April 12, 2026
Inkblot
-The zone is large and difficult to cap, controlling both sides is critical
-Play can be dangerous, beware strikes, booyah, and bombs
-Use special weapons to claim the mid tower for a vantage point
-Walled off ramps on either side are useful for easy flanks
-Retake from the rightmost high ground (bats)
Barnacle
-Flat, procedural map -Easy lockout, difficult retak
-Push enemies off of your snipe via the top right
-Beware your snipe, enemies may be hiding
-Concepts of a flank route: easy to defend against flank
Mahi-Mahi
-Flat map with minimal cover
-Mid to long range weapons excel with the map's open space
-Map expands greatly at 40 points scored / 60 points remaining
-The water dropping opens much wider angles of play
-Watch the islands! Key area to secure for defence
Eeltail
-Bridge is great for backline weapons
-The zone is difficult to cap; you must win a fight to achieve control
-Controlling the enemy's bridge is particularly advantageous
-Use special weapons to safely approach vantage points
-Exiting spawn is a committal (and punishing) drop
Museum
-Entering mid is committal: wide entrance to mid but horrible paths to retreat
-Your plat is not safe; the left ledge is dangerous
-One of the fastest flank routes from spawn
-Terrain makes the zone difficult to secure
-The center spinner is a key area for unique attack cover
Mako
-Splatoon 2's "Final Destination"
-Lots of paintable walls and verticality giving credence to area of effect weapons
-Many, many places to fight. Scrappy map
-Controlling both stacks is crucial for holds and retakes
-Flank the snipe from the right side for a surprise attack
Brinewater
-Volatile objective. Minimal paint required to contest
-Extremely dominant backline positions
-Controlling the base of the uphill road into the enemy's spawn is crucial to hold
-Notably large flank paths
-Very small stage makes it hard to avoid fights
Marlin
-Enemy base accessible via elevated platforms controlled by fans
-Claim the enemy platform for a strong lockout
-Contest the platform via dropping the right side flank or with special weapons
-Mid is very open for retaking either position
-Fans have unique movement capabilities
Sturgeon
-Spinners leading to the [enemy] team's snipe areas move throughout the game
-Claim the spinners/snipe for a strong defence
-Beware of flanks from the left side
-Short range favored stage with a lot of close quarters fights
-Breaking into the opponent's court can lead to snowballs for coordinated, aggressive teams
Scorch
-Entering mid is committal and easily punished
-The zone is difficult to cap; you must win a fight to achieve control
-Objective is far from spawn. Anchor players and squid beakons thrive
-Single (vulnerable) path to the opponent's base
-Center stack cuts off sightlines leading to many blind spots
Bluefin
-Objective moves away from the base of the controller
-Bases are accessible via elevators
-Mind your step: large gap appears in the middle of the map
-Long flanks around the world are rewarding
-Fights on one side can be cramped; it's a battle for limited space
Hammerhead
-Objective is far from spawn. Anchor players and squid beakons thrive
-Important to control the wings (sides) of mid for a secure hold
-Wide open map with minimal cover
-Bases are easily accessible; lockouts can go deep, and is worth doing so
-Structure is very linear, providing further advantage for ranged weapons
Hagglefish
-Sides are key for opening the stage
-Clear lines of sight for backlines to thrive
-Canopies are a unique form of visible cover
-Strong control of the enemy’s court will win you the game
-Pushing into enemy spawn is difficult
Robo
-Large zone, but with great visibility making it easy to secure
-Space between spawn and snipe is minimal
-Fights frequently occur in the trenches
-Long wraparound flanks make for unexpected attacks
-Big bowl makes for a great sprinkler spot!
Lemuria
-Very little room to push forward with many one way drops making fights awkward
-Moving platforms down the middle
-Small split zones: easy to contest, hard to secure
-Top mid serves as a strong vantage point to hold from
-Many avenues to approach. Easy to flank and split attention
Flounder
-Splatoon’s most vertical map
-Difficult uphill retake; common to see knockouts
-Paradise for area of effect weapons, notably sloshers
-Sneaky weapons favored
-Beware the many, many walls!
Crableg
-Long map with a mostly inaccessible spawn
-Sedentary playstyles are advised
-Backline weapon dominance: excellent sightlines to hold
-Large volume of grates give an edge to area of effect weapons
-Claim the enemy’s top right area and hold the left side/middle ledges
Um’ami
-Objective is split down the middle by an elevated portion, making claiming it difficult
-Flat map; weapons like splatanas and splatlings thrive
-Limited positions for reentry; no (good) flanks available
-Use specials to push opponents out of choke and off of top mid
-Holding past mid is crucial for effective holds
Wahoo
-The map with the most inkable terrain
-Difficult retake; one way drop into mid on the left, or fight an uphill battle on the right
-Un-inkable paths leading to mid from the left and right
-Mid has two layers; beware of surprise attacks form the underside
-Routes besides the left side have little room to work with
-Have you seen the timer yet?
Urchin
-Rugged terrain favoring area of effect weapons
-Incredibly easy objective to flip, creating instability for both sides
-Must pay attention to the flank leading directly to mid
-Claiming the enemy top right limits their options for retake greatly
-Very short range favored; making this a strong counterpick
Mincemeat
-Few avenues through mid; sedentary playstyles thrive
-Strong safe positions for backline weapons to control mid
-Fighting weapons that specialize in area of effect damage excel
-Use special weapons to safely enter the enemy’s territory
-Small zone makes flips easier