Urchin Underpass
A returning stage from the original Splatoon. The bases on each side are wide, while the center is a narrow dip. The bumpy terrain is packed with obstacles, paintable walls, and grates, so wall lurking and flanking through the right path work well. Short-range, arcing, and blast weapons move around easily, but the layout favors defenders and tends to stall out. Clam Blitz and Rainmaker especially draw lots of complaints like "comebacks are hard" and "the count won't move."
Splat Zones
Zones tips
- 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.
- The zone is small, so watch out for flankers. When breaking a hold, dropping down the right path to hit them from behind also works.
- Only in this mode is the spawn launch range wider, so you effectively respawn faster. Sticking a Sprinkler on the sign pole right above the zone makes it hard to destroy.
Players say: In the dip and bumpy terrain, attacks easily reach enemies on ledges or behind walls, so they're strong in center fights.
★Weapons that shine here+3.2pt S
pt B
Players say: Lots of hiding spots make ambushes easy, so it's easy to use the terrain, and many players say Rollers are too strong here.
★Weapons that shine here+2.3pt B
Players say: Players think Dualies, with their nimble movement, look strong in modes where the center is a dip.
★Weapons that shine here+2.0pt A
Players say: Lots of hiding spots make ambushes easy, so it's easy to use the terrain, and many players say Rollers are too strong here.
★Weapons that shine here+1.8pt C
Players say: 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).
Weapons that struggle here-4.4pt D
Players say: 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).
Weapons that struggle here-4.1pt D
Players say: 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).
Weapons that struggle here-3.2pt D
Players say: 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).
Weapons that struggle here-3.0pt
Tower Control
Tower tips
- 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.
- To reach enemies on the high ground, going over the grates and around is safer than climbing up from the Tower.
- After checkpoint 2, frontliners ride the Tower while backliners focus on the high ground.
Rainmaker
Rainmaker tips
- 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.
- There are lots of hiding spots and the Rainmaker is easy to steal, so don't leave it alone. Keep an eye on it until someone gets back to the center.
- Jump from the top of the checkpoint or Squid Roll from the side to hop over to the right high ground.
Clam Blitz
Clams tips
- The count is especially hard to move. Use specials together to clear the high ground, or make power clams right under the basket.
- On the front route, the grates block clam throws, so get past the grates before throwing.
- You usually have to break through the front, and players say pushing in with Big Bubbler or Kraken Royale works well.
Turf War
Turf tips
- 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.
- If it's a stalemate, a weapon that paints well should take the paintable wall on the right into the flanking route and paint up the enemy base.
- Always splat enemies who sneak into your base, and keep at least two players back on defense.
Update changes
- Returned from the original game in Ver. 10.0.0 (2025/6/12). It's mostly unchanged from the original, but got some reworks: a wider path from your base to the lower right of center, a wider route to the left high ground, gentler slopes, some grates removed, and sponges added in several spots.
- Ver. 11.0.0 (2026/1/29): fixed bugs where the center electronic billboard and pillars blocked Ink Storm and Tenta Missiles, and where touching certain walls with enough speed counted as going out of bounds and splatted you (no terrain rework).
- Player feedback includes positives like "it's fun" and "wall lurking works," but it favors defenders and stalls easily, and as of 2026 many still want Clam Blitz and Rainmaker reworked (some say comebacks are easier than on the old layout from before the original game's Ver. 2.0.0).