MakoMart
A supermarket stage returning from Splatoon 2. It's a bit long and narrow with lots of ledges, and there are several perches near each base, so the defending side tends to have the edge. Walls you can't paint make it hard to get straight from the center into the enemy side, but you can flank through the narrow side paths on the left and right, and ambushes from blind spots and ledges are common. It's one of the rare Splatoon 3 stages where flanking actually works, and the layout changes a lot by mode.
Splat Zones
Zones tips
- The zone is cross-shaped with a balloon in the middle, so it's hard to paint alone. Paint it from the left and right with two or more players.
- The small perch on your left (the enemy's right) is your defensive anchor. If it falls, drop back to the high ground a step behind and set up again.
- Once you have the zone, camping the center high ground on the enemy side makes it easy to watch their movements.
Players say: There are lots of ledges, and arcing shots make it easy to hit enemies on high ground or above and below ledges. It's said to be especially brutal in Turf War.
★Weapons that shine here+3.4pt S
pt A
Players say: There are lots of ledges, and arcing shots make it easy to hit enemies on high ground or above and below ledges. It's said to be especially brutal in Turf War.
★Weapons that shine here+2.5pt S
Players say: There are lots of ledges, and arcing shots make it easy to hit enemies on high ground or above and below ledges. It's said to be especially brutal in Turf War.
★Weapons that shine here+2.4pt B
pt B
Players say: Lots of flanking routes and hiding spots make lurking ambushes easy to land, and vertical flicks are easy to hit over ledges.
★Weapons that shine here+2.0pt C
pt D
pt D
pt C
pt
Tower Control
Tower tips
- The Tower's route always runs next to high ground. Every time it stops at a checkpoint, take the nearby high ground first (you can jump onto it from the Tower).
- Both bases have an Inkrail from near spawn toward the checkpoints. Keep an eye out for enemies dropping in from above.
- Between the first and second checkpoints, the Tower passes right in front of the enemy's high ground, so Chargers should stay off the Tower and focus on clearing enemies off the high ground.
pt B
Players say: There are lots of ledges, and arcing shots make it easy to hit enemies on high ground or above and below ledges. It's said to be especially brutal in Turf War.
★Weapons that shine here+1.2pt C
pt C
pt D
pt D
pt B
pt
Rainmaker
Rainmaker tips
- If you're going for the goal, the left route is recommended. The right route passes right under the enemy spawn, so enemies you splat come right back and stop you.
- Aim Rainmaker shots to land on the high ground to pressure lurking enemies and make it easier for your team to advance.
- The Inkrail near spawn gets you back to the center fast. But you're defenseless while riding it, so watch out for snipers.
Clam Blitz
Clams tips
- The basket is very close to the center, so whichever team takes the center gets a big advantage. Take the center first.
- There's a route where you can throw straight in from the high ground near the center. Climbing up from the right path side makes you harder to spot.
- On the flanking route that jumps from the left block toward the side of the basket, making your power clam after the jump helps you go unnoticed.
Players say: There are lots of ledges, and arcing shots make it easy to hit enemies on high ground or above and below ledges. It's said to be especially brutal in Turf War.
★Weapons that shine here+1.9pt B
Players say: There are lots of ledges, and arcing shots make it easy to hit enemies on high ground or above and below ledges. It's said to be especially brutal in Turf War.
★Weapons that shine here+1.5pt C
pt D
pt B
pt B
pt C
pt A
pt C
pt A
pt
Turf War
Turf tips
- Taking the center plaza lets you handle both painting and enemy pushes. Take the center first.
- Flankers often come through the side paths. Backliners should watch the left and right paths, not just the center.
- Deep in the enemy side there's lots of high ground and you can get shot from every direction, so only push in hard once time is running low.
pt S
pt B
pt D
Players say: Every wall of the center high ground is paintable, so you can get ambushed from all directions, and there are few safe sniping spots.
Weapons that struggle here-1.9pt −
pt −
pt
Update changes
- Ver. 3.0.0: Terrain changed in Turf War, Splat Zones, Tower Control and Clam Blitz to reduce the impact of weapons that shoot from long range (confirmed via old map labels on Inkipedia and the JP wiki). Players said more hanging signs were added, giving more cover that blocks Charger lines of fire, and that the center got a bit wider.
- Ver. 9.3.0: In Tricolor Turf War, the paint range of the first Ultra Signal (Sprinkler of Doom) was increased (Inkipedia). No effect on regular battles.
- Many players already considered it a good stage where short-range weapons can flank easily, and some didn't want it reworked.
- Ver. 11.0.0 (2026/1/29): Fixed a bug in Clam Blitz where players could stay standing on top of the basket (no terrain changes).