 β€” πŸ‘ 87    πŸ” 5    πŸ’¬ 1    πŸ“Œ 0
The Most Improved Weapon In Splatoon History
YouTube video by ProChara The Most Improved Weapon In Splatoon History

Dapple history lesson: youtu.be/1nvmb6JKj5Y?...

14.02.2026 17:54 β€” πŸ‘ 74    πŸ” 11    πŸ’¬ 0    πŸ“Œ 0

I relate… I cannot shake the necessity to improve and be successful at every aspect of my life and I feel it eating at me. There is no off button

06.02.2026 05:53 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Will be there!

06.02.2026 01:52 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Idk if I want heavy to get a good special anymore...

04.02.2026 01:00 β€” πŸ‘ 190    πŸ” 10    πŸ’¬ 15    πŸ“Œ 2
So while on my flight I watched Fire The Pyro's video on Smash ultimate's stagelist. This is such a good video that I would recommend watching first (you don't need to know much about smash to get it) but I wanted to bring it up because the issue discussed feels almost identical to the debate Splatoon has with its stage and mode formats, in fact we even use a similar solution proposed at the end of this video, so I think it helps bring some perspective to it.

The video talks about how Ultimate has a stale similar set of stages especially when compared with melees variety. However the reason for this is that the viable character matchups are so absurd in scale that the lack of variety in stages makes it more feasible as a character. Where a game like melee's more limited roster has room for that.

Splatoon used to be closer in scope to melee, but Splatoon 3 in many ways is this games version of ultimate, not only having an like 60 weapons, but having almost all of them being viable. While not as many as ultimate, being a 4v4 game also means the amount of comps you can fight are also absurd. A few weeks ago a major in Japan as won twice, the comp included 3 weapons that never won a big event before, 2 of which in the same comp. It also featured a weapon kit that was almost never used outside of specific stages on all stages. This isn't a rare occurrence, and is added to further by balance updates on an already extremely diverse meta.

At top level play, the popularity of 2 formats has dramatically increased in popularity as a result. Either being small stage-lists on all 4 ranked modes, being 4-5 stages per mode for 20-25 combinations. Or Splat Zones only on a maximum of all 25 stages. Both of these formats receive similar scrutiny especially from more casual playerbases. And while some of these factors are unique to this game, like poorer stage design. I think the large variety of options plays a factor. In fact on formats outside of zones only, weapon diversity oft…

So while on my flight I watched Fire The Pyro's video on Smash ultimate's stagelist. This is such a good video that I would recommend watching first (you don't need to know much about smash to get it) but I wanted to bring it up because the issue discussed feels almost identical to the debate Splatoon has with its stage and mode formats, in fact we even use a similar solution proposed at the end of this video, so I think it helps bring some perspective to it. The video talks about how Ultimate has a stale similar set of stages especially when compared with melees variety. However the reason for this is that the viable character matchups are so absurd in scale that the lack of variety in stages makes it more feasible as a character. Where a game like melee's more limited roster has room for that. Splatoon used to be closer in scope to melee, but Splatoon 3 in many ways is this games version of ultimate, not only having an like 60 weapons, but having almost all of them being viable. While not as many as ultimate, being a 4v4 game also means the amount of comps you can fight are also absurd. A few weeks ago a major in Japan as won twice, the comp included 3 weapons that never won a big event before, 2 of which in the same comp. It also featured a weapon kit that was almost never used outside of specific stages on all stages. This isn't a rare occurrence, and is added to further by balance updates on an already extremely diverse meta. At top level play, the popularity of 2 formats has dramatically increased in popularity as a result. Either being small stage-lists on all 4 ranked modes, being 4-5 stages per mode for 20-25 combinations. Or Splat Zones only on a maximum of all 25 stages. Both of these formats receive similar scrutiny especially from more casual playerbases. And while some of these factors are unique to this game, like poorer stage design. I think the large variety of options plays a factor. In fact on formats outside of zones only, weapon diversity oft…

I watched a video on smash ultimates stage selection and saw a lot of similarities between it and S3's stage/zones only discussions.
Watch the video first for context but some thoughts: youtu.be/b1VUnyCsSQ4?...

03.02.2026 18:22 β€” πŸ‘ 96    πŸ” 13    πŸ’¬ 3    πŸ“Œ 0

Playing burst bomb weapons with the health bars are soooo nice you know clearly if you need to throw a burst at someone or not

03.02.2026 17:44 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

That shit has been terrorizing me

03.02.2026 17:43 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

My hairline just went back another inch

03.02.2026 03:44 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

β€œDynamo is broken” bro you were in diapers when that shit was terrorizing me in 2015

03.02.2026 03:43 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0

Wait that does sound fun

02.02.2026 23:57 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Fox and I are making a Bow + Dynamo project for this upcoming LUTI!

reqs:
- upper mid/high level
- NA time zone
- can VC
- comfortable being streamed and recorded
- constructive mindset for improvement

DM me over at eribow on discord if interested! (especially if you play tent)

02.02.2026 20:02 β€” πŸ‘ 42    πŸ” 14    πŸ’¬ 2    πŸ“Œ 0

Idk how to approach splatoon rn i kinda want to grind X and scrims but i dont really want to just lock zap/shooters again i kinda want to experiment. But at that point im playing more casually and I get bored without the intensity/goals.

02.02.2026 21:58 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Flow Aura State requires you to reach 100 points to activate. In this, I will be referring to these points as flow points for ease of reading. Here is a list of things that can give you points.

 - Painting 10p grants you 0.8 flow points (0.6 flow points in Ranked modes)

 - Kills grant 23 flow points, up until 75 points in which it will grant 15. 
  - Getting another kill within 5 seconds of your last kill increases this to 43 (this changes to 35 when at 75 flow points or higher.). This can repeat (eg. getting 3 kills in a row will apply this on your 2nd and 3rd kill).
  - Killing someone with Flow Aura grants an extra 10 flow points. 
  - Getting the first kill of the lobby grants an extra 10 flow points. 

 - You or your team causing a Wipeout grants 10 flow points (stacks with kill).

 - Getting an assist grants 4 flow points. 
  - If the assist is through a damaging method specifically, this increases to 14 flow points instead. 

 - Dying causes you to lose 5 flow points.
  - If your death is by a stage hazard, this increases to 10 flow points lost.

Flow Aura State requires you to reach 100 points to activate. In this, I will be referring to these points as flow points for ease of reading. Here is a list of things that can give you points. - Painting 10p grants you 0.8 flow points (0.6 flow points in Ranked modes) - Kills grant 23 flow points, up until 75 points in which it will grant 15. - Getting another kill within 5 seconds of your last kill increases this to 43 (this changes to 35 when at 75 flow points or higher.). This can repeat (eg. getting 3 kills in a row will apply this on your 2nd and 3rd kill). - Killing someone with Flow Aura grants an extra 10 flow points. - Getting the first kill of the lobby grants an extra 10 flow points. - You or your team causing a Wipeout grants 10 flow points (stacks with kill). - Getting an assist grants 4 flow points. - If the assist is through a damaging method specifically, this increases to 14 flow points instead. - Dying causes you to lose 5 flow points. - If your death is by a stage hazard, this increases to 10 flow points lost.

While you can reach 100 points without getting kills, Flow Aura State will not activate until you get a kill. 

Your flow points decrease by 0.2 every second. If you have gone 5 seconds without gaining any flow points, this increases to 3.3 flow points lost per second. 
Once you have Flow Aura State, it lasts for 30 seconds. Any further kill or assist adds 10 seconds to this timer, but it caps out at 30 seconds total. 

Flow Aura State grants 30 AP (aka 3 mains) of Intensify Action, Run Speed Up, Swim Speed Up, and Ink Resistance Up. This cannot go beyond the usual cap of 57 AP.

While you can reach 100 points without getting kills, Flow Aura State will not activate until you get a kill. Your flow points decrease by 0.2 every second. If you have gone 5 seconds without gaining any flow points, this increases to 3.3 flow points lost per second. Once you have Flow Aura State, it lasts for 30 seconds. Any further kill or assist adds 10 seconds to this timer, but it caps out at 30 seconds total. Flow Aura State grants 30 AP (aka 3 mains) of Intensify Action, Run Speed Up, Swim Speed Up, and Ink Resistance Up. This cannot go beyond the usual cap of 57 AP.

Notably, some parameters differ in Tricolor Turf War. Below, I've bolded any values that have changed compared to normal. (I am not sure how to denote this in alt text, my apologies.)

Attackers require 90 flow points to activate Flow Aura State. Kills grant 23 points, up until 65 points in which it will grant 15. 
Getting another kill within 5 seconds of your last kill increases this to 43 (this changes to 35 when at 65 flow points or higher.)

Defenders require 110 flow points to activate Flow Aura State. Kills grant 23 points, up until 85 points in which it will grant 15. Getting another kill within 5 seconds of your last kill increases this to 43 (this changes to 35 when at 85 flow points or higher.)

Notably, some parameters differ in Tricolor Turf War. Below, I've bolded any values that have changed compared to normal. (I am not sure how to denote this in alt text, my apologies.) Attackers require 90 flow points to activate Flow Aura State. Kills grant 23 points, up until 65 points in which it will grant 15. Getting another kill within 5 seconds of your last kill increases this to 43 (this changes to 35 when at 65 flow points or higher.) Defenders require 110 flow points to activate Flow Aura State. Kills grant 23 points, up until 85 points in which it will grant 15. Getting another kill within 5 seconds of your last kill increases this to 43 (this changes to 35 when at 85 flow points or higher.)

Another thing to note, there are parameters for many ranked objectives that are set to 0, essentially making them go unused. I will note them below, as they could be considered in a future patch.

Painting a Splat Zone.
Breaking the enemy Clam Basket Barrier.
Depositing Clams into the enemy Basket.
Gaining points with the Rainmaker.
Breaking a checkpoint in Rainmaker.
Gaining points on the Tower.
Breaking a checkpoint on the Tower.
Trying for the Ultra Signal in Tricolor Turf War.
Obtaining the Ultra Signal in Tricolor Turf War.

Another thing to note, there are parameters for many ranked objectives that are set to 0, essentially making them go unused. I will note them below, as they could be considered in a future patch. Painting a Splat Zone. Breaking the enemy Clam Basket Barrier. Depositing Clams into the enemy Basket. Gaining points with the Rainmaker. Breaking a checkpoint in Rainmaker. Gaining points on the Tower. Breaking a checkpoint on the Tower. Trying for the Ultra Signal in Tricolor Turf War. Obtaining the Ultra Signal in Tricolor Turf War.

Flow Aura State write-up (alt text in images) #Splatoon3

01.02.2026 02:05 β€” πŸ‘ 405    πŸ” 145    πŸ’¬ 11    πŸ“Œ 10
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Made a new editor splashtag since i'm doing more of that. Filled with references to my comp career and some media I like.
If you want to make your own: splashtagmaker.com

02.02.2026 01:01 β€” πŸ‘ 259    πŸ” 30    πŸ’¬ 12    πŸ“Œ 4
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This 2016 trend has gone too far

31.01.2026 18:43 β€” πŸ‘ 6    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

tbh i like the slow stealth jump change it kinda makes sense. if youre flying across the map it SHOULD take longer. Still better than swimming.

This + aura seems to try to put a slap on the wrist of tacticooler

29.01.2026 02:23 β€” πŸ‘ 6    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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gambit + cooler + flow aura 🫣 #compsplatoon

27.01.2026 15:06 β€” πŸ‘ 80    πŸ” 18    πŸ’¬ 1    πŸ“Œ 1

dynamo roller getting buffed but still being more ink hungry makes me giggle

27.01.2026 15:16 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Splatfest is so miserable i thought about getting on this weekend but turf with bots is mind numbing

11.01.2026 22:32 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Could you elaborate on what makes the short range shooters powerful on tc/rm? Lethal subs?

21.12.2025 01:59 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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If nothing changes with booyah bomb or s blast whenever the next patch comes out reeflux or mini should 100000% be replacing the short range shooter role for zones and clam blitz. Both weapons are just crazy and have way more potential than the little shooters #compsplatoon

21.12.2025 00:06 β€” πŸ‘ 52    πŸ” 3    πŸ’¬ 3    πŸ“Œ 0

i miss splatoon i should play more

21.12.2025 01:58 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Post image 16.12.2025 21:45 β€” πŸ‘ 147    πŸ” 53    πŸ’¬ 12    πŸ“Œ 22

Im not really playing splatoon right now but im excited to watch the last day of the playoffs

14.12.2025 15:15 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

This combo was NASTY

08.12.2025 19:54 β€” πŸ‘ 4    πŸ” 2    πŸ’¬ 0    πŸ“Œ 0

I mean maybe e liter but its just unreal how much danger you get put in vs a range if you let the wave tap you.

I guess e liter is similar

30.11.2025 06:30 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Wave breaker goes up an entire tier on range blaster

30.11.2025 06:27 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

I love cooler dont get me wrong but i think i hate the way weapon comps have to be built when its meta.

30.11.2025 06:26 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I also like to think shooters can cover more tiles in a turn but cant deal with doing damage around cover. While blasters and sloshers can shoot at multiple tiles at once to do damage but not much around for paint

30.11.2025 06:21 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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