Carbon Roller ANG-L
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 -2.0 | B -1.4 | B -1.0 | C -2.6 | — |
| Tower Control | C -1.9 | C -2.0 | C -1.6 | C -2.5 | — |
| Rainmaker | A +0.9 | A +1.9 | A +1.1 | A +0.7 | — |
| Clam Blitz | C -1.1 | B -0.9 | B -0.4 | B -1.2 | — |
| Turf War | — | — | — | — | B -0.4 |
Best stages / Worst stages
Splat Zones
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
Zone enemies behind walls or far away with Fizzy Bomb while spreading ink, then flush out hidden enemies with Super Chump and punish the openings.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)