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Giving players half cost Splat Bombs goes about how you'd expect it to: loads of bomb spam. It can be fun, to a degree, but it especially needs the right Maps and Mode. And this time around, Tower Control wasn't it, especially on Robo RAM-en. (Tower Um'ami was fine.) The levels of bomb spam were just as bad as ever, and on top of that, having the right Special weapons to break through checkpoints or halt Tower progress were very critical. An unfortunately far cry from being able to focus on using the Challenge given Sub Saver to combine bombs with main weapon damage, which is what I enjoyed most during the last run of this challenge. Unfortunately for me, just like the last run of this challenge, I elected not to supplement the challenge given Sub Saver with more from my gear. For the first half of the challenge (my Slosher and Gold Dynamo matches) it was fine, but during the latter half of the challenge (my FRZ-N Pro and Charger matches), it was a big mistake. As usual, here's the numbers I crunched previously on Sub saver amounts for this challenge, if your curious about them (they aren't as relevant to this video either, given I didn't use Sub Saver gear in these matches, but nonetheless): So, a bit of math: Splat Bombs cost 70% of your ink tank normally, so half of that is 35%. Splattershot Jr. has a 10% bigger ink tank, so this means Jr. naturally had triple Splat bombs during this challenge. Gear sub abilities were turned off, so we just had main abilities of Sub saver to work with (and Last ditch effort, but I don't really use that). One main of Sub saver lowers Splat bomb's cost by ≈8%, which means ≈4% in this challenge, taking it from 35% to ≈31%. Just enough for every weapon to get three bombs on a full tank. Three mains of Sub saver lowers the cost by ≈18%, meaning ≈9% here, taking it from 35% to ≈26%, meaning only Jr. could get down to 4 Splat bombs on a full tank.