I'm going back to the Splatterscope for a bit, just to keep my aim in. As if I have much aim. The Kelp version today, for Splat Zones. The ink coverage and Killer Wail should help.
I try to concentrate on staying safe and sensible whilst providing support, which I can do quite well from the back. That's kinda what a charger does. I don't get up high, though, aware of the side route that needs to be monitored.
My Killer Wail gets a splat! That's good. On top of that, the Kelp Splatterscope on the other side sets his Killer Wail, and that just acts as a really short Echolocator for me. Splat!
I miss the close-range inkling, and fear I am about to get splatted, but instead he retreats and jumps out at just the wrong time. I like that, as it makes me look better than I am. The Squiffer shows me how close-range charging is done shortly after, though.
I don't mind the Squiffer. I show him what I can do too. A Killer Wail, suitably placed, shepherds the inklings to either do nothing or come up the blind side. So I go to the blind side and get an easy splat. Nice!
That lets me go back and support the Splat Zones more directly. We can press quite high, retake the Splat Zones, and regain the lead. I help by splatting the Kelp Splatterscope, and trading Killer Wails with the other team, getting another splat. It's quite effective.
I suppose the only minor disappointment is that we get the knockout victory just as I get a few inklings in to my sights. But maybe that was a blessing, as I doubt I could shoot from the hip quite that quickly to come out unscathed. Fun battle!