Carbon Roller
A lightweight Roller with fast swings and great agility. It splats instantly at point-blank range, but its one-hit range is extremely short and the main alone struggles in fights, so teaming it up with its sub and special is a must. The base Carbon Roller has Autobomb and Zipcaster, the Deco has Burst Bomb and Trizooka, and the ANG-L has Fizzy Bomb and Super Chump.
Strength by modeTier and score (win-rate points vs. an average weapon).
| Mode | C–A | S–S+2 | S+3 and up | X Battle | Regular |
|---|---|---|---|---|---|
| Splat Zones | C -3.4 | C -3.8 | C -1.2 | C -4.0 | — |
| Tower Control | B -0.5 | B -0.3 | B -1.2 | B -1.0 | — |
| Rainmaker | B -1.3 | B -0.2 | B +0.0 | B +0.2 | — |
| Clam Blitz | -1.5 | -1.7 | -1.1 | -3.1 | — |
| Turf War | — | — | — | — | D -6.8 |
Best stages / Worst stages
Tower Control
Rainmaker
Clam Blitz
Turf War
Strengths
- Swings are very fast, so at point-blank range it has a quick time-to-kill for a Roller
- Swimming and rolling get up to speed quickly, so it's easy to close in from blind spots and get back out
- Little end lag after a swing, so you can pop out of hiding and attack or move right away to throw enemies off
- The main is ink-efficient, so you can use your sub freely, and the specials are cheap (160 points on the base version) and easy to cycle
Watch out for
- The horizontal swing only one-shots within about one test-range line; if the enemy backs off a bit, it just chips
- The vertical flick that makes up for your range needs good aim, and a miss often leaves you in a losing fight
- Weak painting, so it can't really lock down turf on the front line mid-fight
- Struggles against enemies who are good at backpedaling while shooting, or who stay alert and cut off your approach routes with paint
- One of the worst weapons at dealing with bad situations; there's little the main can do when your team is behind
Tips
- Use the horizontal swing only when you're right on top of someone, and flick at enemies a little farther away. If you miss, roll or jump away and look for another target
- Throw an Autobomb just behind the enemy before you close in. Their attention gets split two ways, making the splat easier
- When things are calm, pressure with your sub while you wait for (or create) a messy fight, then strike from hiding all at once
- Use Zipcaster from outside the enemy's line of sight instead of charging in head-on. Launching up from a high-ground wall and landing a vertical flick also works well
Common gear
Swim Speed Up, Ninja Squid, Stealth Jump, Ink Saver (Sub), Comeback, Quick Respawn, Quick Super Jump, Special SaverThis kit
A speed-focused kit: scout and pressure with Autobomb as you approach, then close the gap fast with Zipcaster to ambush from blind spots.Recent changes
- 11.0.0: System change for all weapons: main weapons get bigger hitboxes against players (the shorter the range, the bigger the boost), squid form gets a smaller hurtbox, and the game adds "Flow Aura" (a temporary power-up when you keep performing well) plus a remaining-health display (source 10)
- 11.2.0: Special change, Zipcaster: about 33% less ink used when zipping (Carbon Roller) (source 11)
- 11.2.0: Special change, Trizooka: about 30% more damage to Big Bubbler (Carbon Roller Deco) (source 11)
- 11.3.0: Main weapon: vertical flick damage falloff adjusted so 50/100 damage reaches farther; max rolling speed up about 5% (source 12)