Scorch Gorge
A huge perch rises in the middle and looks down on both bases and the low ground on the left and right, so long-range weapons like Chargers are extremely strong once they settle in. The only ways into the enemy side are the center grate walkway and the low ground, and once you drop to the low ground it's hard to get back up, so breaking a hold is tough once you've been pushed in. Since the Ver. 8.0.0 rework, it's one of the most compact stages in the game, with among the smallest turf areas of any stage.
Splat Zones
Zones tips
- The zone is huge and hard to stop once they get the count going, so head toward the zone fast at the start.
- The top of the center high ground doesn't count as part of the zone, so you only need to paint the zone floor.
- Long-range weapons can play the zone safely from the big high ground on your side.
Players say: It's easy to pressure the center and the enemy side with long range from the high ground, and guide sites recommend the Hydra Splatling here.
★Weapons that shine here+3.1pt B
Players say: There's strong high ground all over, so you'll often get to shoot down from long range without much risk.
★Weapons that shine here+3.1pt D
Players say: From the center high ground or the big perch on your side, you can see deep into the enemy base, and just having a good Charger standing there keeps the other team from pushing forward.
★Weapons that shine here+2.6pt −
Players say: It's easy to pressure the center and the enemy side with long range from the high ground, and guide sites recommend the Hydra Splatling here.
★Weapons that shine here+2.6pt B
Players say: It's easy to lie in wait over ledges on the low ground below the cliffs, and your attacks can still reach enemies up on the high ground.
★Weapons that shine here+2.5pt B
Players say: It's easy to lie in wait over ledges on the low ground below the cliffs, and your attacks can still reach enemies up on the high ground.
★Weapons that shine here+2.3pt C
pt S
pt C
pt B
pt
Tower Control
Tower tips
- The fight before the first checkpoint matters most. If they get past it, the later checkpoints are hard to hold.
- There's lots of high ground along the Tower's path, so defenders should take the high ground and attack from above.
Rainmaker
Rainmaker tips
- The standard Rainmaker route is the ground path on the right. The center grate route is narrow and easy to get picked off on.
- The goal is surrounded by several perches, so line up your specials and push in all at once.
Clam Blitz
Clams tips
- Taking the center high ground is the starting point for any push.
- Use the right route as your main path and save the left route for small-group sneak attacks.
- You can reach the basket with a jump throw aimed slightly upward from just in front of the platform.
Players say: It's easy to pressure the center and the enemy side with long range from the high ground, and guide sites recommend the Hydra Splatling here.
★Weapons that shine here+1.2pt A
pt C
pt A
pt
Turf War
Turf tips
- At the start, make the center high ground your top priority. If they take it, you'll barely be able to push toward their side.
- When you're up on the high ground, don't forget to check for Rollers and others climbing the walls to ambush you.
- The only way into the enemy side is the center grate walkway, so if you're pushed back, don't force it. Fire back from your own high ground to break their hold.
Players say: From the center high ground or the big perch on your side, you can see deep into the enemy base, and just having a good Charger standing there keeps the other team from pushing forward.
★Weapons that shine here+1.5pt C
Players say: It's easy to pressure the center and the enemy side with long range from the high ground, and guide sites recommend the Hydra Splatling here.
★Weapons that shine here+1.1pt S
pt S
pt B
pt
Update changes
- Ver. 6.0.0: Adjusted terrain in Turf War and Splat Zones to fix an issue where players could use a dodge roll to get into the enemy base in unintended ways.
- Ver. 8.0.0 (2024/5/31): Terrain changed in all modes (no official details). According to the JP wiki, the rework left it with the smallest total turf area of any stage.
- Even after the rework, players still say it's 'hard to get onto the enemy's high ground' and 'hard to break a hold once you're pushed in' (a 2025 note post and overseas players in 2026).