Flounder Heights
A vertical stage where teams fight over apartment rooftops (the two central buildings and the grate bridges). There are lots of paintable walls, and you can climb onto the roofs and high ground from all over, so ambushes and flanks from behind walls and blind spots happen a lot. The whole stage sits lower than the Splatoon 1 version, but whoever holds the middle can still shoot down from above, and it's said to be hard to break back in once you lose it.
Splat Zones
Zones tips
- 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.
- Painting the walls around the zones is a must. They're useful for both ambushes and defense.
- The zones are small, so just retaking one of them with a strong-painting sub or special is enough to stop their count.
Players say: 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.
★Weapons that shine here+7.4pt C
Players say: 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."
★Weapons that shine here+6.5pt C
Players say: 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.
★Weapons that shine here+6.3pt C
Players say: 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.
★Weapons that shine here+4.3pt B
Players say: 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.
★Weapons that shine here+4.0pt C
Players say: 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.
★Weapons that shine here+3.9pt D
Players say: 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."
Weapons that struggle here-5.0pt B
pt C
pt C
Players say: 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."
Weapons that struggle here-4.1pt
Tower Control
Tower tips
- The second checkpoint is easy to hit from the high ground right beside it. Protect it with Big Bubbler or Wave Breaker.
- The area around the slope between the second and third checkpoints is where the fight is decided. Don't just watch the front; look out for flankers using the left Inkrail and the walls.
- From the third checkpoint to the goal, it's wide open and close to the enemy spawn, so push it through with specials.
Players say: 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."
★Weapons that shine here+3.4pt S
Players say: 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.
★Weapons that shine here+3.0pt A
Players say: 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.
★Weapons that shine here+2.6pt A
Players say: They're good at dealing with enemies clinging to walls using arcing shots and blast damage.
★Weapons that shine here+1.7pt A
pt C
Players say: They're good at dealing with enemies clinging to walls using arcing shots and blast damage.
★Weapons that shine here+1.6pt D
Players say: 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."
Weapons that struggle here-2.5pt C
Players say: 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."
Weapons that struggle here-2.2pt C
Players say: 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."
Weapons that struggle here-2.1pt C
pt
Rainmaker
Rainmaker tips
- Whoever holds the rooftops has the edge. Check that the area around you is safe before you pick up the Rainmaker.
- If there are lots of enemies on the central high ground, grab the Rainmaker and drop through the grate right away to switch to the lower route.
- To clear the first checkpoint down below quickly, jump down from right near where you pop the shield.
Clam Blitz
Clams tips
- 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.
- Once you control the middle, take the upper route. When the middle is crowded with enemies, drop through the grate to the lower route. The upper route is easy for Chargers to snipe.
- You can reach the basket with a jump throw from the top of the slope in front of it, or from the path beside it just before the pedestal.
Players say: 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.
★Weapons that shine here+2.3pt B
Players say: 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.
★Weapons that shine here+1.9pt B
Players say: 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.
★Weapons that shine here+1.4pt S
pt B
Players say: 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.
★Weapons that shine here+1.2pt A
Players say: 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.
★Weapons that shine here+1.0pt A
pt C
pt A
pt B
pt
Turf War
Turf tips
- 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.
- Take the central high ground and you can shoot down on them freely. Once you've taken it, watch out for ambushes climbing up the walls.
- If you lose the high ground, don't trade shots head-on. Use subs and wall routes to split their attention.
pt B
pt B
Players say: 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.
★Weapons that shine here+1.4pt S
pt B
Players say: 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.
★Weapons that shine here+1.4pt B
Players say: 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.
★Weapons that shine here+1.3pt C
pt B
pt D
Players say: 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."
Weapons that struggle here-1.6pt A
pt
Update changes
- When it returned from Splatoon 1, the whole stage was lowered, the areas around spawn were rebuilt, part of the right route was removed, and the far-right wall became unclimbable (Inkipedia). Right after the announcement, people worried Chargers would become the strongest pick, but once people actually played it, most agreed Chargers struggle and short range shines.
- Ver. 2.1.0 fixed a bug where shots fired from high places vanished before hitting the ground, plus a bug that let you jump from the Inkrail onto the water tank (Inkipedia).
- Ver. 3.1.0 adjusted part of the terrain to stop players from using Kraken Royale to get into the enemy base in an unintended way (Inkipedia, Kouryaku Daihyakka).
- Ver. 8.0.0 (May 31, 2024) slightly changed the terrain in all modes (Inkipedia, Kouryaku Daihyakka). We couldn't find a written description of exactly what changed, or any shift in how players rated the stage afterward.