カジキ空港Marlin Airport

Marlin Airport

A fairly large stage known for its propeller lifts, which rise, fall, or move back and forth when you hit them with ink. There's a big height difference between your high ground and the center, the center has little cover, and the way back to your base depends on the lifts. So once the center or your side's lifts are taken, breaking the hold is really hard. Whoever takes the high ground tends to dominate, and many say it favors long range, though others argue "the lines of fire don't connect, so it's tough for E-liters."

Propeller lifts carry you up, down, and aroundBig height difference between your base and the centerLittle cover in the centerThe route back to your base depends on the liftsWhoever takes the high ground has a huge advantageBreaking a hold is hard (spawn camping happens a lot)

Splat Zones

Zones tips

  • 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.
  • Keep the propeller spinning to expand your high ground. Placing a Sprinkler near the propeller keeps it running.
  • Matches often come down to how much of the right open area and right high ground you control.

Tower Control

Tower tips

  • 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.
  • Defenders should hold the high ground on the left (seen from your side) at all costs.
  • Near checkpoint 3, attackers can disrupt the defense by activating Inkrails or moving the propeller lifts.

Rainmaker

Rainmaker tips

  • 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.
  • After checkpoint 1, some say to take the right high ground, while others say heading straight left is standard. Pick whichever side the enemy is watching less.
  • Hitting a locked propeller with Killer Wail 5.1 or Booyah Bomb won't make it move.

No large stage-specific differences found in this mode.

Clam Blitz

Clams tips

  • 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.
  • The lower-right lift route is easy to spot if you go alone, so time it with a teammate using the front lift.
  • The low ground on the left and right of center has no boxes and is a dead end, so don't hang around there.

No large stage-specific differences found in this mode.

Turf War

Turf tips

  • In the opening, the whole team heads to the center open area and leaves paint on the enemy side.
  • Don't forget to paint the lowest areas on the left and right that you never visit in other modes.
  • The flanking route on the right of your base is hard to use because it faces high ground. When holding, keep control of the propeller lift and stop enemies coming in from the right high ground.

Update changes