goofy harpy express youtube clickbait thumbnail drawing i did for the upcoming splatcraft direct of me and @izercharo
seen from China
seen from United States

seen from Argentina
seen from United States
seen from China
seen from Canada
seen from China
seen from United States
seen from China
seen from United States
seen from United States

seen from Thailand
seen from Canada
seen from United States
seen from United States

seen from Saudi Arabia
seen from China
seen from Germany
seen from Puerto Rico

seen from Singapore
goofy harpy express youtube clickbait thumbnail drawing i did for the upcoming splatcraft direct of me and @izercharo
The smash bros universe isn’t the only world the Inklings crossed over to...
Welcome to Splatoon in Minecraft!
Splatoon 2 abilities and enchantments
So in the Splatoon series, having fresh gear loaded with abilities is an important gameplay mechanic and may even be the difference between splatting an enemy or being splatted. Such abilities are attached to specific gear, such as some being exclusive to headgear or shoes. Gear exclusive abilities are known as Primary abilities, and non-exclusive abilities are Secondary abilities. Gear can have up to three Secondary abilities in addition to its Primary ability for a total of four abilities per piece and twelve for a whole outfit (Headgear, Shirt and Shoes).
Below are all the abilities and their descriptions and then under it I've written potential applications for enchantments based on them!
Primary Abilities:
Ability Doubler [Splatfest Tee Only] - Doubles the effect of other abilities attached to that gear piece. Enchantment: amplification. Makes any magic you cast twice as effective, including other ability enchantments. Apply to jewelry instead of clothing. Excessive use may cause burnout.
Comeback [Headgear] - Improves ink management, mobility and special charge stats for 20 seconds after respawning. Enchantment: morning booster. Cast on a hat or hair accessory in the morning to provide a boost of luck, energy, and efficiency.
Drop Roller [Shoes] - Tilting during a Super Jump allows the player to perform a directional roll upon landing. Enchantment: provides a boost of luck when the caster needs to run, making it more likely that you'll catch whatever you're chasing. Apply to running shoes.
Haunt [Clothing] - Tracks the enemy that splats the user with thermal ink. Enchantment: tracks the energy of another person who touches you or casts a spell on you. Cast on a shirt or jacket. This is a bit more advanced than some might be used to, so try practicing with a witchy friend first. Passive enchantment unlike the Thermal Ink enchantment.
Last-Ditch Effort [Headgear] - Improves ink usage and recovery as well as respawn time towards the end of a battle. Enchantment: restores energy during a rest. Cast on night time headwear.
Ninja Squid [Clothing] - The user is less visible while swimming, but has reduced swim speed. Enchantment: glamour to keep from being noticed. Uses your own energy so may cause a feeling of sluggishness. Cast on a shirt or jacket.
Object Shredder [Shoes] - Increases damage dealt to non-player targets. Enchantment: allows for the casting of bad luck on an object making it more likely to break, malfunction, or cause mischief with an energy marker. Super effective when used on shoes. More effective if applied with an angry kick.
Opening Gambit [Headgear] - Increases ink resistance, swim and run speed for the first 30 seconds of a battle. Enchantment: morning boost. Cast on hats or hair accessories. Increase effectiveness of shields and wards when cast in the morning.
Respawn Punisher [Clothing] - Increases respawn time and special gauge spawn penalty for the player and any enemy they splat. Enchantment: Boosts the power and effectiveness of baneful magic, but takes a bigger hit on your energy. Cast on shirts for easy removal. Cleanse well afterwards.
Stealth Jump [Shoes] - Hides the Super Jump landing marker. Enchantment: glamour to keep one from being noticed in a small area. Lasts for a limited time, so don't activate until you get to your destination where you don't want to be noticed. Can be cast multiple times after a recharge period. Cast on your favorite pair of shoes or boots.
Tenacity [Headgear] - Slowly fills the user's special gauge when their team has fewer players than the opposing team. Enchantment: boosts group magic, more effective the less participants there are. Cast on hair accessories or ritual headwear.
Thermal Ink [Clothing] - Allows the player to track distant players hit with shots from the main weapon. Enchantment: creates a unique energy signature to attach to an aura, spell or spirit to track them. Must be activated to use the signature to reduce energy waste. Cast on jewelry instead of clothing.
Secondary Abilities:
Bomb Defense Up DX [Any Gear] - Reduces damage taken by blasts from sub weapons or special weapons and shortens the duration of position trackers. Enchantment: Boosts the power of shields and wards and hides the energy signatures of those protected by the wards.
Ink Recovery Up [Any Gear] - Increases ink tank refill rate while in squid or kid form. Enchantment: boosts recharge of energy during rest, meditation, or engagement in hobbies. Cast on shirts for easiest use.
Ink Resistance Up [Any Gear]- Decreases damage, speed, and jump penalties when standing in enemy ink. Enchantment: deflects bindings and other low level baneful magic.
Ink Saver (Main) [Any Gear] - Decreases main weapon ink usage. Enchantment: reduces the strain of energy work and spirit work.
Ink Saver (Sub) [Any Gear] - Decreases sub weapon ink usage. Enchantment: reduces the energy needed to cast a spell, makes the energy used work more efficiently.
Main Power Up [Any Gear] - Raises performance of main weapons. Enchantment: boosts the power of offensive magic and energy work.
Quick Respawn [Any Gear] - Decreases respawn delay if splatted repeatedly without splatting an opponent. Enchantment: speeds up psychic/spiritual healing after an attack.
Quick Super Jump [Any Gear] - Increases Super Jump speed. Enchantment: increases movement in the astral and during lucid dreaming.
Run Speed Up [Any Gear] - Increases movement speed in humanoid form. Enchantment: boosts the speed in raising energy for magical workings, casting on shoes recommended for the connection between feet and earth.
Special Charge Up [Any Gear] - Increases the rate at which the special gauge fills. Enchantment: boosts the raising of energy and stores it for use during rituals and complex magic
Special Power Up [Any Gear] - Raises performance of special weapons. Enchantment: boosts the effectiveness of ritual workings or complex magic and their effects
Special Saver [Any Gear] - Decreases special gauge loss after being splatted. Enchantment: reduces the strain of energy when performing rituals or complex magic.
Sub Power Up [Any Gear] - Increases performance of sub weapons. Enchantment: increases power of a spell when activated.
Swim Speed Up [Any Gear] - Increases movement speed while swimming in squid form. Enchantment: shortens the time between casting a spell and seeing results
I'm open to different ideas than what I've presented here, so please feel free to share them with me!
splatcraft series 4 and i'm making a building dedicated to the minecraft equivalent of pokemon tcg or perhaps tableturf splatoon
My friend's end event/finale of her mc server is like next week! Join if you want as Series 4 starts REALLY SOON AFTERWARDS!!!!!!!!! YAY!!!!!!!!!!
Energy Work Splatcraft Edition: Curling Bombs and Autobombs
The next post in our Splatcraft energy constructs are Curling Bombs and Auto Bombs! These are more complex and can move on their own before exploding.
Curling Bombs
Curling bombs are shaped like roombas and travel in straight lines when deployed. They leave a trail of ink and will bounce off walls objects. It is an excellent tool for creating lines of ink into enemy territory for the discerning Inkling to swim in. It will explode after traveling it's maximum distance. The distance can be shortened significantly by holding the bomb and "cooking" the timer. Doing this also causes it to grow larger and increases the amount of ink it covers as it travels, as well as increasing the damage output and size of the blast radius. There is of course, the special Curling Bomb Launcher, but we'll talk about that much later.
To form the Curling Bomb, start with a flat disk of energy. Layer it up like it's a fancy three-layer cake, and then set the intent for it to go off after a certain amount of time. I'd say no more than 30 seconds.
Autobombs
The auto bomb is a little frog shaped bomb that, once thrown, will follow any enemy in its detection circle some distance before exploding. If no enemies are in its vicinity, it will simply explode where it landed. Because it creates no ink trail, can walk through enemy ink unimpeded, and it's sensors can detect through walls, it is excellent for locating hidden enemies.
To form an Autobomb, begin with a sphere of energy. Set it's intent to search out hidden energy that doesn't belong. Give it legs and feet, and use a wind up motion to set it off. This one really depends on how you program the energy. Take your time to practice so you get it super effective!
And that's it! This was fun to do, although there's a couple subweapons left, I don't think they would be effective. And eventually I will collect all of these into one post! But for now this is it! Thanks for reading my experiment!
Energy Work Splatcraft Edition: Fizzy Bomb and Torpedo
What up nerds! Welcome back to my wacky splatoon themed pop culture magic series of posts. This one is about the Fizzy Bomb and Torpedo sub weapons! These two subs are a bit more on the fun side in my opinion.
Fizzy Bomb
The Fizzy Bomb is a neat little weapon shaped a bit like a soda can. It is capable of exploding up to three times, bouncing with each explosion. It can be charged up by shaking it, in increasing its power and times it can explode. It's basically like yeeting a giant can of soda!
- To create a Fizzy Bomb, create a bubbling ball of energy. Start with a regular ball, and start making little bubbles in its center. Let it feel like a freshly opened can of soda in your hands.
- make it smaller, then layer some more energy over it. Add more bubbles. Then condense it again. Repeat until it's about the size of a volleyball.
- shape it into a soda can shape! This will make it easier to throw.
- now you can shake it up and throw!
Torpedo
The Torpedo is a clear plastic canister that, once thrown, transform into a fish shape. When it's thrown near an enemy, it targets them and explodes on impact, splattering ink everywhere. If it hits a wall or floor it will explode like a Splat Bomb instead.
- To make the Torpedo, form a spinning ball of energy. How fast it spins will determine how big the detonation is.
- cover the ball in energy in the shape of a large fish. Give it a little antenna to track targets with.
- compress the whole thing into a dome shape. Flat on the bottom, round on top. Set the intent that once thrown it will spring back to its fish shape and attack!
And that's all for now! There's only a couple subweapons left to cover! Stay tuned!
Energy Work Splatcraft Edition: Ink Mine and Suction Bomb
Another day, another splatcraft post! Today we'll be testing out the Ink Mine and Suction Bomb subweapons!
Ink Mine
The Ink Mine is a exactly what it says on the tin, a mine, of ink! It is nearly invisible once placed, and will go off if inked over by the enemy team, or if an opponent gets too close. Up to two can be placed at one time, and an opponent caught in the blast can be tracked for a short period. They are extremely useful for traps, especially around doorways and windows. A transparent outline of the mine is visible to the player who places it.
- To create an Ink Mine, form an energy ball, similar to how you would for a Splat Bomb. Squish it down until the energy is a flat disk, condensing the energy until it feels tense, like it's going to spring back. This might take a few tries to get right!
- Choose a spot to place it, and push the energy into that spot, making sure it doesn't dissipate, but stays pressed together in the disk shape. (Again, this may take a few tries)
- Or, make an anchor using something that won't damage your floors, like a pebble, or a coin. Press the energy disk into this anchor, and set it to go off if the object is stepped on or picked up
Suction Bomb
The Suction Bomb is similar to the Splat Bomb, in that it will explode after being thrown. However, it has the added benefit of attaching to any surface it is thrown on, and because of its larger size and ink capacity, it has a wider range of damage than a regular Splat Bomb. Unfortunately it consumes 70% of ink capacity, and so it is necessary to use ink management abilities to make the most efficient use of this sub. The Suction Bomb is also featured in a special, the Suction Bomb Launcher, and it also has a suped up version called the Hyper Bomb created by Marina. However, Hyper Bombs are still in the prototype stage and need to be denoted manually.
In order to create a Suction Bomb, start off with forming energy into the shape of a canister. Make it as big or small as you want. Test out the splat of different sizes, just remember that the bigger it is, the more likely it won't go off by itself!
- Then fill it up with more energy, packed in tight until it feels like it might burst. You want it so that the action of throwing it and it landing triggers the energy to burst out.
- make it sticky at the bottom so it stick to whatever you throw it at. The bottom should feel different from the rest of the energy. Test it out until you figure out exactly how sticky it needs to be. Throw a few to get it right. This will take practice!
And that's it for this post! I hope you guys are enjoying these posts, cause I sure am!