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.
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.
pt C
pt D
Players say: 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.
★Weapons that shine here+2.2pt B
pt C
pt B
pt D
pt D
pt B
pt C
pt
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.
pt B
pt S
pt A
pt B
pt A
pt C
pt D
pt C
pt D
pt
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.
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.
pt C
pt A
pt D
Players say: 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.
Weapons that struggle here-1.7pt −
Players say: 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.
Weapons that struggle here-1.5pt
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.
pt B
pt C
pt B
Players say: Its control from the central high ground gets mentioned right alongside Chargers and long-range Splatlings.
★Weapons that shine here+1.5pt A
pt A
pt D
pt D
pt D
pt
Update changes
- No major terrain changes in Splatoon 3 (Inkipedia). Other than a small tweak to the Tower's path in Tower Control in ver. 1.2.0, updates have mostly been bug fixes.