Mincemeat Metalworks
Two levels, upper and lower, connected by grate bridges. There are few ways into the enemy side, and lines of fire from the upper level and high ground reach the lower level easily. It's known as 'the stage where the E-liter is absurdly strong' because long-range weapons, especially the E-liter 4K, can safely affect the zone and the center from their own high ground. Ver. 6.1.0 brought a big rework that widened the center and added cover and slopes, but most say the long-range advantage only eased slightly.
Splat Zones
Zones tips
- Ver. 6.1.0 made the zone smaller, so it's easier to force a capture with Reefslider.
- You can now climb from the lower level up onto the grates using the pole (pillar) added in the center.
- Long-range weapons can easily pick you off, so don't go too deep into the zone. Paint it from the near side.
Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.
★Weapons that shine here+6.1pt D
Players say: It can affect the center and the whole zone from the safety of its own high ground, and with little cover and a perch that's hard to attack, it's still considered strong after the rework.
★Weapons that shine here+5.4pt −
Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.
★Weapons that shine here+5.2pt D
Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.
★Weapons that shine here+4.6pt C
Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.
★Weapons that shine here+3.0pt C
Players say: Zoning from the high ground works well here, and long-range Splatlings like the Heavy Splatling are also recommended.
★Weapons that shine here+2.5pt A
pt B
pt B
pt A
pt
Tower Control
Tower tips
- Since Ver. 6.1.0, between the first and second checkpoints it's easier to jump from the Tower onto the enemy's high ground.
- After the second checkpoint the Tower moves through the enemy base and takes heavy fire. Line up your specials and push through.
Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.
★Weapons that shine here+1.7pt C
Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.
★Weapons that shine here+1.2pt C
pt B
pt
Rainmaker
Rainmaker tips
- Ver. 6.1.0 made the left route easier to push, and carrying the Rainmaker up to the enemy's high ground earns a big chunk of count.
- On the right route the truck (cover) got bigger and it's easier to defend, so build a numbers advantage before pushing there.
- It's fairly short from the checkpoint to the goal, so once you break through, go all in.
Clam Blitz
Clams tips
- Since Ver. 6.1.0 it's easier to get in through the front grate, and you can now throw a power clam into the basket with a jump without walking on the grate.
- The side route is now a slope. Attacking from the truck side and the slope side at the same time, two players each, makes it easier to break the defense.
- Taking the high ground by the enemy basket decides the game. When defending, prioritize the high ground too.
Players say: Zoning from the high ground works well here, and long-range Splatlings like the Heavy Splatling are also recommended.
★Weapons that shine here+2.3pt D
Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.
★Weapons that shine here+1.7pt A
pt B
pt B
Players say: Zoning from the high ground works well here, and long-range Splatlings like the Heavy Splatling are also recommended.
★Weapons that shine here+1.4pt A
Players say: Zoning from the high ground works well here, and long-range Splatlings like the Heavy Splatling are also recommended.
★Weapons that shine here+1.2pt A
pt A
pt B
pt B
Players say: Some say it's rough because its range is short, and on the lower level with little cover it's easy to get shot freely by long-range weapons on the high ground (from before the rework).
Weapons that struggle here-1.3pt
Turf War
Turf tips
- Prioritize taking the top of the truck in the center. If they paint over most of the center, just fall back to your own high ground.
- You don't need to force your way into the enemy side. The attacking team tends to be at a disadvantage.
- It's hard to get through the lower level with enemies up top, so deal with the enemies on the upper level first.
Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.
★Weapons that shine here+2.3pt −
Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.
★Weapons that shine here+2.0pt D
Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.
★Weapons that shine here+1.9pt C
Players say: Zoning from the high ground works well here, and long-range Splatlings like the Heavy Splatling are also recommended.
★Weapons that shine here+1.9pt D
Players say: It can affect the center and the whole zone from the safety of its own high ground, and with little cover and a perch that's hard to attack, it's still considered strong after the rework.
★Weapons that shine here+1.8pt −
Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.
★Weapons that shine here+1.5pt S
pt C
pt B
pt C
pt
Update changes
- Ver. 3.0.0 (2023/2/28): Terrain changed in Turf War, Splat Zones, Rainmaker and Clam Blitz to reduce the impact of weapons that attack from far away (cover was added in the center, like a car with steel beams stuck in it). Players didn't like it, calling it 'pretending to deal with long range' and saying 'the E-liter advantage hasn't changed.'
- Ver. 6.0.0: Fixed an issue in Tower Control where players could get into unintended places from on top of the Tower.
- Ver. 6.1.0 (2024/1/25): Major rework in all modes. More paintable area on your side, a much wider center, the stuck car removed and replaced with box cover, a small pillar and pole added in the center, more cover at sniping spots, and slopes added in several places.
- Right after the rework some said it got a bit better, but guide sites say the long-range (E-liter, etc.) advantage only eased a little, and overseas players in 2026 also see Clam Blitz here as backline-favored and hard to push into. Before the rework, Splat Zones on this stage was considered one of the most disliked stage/mode combos in the game.