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So, Ultra Stamp Rally. Ultra Stamp was at one point one of my top 3 favorite special weapons, but given how the Splatoon 3 Devs have butchered it design wise (I really disagree with how the Devs have tried to fix Ultra Stamp in Splatoon 3, by overtuning it to heck and back instead of fixing the one issue it has always had, the poor front protection) I'm not so sure anymore. Given the method of "fixing" employed, you can probably imagine how making everyone use it whilst giving them heavy passive special charge (on top of Tower Control's already strong passive special charge) would go. In a word: Carnage. Now add on to this the thrown stamp damage buff, and you can probably imagine how much more carnage there is. Yet somehow, despite all the carnage, it still isn't nearly as KO heavy as the Zipcaster or Inkjet challenges are, despite how snowbally Tower Control is as a mode. On paper, making the throw better gives more options for mind games, mix-ups, or the like, and has counterplay in the fact that a thrown Stamp gets eaten by Stamp's swing hitbox just like a bomb would. In practice, though, it didn't work nearly so well. Unless you already had your Stamp out, it took too long to pull it out and swat away a thrown Stamp. On top of that, if aimed right, a thrown Stamp could land in front of an opposing rushing Stamp, and the lethal damage part the impact blast could still hit and splat the opposing Stamp user. In other words, this run of this challenge was as much of a mess as Ultra Stamp's balance.