海女美術大学Inkblot Art Academy

Inkblot Art Academy

A V-shaped stage that slopes gently down from high ground on each side into the central plaza. In Turf War and Splat Zones, there's climbable high ground in the middle that overlooks almost the whole plaza, so the fight over that perch drives the match. There aren't many ways into the enemy base, but Tower Control, Rainmaker and Clam Blitz add blocks and Inkrails that make flanking easier.

Controlling the central high ground matters most (Turf War, Splat Zones)Long sightlines from the high ground help long-range weaponsRelatively few routes into the enemy baseExtra platforms and Inkrails get added depending on the modeLow open areas on the left and right give you detour and retreat routes

Splat Zones

Zones tips

  • 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.
  • Once you have the zone, paint up the enemy-side ledge just above it and watch where enemies come from. Look out for enemies slipping through on the right.
  • To break a hold, don't only go straight in. Use the left and right routes too so the enemy's attention gets split.

Tower Control

Tower tips

  • If you secure the left high ground by the second checkpoint, it gets easier to push past the third checkpoint.
  • Chargers like to hide on the right high ground, so drive them out early with bombs or similar.
  • There's little cover between the second and third checkpoints. Teammates who aren't riding the Tower should move up and draw the enemy's attention.

Rainmaker

Rainmaker tips

  • 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.
  • Rainmaker shots fired from the lower central plaza into the enemy base are hard to dodge and very strong.
  • When you're protecting a lead, fall back with the Rainmaker to the left open area you can reach from your side, but don't retreat too far, and stall there.

No large stage-specific differences found in this mode.

Clam Blitz

Clams tips

  • The standard route is the slope in front of the basket. Go for it the moment you splat enemies and an opening appears.
  • When enemies are stacked up in front, take the Inkrail route around to the side of the basket.
  • On defense, watch out: enemies coming in from the right (the Inkrail side) are easy to miss.

Turf War

Turf tips

  • 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.
  • There are lots of spots on your side the enemy can't reach, so make sure you finish painting your side.
  • If you've completely lost the middle, jumping straight into the left open area is risky. Take the middle first, then spread out into the side areas.

Update changes