コンブトラックHumpback Pump Track

Humpback Pump Track

A returning stage from Splatoon 2. A bumpy outer track wraps around the mountain-shaped high ground in the middle, and you can loop around from the outer track into the enemy base, so flanks happen a lot. It's wide with lots of blind spots, so matches hinge on whether your team can split up the jobs: fighting in the middle, covering from the high ground, and watching for flankers.

Mountain-shaped high ground in the middleEasy to flank via the outer routesWide, with lots of directions to watchLots of blind spots from the bumpy terrainLots of unpaintable walls and curved surfacesInkrails get you to the middle fast (ranked modes)

Splat Zones

Zones tips

  • Mid- and long-range weapons should hit the zone directly from the high spots on the outer left and right. There's cover there, so you're hard to hit from the middle. For long range, the high ground on your left side, which enemies can only approach from the edge, is relatively safe.
  • The central high ground can be climbed from every direction, so attack from where the enemy isn't looking.
  • In ranked modes there are one-way blocks on the left and right, so you can't go straight into the enemy base from the left lane.

Tower Control

Tower tips

  • While the Tower is still at the first checkpoint, take the enemy high ground you'll need later (on the enemy's right side). Without it, moving the Tower is nearly impossible.
  • Defenders can ambush the Tower from the Inkrail.
  • Between the first and second checkpoints the Tower passes through a dip with lots of blind spots, so take care of the wall tops, the rail and the central high ground before moving it.

Rainmaker

Rainmaker tips

  • The right route is the standard. Clear out enemies around the checkpoint and it's easy to break through, and it's also a safe spot to park the Rainmaker when you're ahead.
  • The left route passes right in front of the enemy's high ground, so many call it a "trap," but others say it works for a quick finish if your team is mostly short-range and has a numbers advantage.
  • After the checkpoint, jumping from the Inkrail on the right route toward the goal pedestal can gain you a lot of count.

No large stage-specific differences found in this mode.

Clam Blitz

Clams tips

  • Once you have a numbers advantage, go for the shortest route: straight through the front.
  • There are three routes (front, right and left), so attack them at the same time to split the enemy's focus.
  • When the enemy high ground is empty, circling around from the right to score is hard to stop.

Turf War

Turf tips

  • Split three jobs with your team: fighting in the middle, supporting from the high ground and outer track, and dealing with flankers.
  • Even when the front line moves up, leave one player watching the outer flanking routes. If nobody's on it, take the job yourself, even with a short-range weapon.
  • Before you flank, check whether anyone is watching the outer track. If it's wide open, paint the enemy base in one go (a huge chance when there's under 20 seconds left).

Update changes