Turf war Aerospray.
Swim speed for movement
Special charge to save a bit more
Bomb defense to get less damage from inkjets and armor survives splash damage from bombs if someone has ink armor in your team obviously
Sub power up to space opponents with succ bombs
Ink recovery + sub saver to pump out succ bombs to keep map control up.
Last ditch effort with 1 main 2 subs of sub saver u can throw 2 succ bombs at once and have ink for 1,5 seconds until the tank is empty.
Last ditch effort in combination with ink recovery and sub saver can change the outcome of a Turf war match since you can pump out so much ink.
Also you can change the sub power up to quick super jump to jump save out of dangerous situations because Aerosprays can paint but self defense is awful due to low damage and non existent accuracy.