マテガイ放水路Undertow Spillway
Undertow Spillway
Set in an underground spillway. Your side is wide, but the center is extremely narrow, and the only way into the enemy side is through the center. Long-range weapons are strong because they can cover everything from your high ground, but short-range weapons still have a role around the ledges in the center. The big Ver. 7.2.0 rework widened the center, lowered the ledges, and added more cover and passages under the high ground, making it easier to move between left and right and to break holds.
Wide on your side, narrow in the centerThe only way into the enemy side is through the centerEasy to see the whole stage from your high groundGlass floors and glass high groundFights near the center ledges tend to be close-rangeVer. 7.2.0 widened the center and added more cover
Splat Zones
Zones tips
- There are two zones. Always hold at least one of them.
- Taking the right high ground makes it easier to stop the enemy from securing the zones.
- The center is narrow and tends to turn into a standoff, so hold the line and don't let yourselves get pushed in.
C
Tri-Slosher★Weapons that shine here+3.4
pt B
Neo Sploosh-o-matic★Weapons that shine here+2.2
pt B
Custom Blaster★Weapons that shine here+2.2
pt A
.52 Gal★Weapons that shine here+2.1
pt B
Splat Roller
pt S
Inkbrush Nouveau★Weapons that shine here+1.7
pt D
Custom E-liter 4K ScopeWeapons that struggle here-2.5
pt D
Custom E-liter 4KWeapons that struggle here-1.8
pt B
ExplosherWeapons that struggle here-1.5
pt B
Inkline Tri-StringerWeapons that struggle here-1.4
pt
pt B
pt B
pt A
pt B
Players say: The center path is narrow with lots of slopes, so path-blocking Rollers were brutal here (the Ver. 7.2.0 widening added escape routes and toned this down a bit).
★Weapons that shine here+2.0pt S
pt D
pt D
pt B
pt B
pt
Tower Control
Tower tips
- Unlike other modes, there's less footing on the center high ground, so the high ground is weaker here.
- The fight just before the second checkpoint decides the game. Support from above on the grate platforms.
Rainmaker
Rainmaker tips
- After you break through the checkpoint, the left route is standard. When you're in the lead, always take the left.
- Ver. 7.2.0 added more cover between the checkpoint and the goal, giving the defending team a slight edge.
- Use Rainmaker shots to pressure enemies hiding behind cover.
Clam Blitz
Clams tips
- The routes barely branch, so attacks all converge on the plaza in front of the basket.
- Take both the glass-floored high ground on the basket side and the enemy's high ground before you attack.
- Going under the enemy's high ground to reach the basket is the shortest route and relatively safe.
Turf War
Turf tips
- Your side is wide, but the only way into the enemy side is through the center, so paint the center platforms to keep your path open.
- Your high ground is glass, so you can't lurk there. When defending, focus on dodging.
- If you push too deep into the enemy side, it's hard to get back, so don't chase too far.
Update changes
- Ver. 1.2.0: In Splat Zones, removed the boxes on top of the grates (to fix attacks from below slipping through the gap between the boxes and the terrain).
- Ver. 2.0.0 (2022/11/30): Terrain changed in Turf War only. Part of the terrain on the right side (as seen from your base) was removed and a slope to the enemy side was added. On roundup sites, players were split between 'less to paint, so it's easier' and 'isn't this just favoring Chargers?'
- Ver. 7.2.0 (2024/4/18): Major rework in all modes. The center was widened and the ledges lowered to make it easier to move between left and right, cover and passages under the high ground (tunnels) were added, and your high ground was expanded. Turf War, Splat Zones and Clam Blitz changed the most, while the Tower Control and Rainmaker routes didn't change much.
- Players took the rework as an attempt to ease Roller dominance in the narrow center and Charger lines of fire. Still, overseas players in 2026 say the backline still takes control easily and retaking the center is hard.