Blob vs Inkling (De Blob vs Splatoon) VS Prediction Blog

"We want happy paintings. If you want sad things, watch the news.” - Bob Ross

De Blob, the radiant freedom fighter of the Color Underground
The Inkling, one of the many colorful cephalopods inhabiting Inkopolis 

Artistic expression is a wonderful thing, being able to help bring light to a world that can seem dull and grey. Though for these two, that’s not just flowery language, as they quite literally fight by spreading around color to the world, making the battlefield their canvas of choice. They’re usually fairly fun loving, laid back, and chill when not fighting foes, but once they’re in the zone, watch out, as they can prove combat is an art they’re just as proficient in. So, in this eye-catching brawl, which of these chromatic champions will reign supreme?

Before We Begin

For De Blob, this will be pretty simple. This will cover all the important media in his series, including the mainline games, spinoffs, ads, and any other media. This won’t be including details from the original De Blob: Utrecht, as that prototype version of the game is far too different from the series it develops into to justify including. There’s not too much else to clarify here, since his franchise is a bit less robust.

As for the Inkling, this will be treating them as a “composite playable Inkling”. What this means is that, in terms of equipment and abilities, they will only be given things that you have access to as a player or could be reasonably standard for any member of the species to use. This means they won’t be getting anything explicitly exclusive to more established characters, such as the idol groups or the manga original characters. Beyond that, all Splatoon media is on the table, including the main games, their DLC, the main manga series, and other extended media. This will have the standard exception of crossovers, so no scaling to Smash Brothers, Mario Kart, or the Squid Girl anime

Background

De Blob

“The revolution will be colorized!”

Raydia was a planet of colorful people, artistic expression, and beautiful nature, with Chroma City being one of the biggest beacons of such. However, everything changed one day, when an otherworldly group known as the Inkies invaded. A race of living ink creatures, they hated all things colorful, and with their takeover they’d seek to end it, sucking the colors of the world dry and forcing the native Raydians into boring suits and jobs for the whims of their leader, Comrade Black. However, a new colorful revolution was brewing, as the Color Underground would  fight back against their grey oppressors. And with them came their main fighter, an odd creature that could absorb paint and bring life to the world. This made him a nightmare to the Inkies, but you can just call him De Blob.

Not too much is known of Blob’s origins, beyond the fact he had lived most of his life within nature, and came to the city to make a name for himself. While it wasn’t in the way he wanted, he would get his chance to make himself known, as his unique abilities made him the perfect freedom fighter for the Color Underground. He’d help them push back against the grey menace, managing to take the forces of INKT down. Comrade Black would escape from Blob’s wrath, managing to go on to make another attempt at making the world grey in Prisma City, in which he’d create a massive orbital weapon capable of hypnotizing the entire world to his whim. Thankfully, Blob would manage to put a stop to this as well, banishing the inky leader to the depths of space where he had come from. Thanks to this, it seems like Raydia once again can live in a colorful peace, all thanks to their blobtastic freedom fighter! 

Inkling

“Until next time… Stay fresh!”

12,000 years ago, humanity once thrived. That is, until rising sea levels and a sudden rash of natural disasters led to almost all of them dying out. Over the many centuries that followed, the sea life of the planet would end up evolving to take the place of humanity, gaining intelligence and the ability to go on land thanks to the efforts of human scientists creating crystals which had absorbed their wish for a brighter future. Among them were a race of squids, who ended up developing some odd characteristics that made the other sea creatures view them as prophets. Many years later, the beings evolved from these would become the walking cephalopods known as the Inklings.

The Inklings are a generally playful race, seeming to care only for getting the freshest fashion and fighting each other in sporting events known as Turf Wars, in which they split into teams of four spread around their ink to take the most area. Though not all of their fighting is for sport, as due to a war with a group of ascended octopuses known as the Octolings, some of them have had to fight with the Octarian armies and their leader, DJ Octavio. Though even that’s not always there, as members of the Octolings have opted to leave the army and join the Inklings on learning of their fun times. Though there are some that have doubted this, the Inklings are a species that is more than worthy of living in harmony with the world, leading to a bright and colorful future.

Intelligence & Skill

De Blob

As mentioned, we don’t know too much about De Blob’s history prior to the games, but what we do know is that he’s a very well accomplished freedom fighter. He was able to single handedly defeat the many forces of INKT, stopping their takeover of Chroma City and Prisma City. These armies were rather skilled, being able to take over both cities in an implied short time frame, and were even actively working to counter Blob’s attack by creating special soldiers, yet Blob was still able to take them down. In the DS game, he was able to take on Von Bolt, an Inky scientist who had transformed into an inky blob like himself, and in the second game he was able to take down a monster accidentally created by the Inky Fabricator which was said to be able to destroy the city. While he is usually chill, playful, and kind to his friends and the citizens of Raydia, he has a strong sense of justice, and is fully willing to jump into the fray to protect the artistic freedom of the world. 

Inkling

The Inklings have a rather notable history of combatants. The species as a whole has been fighting turf wars for at least 2000 years, with the more notable Turf War sporting events of the modern day being the common trend for at least a century. These sporting events are fairly popular, with them often going into fights multiple times a day, and the competition can be rather intense among the more skilled participants. Beyond that, the species does have a reputation of being a bit absentminded, as seen in how the Great Turf War with the Octatians initially was dominating in the favor of the Octarians due to the Inkling soldiers not waking up in time, and they ultimately won said war due to someone leaving the Octarian’s war machines unplugged. Though that doesn’t tend to hold them back much, as even Inklings like the Agents, who had no real formal training, were able to single handedly blast through the Octarian forces over the course of each story mode. And there’s of course the Salmon Runs, in which groups of four Inklings can take on entire armies of dangerous Salmonid monsters without any real backup. 

Equipment

De Blob

Color Energy

Worth establishing here is that De Blob coloring the world is more than just a way to express his creativity. By painting objects, Blob is able to build up color energy, which is how he can build up the power to his power ups. There are other methods to build up the energy, such as by finding certain pickups in the environment and completing missions, but painting is the main method. This energy is shown to be able to passively bring life back to the world, and it is an energy that can be actively harnessed, as the Hypno Ray at the end of the second game was powered by usage of it. 

Power-Ups

Blob has access to multiple power ups he can activate to temporarily power himself up, which are able to be charged up by building enough color energy. They will then be summoned at a point in the environment, which Blob can then activate by jumping on them.

Super Charge - Allows Blob to charge as much as he wants with no paint cost

Rainbow - Gives Blob infinite paint and makes him constantly change color.

Haz-Mat - Protects Blob from being affected by environmental hazards, but not attacks.

Wrecking Ball - Turns him into a metallic ball that can ram through enemies, roll up magnetic surfaces, sink to the bottom of water, and remain immune to damage. Though it cannot jump.

Graviton Bomb - After a couple seconds of charging, Blob will create a gravity field around himself, sucking up any nearby enemies and obliterating them. The range increases the longer it charges for. 

Re-Gen - Makes his paint points constantly grow until he is at his maximum size

Transform Engine

Blob’s most notable powerup would be these. By building up enough color energy, Blob can activate these, which promptly explode into a large amount of light that can transform the world around him. This can let him heal nearby plant life, create objects, dissolve inky pollution, move cliff faces and buildings, destroy barriers, and even create explosions

Chroma Crystal

In the DS game, Blob can unlock this, which has the ability to let him freely change his color whenever he wants. At least allegedly, I was unable to find any footage of someone actually using it, so I don’t have visuals here, but it’s not really too game changing anyways.

Armor

Blob can equip these, which will help protect himself from any otherwise lethal blow.

Pinky

Created by the Professor, this flying robot companion accompanies De Blob during the second game. Not only does she act as a helper when it comes to planning and is able to receive communications with the Color Underground, she’s also well equipped for combat, being armed with a paint cannon that’s as powerful as Blob’s own attacks, as well as a more normal energy cannon. She can also fly around to help transport him to different areas quickly

Blimp

To help travel around places, Blob has access to an airship which follows him around in levels, likely acting as a way for his allies to keep an eye on him. Though it doesn’t seem to have any combat capabilities. 

Inkling

Shooters

Shooters are the Inkling’s most common weapon type, which can fire small blobs of ink in quick succession. They are typically fired automatically, and are the most generalist weapon type, being adaptable to most situations. 

  • Splattershot Jr. - Typically an Inkling’s starter weapon, which is a low-damage, close-range shooter with a high rate of fire.

  • Sploosh-o-matic - A mid-damage, close-range shooter with a high rate of fire. It has the highest damage per second in its class, at the cost of having the shortest range.

  • Splash-o-matic - A low-damage, mid-range shooter with a high fire rate and perfect accuracy to hit foes.

  • Aerospray - A low-damage, close-range shooter with a high fire rate and wide spread that makes it ideal for covering a lot of ground. 

  • Splattershot - A mid-damage, mid-range shooter with an average fire rate. It has no real weaknesses and can adapt to any situation.

  • .52 Gal - A high-damage, mid-range shooter with a slow fire rate and low accuracy. 

  • N-ZAP - A low-damage, mid-range shooter with a fast fire rate and the fastest strafing speed. Also looks oddly familiar to something. 

  • Dual Squelcher - A low-damage, mid-range shooter with an average fire rate.

  • Splattershot Pro - A mid-damage, long-range shooter with a slow fire rate and high ink consumption per shot. 

  • .96 Gal - A high-damage, long-range shooter with a very slow fire rate, low accuracy, and high ink consumption per shot. 

  • Jet Squelcher - A low-damage, long-range shooter with a slow fire rate.

  • Splattershot Nova - A low-damage, mid-range shooter with an average fire rate, good ink efficiency, but less accuracy.

  • L-3 Nozzlenose - A burst fire shooter which fires in sets of three, which has a low damage and mid-range.

  • H-3 Nozzlenose - A burst fire shooter with mid damage and long range.

  • Squeezer - A shooter with two firing modes, being able to fire either long range, mid-power shots with perfect accuracy in semi-automatic mode or successive low range, high spread, lower-powered shots in automatic mode.

Rollers

Based on Paint Rollers, these closer range weapons can be initially flung to ink an area in front of them, before rolling behind it to paint a wide spread of the area, crushing any foes who happen to be in its path along the way. You can also jump with it to make a vertical swing attack that covers more ground but is a bit slower. They’re devastating at a close range, but can struggle to deal with foes that keep their distance.

  • Carbon Roller - A light, mobile roller that has a fast rolling speed, and fast initial launching speed, but has a shorter range and deals less damage to foes it rolls on. 

  • Splat Roller - The standard all around roller, which has average range and mobility.

  • Dynamo Roller - A heavy roller that deals high damage and can throw ink farther than all other rollers, but is the slowest and has the highest ink consumption. 

  • Flingza Roller - A roller that changes shape when performing a vertical swing. It's mostly similar to the Splat Roller, but its vertical swing has better range, inking, and damage at the cost of being slower..

  • Big Swig Roller - A roller with exceptional inking capabilities and wider range, at the cost of being less effective for combat. 

Chargers

These are a more long range weapon type. They can charge up to increase their damage and distance, which can be held when moving through ink for effective burst damage. They can be dangerous to deal with if the user has a good vantage point, but they can struggle to be effective at foes who can close the gap and meet them at close range.

  • Squiffer - A short-range charger with a fast charge time that is unaffected by being in mid-air.

  • Splat Charger - The standard charger, featuring a long range and a decent charge time.

  • Splatterscope - A Splat Charger with a scope, which gives it extra range and precision at the cost of the inability to store charges.

  • E-liter - A charger with extreme range and damage in exchange for a slow charge time and heavy ink consumption.

  • E-liter Scope - An E-liter with a scope, allowing for more range and extra precision at the cost of being unable to store charges.

  • Bamboozler 14 - A mid-range charger with an extremely fast charge time, though said shots are less damaging and cannot be stored. 

  • Goo Tuber - A mid-range high-damage charger that can hold both full and partial charges for an exceptionally long time, at the cost of a slow charge time.

  • Snipewriter - A long-range charger that holds five, medium-damage shots per full charge.

Sloshers

Sloshers are bucket-like weapons that either hurl a mass of ink forward or toss long range projectiles straight off. It can be angled upwards when firing to cover a wider area. 

  • Slosher - The standard slosher, with balanced performance.

  • Tri-Slosher - A slosher that throws ink in three directions simultaneously which has a high fire rate, but lower damage output and range.

  • Sloshing Machine - A slosher that launches a small mortar-like glob that is trailed by a vortex of ink which can deal splash damage. 

  • Bloblobber - A mid to long ranged slosher. Each swing lobs a volley of four, slow-moving "blobs" which bounce along the ground and reflect off of walls. 

  • Explosher - A slosher that launches a slow, long-range projectile that explodes on impact. It has high ink consumption and poor mobility, but in return has strong inking capabilities.

  • Dread Wringer - A slosher that sloshes two times in succession, which has better range and inking capabilities than the standard Slosher, but at the cost of a lower fire rate.

Splatlings

These are gatling gun style ink cannons which need to be revved up for a bit, before unleashing a stream of ink on it being released. Longer charges lead to an increase of firing duration. Also they do not cost thousands of dollars to shoot per second.

  • Mini Splatling - A light splatling with a short charge time but shorter range, allowing for quick strafing movements.  

  • Heavy Splatling - The standard splatling with well rounded stats. 

  • Hydra Splatling - The Splatling with high damage, the longest range in its class, and longest potential firing time, at the cost of having the highest rev up time and ink consumption. 

  • Ballpoint Splatling - A Splatling with two different firing modes, an initial short ranged firing mode with a high fire rate and a secondary firing mode that has a slower fire rate but longer range and perfect accuracy.

  • Nautilus - A shorter ranged Splatling with a medium charge rate and the ability to hold its charge in reserve like Chargers. 

  • Heavy Edit Splatling - A Splatling with a slow charge time, but a very high fire rate when fully charged.

Dualies

These are dual wielded ink pistols which fire similarly to the Shooters. They have the unique ability to give the inkling wielding them 2 dodge rolls. After rolling they enter a stance that gives them greater fire rate at the cost of forcing them to stand still until they stop firing. 

  • Dapple Dualies - Lightweight dualies that have quick dodge rolls, a high fire rate, and middling damage, at the cost of poor range and low distance covered by the rolls. 

  • Splat Dualies - The standard and most balanced choice among the Dualies. 

  • Glooga Dualies - A mid-range, mid-damage pair of dualies with a low fire rate. Their dodge rolls are slow, but shot damage and range increase after a dodge roll instead of fire rate.

  • Dualie Squelchers - A long-range pair of dualies with unique dodge rolls that are quick and allow the user to slide instead of being locked in place, but also lack the fire rate buff.

  • Tetra Dualies - These mid-range dualies put a significant emphasis on mobility, allowing up to four consecutive dodge rolls and giving the ability to shoot while rolling at the cost of lowering accuracy.

  • Douser Dualies FF - A long-range pair of Dualies that can only perform one dodge roll. After rolling, the weapon's range decreases, and its fire rate increases drastically.

Brellas

A shotgun-like ink shooter which fires a narrow cone-shaped spray of ink. They also feature unfolding canopies that can serve as shields to protect the user and their allies. These shields can be launched forward, creating a line of ink until it either gets destroyed or despawns, and you cannot use the shield if it’s launched or destroyed until it regenerates. 

  • Splat Brella - The standard option, featuring middling stats.

  • Tenta Brella - A heavy brella with a larger more durable shield and longer ranged more damaging shots, at the cost of having a far slower fire rate. 

  • Undercover Brella - A lightweight brella with a quick rate of fire that can be fired while the shield is up, at the cost of lower damage and shield durability and the inability to launch this shield

  • Recycled Brella 24 - A brella with extremely low shield durability, but powerful shots with very little spread and a faster launching shield that regenerates faster. 

Blasters

These ink shooters fire large globs of ink that travel forward and conclude their path with an explosion. They typically have a relatively low fire rate and high ink consumption compared to many other weapons, but can pack a punch on foes. 

  • Luna Blaster - A blaster with short range but above average fire rate, blast radius, and ink efficiency

  • Blaster - The standard blaster with well rounded stats.

  • Range Blaster - Boasts higher range at the cost of a slower fire rate. 

  • Clash Blaster - A blaster that fires huge short-ranged blasts in very quick succession, at the cost of lower damage. 

  • Rapid Blaster - A blaster that fires long range blasts at a good fire rate, with reduced damage and blast radius.

  • Rapid Blaster Pro - This modified version of the Rapid Blaster can hit at even longer ranges, but has a slower fire rate, and uses more ink per shot.

  • S-BLAST - A slow-firing, one-shot capable blaster which can be fired either in a close range mode when jumping or in a long range mode on the ground. 

Brushes

Similar to Rollers, these are close range weapons which can spread ink at a close range and can be brushed on the ground to create a line of ink. They are distinct in that their attacking rate is much higher, but their damage is lower and the ink line they spread is much smaller. 

  • Inkbrush - A fast but short-ranged brush which allows users to move at a fast rate while brushing on the ground.

  • Octobrush - A slower brush with decent range, which has a slower movement speed when brushing.

  • Painbrush - An even slower brush that must wind up before it can start swinging, but to compensate it has greater range, power, and inking capabilities.

Stringers

These are inky bows and arrows which fire in 3 shots. Normally it fires as a standard inky projectile, but can be charged up to launch explosive projectiles that stick to surfaces for a bit before bursting. It can also be fired vertically by jumping, which increases its damage but lowers its spread. 

  • Tri-Stringer - The standard one which (get this) has balanced stats compared to other options. 

  • REEF-LUX 450 - A lighter bow which charges quickly, can store charges, and does more damage than the normal one, but has a lower range and cannot fire explosive shots. 

  • Wellstring V - A heavier bow which fires 5 shots that are centered when not charging, but are more spread out after charging. 

Splatanas

These are sword like weapons which are used as melee weapons and fire short range blasts of ink when attacking, which can be charged to a vertical blast with increased damage. They can also perform a quick forward lunge for better mobility when first attacking. 

  • Splatana Stamper - The average one. What else do you expect me to say-

  • Splatana Wiper - A more lightweight one with better mobility but less damage and range. 

  • Decavitator - This fires a more horizontal burst when charged, at the cost of lower range and mobility normally. 

Sub Weapons

Each of the Inkling’s weapons also come with sub-weapons, which can be tossed alongside them. They usually take a decent chunk of ink to be tossed, meaning they can usually be tossed once before the Inkling’s ink needs to be recharged. Technically you can’t just pick and choose which ones you use, as each of them are exclusive to specific sets of weapons, but stuff like the single player modes do show Inklings being able to swap between types on the fly. 

  • Splat Bomb - The most basic bomb, which explodes after a short time upon hitting the ground and can be either rolled or thrown. 

  • Suction Bomb - A bomb that can be attached to any surface and explodes after a bit. 

  • Burst Bomb - A lower damaging bomb that instantly bursts when hitting a target, and has a lower ink cost, letting users spam fire them a bit more than other bombs. 

  • Seeker - A bomb that chases a target while on the ground before exploding, leaving a line of ink behind itself.

  • Curling Bomb - A bomb that travels in a straight line across the floor, leaving a trail of ink and bouncing off of walls and obstacles before exploding. You can charge it to make it explode sooner, which will increase the size of its blast. 

  • Autobomb - A bomb that walks on the floor at enemies, exploding when it reaches them. 

  • Ink Mine - A bomb that hides in ink once planted, exploding if enemies get to close. If the enemies survive, they’ll be marked up, letting the team know where they are. You can have up to 2 active at a time, with the oldest one exploding if you attempt to place a third.

  • Disruptor -  A bomb that can debuff foes hit by it, reducing their mobility and ink recovery.

  • Toxic Mist - A bomb which releases a poison cloud that stays in an area. If enemies enter it, their mobility is reduced and they’ll slowly be drained of their ink supply.. 

  • Point Sensor - When thrown, this object explodes in a spherical cloud. Enemies hit by the cloud will have their locations revealed to your team. 

  • Splash Wall - A barrier made of falling ink which blocks enemy movement and fire.

  • Sprinkler - Can be tossed onto any surface, at which point it will continually spray ink in a circular area around itself.

  • Squid Beakon - A placeable object that allows the user and their teammates to Super Jump directly to its location. 

  • Fizzy Bomb - A bomb that can explode multiple times straight in line. It’s charged by being held and shaken like a soda, which increases the amount of explosions the more you shake it.

  • Torpedo - A device that transforms into a floating homing missile when within range of a target.

  • Angle Shooter - A projectile which is tossed in a straight line, bouncing off any surfaces it touches. It doesn’t deal much damage, but if it hits an enemy, their position will be revealed.  

Special Weapons

By firing enough ink, you build a meter that can allow you to fire devastating special weapons. Worth noting is that, while Agent 3 seems to be able to fire them indefinitely during their boss fight, implying that meter might be a limitation just for gameplay, in the manga version of that scene it’s explained that was only due to their limiter being removed, meaning this is meant to be a canon limitation. The same situation also suggests they’re only able to use one type at a time, but I’m still gonna list all of them to cover my bases.

  • Bomb Rush - Allows users to toss their sub weapon repeatedly without the need for ink. 

  • Bubbler - A spherical force field that protects the user from all damage. It can be spread to teammates through physical contact.

  • Echolocator - Reveals the locations of all enemies for teammates to see on the field and the map

  • Inkstrike - Fires a missile that causes a large vortex of ink to appear when it lands.

  • Inkzooka - Shoots tall, narrow twisters of ink in rapid succession

  • Killer Wail - Blasts a large sound wave of ink in the desired direction that obliterates all enemies in its path and travels through walls

  • Kraken - User transforms into a large, invincible Kraken, which is able to travel quickly through enemy ink and splat opponents with its melee attack.

  • Tenta Missiles - Allows users to lock on to multiple opponents before firing ten to twenty missiles between the locked-on targets.

  • Ink Armor - Activating Ink Armor protects the user and all teammates from one or two attacks, depending on the strength of the attack.

  • Bomb Launcher - allows the player to throw a pre-selected bomb repeatedly, with no ink restriction… hey wait a second-

  • Sting Ray - Fires a continuous laser that can go through walls. When not firing, users can see the silhouettes of any far away opponents that are not hiding in ink.

  • Inkjet - Gives its user the ability to hover in the air and shoot powerful blaster-like projectiles. After ending, the user will be super jumped back to where they first started the move.

  • Splashdown - Causes its user to jump up and strike the ground with heavy force, causing an ink explosion around them. This explosion can get stronger the higher the wielder gets in the air before hitting the ground.

  • Ink Storm - Creates a rain cloud of ink which drifts above the map, inking the ground and damaging enemies below it. 

  • Baller - Surround the user in an invincible ball they can roll around in. It explodes in a blast of ink when a timer expires or when the user triggers it, which also pops them out of the ball. 

  • Bubble Blower - Allows the player to blow up to three bubbles, which can block the enemy's path and explode if shot at. 

  • Booyah Bomb - The user floats up in the air, making a glowing ball of ink that charges up over time and can be tossed to cause an explosion. The user and their teammates can yell “Booyah” to it to make it charge faster, which sounds kinda familiar conceptually.

  • Ultra Stamp - Creates a large hammer which can be slammed repeatedly while advancing forwards, smashing foes in its path to death. It can be thrown as a long range attack, which ends the move. 

  • Trizooka - A modified Inkzooka which fires three blasts at once and can be fired three times in total. It is a magic number after all. 

  • Big Bubbler - Creates a stationary barrier that protects from enemy ink. 

  • Zipcaster - Allows players to latch onto walls from a distance and zip over to them while still being able to use their main weapon. When it expires they return to where they activated the move. 

  • Kraken Royale - User transforms into a large, invincible Kraken, which is able to travel quickly through enemy ink and splat opponents with- HEY WAIT A SECOND-

  • Wave Breaker - Sends out inky shockwaves along the ground that can deal damage to and mark the location of opponents if they don’t jump over it. 

  • Ink Vac - A vacuum cleaner that sucks up any ink fired in its direction, before launching it back as a big blast. 

  • Killer Wail 5.1 - A modified Killer Wail which can split into 6 smaller lasers that will fire, tracking foes through walls. 

  • Crab Tank - The user creates a tank they ride on the top of. It’s equipped with a inky machine gun and a more powerful ink cannon, and can retract to form a ball for faster transport. 

  • Reefslider - Creates an inflatable shark that the player rides on to dash forward a certain distance before exploding. 

  • Triple Inkstrike - Allows players to throw three missile beacons and fire missiles at where the beacons land, creating vortices of ink upon impact.       Hey wait-

  • Tacticooler - Summons a cooler containing 4 drinks, which when drunk will buff an Inkling’s movement speed and decreases their respawn time. 

  • Super Chump - Fire a bunch of decoy bombs that look like the Super Jump points, but are actually a bunch of explosives. 

  • Splattercolor Screen - Creates a large wall of mist that will slowly go forward, spreading ink. If an enemy is caught in it, then they’ll take damage as their vision will be messed with, making them see the world in greyscale.

  • Triple Splashdown - Acts similarly to the Splashdown, but with the addition of two massive fists that will drop on either side of the user, creating two more explosions. 

Outfits

Inklings are naturally able to wear a lot of different clothing options. I am not covering all of them here since that would be incredibly redundant, but the more VS relevant thing is that all of them have separate abilities that can give various small bonuses, which will be gone over below. 

Hero Gear

In the various single player modes of the games, you get access to several unique items utilized to help take on the Octarians. Beyond various Hero versions of their weapons (which won’t be gone over for the sake of avoiding redundancy), they also get a unique outfit which can be upgraded to increase their defense. 

Armor

Single Player inklings can also equip armor sets, which each act as another health bar that can take damage. They can equip up to three layers of these.

Grizzco Gear

When working on Salmon Run shifts, Inkling don special suits which are specifically ink resistant and likely help protect from contact with other toxins. They’re also equipped with life preservers, which can contain them if they’re splatted but require a teammate to help revive them, and an egg cannon which fires blasts to deal with more dangerous foes

Spawner

In the third game’s multiplayers, the teams spawn from these floating platforms, which they rocket out of and can respawn back at when getting splatted. Users can super jump from them to anywhere in the battlefield, and they float in the air above the battlefield when not in use. 

Abilities

De Blob

Blob Physiology

Blob’s physiology is odd, and unique even among the other denizens of Raydia. He seems to be primarily made up of some kind of amorphous liquid which can squash around and stretch to let him toss himself, and he can freely morph his body between this more humanoid form and a ball for faster movement. He can change his body’s color and grow its size by absorbing colors, which can freely mix to form secondary colors. Entering water will turn him transparent, which can help clean his body from toxic materials like the INKT’s ink and makes him harder for enemies to detect, but also makes him unable to harm any foes. 

Paint Manipulation

Blob’s most notable ability is, of course, his ability to paint any building his body makes contact with. He can do this on buildings, but can also paint smaller objects like signs and benches, and within buildings he can paint the walls behind him just by going along the floor. He’s even shown the ability to paint buildings just by circling their outside. He can also change his color by either slamming into paint bots in the environment, which can freely mix with his body’s current color to form secondary ones, or by entering pools of liquids which he can absorb, changing his color to whatever the pool is. While he mostly sticks to paint, he has shown to be able to absorb paint points from other colorful liquids like sodas.

Slam

Blob’s main method of fighting is by slamming into foes. He can freely target them before launching himself at them, spending the paint points he needs to defeat them as he lands on them. Tougher enemies require more paint points to smash.

Stomp

In the DS Game, Blob can spin in the air for a moment before rocketing downwards, blasting through obstacles in the process. 

Charge

In the second game, Blob gets the ability to rocket himself forward. This is more costly than just slamming, but can charge through multiple enemies and obstacles at once, and is good for taking out groups of foes or ones who have defenses against his standard slamming.

Upgrades

In the second game, by spending Inspiration points he finds throughout the level, he can gain multiple upgrades which he can use to add to his capabilities. These include:

  • Lives - Lets him start levels with more lives, up to a maximum of 5

  • Maximum Size - Increases the maximum amount of paint points Blob can use, up to a maximum of 200

  • Pinky - Increases the amount of ammo in Pinky’s pain cannon, up to a maximum of 200

  • Armor - Increases the amount armor pickups he can carry, up to a maximum of 5

  • Charge Ability - Decreases the amount of paint points required to charge, which can be brought down to only 20 points per use. 

Transmutation

De Blob has shown even just rolling around is enough to shape the world around him. He can make grass and trees grow, transform buildings from the inside, change the appearance of statues, change people’s clothes, change a bird into a more colorful one, change a boring car into a hot rod, and plenty of other stuff.

Agility

De Blob has generally shown a great level of agility. He’s able to jump really high through the air, making building sized leaps casually, and he can slide on walls for a limited time. Some ads have also shown him to have so much freedom in the air it looks basically like flight, though given the games themselves establish he needs stuff like Pinky or the Blimp to fly and we’ve never seen him take off in these instances, it’s unlikely this is true flight. 

Self Sustenance

Blob has shown himself to be able to swim underwater indefinitely and to survive in the vacuum of space with no need for oxygen.

4th Wall Awareness

In a couple ads, Blob was shown to be able to hop into the real world and affect things in real life. This kind of awareness is in line with the games, as not only are some of the tutorials given by in universe characters, Comrade Black directly references controls in the final level of the second game to taunt you. 

Resurrection

Speaking of which, since extra lives are acknowledged by in-universe characters, this suggests that De Blob is canonically able to come back to life, which is backed up by the fact that dying does not reset your progress on painted buildings. As previously noted, he can upgrade himself to start levels with up to 5 extra lives, and needs to go through the environment to find more, so 5 is probably the solid limit on his lives for this discussion. 

Resistances

Inkling

Inkling Physiology

Inklings are evolved humanoid squids, and have some odd quirks to their biology. They lack bones, can spot things from over 100 meters away, and can naturally leap up to 1.5 meters in the air. But their most notable ability is their ability to shift from a humanoid form to that of a cephalopod, or going from kid to squid in layman’s terms. This form can submerge itself in ink of its color, in which they can travel much faster and jump further than they can in humanoid forms, refill their own ink and health, and can be undetectable from the outside if they’re moving slow enough. The squid form can go up walls, pass through surfaces that have openings, and even run along lines of ink much thinner than their body. However, outside of their own inked terrain, this form is fairly slow and vulnerable. 

Ink Manipulation

The ink they use for their weapons is something they seem capable of generating on their own, by just remaining submerged within ink of their color. They can only do this on ink that is the same color as their body, but they can also casually change what color their own ink is. The ink itself has shown some interesting effects, as it’s been shown to be able to allow objects to be sunk into it, which can include enemies, and can reveal invisible objects when they're shot

Super Jump

The Inkling’s main notable method of transport is by rocketing upwards, making an arc down. While in the multiplayer they have to pick a specific target to launch towards, in the single player modes they regularly show themselves being able to hop around wherever they want. 

Gear Abilities

As previously mentioned, Inklings are able to adjust their own capabilities in a variety of ways with their upgrades to their gear. They can only equip up to 4 abilities for each piece of gear they have (head, shirt, and shoes), giving them a total of 12 abilities. These abilities are able to stack to give greater effectiveness, and they can hypothetically upgrade any piece of clothing with any of these abilities. There’s more complicated math you can break down, but it’s a bit irrelevant overall, so this will just be a list of their specific effects. 

Ability Doubler

Doubles the effect of other abilities attached to the gear piece.

Bomb Defense Up

Reduced damage taken by sub weapons and special weapons.

Bomb Defense Up DX

Reduces damage taken from sub weapons and special weapons, shortens the duration of position trackers, and increases the minimum visible distance of white silhouette trackers.

Bomb Range Up

Makes thrown sub weapons travel farther.

Bomb Sniffer

Enemy sub weapons appear on-screen as skull icons and non-lethal damage from them is reduced.

Cold-Blooded

Increased the minimum visible distance of white silhouette trackers.

Comeback

Improves ink usage and recovery, swim and run speed, and special weapon charge rate for 20 seconds after respawning.

Defense Up

Decreases damage taken from all attacks.

Drop Roller

Allowing the user to perform a directional roll upon landing with Super Jump by tilting during the Super Jump.

Haunt

Tracks enemies who splat the user with white silhouettes and induces Respawn Punisher penalty when splatting enemies tracked with this ability.

Ink Recovery Up

Increases ink tank refill rate both when submerged and not submerged in ink.

Ink Resistance Up

Decreases damage, speed, and jump penalties when standing in enemy ink.

Ink Saver (Main)

Decreases main weapon ink usage.

Ink Saver (Sub)

Decreases sub weapon ink usage.

Intensify Action

Increases mobility in squid form and steadies your aim when firing after jumping.

Last-Ditch Effort

Improves ink usage and recovery towards the end of a battle.

Main Power Up

Raises performance of main weapons.

Ninja Squid

The user is less visible while swimming, but has reduced swim speed.

Object Shredder

Increases damage dealt to non-player targets.

Opening Gambit

Increases ink resistance, swim, and run speed for the first 30 seconds of a battle. Can be extended by splatting opponents while this ability is active.

Quick Respawn

Decreases respawn delay if splatted repeatedly without splatting an opponent.

Quick Super Jump

Increases Super Jump speed.

Recon

Opponents and their weapons are seen while at the spawn point.

Respawn Punisher

Increases respawn time and special gauge spawn penalty for the player and any enemy they splat.

Run Speed Up

Increases movement speed in humanoid form.

Special Charge Up

Increases the rate at which the special gauge fills.

Special Duration Up

Increases the duration of special weapons and gives the Inkstrike and Killer Wail shorter cooldown times.

Special Power Up

Raises performance of special weapons.

Special Saver

Reduces special gauge loss after being splatted.

Stealth Jump

Hides the Super Jump landing marker, but decreases super jump speed.

Sub Power Up

Increases performance of sub weapons.

Sub Resistance Up

Reduces effects and damage from sub weapons.

Swim Speed Up

Increases movement speed while in squid form.

Tenacity

Slowly fills the user's special gauge when their team has fewer active players than the opposing team.

Thermal Ink

Allows the player to track distant players hit with shots from their main weapon.

4th Wall Awareness

There have been multiple advertisements showing inklings interacting with the real world and people within it. This kind of awareness is in line with games, which have had in-universe characters acknowledge button prompts

Resurrection

After being splatted, Inklings are able to respawn at the closest checkpoint. This is a fully canon element of the series, given the commonality of Inklings being splatted in multiplayer modes and is noted as being present in the manga. This seems to be tied to specific equipment, like Spawn Points or Spawners, and they can seemingly come back as many times as they want. However, the Inklings do need to tie themselves to a spawn point in order to come back at all. In the final levels of Octo Expansion when Agent 8 lacks a spawn point to use, if they fall then your backup reacts as if they just died. This isn’t just a case of them being overdramatic, as interviews have confirmed resets for this sequence are explicitly rewinding time rather than a diegetic respawn. This suggests that, while splatting with a valid save point can let them come back from the dead, without one they will die permanently.

Feats

De Blob

Overall

  • Crucial member of the Color Underground

  • Freed Chroma City and Prisma City from control of the Inkies

  • Stopped plots of INKT to take over Raydia on at least 3 different occasions

  • Defeated the Giant Robot Inky, Von Bolt, the Fabricator Monster, and Comrade Black

Power

Speed

Durability

Inkling

Overall

  • Regularly participate in Turf Wars and other inky combat

  • Defeats many of the Salmonids on Salmon Runs

  • Stopped the Octarian’s invasions 

  • Defeat DJ Octavio, Commander Tartar (in the manga), Mr Grizz, and Deep Cut

Power

Speed

Durability

Weaknesses

De Blob

Blob’s body is vulnerable to fire and the INKT’s toxic ink, and while he can survive exposure to them, they will kill him if he can’t get to water fast enough. He also seems very susceptible to electricity, which will instantly kill him or take away a life if he’s exposed to it. Beyond that, he also needs to keep a good supply of paint to stay effective, as if he runs out he’ll be put in a form that’s rather weak. Finally, most of the time he has a relatively simple gameplan in fights, simply opting to roll around and slam foes that get in his way. 

Inkling

An inkling’s general physiology does come with some drawbacks. Most notably, they will instantly dissolve if they end up in water of any kind, something I’m sure would cause Charles Darwin to roll around in his game. They also can’t spread ink on certain surfaces, will be slowed down if they enter a different kind of ink from their own, have a limited supply of ink which they need to refill, and are notably more vulnerable to damage when in squid form. Finally, they tend to lack a lot of serious combat experience, only being experienced in the equivalent of sport games, and they can be rather carefree and naive about fights thanks to this. 

Before the Verdict

Pearl’s Killer Wail


(please listen to this banger)

So a pretty big feat for Splatoon versus wise comes from the end of the second game’s Octo Expansion DLC. To sum it up, Tartar is an evil guy who tried to use a cannon to cover Inkopolis in his goop, but Pearl was able to power up a Killer Wail to directly fight his beam and overpower it. This weapon is one of the Inkling’s special weapons, and not only do we see that Tartar’s cannon would have been able to cover Inkopolis in the bad ending for this boss fight, Marina also states that the weapon would have enough power to destroy the world. While this may sound pretty cut and dry just describing it, there is some context worth breaking down on this that makes it pretty hard to claim the Inklings should fully scale to it.

First off, in regards to the feat itself, specifically in terms of it potentially being planet level. Now the reliability of the statement itself isn’t the issue here, as Marina, the character this is coming from, is a former weapon developer who is regularly shown to be very skilled and knowledgeable about technology, so I do think it’s fair to take her word for it. However, the big issue is that the beam Pearl fought was not from the cannon being fired at full strength. As is gone over, the cannon needed to be charged up to full strength with solar panels on its outside, which Agent 8 needed to cover up to stop its effects. Marina herself directly says the beam being fired was not at full charge immediately before Pearl did the beam clash. So while this cannon is potentially far stronger than just city level, assuming Pearl should be scaling to said full power would be ignoring several points of the narrative.

And regardless of how strong Pearl’s cannon is, there’s also issues in assuming the standard cannons Inklings use are as strong as hers. First off, the weapon is a sound based one, and it has been established that Pearl has an abnormally loud voice compared to other inklings, meaning it’s not a level of power anyone could just recreate. Additionally, Pearl’s cannon is actually a unique version of the weapon known as the Princess Cannon, which is inaccessible to the player’s standard arsenal, so it would make sense to assume her cannon is abnormally strong compared to the standard model, even more so when you consider her girlfriend idol partner is the aforementioned technologically skilled Marina. Finally, the one other time you get to see the cannon in action, that being as a special power up during a Splatfest stage, not only does it demonstrably have a much larger wave than the standard Killer Wail, but any inklings that are hit by it are simply one shot, meaning it’s not really possible to argue they could tank the force of it themselves. 

That being said, should a standard Inkling scale to this? Not fully, no, but you can reasonably assume the standard Killer Wails can downscale to an extent from this, as they are still the same kind of weapon. Though the question of by how much can be rather difficult to figure out, given the large amount of caveats with the feat itself.

Side Order


(please also listen to this banger)

Speaking of questionable scaling from Agent 8’s DLC adventures, Side Order centers around the Memverse, a virtual reality which Marina created, and which has a big evil program in control of it known as Order (how is this kind of thing coming up 2 blogs in a row). Some have suggested that this could potentially let the Splatoon guys get in on the universal scale, but that’s kind of a massive leap in my opinion. First off, the virtual reality in question is not something the character’s physical bodies go into, but is rather something only their minds are in (In the manga it's stated as the result of their spirits being sucked into the reality). As such, it’s very questionable to assume their physical bodies can scale to their actions within this virtual space. Secondly, while Order is seemingly able to affect the whole virtual space at once, it’s never really stated to be a literal universe sized space, and while they are seemingly able to affect the real world in their boss fight, it was earlier acknowledged that they could not actually directly affect the real universe, only pull people’s minds into the virtual reality to affect them there. So treating this as a means to claim the inklings can compete on a universal scale is flawed on its own merits. 

Verdict

This is a match I really like the sound of. I have been a big fan of the Splatoon games for a few years, and it was fun to get the chance to go through more of the extended material beyond just the games. I also am pretty nostalgic for the De Blob games, having played them when I was a kid on the Wii, and replaying them via the recent Steam ports was also a really fun time, with the second game pretty easily climbing to be one of my favorite 3D platformers. This fight is a fairly simple one but hits a very solid vibe, as both series are very comparable tonally, and there’s potential to have a lot of colorful and mobile fighting, which would be fun to see. Also the music potential is really godman good, I would definitely commission a track for this match if I had the money to just toss around. In any case, let’s go over who wins.

Stats

Now in terms of power, both have regularly shown the raw strength to knock around and blast apart metal machines, but in terms of raw coverage of their respective colors, Blob had the edge. He’s regularly able to change the entirety of buildings and cause building sized explosions of color, which was a level of coverage the Inkling was only able to compare to with their special weapons. When looking at the higher level stuff, both could get into the city ranges, but Blob had the more solid scaling in this regard, as he’s able to cause city spanning waves, change the color of the sky, and keep up with city destroying monsters directly on his own. On the other hand, the Inkling’s methods of getting to this scale were through creating a singular rain cloud and downscaling to an unclear extent from Pearl, whose own city level feat was fairly hard to put much more than a vague label on. 

Then, of course, there was the high end of their stats, as both have tangoed with forces that are capable of affecting entire planets. For the Inkling, they were able to take on Mr Grizz, who was able to cover most of the earth in fur. This would require the energy equivalent to 8.8 Zettatons of TNT, which is in the Small Planet range. Rather impressive, but Blob’s own planet coverage thanks to the Transform Engine was at 24.458 Ronnatons, which gets into the Dwarf Star range of power. Might seem odd that these fairly similar instances get such different values, but not only was Mr Grizz’s feat was not covering the entire planet, the exact method of Mr Grizz’s spreading was a bit unclear, whereas the Transform Engine was directly launching paint all over the planet, thus requiring enough kinetic energy to send a planet wide spread of paint flying in a short time, and therefore required more energy than just making enough material to cover the distance, like Grizz. 

To put that gap in power into context, one Ronnaton is the equivalent of 1000000 Zettatons, meaning that the Transform Engine was able to output forces 2,779,318 times stronger than Mr Grizz’s ooze coverage. This was also a value Blob should scale to himself, as not only does he regularly utilize the same color energy that powered the blast, but Comrade Black directly survived being at the epicenter of this blast, and Blob has been shown to be physically superior to him. And not only was this feat potentially even stronger, it was also fully consistent, as the ending of the second game also featured a similar blast which Blob directly survived being at the center of himself. And as the final kicker, said blast was caused by what appeared to be a black hole, which Comrade Black survived being sucked through. I didn’t pull up a value for this since I’m not sure if it fully qualifies under the black hole rules, but that existing at all certainly didn’t help the Inkling’s case. As such, De Blob very comfortably holds the edge in power and durability.

As for speed, both were surprisingly pretty comparable. Both are regularly able to cover areas quickly, and have plenty of good feats that put them comfortably in the mach ranges. Their best feats similarly involved characters being able to jump through the atmosphere quickly. Inkling’s best direct showing, that being Neo Agent 3 jumping to the rocket, was at best around Mach 364, though it could arguably be faster. However, this was inferior to Blob’s movement through the atmosphere, which at its own best was at Mach 1457, or just about 4 times faster. Rather significant, though Inkling was certainly able to keep up with that, as by scaling to DJ Octavio’s piloting they matched this value on the dot at the low end of Mach 1457, and could double it with the higher end of Mach 2915, giving them slightly faster reaction speeds. You could argue that Blob ought not to be scaling to this movement speed, but by that same logic you should discard Octavio’s feat entirely. There was also Blob arguably fighting the suction of the Black Hole, but that was a bit more uncertain due to the aforementioned questionability of the Black Hole itself.

So, to sum it up, Blob held a massive 2,779,318 times edge in raw power, and had about 4 times faster movement speeds, but Inkling could at least keep up with and potentially double that speed value in terms of their reactions, evening out the speed category overall. 

Arsenal & Abilities

There wasn’t too much question that the Inkling had a far larger amount of versatility than De Blob. After all, one has a verifiable arsenal and a large potential amount of customizable abilities, while the other tends to just stick to jumping around and slamming people. The real question was on how exactly this versatility would stack up to Blob’s more specific capabilities. For starters, Inkling does have another good advantage in that they would be going into the battle already at their peak potential, whereas some of Blob’s more notable tools required him to build up color energy first. And while De Blob has shown a great level of agility, Inkling did have the tools to keep up with it, as they had multiple ways to apply effects that could let them track him when hit, as well as being able to climb surfaces effectively thanks to their squid form and go long distances thanks to the Super Jump. 

Though Blob was hardly lacking for advantages of his own. His ability to passively transform objects around him did mean that he could easily deal with any of the Inkling’s placeable sub and special weapons without even needing to specifically smash them. Perhaps the most notable asset he had was Pinky, who not only had access to flight and a method of damage that wasn’t ink based, but due to having comparable power and speed to Blob, meant she could easily muck in and help deal with the Inkling herself. This would pretty unquestionably give Blob a sizable advantage, as she could likely help keep them distracted while he builds up paint points and color energy. There is immediately the question on how Blob would be able to build paint points, since he is pretty reliant on specific environmental factors to give him paint and VS is reliant on completely neutral ground. First off, he does tend to start levels with some color already in his system, so he should reasonably be able to go into this fight with enough paint to get the ball rolling. Even when he does run out though, he does have a perfect method to refuel himself in the very ink the Inkling would likely be spreading around. While it is true Blob tends to stick just to paint, the Soda Falls level of the second game has him go inside chambers that end up filled with what is canonically supposed to be soda, but functionally it acts the exact same as the paint pools he goes in, meaning he is able to pull paint points from colorful liquids besides just paint. 

You could argue that, as Blob’s main enemies in the games use ink, that therefore he couldn’t draw any color from it and would, in fact, be slowly poisoned and die from trying to absorb it. However, when you actually break it down, the Inky’s ink and the Inkling’s ink aren’t actually that similar beyond both being referred to as ink. The Inky’s ink has been shown to be actively comparable to pollution, bleaching the world white and killing plant life, and was generated from the misery of the Raydians being stuck in Greydian suits. The Inkling’s ink, meanwhile, is something they’re naturally able to produce, and is fully biodegradable by airborne microbes, with that taking effect in just a few minutes. This means that, while they could likely still damage Blob due to being able to damage other beings like themselves, there’s no reason to assume it’d be as toxic for him to deal with as the ink of INKT, meaning he should be fully capable of absorbing color from it.  Also, while Splatoon ink has been shown to be able to seal objects within itself, not only is it not something we see the Inklings themselves do, just their enemies, it’s also not an ability that was ever actively used on enemies, just objects, as well as not being something anyone has actively exploited for combat, meaning it’s unlikely it would even be a way of dealing with the Blob. If anything, that actually would strengthen the likelihood of Blob taking points from it, since him being able to actively sink into it meant he’d be able to easily absorb points from it to the max.

They did compare to each other on quite a few points. Both of them could change the color of their bodies at will, so Blob likely couldn’t do something like immunize himself to Inkling because they share the same color. Both have shown similar levels of 4th wall awareness, both in terms of general awareness in the main games and interacting with people outside of their worlds in advertising, which meant any argument that one should transcend fiction was moot since by that logic the other should too. Both had access to armors that could protect them from lethal damage, though Blob did have more potential layers to it in possessing five levels of protection versus the Inkling’s three. And most crucially, both did have methods of coming back to life if they were to die. In this regard, Inkling did have an arguably better method, as their respawns were not finite, but the fact it was tied to a specific object that needed to stay in one piece was kind of a big issue for them in the long run, as when Blob or Pinky were able to recognize this is where they would keep coming from, then they could simply physically smash the Respawner apart and ensure their next take down of the Inkling would stick.

That was a bit of a major issue for the Inkling's chances. While they do have a lot of options they could shift between, the issue is that a lot of this versatility was only on paper. Not only is it a bit questionable if they could swap between certain options on the fly, but the vast majority of this arsenal was going to be ineffective at dealing with Blob thanks to his massive edge in durability making it so they’d realistically struggle to deal damage in the long run. About the only things that could hypothetically turn things around were the fact that some of their specials, like the Killer Wail and Sting Ray, could fire through walls and barriers, meaning they could arguably be attacks that negate durability, but not only were these one of a few options among a massive arsenal and needed to be built up to first, they also were rather slow and telegraphed, meaning it was unlikely for them to be able to catch Blob fast enough. And even if they did, Blob having a respawn meant he would catch on to it being dangerous and as such would focus on not giving them any breathing room. Finally, while Blob’s more devastating options did also require more of a buildup, they also would be far more effective at quickly taking the Inkling out. The Transformation Engine be something that could easily warp the battlefield to favor him or just cause an explosion that ended things there, the Rainbow and Re-Gen power ups would give him good ways to keep up his momentum in paint points, and the Graviton Bomb would just give him an easy way to take out Inkling in a way they’d have no shot of dodging. 

Tertiary Factors

Finally, this category was more even. In terms of experience, Blob did have an edge in that he’s been in overall more serious combat, given he’s an active freedom fighter whereas most of the Inkling’s experience was in the equivalent of sporting events, but not only is it implied he lacked much fighting experience before INKT’s takeover, the various playable agents being able to take on an army actively prepared for war meant that an average inkling would certainly be able to keep up with him skill wise. Though it is also worth noting that there really isn’t anything quite like De Blob in the Splatoon universe in terms of physical capability, whereas De Blob has had plenty of experience dealing with foes primarily focused on projectile ink. General intelligence also likely was even, as while there are some cases of Inklings being airheaded, that generally wasn’t something that impacted their combat capabilities, and Blob didn’t really any displays implying more than average intelligence himself.

As for weaknesses, neither really had too much that could hold them back in this context. For Blob, Inkling didn’t really have a way to exploit their weakness to electricity, fire, or more toxic ink, assuming they could even figure that out, and the fact he tends to be pretty simple as a fighter doesn’t really mean much when he is more than strong enough to one shot his opponent in a single slam. As for the Inkling, Blob similarly lacked a solid way to figure out or exploit their weakness to water, and the fact he spreads paint and not ink meant they could simply cover up areas he painted and weren’t going to be slowed down by stepping in his painted areas. So overall tertiary factors were fairly even. 

Conclusion

"When the hustle and the bustle got to be a tussle, I knew I had to get back to my roots. Til one inky black cloud blotted out everything. Fun and beauty were ripped from the city I love by some soul-sucking interplanetary corp. I couldn't let that happen."

Advantages:

  • Far stronger and more durable

  • Faster movement speeds

  • Had abilities which could really screw up the Inkling’s capabilities

  • Pinky basically makes this a 2v1

  • Could absorb from the Inkling’s ink, ensuring he never ran out of paint points

  • Better defense and resurrection in practice

  • Power ups gave him options that tilted things in his favor

  • Equal in terms of overall experience and intelligence

  • Weaknesses were unlikely to play into this

  • God tier soundtrack

  • Is anti-crypto

  • De Blob 2 is really good and underrated please go play it-

Disadvantages:

  • Slightly slower reaction speeds

  • Less versatile arsenal

  • Would need to build up to being more overall effective

  • Some of Inkling’s weapons could take them out regardless of the stat gap

  • Dead series 

  • Ratioed by Marvel and Steven McQueen

  • Currently the closest we have to a VS show covering this match is this

"Why are we here? For what purpose do we exist? We must not dwell on these questions. We can merely trust in the will of the universe and spend our days and nights in harmony with the world, celebrating this festival called Life."

Advantages:

Disadvantages:

  • Far weaker and less durable

  • Slower movement speeds

  • Blob had abilities which could really screw up their capabilities

  • Pinky basically makes this a 2v1

  • Blob absorb from the Inkling’s ink, ensuring he never ran out of paint points

  • Lesser options for defense and resurrection in practice

  • Power ups tilted things in Blob’s favor even more

  • Salmon Run stole my sanity

  • Matt from Wii Sports

  • Currently the closest we have to a VS show covering this match is this

I feel this might be my first major upset, as I do know popular consensus on this match was that the cosmic level stuff from Splatoon 3 would be enough to swing things in their favor. However, when breaking things down, things still remain rather cut and dry in his favor.  While the Inkling’s massive potential arsenal could certainly give De Blob some trouble, ultimately his greater power, superior physiology, and better mastery of color meant their splatting was simply inevitable. In this vivid, vibrant, and violent fight, Blob ultimately left the Inkling’s turf high and dry. 


The winner is De Blob.

Next Time


The Devil vs The Snatcher
(Cuphead vs A Hat In Time)

Sourcelist:


Comments

Popular posts from this blog

The Batman Who Laughs vs Dreadpool (DC vs Marvel) VS Prediction Blog

Conker vs The Postal Dude (Rare vs Postal) VS Prediction Blog

Perry vs Skipper (Phineas & Ferb vs Madagascar) VS Prediction Blog