マンタマリア号Manta Maria

Manta Maria

A long, narrow stage set on the deck of a sailing ship. The main battleground is the high ground and grates around the central mast, and there are lots of bumps from pillars and ledges, plus plenty of blind spots. In some spots you can fall off the ship and get splatted, and there's a back route where you jump over to the enemy side. The strong positions are all cramped, and it's said to be hard both to break a hold and to keep one.

Long and narrow, with lots of bumps and pillarsMain fights happen on the high ground and grates around the central mastRisk of falling off and getting splattedA route where you jump over into the enemy baseFew set spots for long-range weapons

Splat Zones

Zones tips

  • There are two zones. Keep the zone on the right (seen from your side) painted at all times and it'll be hard for them to take it.
  • First, set up just in front of the mast. From up there you can attack while reading the situation.
  • To hold the enemy-side zone for long, you need to secure the slightly raised spot next to it.
AOctobrush Nouveau★Weapons that shine here+5.7
pt
BDapple Dualies★Weapons that shine here+3.6
pt
ADynamo Roller

Players say: The stage has strong positions, and arcing horizontal swings from them are said to work well. The community also says "Dynamo is strong on Manta."

★Weapons that shine here
+3.5
pt
SInkbrush Nouveau

Players say: Some say its speed shines on a stage with so many grates, letting it go harass long-range players camped on spots like the right high ground.

★Weapons that shine here
+3.4
pt
CPainbrush Nouveau★Weapons that shine here+3.2
pt
SDark Tetra Dualies

Players say: Some players share the impression that the Tetra Dualies are really strong in Splat Zones.

★Weapons that shine here
+2.4
pt
DCustom Goo Tuber

Players say: There are only one or two spots to set up at the start, and they're too far away to do much. Step into the middle and you're targeted from all sides, and fast flankers are hard to deal with, so some Charger mains call it the map where Chargers struggle most (though another source says an E-liter can reach the enemy high ground from behind the mast in Splat Zones, so views don't fully agree).

Weapons that struggle here
-3.0
pt
DNew Squiffer

Players say: There are only one or two spots to set up at the start, and they're too far away to do much. Step into the middle and you're targeted from all sides, and fast flankers are hard to deal with, so some Charger mains call it the map where Chargers struggle most (though another source says an E-liter can reach the enemy high ground from behind the mast in Splat Zones, so views don't fully agree).

Weapons that struggle here
-2.7
pt
CCustom Wellstring VWeapons that struggle here-2.6
pt
DZ+F Splat Charger

Players say: There are only one or two spots to set up at the start, and they're too far away to do much. Step into the middle and you're targeted from all sides, and fast flankers are hard to deal with, so some Charger mains call it the map where Chargers struggle most (though another source says an E-liter can reach the enemy high ground from behind the mast in Splat Zones, so views don't fully agree).

Weapons that struggle here
-2.6
pt

Tower Control

Tower tips

  • It's a short trip to the first checkpoint. Follow the basics: splat enemies first, then move the Tower.
  • Frontliners should buy time fighting enemies around the Tower's sides and in front of the third checkpoint, while backliners cover from the platform beside the second checkpoint.
  • On defense, have one player camp the high ground near the second checkpoint. It's close to the Tower, so even Shooters can reach.
SOctobrush Nouveau★Weapons that shine here+2.2
pt
ADapple Dualies★Weapons that shine here+1.9
pt
ADark Tetra Dualies★Weapons that shine here+1.5
pt
BNautilus 79

Players say: Take the central mast and you can see in every direction, and all the grates make good use of run speed. But others argue "Splatlings aren't especially strong here," so opinions are split.

★Weapons that shine here
+1.3
pt
−Custom Dualie Squelchers★Weapons that shine here+1.1
pt
BS-BLAST '92Weapons that struggle here-1.3
pt
DE-liter 4K

Players say: There are only one or two spots to set up at the start, and they're too far away to do much. Step into the middle and you're targeted from all sides, and fast flankers are hard to deal with, so some Charger mains call it the map where Chargers struggle most (though another source says an E-liter can reach the enemy high ground from behind the mast in Splat Zones, so views don't fully agree).

Weapons that struggle here
-1.3
pt
CE-liter 4K Scope

Players say: There are only one or two spots to set up at the start, and they're too far away to do much. Step into the middle and you're targeted from all sides, and fast flankers are hard to deal with, so some Charger mains call it the map where Chargers struggle most (though another source says an E-liter can reach the enemy high ground from behind the mast in Splat Zones, so views don't fully agree).

Weapons that struggle here
-1.3
pt
CSnipewriter 5H

Players say: There are only one or two spots to set up at the start, and they're too far away to do much. Step into the middle and you're targeted from all sides, and fast flankers are hard to deal with, so some Charger mains call it the map where Chargers struggle most (though another source says an E-liter can reach the enemy high ground from behind the mast in Splat Zones, so views don't fully agree).

Weapons that struggle here
-1.3
pt

Rainmaker

Rainmaker tips

  • The left route is a straight shot to the checkpoint and relatively safe.
  • The right route is shorter but needs a jump and risks falling, and near the checkpoint the Rainmaker's shield gets big, so it's easy to fall.

No large stage-specific differences found in this mode.

Clam Blitz

Clams tips

  • On the right route, after the jump, climb the left wall and throw from the tip of the grate to reach the basket. Miss the jump and you lose the power clam.
  • The left route is flat and easy to move on, but it's a long way to the basket. Advance once your teammates have gathered.
  • Controlling the central high ground is the key to defense. Rather than waiting on the high ground in the back, get involved in the fight in the middle and defend in front of the basket.
SOctobrush★Weapons that shine here+2.1
pt
BPainbrush★Weapons that shine here+1.8
pt
ADapple Dualies★Weapons that shine here+1.5
pt
CFlingza Roller★Weapons that shine here+1.4
pt
SSplatana Wiper★Weapons that shine here+1.4
pt
AMint Decavitator★Weapons that shine here+1.3
pt
DE-liter 4K

Players say: There are only one or two spots to set up at the start, and they're too far away to do much. Step into the middle and you're targeted from all sides, and fast flankers are hard to deal with, so some Charger mains call it the map where Chargers struggle most (though another source says an E-liter can reach the enemy high ground from behind the mast in Splat Zones, so views don't fully agree).

Weapons that struggle here
-2.8
pt
CSplatterscope

Players say: There are only one or two spots to set up at the start, and they're too far away to do much. Step into the middle and you're targeted from all sides, and fast flankers are hard to deal with, so some Charger mains call it the map where Chargers struggle most (though another source says an E-liter can reach the enemy high ground from behind the mast in Splat Zones, so views don't fully agree).

Weapons that struggle here
-2.0
pt
CE-liter 4K Scope

Players say: There are only one or two spots to set up at the start, and they're too far away to do much. Step into the middle and you're targeted from all sides, and fast flankers are hard to deal with, so some Charger mains call it the map where Chargers struggle most (though another source says an E-liter can reach the enemy high ground from behind the mast in Splat Zones, so views don't fully agree).

Weapons that struggle here
-1.9
pt
BSnipewriter 5H

Players say: There are only one or two spots to set up at the start, and they're too far away to do much. Step into the middle and you're targeted from all sides, and fast flankers are hard to deal with, so some Charger mains call it the map where Chargers struggle most (though another source says an E-liter can reach the enemy high ground from behind the mast in Splat Zones, so views don't fully agree).

Weapons that struggle here
-1.6
pt

Turf War

Turf tips

  • Take the central mast (high ground) and you can paint down on them freely. If you paint the mast's pillar, you can use it to refill ink too.
  • You can squid-jump from near the middle over to the enemy side. If no one spots you, you can paint back a lot, but if you mess up, you fall and get splatted.
  • The strong positions are all cramped, so spread out instead of bunching up. When breaking a hold, mix up the front and the sides, and retake the middle from the high ground on your side.

Update changes