Brinewater Springs
A compact, nearly single-lane stage where long downhill slopes from each base lead into a narrow middle. There are almost no paintable walls, so most fights happen on flat ground, pushing and pulling over the height difference along the slopes. Sightlines run easily from the high spots at each end into the middle, so it's long been seen as long-range friendly, but ver. 8.0.0 reworked it, including expanding the low ground on the sides.
Splat Zones
Zones tips
- The zone is very small, so strong-painting specials and subs like Booyah Bomb and Triple Inkstrike can retake it in one go.
- Zoning is safer from the high ground on your side. When you've lost the zone, don't just go through the middle; use the left drop-down route and the narrow path on the right too.
Players say: It's easy to lob shots from the high ground into the middle, and people say "the Explosher is in its element here."
★Weapons that shine here+5.1pt A
Players say: The narrow, open middle gives long-range Splatlings clear lines, and it's easy to pressure from your high ground.
★Weapons that shine here+3.8pt A
Players say: The narrow, open middle gives long-range Splatlings clear lines, and it's easy to pressure from your high ground.
★Weapons that shine here+2.7pt C
pt C
pt B
pt A
pt B
Players say: There are almost no walls and few lurking or ambush routes, so some say short-range Rollers are hard to bring here.
Weapons that struggle here-3.7pt B
pt C
pt
Tower Control
Tower tips
- Ver. 8.0.0 added a checkpoint and moved them around, but the second half is still built in a way that's rough on defenders.
- On defense, put everything into holding the entrance to the slope on your side and don't let them climb it. Paint the sponges near the sign and use them as cover.
- On offense, each section is short, so buy time with specials and push through. Some say Big Bubbler, Inkjet and Crab Tank work well here.
pt C
Players say: From the high ground at each base, sightlines reach the narrow, open middle, so you can freely pick off enemies climbing the slope. After the ver. 8.0.0 rework, even the E-liter has a harder time reaching the high ground across the map, but people still call it "long-range favored."
★Weapons that shine here+1.5pt D
Players say: From the high ground at each base, sightlines reach the narrow, open middle, so you can freely pick off enemies climbing the slope. After the ver. 8.0.0 rework, even the E-liter has a harder time reaching the high ground across the map, but people still call it "long-range favored."
★Weapons that shine here+1.5pt D
Players say: From the high ground at each base, sightlines reach the narrow, open middle, so you can freely pick off enemies climbing the slope. After the ver. 8.0.0 rework, even the E-liter has a harder time reaching the high ground across the map, but people still call it "long-range favored."
★Weapons that shine here+1.5pt B
pt S
pt B
pt A
pt
Rainmaker
Rainmaker tips
- Heading straight for the checkpoint means getting shot freely from the enemy's high ground. Back off once to break their line of fire, then swing wide to the left.
- In front of the goal, fire Rainmaker shots at the stepped side while teammates hold the slope side, and you can inch your way in.
- Defenders can also drop from the high ground into the middle to flank.
Clam Blitz
Clams tips
- The map is small, so no matter which route you take, controlling the middle comes first.
- The basket is tucked in deep, so you often can't reach it unless you get close to where the slope starts going up.
- Carrying a power clam along the Inkrail route gets you spotted easily, so make the front your main push and use the Inkrail as a decoy.
Turf War
Turf tips
- Long-range players should pressure the middle from your high ground or halfway up the slope, and spread paint so teammates can move.
- In the middle, fight from spots that block sightlines from the enemy's high ground. Going deep onto the enemy's platforms gets you shot freely.
- Mix in the narrow path to the right of the slope and the low route that drops down near the sign on the left, so they can't read where you're coming from.
Players say: From the high ground at each base, sightlines reach the narrow, open middle, so you can freely pick off enemies climbing the slope. After the ver. 8.0.0 rework, even the E-liter has a harder time reaching the high ground across the map, but people still call it "long-range favored."
★Weapons that shine here+1.6pt D
Players say: From the high ground at each base, sightlines reach the narrow, open middle, so you can freely pick off enemies climbing the slope. After the ver. 8.0.0 rework, even the E-liter has a harder time reaching the high ground across the map, but people still call it "long-range favored."
★Weapons that shine here+1.3pt S
Players say: Its range is short, you stand out in the middle, and you tend to get shot freely from the enemy's high ground. Some say the Sploosh-o-matic and Carbon Roller are hard to bring here.
Weapons that struggle here-1.3pt B
pt
Update changes
- Ver. 8.0.0 (May 31, 2024) changed the terrain in all modes (Inkipedia, Game8). The low ground on the left was expanded with boxes placed on it, creating a new route to the middle; the platform on the right was expanded; and small unpaintable boxes were added. In Tower Control, the route and checkpoint positions changed, and one checkpoint was added (wikiwiki).
- Right after the rework, many welcomed that E-liter shots no longer reached the high ground across the map, but others complained it wasn't enough or that it just turned into backliners sitting on high ground trading shots. As of 2025, the view remains that it favors long range, and that Tower Control in particular is the strongest combo for Chargers.
- Ver. 2.1.0 fixed bugs including one where shots fired from high places vanished before hitting the ground (Inkipedia).