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Breaker","barrelspinner"],["barrelspinner_deco","バレルスピナーデコ","Heavy Splatling Deco","spinner","ポイントセンサー","Point Sensor","テイオウイカ","Kraken Royale","barrelspinner"],["examiner","イグザミナー","Heavy Edit Splatling","spinner","カーリングボム","Curling Bomb","エナジースタンド","Tacticooler","examiner"],["examiner_hue","イグザミナー・ヒュー","Heavy Edit Splatling Nouveau","spinner","スプラッシュボム","Splat Bomb","カニタンク","Crab Tank","examiner"],["hydra","ハイドラント","Hydra Splatling","spinner","ロボットボム","Autobomb","ナイスダマ","Booyah Bomb","hydra"],["hydra_atsu","ハイドラント圧","Torrentz Hydra Splatling","spinner","スプリンクラー","Sprinkler","グレートバリア","Big Bubbler","hydra"],["hydra_custom","ハイドラントカスタム","Custom Hydra Splatling","spinner","トラップ","Ink Mine","スミナガシート","Splattercolor Screen","hydra"],["kugelschreiber","クーゲルシュライバー","Ballpoint Splatling","spinner","タンサンボム","Fizzy Bomb","ジェットパック","Inkjet","kugelschreiber"],["kugelschreiber_hue","クーゲルシュライバー・ヒュー","Ballpoint Splatling Nouveau","spinner","トラップ","Ink Mine","キューインキ","Ink Vac","kugelschreiber"],["nautilus47","ノーチラス47","Nautilus 47","spinner","ポイントセンサー","Point Sensor","アメフラシ","Ink Storm","nautilus47"],["nautilus79","ノーチラス79","Nautilus 79","spinner","キューバンボム","Suction Bomb","ウルトラチャクチ","Triple Splashdown","nautilus47"],["order_spinner_replica","オーダースピナー レプリカ","Order Splatling Replica","spinner","スプリンクラー","Sprinkler","ホップソナー","Wave Breaker","barrelspinner"],["splatspinner","スプラスピナー","Mini Splatling","spinner","クイックボム","Burst Bomb","ウルトラハンコ","Ultra Stamp","splatspinner"],["splatspinner_collabo","スプラスピナーコラボ","Zink Mini Splatling","spinner","ポイズンミスト","Toxic Mist","グレートバリア","Big Bubbler","splatspinner"],["splatspinner_pytn","スプラスピナーPYTN","Mini Splatling RTL-R","spinner","ジャンプビーコン","Squid Beakon","ウルトラショット","Trizooka","splatspinner"],["brella24mk1","24式張替傘・甲","Recycled Brella 24 Mk I","brella","ラインマーカー","Angle Shooter","グレートバリア","Big Bubbler","brella24mk1"],["brella24mk2","24式張替傘・乙","Recycled Brella 24 Mk II","brella","ポイズンミスト","Toxic Mist","ウルトラチャクチ","Triple Splashdown","brella24mk1"],["campingshelter","キャンピングシェルター","Tenta Brella","brella","ジャンプビーコン","Squid Beakon","キューインキ","Ink Vac","campingshelter"],["campingshelter_crem","キャンピングシェルターCREM","Tenta Brella CRE-M","brella","ポイズンミスト","Toxic Mist","デコイチラシ","Super Chump","campingshelter"],["campingshelter_sorella","キャンピングシェルターソレーラ","Tenta Sorella Brella","brella","トラップ","Ink Mine","ウルトラショット","Trizooka","campingshelter"],["order_shelter_replica","オーダーシェルター レプリカ","Order Brella Replica","brella","スプリンクラー","Sprinkler","トリプルトルネード","Triple Inkstrike","parashelter"],["parashelter","パラシェルター","Splat Brella","brella","スプリンクラー","Sprinkler","トリプルトルネード","Triple Inkstrike","parashelter"],["parashelter_sorella","パラシェルターソレーラ","Sorella Brella","brella","ロボットボム","Autobomb","ジェットパック","Inkjet","parashelter"],["spygadget","スパイガジェット","Undercover Brella","brella","トラップ","Ink Mine","サメライド","Reefslider","spygadget"],["spygadget_ryo","スパイガジェット繚","Patternz Undercover Brella","brella","カーリングボム","Curling Bomb","メガホンレーザー5.1ch","Killer Wail 5.1","spygadget"],["spygadget_sorella","スパイガジェットソレーラ","Undercover Sorella Brella","brella","トーピード","Torpedo","スミナガシート","Splattercolor Screen","spygadget"],["furuido","フルイドV","Wellstring V","stringer","ロボットボム","Autobomb","ウルトラハンコ","Ultra Stamp","furuido"],["furuido_custom","フルイドVカスタム","Custom Wellstring V","stringer","ポイントセンサー","Point Sensor","ホップソナー","Wave Breaker","furuido"],["lact450","LACT-450","REEF-LUX 450","stringer","カーリングボム","Curling Bomb","マルチミサイル","Tenta Missiles","lact450"],["lact450_deco","LACT-450デコ","REEF-LUX 450 Deco","stringer","スプラッシュシールド","Splash Wall","サメライド","Reefslider","lact450"],["lact450_milk","LACT-450MILK","REEF-LUX 450 MIL-K","stringer","トーピード","Torpedo","ナイスダマ","Booyah Bomb","lact450"],["order_stringer_replica","オーダーストリンガー レプリカ","Order Stringer Replica","stringer","ポイズンミスト","Toxic Mist","メガホンレーザー5.1ch","Killer Wail 5.1","tristringer"],["tristringer","トライストリンガー","Tri-Stringer","stringer","ポイズンミスト","Toxic Mist","メガホンレーザー5.1ch","Killer Wail 5.1","tristringer"],["tristringer_collabo","トライストリンガーコラボ","Inkline Tri-Stringer","stringer","スプリンクラー","Sprinkler","デコイチラシ","Super Chump","tristringer"],["tristringer_tou","トライストリンガー燈","Bulbz Tri-Stringer","stringer","ラインマーカー","Angle Shooter","ジェットパック","Inkjet","tristringer"]],"fams":{"52gal":{"role":"Frontline slayer (also pushes the front line up and breaks holds with its Splash Wall)","good":["Its two-shot kill gives it one of the fastest no-windup TTKs of any shooter"]},"96gal":{"role":"Midline slayer/support (hard-hitting cover fire, painting, and pushing with specials)","good":["62 damage per shot means a two-shot kill, and the shots-to-kill doesn't go up even at some distance"]},"bold":{"role":"Frontline ambusher/harasser (flanks with paint and mobility, and splats enemies who slip up)","good":["Fast fire rate plus the update's bigger hitbox means it splats quickly once enemies are in range"]},"bottlegeyser":{"role":"Midline slayer (pressures with the range of its tapped first shot, and holds fire for extra paint)","good":["The tapped first shot has no spread, even in the air, so you can hit precisely at mid-to-long range"]},"sshooter":{"role":"Frontline/midline all-rounder (handles splats, painting, and objectives)","good":["Short TTK, so it's strong in close-range fights"]},"jetsweeper":{"role":"Backline support (backs up the front line by stacking zoning, paint, and assists from long range)","good":["Best range of any shooter, so it can force its range on short- and mid-range weapons and chip them one-sidedly"]},"wakaba":{"role":"Frontline/midline painter and support (zones with bombs and supports teammates with its special)","good":["Very low ink use, and its bigger unique ink tank lets it keep painting for a long time"]},"nzap85":{"role":"Frontline/midline skirmisher/support (paints and splats with its mobility, boosts teammates with its special)","good":["Fastest run speed while firing of any shooter, and it's lightweight, so it swims fast too"]},"prime":{"role":"Midline slayer (splats enemies by forcing its range on them and pushes the front line up)","good":["Long range and almost no spread, so it's easy to hit what you aim at even at max range"]},"promodeler_mg":{"role":"Frontline/midline painter/support (contributes by painting up the map and cycling specials)","good":["Very fast fire rate that paints a wide fan, so you can mess up the enemy side's turf in no time"]},"sharp":{"role":"Frontline/midline all-rounder (handles painting, 1v1s, and area control with its special)","good":["Zero spread on the ground or in the air, plus fast shots, so it reliably hits where you aim"]},"spaceshooter":{"role":"Midline/backline support (slows enemies with paint, scouts, and backs up teammates)","good":["Good ink efficiency for its range, and its run speed while firing is as fast as the Sploosh-o-matic's"]},"clashblaster":{"role":"Frontline harasser/slayer (controls close range with rapid fire and wide blasts, and jumps into teammates' fights)","good":["Very fast fire rate and one of the biggest blasts among Blasters, so you can deal damage even with rough aim"]},"hotblaster":{"role":"Frontline/midline slayer (splats frontline enemies with direct hits and blasts, and holds key spots)","good":["High damage: one direct hit or two blast hits splats"]},"longblaster":{"role":"Midline slayer (finishes enemies with direct hits and blasts, and puts pressure on long-range weapons on high ground)","good":["One direct hit or two blast hits splats, so you can hunt for splats from mid range without taking return fire"]},"nova":{"role":"Frontline slayer (splats enemies with ambushes from lurking spots and ledges)","good":["One direct hit or two blast hits splats, and it has the fastest fire rate among one-shot Blasters"]},"rapid":{"role":"Midline/backline holder and support (zones enemies with blasts to keep them away)","good":["Long range, and blasts easily damage enemies behind cover or at their feet"]},"rapid_elite":{"role":"Backline support (zones with long-range blasts and covers teammates' fights)","good":["Rapid-fire, long-range area attacks with no charging, so you can keep chipping away from outside the enemy's range"]},"sblast92":{"role":"Frontline/midline slayer (switches between long-range direct hits and a big close-range blast)","good":["In long-range mode, the shots are the fastest of any Blaster, direct-hit range is long, and there's no spread, so it's easy to one-shot distant enemies"]},"h3reelgun":{"role":"Midline support (backs up the team with painting, scouting and buffs, while looking for one-burst ambush splats)","good":["Shots barely spread, and accuracy doesn't drop even on jump shots"]},"l3reelgun":{"role":"Midline painter and support (keeps specials coming with strong painting and uses its mobility to join fights)","good":["Range, painting and run speed all beat the Splattershot, and it's ink-efficient, so it paints very efficiently"]},"dualsweeper":{"role":"Midline cover and zoning (supports the front line with range and mobility)","good":["Long range for Dualies, so it can chase off short-range weapons from outside their range"]},"gaen_ff":{"role":"Midline zoning and cover (forces its range with standing shots and fends off close-range enemies with post-roll shots)","good":["Long-range standing shots let you zone short-range weapons from outside their range and cover teammates"]},"kelvin525":{"role":"Frontline/midline slayer (fends off attackers and ambushes with two-shot splats after a dodge roll)","good":["After a dodge roll it splats in two shots, one of the fastest splat speeds of any weapon"]},"maneuver":{"role":"Frontline slayer (wins 1v1s and survives using dodge rolls)","good":["After a roll, spread disappears and fire rate goes up, making it easy to win fights quickly"]},"quadhopper_black":{"role":"Frontline slayer and disruptor (keeps fighting enemy frontliners with chained dodge rolls)","good":["Four chained rolls let you dodge attacks while closing in or escaping, so it's strong both when chasing and when backing off while shooting"]},"sputtery":{"role":"Frontline diver (point-blank slayer; the base version also supports the team's return and pushes with Beakons and Tacticooler)","good":["Splats in 3 shots even standing and fires faster after a roll, giving it one of the fastest close-range splat speeds of any weapon"]},"carbon":{"role":"Frontline slayer (ambushes and harassment using its mobility)","good":["Swings are very fast, so at point-blank range it has a quick time-to-kill for a Roller"]},"dynamo":{"role":"Frontline/midline holder and aggro magnet (supports the front line with wide attacks and forces enemies to move)","good":["The horizontal swing's one-hit area is huge, and the arcing splash can splat enemies behind cover or up on ledges (one-hit range is about 2.6 lines, roughly the same as the Splattershot's range)"]},"splatroller":{"role":"Frontline slayer (one-hit splats from lurking ambushes to build a numbers advantage)","good":["One swing splats at close range, and the horizontal swing is wide, so it lands even if your aim is a little off"]},"variableroller":{"role":"Midline painter and support (sets up the map with vertical flicks and splats approaching enemies with horizontal swings)","good":["Vertical flicks paint from your feet out past 5 lines, covering lots of ground even over height differences and obstacles"]},"wideroller":{"role":"Midline painter and support (paints with horizontal swings, chips with vertical flicks to cover teammates)","good":["Horizontal swings have very strong burst painting, so re-inking the zone and building special are fast"]},"fincent":{"role":"Frontline/midline slayer (ambushes from lurking; arcing swings hit enemies on high ground or behind cover)","good":["Huge damage for a Brush: splats in 2 hits at close range"]},"hokusai":{"role":"Frontline slayer (drags fights into close range from lurking and ambushes)","good":["One of the widest swings of any weapon, so it catches fast-moving enemies without precise aim"]},"pablo":{"role":"Frontline roamer (draws aggro by painting up enemy turf, flanking and harassing)","good":["Brush-dashing is about as fast as swimming and doesn't get slowed by enemy ink or grates, so you're quick at flanking, escaping and getting there first at the start"]},"dentalwiper_mint":{"role":"Frontline/midline painter and ambusher (spreads paint with horizontal slashes, strikes with a lunging charged slash)","good":["Horizontal slashes paint a wide strip with no gaps, great for cleaning up turf, securing the zone and building special"]},"drivewiper":{"role":"Frontline/midline roamer (chip damage and third-partying from mid range, plus one-hit charged slashes up close)","good":["Among the fastest movement speeds of any weapon while attacking, so you can dodge shots as you fight"]},"jimuwiper":{"role":"Midline slayer (chip damage and third-partying with long-reaching projectiles, plus fast splats from combos)","good":["Long projectile range; the charged slash reaches almost as far as the Jet Squelcher, outranging many mid-range weapons"]},"bamboo14mk1":{"role":"Midline/backline splat support (backs up teammates with fast-charging two-shot splats while painting)","good":["Very fast charge, so you can fire shot after shot from long range"]},"liter4k":{"role":"Backline slayer (locks down enemy movement with some of the longest range in the game)","good":["The longest range of any unscoped weapon, so you can force one-shots on most enemies from outside their range"]},"liter4k_scope":{"role":"Backline slayer (picks off distant enemies with the longest range of any weapon)","good":["Longest range of any weapon, so you can outrange even long-range Splatlings and the Splat Charger family"]},"splatcharger":{"role":"Backline slayer (supports the front line by sniping from long range and zoning with its laser)","good":["About 1 second to charge, which is fast for its range, so you can fire again right after a miss"]},"rpen_5h":{"role":"Backline painter and support (backs up the team by forcing chip damage and paint with rapid shots)","good":["From a range slightly longer than the Splatterscope, you can force chip damage and paint with a 5-shot burst"]},"soytuber":{"role":"Midline painter and support (scouts and harasses with its sub and special, and fights off attackers with partial charges)","good":["Its rapid uncharged shots paint better than any other Charger's, and its painting ranks high among all weapons"]},"splatscope":{"role":"Backline slayer (snipes distant enemies precisely through the scope)","good":["About 0.4 test-range lines more range than the Splat Charger, so you can one-shot from unexpected distances"]},"squiclean_a":{"role":"Midline slayer (wins direct fights with a shorter range and a fast charge)","good":["Fast charge lets you fire one-shot kills in quick succession"]},"bucketslosher":{"role":"Midline slayer (arcs shots over ledges and cover, and finishes with bomb combos)","good":["The whole ink arc has a hitbox, so arcing shots hit enemies behind walls or on ledges while they can't hit you back"]},"explosher":{"role":"Backline support (paints, chips, and assists with long-range explosive shots)","good":["Long range (direct hits reach as far as the Heavy Splatling, and blasts reach a bit farther than the Jet Squelcher), and arcing shots hit behind walls and over ledges"]},"furo":{"role":"Midline painter and support (zones with a barrage of bouncing bubbles and sets up splats for teammates)","good":["Land all 4 bubbles and one swing splats, with no damage falloff from distance or height"]},"hissen":{"role":"Short-range frontline slayer (lurking ambushes and wide attacks over cover)","good":["Each swing covers a wide horizontal area, so it's easy to hit even if you're not confident in your aim"]},"moprin":{"role":"Midline support (helps teammates' fights with paint and chip damage, and finishes off weakened enemies)","good":["Both hits together deal 90 damage, quickly finishing enemies your teammates have chipped or that are already hurt"]},"screwslosher":{"role":"Frontline/midline slayer (chips with arcing shots over cover and holds ground by zoning with its sub and special)","good":["A direct (76) plus a swirl (38) splats in two hits. The swirl has a big hitbox that gets through cover and narrow gaps"]},"barrelspinner":{"role":"Midline/backline area control (paints, splats, and holds the line with a long-range barrage)","good":["Once charged, it keeps firing shots with a Splattershot-level TTK from a range close to the Jet Squelcher's"]},"examiner":{"role":"Midline painter, slayer and support (feeds specials and takes mid-range fights)","good":["The fully charged fire rate is extremely fast, so it can shred enemies at close to mid range in a hurry"]},"hydra":{"role":"Midline/backline slayer (pushes the front with a long-range barrage and locks down leads)","good":["At full charge its damage, range and shot count are all high, so it can splat several visible enemies in one go"]},"kugelschreiber":{"role":"Midline/backline slayer and support (zones in long-range mode, defends and paints in short-range mode)","good":["Long-range mode outranges a lot of weapons and is by far the most accurate Splatling, so your shots land where you aim"]},"nautilus47":{"role":"Midline slayer (ambushes with charge hold and wins mid-range fights)","good":["Charge hold lets you close in fast from cover and unload your ready shots right away"]},"splatspinner":{"role":"Frontline/midline painter and duelist (paints fast with a quick charge and fast movement while firing)","good":["Its burst painting is among the best of all weapons, so specials come around fast"]},"brella24mk1":{"role":"Frontline/midline duelist and decoy (keeps enemies off balance with a hard-hitting spread and rapid canopy launches)","good":["The pellets cluster on one spot, so hitting the full 90 damage is easy, and it still does high damage at max range or with arcing shots"]},"campingshelter":{"role":"Frontline wall and objective player (pushes the front with launched canopies and protects teammates)","good":["The canopy is durable and gets even tougher after launching, so you can push the front while blocking long-range fire"]},"parashelter":{"role":"Frontline duelist and aggro magnet (holds down enemy frontliners with the canopy so teammates can splat them)","good":["The canopy blocks attacks from the front (including Charger shots that pierce), so it's strong in 1v1s where you alternate shooting and guarding"]},"spygadget":{"role":"Frontline/midline painter and harassment support (chips with Ink Mines and finishes off weakened enemies)","good":["You can fire with the canopy open, and it turns quickly as you turn, so it's easy to win against weakened enemies or in 1v1s"]},"furuido":{"role":"Backline/midline support (wide-area bombardment for zoning and chip damage, object damage, focused close-range shots)","good":["Full charges scatter explosive shots over a wide area, taking away enemy footing and helping your teammates' fights"]},"lact450":{"role":"Midline painter and special spammer (can also go for one-shot splats at close to mid range)","good":["Uncharged rapid fire paints extremely well, so specials charge up fast"]},"tristringer":{"role":"Backline sniper and support (long-range chip damage, arcing shots, object damage)","good":["Long range, and landing all 3 arrows from a full charge is a one-shot (jump-shooting to line them up vertically makes it easier)"]}},"stages":{"yunohana":{"id":1,"ja":"ユノハナ大渓谷","en":"Scorch Gorge","sja":"ユノハナ","sen":"Gorge","ov":"A huge perch rises in the middle and looks down on both bases and the low ground on the left and right, so long-range weapons like Chargers are extremely strong once they settle in.","tips":{"area":"The zone is huge and hard to stop once they get the count going, so head toward the zone fast at the start.","yagura":"The fight before the first checkpoint matters most. If they get past it, the later checkpoints are hard to hold.","hoko":"The standard Rainmaker route is the ground path on the right. The center grate route is narrow and easy to get picked off on.","asari":"Taking the center high ground is the starting point for any push.","nawabari":"At the start, make the center high ground your top priority. If they take it, you'll barely be able to push toward their side."},"fav":[["class","charger",["nawabari","area"],"From the center high ground or the big perch on your side, you can see deep into the enemy base, and just having a good Charger standing there keeps the other team from pushing forward."],["family","liter4k",[],"It's easy to lock down the center and the enemy side from the high ground, and there are only a few ways up there, so the E-liter's top-tier range really shines."],["class","spinner",[],"It's easy to pressure the center and the enemy side with long range from the high ground, and guide sites recommend the Hydra Splatling here."],["class","stringer",[],"There's strong high ground all over, so you'll often get to shoot down from long range without much risk."],["class","roller",["nawabari"],"The stage is wide, so it's easy to paint across the ground, and you can climb walls to ambush enemies on the high ground or lie in wait below the cliffs."],["class","slosher",[],"It's easy to lie in wait over ledges on the low ground below the cliffs, and your attacks can still reach enemies up on the high ground."],["family","pablo",["asari"],"The flanking route across the center bridge is said to barely work unless you're on a very mobile weapon."]],"dis":[]},"gonzui":{"id":2,"ja":"ゴンズイ地区","en":"Eeltail Alley","sja":"ゴンズイ","sen":"Alley","ov":"A long, narrow stage split into upper and lower levels by a pedestrian bridge (overpass) running down the middle.","tips":{"area":"In Splat Zones the center bridge is cut off, so the only way into the enemy side is the route under the bridge (the tunnel).","yagura":"If they take the small plaza in front of the pedestrian bridge, the Tower becomes unstoppable, so hold it at all costs.","hoko":"It's easier to get onto the pedestrian bridge here than in other modes, so controlling the top of the bridge matters.","asari":"Spawn is close to where the clams appear, so attacks come at a fast pace.","nawabari":"Take the center overpass (upper level) so you can look down on the lower level."},"fav":[["class","slosher",[],"There are lots of ledges and you have to deal with both high and low ground, so Sloshers, which can attack across the upper and lower levels, really shine."],["family","screwslosher",["nawabari"],"Among Sloshers, which already handle height differences well, it performs especially well, and guide sites recommend it first."],["class","charger",[],"From the overpass on the upper level you can see nearly all of the main battlefield and pick off enemies below without much risk."],["class","spinner",["area"],"Long-range Splatlings can also easily pressure the lower level from above, and they can keep painting the zone wide and holding it."],["family","liter4k",["area"],"You can go for long-range splats from lots of different spots on the center high ground, which is wide in both directions."]],"dis":[]},"kinmedai":{"id":11,"ja":"キンメダイ美術館","en":"Museum d'Alfonsino","sja":"キンメダイ","sen":"Museum","ov":"A museum stage with rotating walls (turntables) on your side, in the center and on the enemy side.","tips":{"area":"The top of the center high ground (turntable) doesn't count toward the zone, so paint the floor.","yagura":"In Tower Control the rotating walls don't turn on a timer. They move with the Tower's position, so the flow of play is easier to read than in other modes.","hoko":"There's only one checkpoint. Head there by one of two routes: jump from the center turntable or climb the slope.","asari":"There are three routes onto the enemy high ground (jump from the blocks, jump from the center platform, or take the slope). When defending, don't focus too hard on just one.","nawabari":"Securing the area around the center turntable and the center low ground is the top priority."},"fav":[["class","charger",[],"The map is big with lots of high ground, and even the center turntable works as a sniping spot, so long-range sniping works well."],["family","liter4k",[],"From the high ground you can fire freely down into the center low ground, and the center has little cover, so it's easy to stop pushes."],["class","spinner",[],"The map is big with lots of high ground, so you can zone the center with long range from perches or the turntables while painting."],["family","barrelspinner",[],"Guide sites recommend it because it can zone the center with long range from the high ground while painting."],["family","tristringer",[],"The stage layout makes it easy to shoot down with long range from perches and turntables."],["family","splatroller",[],"Some guide sites recommend it for its one-shot splats up close and for how Curling Bombs get it to the front quickly (opinions are split)."]],"dis":[["class","roller",["area"],"Some see it as a weak pick because the center low ground with the zone (lower left) has walls and water behind it, making it hard to escape, and it's easy to get splatted from the high ground or by long range (on the other hand, some sources say you should watch out for Rollers ambushing in the lower left)."]]},"mategai":{"id":4,"ja":"マテガイ放水路","en":"Undertow Spillway","sja":"マテガイ","sen":"Spillway","ov":"Set in an underground spillway.","tips":{"area":"There are two zones. Always hold at least one of them.","yagura":"Unlike other modes, there's less footing on the center high ground, so the high ground is weaker here.","hoko":"After you break through the checkpoint, the left route is standard. When you're in the lead, always take the left.","asari":"The routes barely branch, so attacks all converge on the plaza in front of the basket.","nawabari":"Your side is wide, but the only way into the enemy side is through the center, so paint the center platforms to keep your path open."},"fav":[["class","charger",[],"From the strong spot on your high ground you can shoot down across the whole stage, so long range has worked well both before and after the rework."],["family","liter4k",[],"From your high ground, your line of fire reaches the center and even the enemy side, so you get the most out of the E-liter's range, and guide sites recommend it."],["class","spinner",[],"You can cover the center with long range from your high ground, and weapons like the Hydra Splatling are recommended."],["class","roller",["nawabari","area","asari"],"The center path is narrow with lots of slopes, so path-blocking Rollers were brutal here (the Ver. 7.2.0 widening added escape routes and toned this down a bit)."]],"dis":[]},"namero":{"id":6,"ja":"ナメロウ金属","en":"Mincemeat Metalworks","sja":"ナメロウ","sen":"Metalworks","ov":"Two levels, upper and lower, connected by grate bridges.","tips":{"area":"Ver. 6.1.0 made the zone smaller, so it's easier to force a capture with Reefslider.","yagura":"Since Ver. 6.1.0, between the first and second checkpoints it's easier to jump from the Tower onto the enemy's high ground.","hoko":"Ver. 6.1.0 made the left route easier to push, and carrying the Rainmaker up to the enemy's high ground earns a big chunk of count.","asari":"Since Ver. 6.1.0 it's easier to get in through the front grate, and you can now throw a power clam into the basket with a jump without walking on the grate.","nawabari":"Prioritize taking the top of the truck in the center. If they paint over most of the center, just fall back to your own high ground."},"fav":[["family","liter4k",["area","nawabari"],"It can affect the center and the whole zone from the safety of its own high ground, and with little cover and a perch that's hard to attack, it's still considered strong after the rework."],["class","charger",[],"You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework."],["class","spinner",[],"Zoning from the high ground works well here, and long-range Splatlings like the Heavy Splatling are also recommended."],["class","roller",[],"Some guide sites recommend it because the layout is simple and it's easy to paint straight along the ground, but others say it's hard to do much when there are E-liters everywhere."]],"dis":[["family","wakaba",[],"Some say it's rough because its range is short, and on the lower level with little cover it's easy to get shot freely by long-range weapons on the high ground (from before the rework)."]]},"yagara":{"id":3,"ja":"ヤガラ市場","en":"Hagglefish Market","sja":"ヤガラ","sen":"Market","ov":"A medium-sized stage with few obstacles and clear sightlines.","tips":{"area":"The zone is walled off on the left and right, so it tends to be a head-on fight. Whether your long-range weapon can hold the near tent roof decides the game.","yagura":"The second checkpoint is the hottest fight. There's a lot of high ground around it, so save your specials, use them on enemies on the high ground, then push.","hoko":"If you take a running jump from the right checkpoint, you can land right on top of the slope, and it's nearly a straight line to the goal from there.","asari":"Clams mostly spawn around the center, so gather in the center first.","nawabari":"Even if you take the center, they'll come around through the side paths, so split up: for example, two in the center and the rest watching the left and right paths."},"fav":[["class","charger",[],"From the tent roofs on your side, your line of fire reaches the center path and the side path exits, so the open sightlines make it easy to pick enemies off."],["family","hydra",["nawabari","area"],"With its long range and paint, it can hold the roof high ground where most weapons have a hard time touching it, which makes it hard for the other team to move."],["family","barrelspinner",["nawabari","area"],"It has long range and strong paint. If it holds high ground like the tent roofs and adds Wave Breaker, short-range weapons have few ways to break it."],["family","examiner",[],"Like the Hydra, it's a long-range Splatling that can lay down a barrage from the high ground, and some say that with two on a team, short-range weapons have nothing to do."],["family","screwslosher",[],"Its arcing shots make it easy to hit backliners on the unpaintable tent roofs."],["family","longblaster",[],"Its blasts easily chase off backliners camping on the high ground (the tent roofs), and enemies on the roof have few places to run."],["class","slosher",[],"Its arcing shots can hit over walls and onto the roofs, and it does well in the paint fight in the center (English-language guides also mention its strong painting)."],["class","roller",[],"English-language guide sites recommend it for painting and ambush splats in the fairly narrow paths (Japanese players mostly favor long range, so opinions differ)."],["family","tristringer",[],"It comes up as one of the long-range weapons that camp the tent roofs, and some say it's easy to shoot safely from up there."],["family","furo",[],"It's named as a weapon that camps the tent roofs and hits the center with arcing shots."]],"dis":[["class","roller",["hoko"],"In Rainmaker, the front route is flat and you're easy to shoot head-on, so without a numbers advantage or a special, going past the slope usually gets you splatted fast."]]},"masaba":{"id":10,"ja":"マサバ海峡大橋","en":"Hammerhead Bridge","sja":"マサバ","sen":"Bridge","ov":"A long, narrow stage with little height difference and clear sightlines.","tips":{"area":"Once you take the zone, push up to the next step and set your defensive line there to keep enemies away from the zone.","yagura":"There's no clear high ground for defending the checkpoints, so winning the center fight at the start matters most.","hoko":"There's only one checkpoint, and from there it's basically a straight path to the goal. Build a numbers advantage, then push together.","asari":"The basket is near the Tower Control final checkpoint and is well defended. Get ready to clear the defenders with bombs or long-reaching specials before you attack.","nawabari":"At the start, don't take your time painting your side. Join the center fight first and build a defensive line. Short-range weapons especially do their best work at the start."},"fav":[["class","charger",[],"The center is open, with high ground a bit behind it that overlooks the whole center, so it's easy to apply long-range pressure without much risk (though some point out that in Tower Control, Chargers tend to struggle in the fight for the center)."],["family","liter4k",[],"The defensive spot a step up from the center has a great view, and once an E-liter settles in there, it's hard to break without specials. Many players complain that the stage 'favors the E-liter.'"],["family","screwslosher",[],"Its arcing shots make it easy to hit enemies on high ground, and it can defend strongly from the defensive spot a step above the center."],["class","slosher",[],"Pushing the front line means fighting enemies on high ground, and arcing shots make high targets easy to hit. It's also strong near the goal when defending."],["family","bucketslosher",[],"Its dueling power and arcing shots make it good against enemies on high ground."],["family","examiner",["yagura"],"There's no clear high ground to defend the checkpoints and short-range weapons have trouble stopping the Tower, so long-range, rapid-fire Splatlings are good at stopping its advance."],["family","kugelschreiber",["yagura"],"In long-range mode it can affect the center fight and the area around the Tower from a distance."],["family","hydra",["yagura"],"Its long range and firepower can control the area around the Tower in the center, and it fits a layout that short-range weapons have a hard time approaching."],["family","lact450",["nawabari"],"Its paint is very strong, so it's easy to split roles: one player paints your side and builds special while the rest head to the center."],["class","brella",["nawabari"],"Some say there are lots of level, head-on fights with long-range weapons, and the canopy lets you tank their shots while moving forward."],["family","drivewiper",[],"Some say it's a relatively good stage for it: it can go wild once your team has pushed in, and it can deal with lurkers and long-range weapons to some extent."]],"dis":[["family","bold",[],"There's only one route into the enemy side, down the center, so if you lose the center fight at the start, you'll rarely get the close-range fights it needs."],["family","wakaba",[],"There are no flanking routes, and once the center is taken, short-range weapons have few ways to break the hold."],["family","splatroller",[],"Clear sightlines make it easy to spot you going around, so lurking and ambushes are hard to pull off, and once you're pushed in there's often nothing you can do."],["class","charger",["yagura"],"Some think that in Tower Control it tends to struggle in the center fight at the start, and that Splatlings do better."]]},"mahimahi":{"id":12,"ja":"マヒマヒリゾート＆スパ","en":"Mahi-Mahi Resort","sja":"マヒマヒ","sen":"Resort","ov":"A fairly small stage built over a pool.","tips":{"area":"You can see the whole zone from the high ground on each side, so that's the key spot for attack and defense. Taking the enemy's high ground gives you a big edge.","yagura":"Breaking through the second checkpoint lowers the water. The fights at the first and second checkpoints decide the game.","hoko":"At the start, focus on breaking the Rainmaker's shield first. The plaza gets painted in the breaking team's ink, and your specials fill up fast.","asari":"Clams mostly spawn in the center and on the left and right high ground, so fights tend to happen in the center. There's little cover, so focus on shooting from above.","nawabari":"At the start, prioritize taking the center high ground (the center platform) over painting your side."},"fav":[["class","charger",[],"There's clearly strong high ground and little cover, so from the high ground near the center your line of fire reaches almost end to end, making it easy to apply pressure without much risk."],["family","liter4k",[],"Many players lament that on this small stage with open sightlines, once an E-liter camps the high ground, it can cover almost every route you'd use to break out."],["family","splatcharger",[],"It can see a wide area of the center from the high ground and keep up long-range pressure while holding paint with Ink Vac."],["class","slosher",[],"It can hit over cover and ledges with arcing shots and attack the enemy's high ground from below the ledge, and it keeps fighting well even after the water drops and more cover appears."],["class","blaster",["nawabari","yagura","hoko"],"Its blasts can ignore cover to some extent, making it easy to hit the enemy high ground from below the ledge."],["class","roller",["yagura","hoko"],"It's strong at slipping under the enemy high ground's ledge and attacking from there, and it does well in Tower Control after the water drops."],["family","jetsweeper",["area","asari"],"Its long range reaches across the whole small stage, and some players say it's brutal in Splat Zones and Clam Blitz."],["family","hydra",[],"The few entry routes and open sightlines suit it, and some say that if the other team has no Charger, it can just keep firing freely."],["family","furo",["nawabari"],"Some players say that once it took the center, its arcing shots controlled a wide area and they couldn't do anything."],["family","kelvin525",[],"One guide site recommends it because Splash Wall lets it fight on the front line (though some warn that Dualies need to watch out for falling into the water, so opinions are split)."]],"dis":[["class","maneuver",["yagura"],"Before the water drops, the Tower's whole path is water and it's easy to slide off with a dodge roll's momentum. Even after the water drops, the Tower's path floats and it's hard to cross to the other side, so it can't make much use of its mobility."],["class","brush",["yagura"],"The Tower's path, where it's easy to fall into the water, and the floating paths after the water drops make it hard to use its mobility."],["class","charger",["yagura"],"In Tower Control after the water drops, the high ground flattens out and there's more cover, so lines of fire are harder to find."],["family","bold",["hoko"],"In the opening Rainmaker shield break, its range is so short that it often gets caught in the shield's explosion, and fights in the open plaza with little cover are tough too."]]},"zatou":{"id":15,"ja":"ザトウマーケット","en":"MakoMart","sja":"ザトウ","sen":"Mart","ov":"A supermarket stage returning from Splatoon 2.","tips":{"area":"The zone is cross-shaped with a balloon in the middle, so it's hard to paint alone. Paint it from the left and right with two or more players.","yagura":"The Tower's route always runs next to high ground. Every time it stops at a checkpoint, take the nearby high ground first (you can jump onto it from the Tower).","hoko":"If you're going for the goal, the left route is recommended. The right route passes right under the enemy spawn, so enemies you splat come right back and stop you.","asari":"The basket is very close to the center, so whichever team takes the center gets a big advantage. Take the center first.","nawabari":"Taking the center plaza lets you handle both painting and enemy pushes. Take the center first."},"fav":[["class","slosher",[],"There are lots of ledges, and arcing shots make it easy to hit enemies on high ground or above and below ledges. It's said to be especially brutal in Turf War."],["class","roller",[],"Lots of flanking routes and hiding spots make lurking ambushes easy to land, and vertical flicks are easy to hit over ledges."],["family","screwslosher",[],"On this ledge-heavy layout, it can attack with arcing shots without worrying about height differences."],["family","splatroller",[],"It can use the many flanking routes and lurking spots to ambush easily."],["family","hissen",[],"Some players say it's easy to fight using the height differences."],["family","hydra",[],"Camping the high ground near its base makes the defense much tougher, and it becomes an especially solid wall when defending the second checkpoint in Tower Control."],["class","charger",[],"There are lots of lines of fire from the high ground on your side, and in Tower Control especially it's easy to snipe the checkpoint area from the high ground (though Ver. 3.0.0 added more cover, and some say there are few safe sniping spots in Turf War)."],["family","liter4k",["yagura"],"Several players say that camping the high ground near its base makes the defense solid, and that it's especially effective in Tower Control."],["family","barrelspinner",[],"Pushing back on the opinion that 'long range isn't needed here,' one player called it a monster that fits the stage all too well."],["class","maneuver",["nawabari"],"Some say there are few wide-open areas to move around in, so Dualies can go wild in Turf War."],["family","pablo",["asari"],"There are few obstacles or ledges from the side route to the platforms, so an Inkbrush with Run Speed Up can outrun enemies and go for the basket."]],"dis":[["class","charger",["nawabari"],"Every wall of the center high ground is paintable, so you can get ambushed from all directions, and there are few safe sniping spots."],["family","barrelspinner",["hoko"],"Some say that in Rainmaker it's hard to know where to stand, making it tough to play (the Hydra and Mini Splatling are said to be easier to move with)."],["family","examiner",["hoko"],"Like the Heavy Splatling, some say it's hard in Rainmaker because it's tough to find a good position."],["family","wakaba",["nawabari","area"],"Some say there are few wide-open areas to move around in, making it hard to deal with Rollers, Dualies or Blasters closing in."]]},"chozame":{"id":14,"ja":"チョウザメ造船","en":"Sturgeon Shipyard","sja":"チョウザメ","sen":"Shipyard","ov":"A returning stage from Splatoon 2, set on a ship that's still under construction.","tips":{"area":"The zone is made up of the central high ground and the slopes on either side, so sightlines are poor. Use the box-shaped blocks as cover while you fight.","yagura":"Most of the route is easy to hit from the central high ground, so clear out the enemies up there first.","hoko":"The standard route goes through the checkpoint on the front right. It's easy for teammates to follow, so you can push in as a full team.","asari":"The route through the enemy's high ground is the easiest way to score. Even if the drawbridge is down, you can get there by jumping onto the grate.","nawabari":"Your side is big and full of ledges, so it's easy to leave spots unpainted. Everyone should make a point of painting home turf."},"fav":[["class","charger",[],"There's plenty of high ground, and from your perch or the lowered drawbridge you can see the whole middle, so you'll never run short of sniping spots."],["family","liter4k",[],"Players say that once an E-liter sets up on the central or home-side high ground, lots of weapons have no way to reach it, which makes breaking the hold really rough."],["family","hydra",[],"It can cover the whole stage from strong high-ground spots, and once you take the middle you can pressure from the high ground on the enemy's side."],["family","rapid",["area"],"Some players say you can keep landing blasts on enemies to the left and up on the high ground from the right slope, pushing out E-liters and the like to break the hold."]],"dis":[["family","barrelspinner",["area"],"Some say breaking a hold in Splat Zones is rough, and once an enemy E-liter takes the middle or your home-side high ground, you're often stuck."],["family","jimuwiper",[],"Pushing back in is really hard and it's tough to pressure the middle, so top Splatana Stamper players list it as a stage they struggle on."]]},"amabi":{"id":13,"ja":"海女美術大学","en":"Inkblot Art Academy","sja":"海女美","sen":"Academy","ov":"A V-shaped stage that slopes gently down from high ground on each side into the central plaza.","tips":{"area":"The zone surrounds the central high ground, and the top of the high ground doesn't count. Just painting from the high ground on your side can stop their count.","yagura":"If you secure the left high ground by the second checkpoint, it gets easier to push past the third checkpoint.","hoko":"There's only one checkpoint and pretty much one route. Both teams pile into the same spot, so get a numbers advantage before you advance.","asari":"The standard route is the slope in front of the basket. Go for it the moment you splat enemies and an opening appears.","nawabari":"Whoever takes the central high ground has the edge. If the enemy has it, knock them off with Tenta Missiles, Ink Storm, Booyah Bomb and so on before you attack."},"fav":[["class","charger",["nawabari","area"],"From the central high ground or your own perch, you have sightlines over almost the whole plaza, so a long-range weapon holding the high ground can apply pressure one-sidedly."],["class","charger",["yagura"],"The central high ground is gone in Tower Control, but there's almost no cover between the Tower and the enemy between the second and third checkpoints, so Chargers hiding on spots like the right high ground can easily snipe Tower riders (especially dangerous on defense)."],["family","hydra",["nawabari","area"],"A long-range Splatling camped on the central high ground can lock down the whole plaza, and it's said to be strong enough that you need a special to knock it off."],["family","explosher",["nawabari"],"Its control from the central high ground gets mentioned right alongside Chargers and long-range Splatlings."],["class","brush",["area"],"The far-right low route used to break holds is long, and it's considered a good fit for fast-moving Brushes."]],"dis":[["family","hissen",[],"Its range is short, and some of the terrain makes it hard to hit enemies up high, like on the central high ground, from below."],["class","charger",["asari"],"Some say that in Clam Blitz, a long-range weapon hanging back on defense tends to miss enemies coming in from the Inkrail side (right), and one miss means an instant score, so it struggles to do its job."],["family","bold",["yagura"],"Some say it has little to do from your high ground when defending in Tower Control, so you end up relying on risky flanks through the left route."]]},"sumeshi":{"id":16,"ja":"スメーシーワールド","en":"Wahoo World","sja":"スメーシー","sen":"World","ov":"An amusement park stage and one of the biggest maps in the game.","tips":{"area":"In Splat Zones, the bridges and rotating floors don't move. The zone is the round high ground in the middle, and the basic plan is to trade paint head-on from the upper level.","yagura":"The stretch between the first and second checkpoints is the hardest part, since the enemy base overlooks it. Don't hold back on specials; stack them together and thin out the enemy team.","hoko":"If the bridge at the back right of the middle is extended, go straight for the right checkpoint. If it isn't, head for the left checkpoint.","asari":"When the bridge is extended, going over it is the standard route. You can throw a power clam straight into the basket from near the tip of the bridge.","nawabari":"Long-range players should grab the central plaza early and keep watch over the upper level."},"fav":[["class","charger",[],"The upper central plaza has clear sightlines and little cover, so long-range weapons get free shots. If the enemy sets up in the central plaza, you're in real trouble. Some push back, though, saying there are plenty of detours and lurking spots, so \"range alone doesn't decide this stage.\""],["class","spinner",[],"Like Chargers, they can easily control the wide upper level from the central plaza or high ground. The Heavy Splatling and Hydra Splatling get recommended."],["family","jimuwiper",[],"After the ver. 3.0.0 terrain changes, it could hit targets far away from the tops of the cliffs, and people started calling this its \"best stage.\""],["family","pablo",["yagura"],"Players point out that when the floor is out, there's a risk of fast weapons like the Inkbrush hopping straight onto the Tower."]],"dis":[["family","rapid_elite",[],"There are lots of bumps and curved paths, so there are only a few spots where you can make your shots explode right where you want, and it doesn't have enough range to reach the middle from your high ground."]]},"hirame":{"id":9,"ja":"ヒラメが丘団地","en":"Flounder Heights","sja":"ヒラメ","sen":"Heights","ov":"A vertical stage where teams fight over apartment rooftops (the two central buildings and the grate bridges).","tips":{"area":"There are two zones, one at each end of the central high ground. The count won't move unless you paint both, so secure the one on your side first.","yagura":"The second checkpoint is easy to hit from the high ground right beside it. Protect it with Big Bubbler or Wave Breaker.","hoko":"Whoever holds the rooftops has the edge. Check that the area around you is safe before you pick up the Rainmaker.","asari":"Clams spawn all over, from the rooftops to the low ground, so you can gather them from anywhere. Guarding just one spot won't do much.","nawabari":"Always paint walls, and keep several routes up to the high ground ready. Even if the enemy has it, you can ambush from the walls."},"fav":[["class","roller",[],"Ambushes from behind walls and ledges are easy, and in Tower Control a Roller can shut down the right high ground that defenders rely on. The zones are small, so a strong-painting Roller can retake them in one go."],["family","dynamo",["area"],"There are strong positions on the rooftops, and raining arcing horizontal swings down from above is said to be really strong for holding the zone."],["family","wideroller",["area"],"The zones are small enough that a single swing of the Big Swig Roller can retake them."],["class","slosher",["area","yagura"],"It can hit enemies clinging to walls with arcing shots, and in Tower Control it can neutralize the defenders' right high ground. The community also names the Tri-Slosher and Slosher as \"strong on Pump Track and Heights.\""],["family","hissen",[],"Its name keeps coming up, alongside weapons like the Sloshing Machine Neo, in forum threads asking for weapons that can paint, splat and break holds on Flounder Heights."],["family","bucketslosher",[],"Some say the Slosher is standout strong on Humpback Pump Track and Flounder Heights, and the terrain makes it easy to land arcing shots over walls and ledges."],["class","blaster",["area","yagura"],"They're good at dealing with enemies clinging to walls using arcing shots and blast damage."],["class","brush",[],"The vertical layout rewards short range, and since the bug fix some say \"Rollers and Brushes are usable.\" That said, we found no clear statements that the Octobrush or Painbrush are strong in Splat Zones or Tower Control."],["class","charger",["area"],"Note that opinions are split: some say that in Splat Zones a competent long-range player holding the middle can see every route, which makes breaking the hold really hard, and others write that long-range weapons camped on the high ground snipe you easily (they're strong when your team is ahead)."],["weapon","fincent_hue",[],"Some say its Point Sensor sub makes it easy to expose Rollers and others hiding behind walls or ledges, so it works really well on Humpback Pump Track and Flounder Heights."]],"dis":[["class","charger",[],"With so many spots behind walls and blind spots, you get flanked easily and struggle to deal with enemies under grates or along walls. Fights tend to turn into standoffs in the middle where range doesn't help much, so it's called \"a rare stage where Chargers struggle.\""],["family","furo",["area"],"It's said to match up badly with stages that have few obstacles around the zone, and Flounder Heights is given as an example."],["family","jimuwiper",[],"It struggles to deal with enemies hiding behind walls, and top Splatana Stamper players list it as a stage they almost never bring it to."]]},"kusaya":{"id":7,"ja":"クサヤ温泉","en":"Brinewater Springs","sja":"クサヤ","sen":"Springs","ov":"A compact, nearly single-lane stage where long downhill slopes from each base lead into a narrow middle.","tips":{"area":"The zone is very small, so strong-painting specials and subs like Booyah Bomb and Triple Inkstrike can retake it in one go.","yagura":"Ver. 8.0.0 added a checkpoint and moved them around, but the second half is still built in a way that's rough on defenders.","hoko":"Heading straight for the checkpoint means getting shot freely from the enemy's high ground. Back off once to break their line of fire, then swing wide to the left.","asari":"The map is small, so no matter which route you take, controlling the middle comes first.","nawabari":"Long-range players should pressure the middle from your high ground or halfway up the slope, and spread paint so teammates can move."},"fav":[["class","charger",[],"From the high ground at each base, sightlines reach the narrow, open middle, so you can freely pick off enemies climbing the slope. After the ver. 8.0.0 rework, even the E-liter has a harder time reaching the high ground across the map, but people still call it \"long-range favored.\""],["class","charger",["yagura"],"Even after the rework (2025), it's still called \"the best mode-and-stage combo for Chargers,\" and some say most weapons can't touch a Charger on defense and have to take it down with specials."],["class","spinner",[],"The narrow, open middle gives long-range Splatlings clear lines, and it's easy to pressure from your high ground."],["family","explosher",[],"It's easy to lob shots from the high ground into the middle, and people say \"the Explosher is in its element here.\""],["family","lact450",[],"Some say its arcing shots can hit E-liters camped on the high ground (as a counter to long range)."]],"dis":[["family","bold",[],"Its range is short, you stand out in the middle, and you tend to get shot freely from the enemy's high ground. Some say the Sploosh-o-matic and Carbon Roller are hard to bring here."],["family","carbon",[],"There are almost no walls and few lurking or ambush routes, so some say short-range Rollers are hard to bring here."]]},"manta":{"id":18,"ja":"マンタマリア号","en":"Manta Maria","sja":"マンタ","sen":"Manta","ov":"A long, narrow stage set on the deck of a sailing ship.","tips":{"area":"There are two zones. Keep the zone on the right (seen from your side) painted at all times and it'll be hard for them to take it.","yagura":"It's a short trip to the first checkpoint. Follow the basics: splat enemies first, then move the Tower.","hoko":"The left route is a straight shot to the checkpoint and relatively safe.","asari":"On the right route, after the jump, climb the left wall and throw from the tip of the grate to reach the basket. Miss the jump and you lose the power clam.","nawabari":"Take the central mast (high ground) and you can paint down on them freely. If you paint the mast's pillar, you can use it to refill ink too."},"fav":[["family","dynamo",[],"The stage has strong positions, and arcing horizontal swings from them are said to work well. The community also says \"Dynamo is strong on Manta.\""],["class","spinner",[],"Take the central mast and you can see in every direction, and all the grates make good use of run speed. But others argue \"Splatlings aren't especially strong here,\" so opinions are split."],["family","pablo",[],"Some say its speed shines on a stage with so many grates, letting it go harass long-range players camped on spots like the right high ground."],["class","slosher",["area"],"Arcing, wide-area Sloshers get named for both breaking and holding zones, and some say the Tri-Slosher Nouveau is strong clinging to the central pillar and attacking from above."],["family","quadhopper_black",["area"],"Some players share the impression that the Tetra Dualies are really strong in Splat Zones."],["class","charger",["yagura"],"Opinions are split, but some say that in Tower Control the right high ground is a strong spot for freely sniping Tower riders from safety, and backliners are said to cover everything from the platform beside the second checkpoint."]],"dis":[["class","charger",[],"There are only one or two spots to set up at the start, and they're too far away to do much. Step into the middle and you're targeted from all sides, and fast flankers are hard to deal with, so some Charger mains call it the map where Chargers struggle most (though another source says an E-liter can reach the enemy high ground from behind the mast in Splat Zones, so views don't fully agree)."],["family","liter4k",["asari"],"In Clam Blitz, hiding on the right high ground keeps you out of the game, and on defense the only spots with sightlines are the right high ground or the top of the wall right behind the basket, so people go as far as saying \"bringing an E-liter to Manta Clam Blitz is a mistake.\""]]},"nampla":{"id":5,"ja":"ナンプラー遺跡","en":"Um'ami Ruins","sja":"ナンプラー","sen":"Ruins","ov":"A fairly long stage that slopes down from the high ground at spawn into a circular plaza in the middle.","tips":{"area":"There are two zones, one on each side of the central high ground, and the count won't move unless you paint both, so lock down one of them first.","yagura":"The first checkpoint is right next to the middle, so the opening fights get intense. Staying alive is priority number one.","hoko":"At the start, focus all your fire on breaking the Rainmaker's shield, and don't get caught in the explosion when it pops.","asari":"Whichever route you take, breaking the enemy's high ground first is key. Clear enemies off the high ground with subs and specials before you attack.","nawabari":"Abandoning the middle at the start to paint your side can get you pushed in fast, so paint your side after you take the middle."},"fav":[["class","blaster",[],"Cover is scattered across the middle, so Blasters, which can hit enemies behind cover with blast damage, have an easier time."],["class","slosher",[],"Sloshers can drop shots behind cover, so they can get attacks through even in the obstacle-packed middle."],["family","hissen",["nawabari"],"Its paint doesn't get cut off much by small obstacles, so it's said to balance painting and fighting well in Turf War."]],"dis":[["class","wiper",[],"Its straight-line attacks get blocked by the cover in the middle, and some spots are said to be pretty rough to fight in."],["class","charger",[],"Some point out that all the cover in the middle makes sniping from a fixed spot harder. Others say sniping is strong once you've taken the middle or your high ground and that \"long range is still strong,\" so opinions are split."]]},"taraport":{"id":8,"ja":"タラポートショッピングパーク","en":"Barnacle & Dime","sja":"タラポート","sen":"B&D","ov":"A long, S-shaped stage set around the fountain plaza of a shopping mall, with most of the fighting in the central plaza.","tips":{"area":"The high ground to the left and right of the zone is effectively your last line of defense. Lose it and you can only get back through the low ground, which puts you way behind.","yagura":"The fight over the first checkpoint pretty much decides the game. The moment there's a numbers gap, focus on rebuilding the front line.","hoko":"After the checkpoint, climbing the left ramp is the relatively safe route. The center route over the unpaintable stairs tends to take concentrated fire from the high ground. (This is pre-rework info. Ver. 8.0.0 changed the terrain between the checkpoint and the goal.)","asari":"Lots of clams spawn in the middle, so controlling the middle makes it easy to get ahead on numbers.","nawabari":"At the start, send at least two players, ideally three, to the middle to stop the enemy's push. If your weapon has the range to hold them off, head to the middle without hesitation."},"fav":[["class","charger",[],"Sightlines are open, and from the high ground you can easily reach the central plaza and even the enemy's high ground. Long-range players see the stage as just \"average.\""],["family","liter4k",["area"],"In Splat Zones, it's said you can snipe from your high ground all the way to the mirrored enemy high ground."],["class","roller",[],"There are just enough bumps in the middle to set up lurking splats, and first impressions said ambushing from ink was easy."],["class","blaster",[],"First impressions said the ledge heights are just right for flushing enemies out with blasts."]],"dis":[]},"kombu":{"id":17,"ja":"コンブトラック","en":"Humpback Pump Track","sja":"コンブ","sen":"Track","ov":"A returning stage from Splatoon 2.","tips":{"area":"Mid- and long-range weapons should hit the zone directly from the high spots on the outer left and right. There's cover there, so you're hard to hit from the middle. For long range, the high ground on your left side, which enemies can only approach from the edge, is relatively safe.","yagura":"While the Tower is still at the first checkpoint, take the enemy high ground you'll need later (on the enemy's right side). Without it, moving the Tower is nearly impossible.","hoko":"The right route is the standard. Clear out enemies around the checkpoint and it's easy to break through, and it's also a safe spot to park the Rainmaker when you're ahead.","asari":"Once you have a numbers advantage, go for the shortest route: straight through the front.","nawabari":"Split three jobs with your team: fighting in the middle, supporting from the high ground and outer track, and dealing with flankers."},"fav":[["class","slosher",[],"The mountain-shaped middle has lots of blind spots, so Sloshers that can arc shots over the ridge are said to have an easy time (some even call the Slosher top tier here)."],["class","maneuver",["nawabari"],"Their mobility makes it easy to flank or pinch from the outer track. Moves like the Dark Tetra Dualies pinching the middle with mobility rather than paint also get mentioned."],["class","roller",[],"Some say it's easy to close in through the blind spots in the terrain and ambush."],["family","barrelspinner",["area"],"In the previous game, the Heavy Splatling family was considered strong at hitting the zone from the bumps (small high spots) (not confirmed for Splatoon 3)."]],"dis":[["class","wiper",[],"The middle is hill-shaped and bumpy, so it's hard to make use of a Splatana's straight-line reach. Besides predictions made before it came out, high-XP Splatana Stamper players also list it as a stage they struggle on (no mention specific to Splat Zones was found)."]]},"takaashi":{"id":19,"ja":"タカアシ経済特区","en":"Crableg Capital","sja":"タカアシ","sen":"Capital","ov":"Set on top of a building under construction.","tips":{"area":"The zone sits under the center grates. Lots of lines of fire cover it, so instead of camping in the zone, hold the sides and apply pressure.","yagura":"Some guides say the key defensive spot is your team's tower next to checkpoint 2, while others say you should stop it at the high ground before checkpoint 1. Either way, once the Tower gets past checkpoint 2 there's no cover and no paintable floor, so things get rough.","hoko":"If you just want to get past a checkpoint, the left checkpoint lets you swim all the way on continuous ground. If you're going for a knockout, the right grate route is said to work better, since your view opens up after the checkpoint.","asari":"This mode favors attackers here, so keep attacking without holding back.","nawabari":"You can't refill ink on the grates unless you use a wall, so don't stay up there long if you're struggling with ink."},"fav":[["class","spinner",[],"They can walk and shoot on the grates in humanoid form, and a long-range Splatling posted up on the open center grates makes breaking the hold really tough. Since launch, lots of players have called it a \"Splatling stage\" and said \"Splatlings are so strong that short-range weapons get hunted.\""],["family","hydra",[],"Its long-range barrage makes it easy to control things one-sidedly from the grates or high ground. One guide points out that on the platforms between the grate bridges, you can walk the grates and reposition while keeping your charge, and players say Hydras shine in Tower Control. (No comments specific to Splat Zones, Clam Blitz, or Turf War were found; it's mostly talked about as part of Splatlings being strong in general.)"],["family","examiner",[],"Named as a weapon that's good at fighting around the grates thanks to its fast run speed."],["family","kugelschreiber",[],"Named as a weapon that's good at fighting around the grates since it can shoot while walking."],["class","charger",[],"The center is wide open, so sniping is brutal. Some players call it an \"E-liter stage,\" and the longer your range, the more you tend to like this stage."],["family","clashblaster",[],"Named as an example of a weapon that's good at fighting around the grates."],["weapon","splatroller_collabo",["yagura"],"Considered a great fit for Tower Control defense, meeting enemies who climb onto your team's tower, which is the key defensive spot."],["weapon","moprin_d",["yagura"],"Considered a good fit for Tower Control defense, since it handles enemies climbing onto your team's tower well."]],"dis":[["family","furo",[],"Its main shots pass right through the grates, so it has a hard time splatting enemies standing on them."],["family","explosher",[],"Its shots pass through the grates, making enemies on them hard to hit. You'll need tricks like hitting walls to use the blast."]]},"ohyo":{"id":20,"ja":"オヒョウ海運","en":"Shipshape Cargo Co.","sja":"オヒョウ","sen":"Cargo","ov":"Set on a semi-submersible cargo ship.","tips":{"area":"The zone is in the low ground between the center high grounds. It's hard to paint from the high ground and there's little cover up there, so someone needs to manage things near the zone.","yagura":"Most of the stage is flat and the Tower has the height advantage, so attackers are favored. The most important thing is not falling behind in numbers during the opening.","hoko":"The Rainmaker's starting spot, the checkpoints, and the goal are close together in a straight line, so a numbers lead can push the count fast. Avoid a wipeout at all costs.","asari":"Tons of clams spawn in the center, so the team that takes both high grounds above the center valley has the edge.","nawabari":"For long-range weapons, the high ground on the right (seen from your side) is safe. If you take the center high ground, you can splat enemies moving along the valley floor from above."},"fav":[["class","charger",[],"The high ground overlooking the valleys makes a great sniping spot, and it's easy to control the center and the enemy side from up there. Chargers struggle with enemies sticking to the walls and climbing up, though, so you need to know when to back off if someone gets through the valley."],["class","spinner",[],"Easy to pressure the center and the zone from the high ground. In Rainmaker, players also say Splatlings can pop the Rainmaker's shield from their own base."],["family","hydra",["hoko","area"],"Considered a weapon to watch out for: it can easily pop the Rainmaker's shield from its own base, and in Splat Zones it's good at picking off enemies painting in the center."],["class","roller",["nawabari","area"],"They're good at punishing short-range weapons that ambush from the walls at the center-left high ground, and close-range weapons are said to hold up fairly well even in the cramped Splat Zones zone."],["family","splatroller",["nawabari"],"Named as a weapon to watch in Turf War because holding with Big Bubbler is strong."],["family","bold",["nawabari","yagura"],"Its high mobility makes it easy to be the first to dive into the enemy base or flank."],["family","lact450",["nawabari"],"Named as a weapon to watch in Turf War thanks to its strong painting."],["class","stringer",[],"It can pressure the high ground with arcing shots while spreading paint around it."],["class","slosher",[],"It can pressure the high ground with arcing shots while spreading paint around it."],["class","maneuver",["yagura"],"Said to be good at diving into the enemy side via the left and right slopes during the Tower Control opening."]],"dis":[["class","shooter",["area"],"The Splat Zones zone is cramped with few escape routes, so Shooters are said to have a hard time staying in the zone to fight (painting from the high ground or the open area in front is recommended)."]]},"negitoro":{"id":22,"ja":"ネギトロ炭鉱","en":"Bluefin Depot","sja":"ネギトロ","sen":"Depot","ov":"A returning stage from the original Splatoon.","tips":{"area":"The zone shifts to the left from the holding team's point of view, and the team that lost it can come at it head-on, so the layout makes it easy to retake. Check where you should be standing in each situation.","yagura":"The Tower sits high and short-range weapons struggle to reach it, so long-range weapons should pressure it from the upper level and knock riders off.","hoko":"The left route has a nearby checkpoint and is easy to push through, but it's right in front of the enemy spawn and there are unpaintable stairs before the goal, so knockouts are hard.","asari":"Defenders are favored, and sometimes it isn't decided even in overtime. Clear thoroughly and combine specials (like Kraken Royale) to attack.","nawabari":"In the opening, split up and take both open areas, left and right. If you bunch up on one side, the other side gets taken and you get pinched."},"fav":[["class","charger",[],"From your high ground you can look down on the basin-shaped center, which has little cover, so it's easy to get lines of fire."],["family","liter4k",["yagura","asari","nawabari"],"It outranges other backliners and can hold the center and checkpoints without leaving its base, which draws a lot of complaints."],["class","spinner",[],"It's easy to keep pressuring the lower open areas from the upper high ground, and the team breaking the hold is said to have a hard time reaching it."],["family","jimuwiper",[],"Routes only go left or right and you're forced into 1v1s, so players say it's rough if you can't beat the Splatana Stamper, which is great in direct fights."]],"dis":[["family","bold",["yagura"],"The Tower itself is tall, so short-range weapons have trouble hitting riders (some call the stage \"anti-Sploosh\")."],["family","splatcharger",[],"Fights tend to be high ground vs. high ground in the open, and players say it's easy to get picked off one-sidedly by the E-liter's longer range (others argue that's a stage design problem)."],["family","explosher",["area"],"The holes and ledges under the center slope make it hard to land blasts on the ground, and on the slope you're exposed to Charger lines of fire."]]},"baigai":{"id":21,"ja":"バイガイ亭","en":"Robo ROM-en","sja":"バイガイ","sen":"ROM-en","ov":"A two-layer stage: an open upper level (continuous from the center to the enemy side) and lower paths at the left and right edges that run under the upper level and connect the two bases.","tips":{"area":"Attack from two directions at once to split the enemy's attention.","yagura":"Only Tower Control has a grate bridge on the way to the center, so the terrain is quite different from other modes. Check it out in Recon first.","hoko":"The area around the checkpoint in front of spawn is raised and favors attackers. The upper checkpoint has more cover than the lower one and is easier to push through.","asari":"The front (upper) route has lots of ways into the center, and if you catch them off guard there you can push straight to the basket.","nawabari":"The lower paths loop all the way from your base to the enemy base. Short-range weapons should affect the center from the lower paths and not carelessly step out into the open upper center."},"fav":[["class","charger",["area","yagura"],"They can watch from high ground that overlooks the whole center or from on top of the clear walls. Many players say that in Splat Zones, if you lose on range there are few ways to break the hold (though some say long range isn't the only thing that works)."],["family","hydra",[],"It has lots of spots to shoot from at long range, and players say you can't do anything when the other team has one."],["class","blaster",["yagura"],"Blasts make it easy to deal with enemies above or below you and behind walls, and players say Blasters are too strong, especially in Tower Control."],["family","longblaster",[],"In the ledge-heavy center it's easy to catch enemies as they land or hit them behind walls, and it's sometimes called \"Range Blaster heaven.\""],["weapon","hokusai_hue",["area"],"The JP wiki recommends it: a Squid Beakon on a lower path lets you see enemies directly above, making it a good starting point for flanking and breaking holds."],["weapon","explosher_custom",["area"],"Some say it's well suited to breaking holds in Splat Zones by moving long-range weapons off the clear walls and flushing out enemies behind walls."]],"dis":[]},"kajiki":{"id":23,"ja":"カジキ空港","en":"Marlin Airport","sja":"カジキ","sen":"Airport","ov":"A fairly large stage known for its propeller lifts, which rise, fall, or move back and forth when you hit them with ink.","tips":{"area":"When breaking a hold after losing your propeller and grate high ground, dropping into your low ground is risky. Spread paint from the left high ground and go around the left side of the propeller lift to stay out of reach of the enemy high ground.","yagura":"Stopping it at checkpoint 2 is the turning point. If it gets through, the rest of the route goes over the tallest platform and there's no safe way to break the hold.","hoko":"Until you clear a checkpoint, the center and lower-right propellers are locked, and if you drop into the center you can't get back to your high ground. Backliners shouldn't force it and should support from the grates.","asari":"You always need a propeller lift to reach the basket, so your attacks are easy to spot. Before using the front lift, clear out any long-range weapons on the grate floor next to it.","nawabari":"In the opening, the whole team heads to the center open area and leaves paint on the enemy side."},"fav":[["class","charger",[],"It's easy to pressure the center open area from your high ground, the right-side high ground, or the grates on the enemy high ground, and many call it \"a stage made for long range\" (others argue the lines of fire don't connect and it's tough for E-liters)."],["family","longblaster",[],"Lots of ledges make it easy to land direct hits on enemies as they come down from lifts or high ground."],["weapon","explosher_custom",["area","yagura"],"It can use the lifts' height differences to land arcing shots from far away and push its range advantage (the bug that made propellers hard to spin was fixed in Ver. 10.0.0)."],["family","jetsweeper",[],"It can push its long range from the open high ground, and players call this a strong stage for it."],["weapon","dynamo",["area"],"Stick its Sprinkler on a propeller and the lift keeps moving, so you can fight while keeping your high ground expanded."],["weapon","rpen_5h",["area"],"It can keep a propeller spinning with its Sprinkler while zoning from the high ground at long range."],["weapon","96gal",["area"],"Recommended because you can put its Sprinkler on a propeller to keep the lift running."],["class","roller",[],"The layout has lots of cover and rewards a strong front line, and players find it annoying when someone protects the front propeller high ground with Big Bubbler."],["family","splatspinner",[],"Among Splatlings, players say the Mini Splatling can hold its own."]],"dis":[["class","spinner",[],"They're easy to shoot from high ground and lifts while charging. Players say \"whoever made this stage hates Splatlings\" and \"the Heavy Edit Splatling is way too hard\" (though the Mini Splatling is said to do relatively OK)."]]},"ryugu":{"id":24,"ja":"リュウグウターミナル","en":"Lemuria Hub","sja":"リュウグウ","sen":"Hub","ov":"A symmetrical stage modeled on Kyoto Station.","tips":{"area":"There are two zones. There's no base slope in this mode, so you can't push into the enemy base, and matches tend to turn into a tug-of-war. When you're ahead, set up in the center and put long-range weapons on the high ground.","yagura":"The Tower starts on the center high ground, so take that first. It's easier to control if a teammate climbs the wall and goes for it from the near side.","hoko":"Usually go for the checkpoint farther from your side. The near one is easy for enemies on the high ground to disrupt.","asari":"The low slope route is harder to disrupt and is the standard route (though you're attacking from low ground, so defenders tend to have the edge).","nawabari":"Hold three spots: the high ground on your side, the low center, and the center bridge (high ground). A long-range weapon posted on the center high ground works well."},"fav":[["family","liter4k",["area","yagura"],"There's little cover, and from the center slope or high ground it can cover almost all of the low ground and paths. The enemy-side slope in Tower Control especially turns into a shooting gallery."],["class","charger",[],"With open sightlines, it can keep pressuring multiple zones and paths from the high ground."],["family","bucketslosher",[],"You only need one hit on someone stuck on a moving floor, and it's said to make good use of height differences in fights on the bridge."],["class","blaster",[],"Blasts easily catch enemies slowed down by the moving floors, and players say the area under the bridge tends to be Blaster territory."],["class","roller",["yagura"],"After checkpoint 2, Rollers can go wild with the advantage they get from below the cliffs, and players say Brushes and Rollers are strong on the bridge too."],["class","slosher",["yagura"],"After checkpoint 2, they can hit enemies on top of ledges from below the cliffs, making it easy to push back the team trying to break the hold."]],"dis":[["class","shooter",[],"They get caught on the moving floors and can't use their mobility, and in open areas they're easy for long-range weapons to pick off (some even call it \"a stage that hates both short and long range\")."],["class","spinner",[],"Players say that once the center is taken there's nowhere to safely charge, so they don't stand a chance (others argue that's true on any stage)."]]},"grand_arena":{"id":107,"ja":"グランドバンカラアリーナ","en":"Grand Splatlands Bowl","sja":"アリーナ","sen":"Bowl","ov":"A special stage attached to the Grand Festival venue.","tips":{"nawabari":"(Tricolor Turf War) The center stage rises when someone stands on it, and you can't touch the Ultra Signal until it's all the way up. If it's raised, that means the defending team is up there."},"fav":[["class","charger",["nawabari"],"In Tricolor Turf War, attackers can harass the center stage from their high ground, and even with no cover on the stage, a long-range weapon keeping its distance is hard to dislodge."]],"dis":[]},"decaline":{"id":26,"ja":"デカライン高架下","en":"Urchin Underpass","sja":"デカライン","sen":"Underpass","ov":"A returning stage from the original Splatoon.","tips":{"area":"The zone is in the center dip and very small, so the count barely moves until you have a numbers advantage. Once you're ahead, push up to the enemy's center lane.","yagura":"This stage favors defenders. Checkpoint 2 is overlooked by two high grounds and is really hard to get past, so it's all about how much count you can build before then.","hoko":"There's really only one route, the slope on the left, and getting past the grates is the biggest hurdle. On defense, even if the center falls apart, prioritize holding the grates.","asari":"The count is especially hard to move. Use specials together to clear the high ground, or make power clams right under the basket.","nawabari":"Your base is huge, so start with all four of you painting it to build specials, and get ready for the special clash when both teams face off in the center."},"fav":[["family","bucketslosher",[],"Arcing shots over ledges and walls land easily, and many players say it's so strong in the center and on your high ground that one Slosher is all you need."],["class","slosher",[],"In the dip and bumpy terrain, attacks easily reach enemies on ledges or behind walls, so they're strong in center fights."],["class","blaster",[],"Blasts can splat enemies hiding behind obstacles or walls, and even at short-to-mid range it's easy to use the terrain."],["class","roller",[],"Lots of hiding spots make ambushes easy, so it's easy to use the terrain, and many players say Rollers are too strong here."],["family","dynamo",[],"Players say it's too strong, swinging over ledges from the bumpy center or from below the high ground."],["class","maneuver",["area","yagura","asari","nawabari"],"Players think Dualies, with their nimble movement, look strong in modes where the center is a dip."],["family","liter4k",["yagura","hoko","asari"],"There are sniping spots on the left path, the left high ground, and your side that can stop the count, so players say it's strong on defense (but not much help pushing the count)."]],"dis":[["class","charger",[],"Lines of fire rarely reach into the bumpy, hard-to-see center, so it's not much help pushing the count on offense (some say there are plenty of sniping spots for defense, though)."],["class","shooter",[],"With all the height changes and walls, straight-up fights rarely work, and many say paint-focused Shooters have it especially rough (some say strong 1v1 picks like the Splattershot or .52 Gal can hold up)."]]}},"rules":{"area":{"tip":"Head straight for the zone at the start. Only paint your base as much as you need to."},"yagura":{"tip":"Fight around the Tower first to get a numbers advantage, then hop on. If no enemies are nearby, go ahead and ride it."},"hoko":{"tip":"At the start, everyone helps break the Rainmaker's shield. Bombs deal a big chunk of damage to it."},"asari":{"tip":"Hold at around 7 clams, then grab the 8th to make a power clam when it's time to attack."},"nawabari":{"tip":"At the start, split up routes with your teammates and head for the middle. Touch up unpainted spots at your base on your way back after getting splatted."}},"inks":["#FF7AA8","#3ED8B6","#FFD447","#9B7BFF","#FF9B54","#58B9FF","#C3F25C","#FF6F6F"]}