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Splatoon 2 eGuide
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Contents

  • Changelog
    • Updates
  • Welcome Back to Inkopolis
    • Introduction
    • What’s New?
    • Getting Started
    • Inkopolis Square: Quick Tour
  • amiibo
    • amiibo Support
    • Inkling Girl
    • Inkling Boy
    • Callie & Marie
    • Inkling Squid
  • Octo Canyon
    • Introduction
    • Equipment
    • Octo Canyon Features
    • The Octarians
  • Single-Player Campaign
    • Area 01: Tentakeel Outpost
      • Overview
      • Tentakeel Outpost Collectibles
      • 01: Return of the Octarians
      • 02: Welcome to Octopia
      • 03: Sunset Octocopter
      • Boss Battle: The Octo Oven
    • Area 02: Suction-Cup Lookout
      • Overview
      • Suction-Cup Lookout Collectibles
      • 04: Enter the Octohurler
      • 05: The Octopark
      • 06: Octozeppelin Invasion
      • 07: Back-Alley Cleanup
      • 08: Spinning Campground
      • 09: Octoling Strike
      • Boss Battle: The Octo Samurai
    • Area 03: Beaker’s Depot
      • Introduction
      • Beaker’s Depot Collectibles
      • 10: Octoseeker Shakedown
      • 11: The Floating Garden
      • 12: Octo-Resort Spring
      • 13: Dancing Floors
      • 14: Parking Garage
      • 15: Octoling Assault
      • Boss Battle: The Neo Octostomp
    • Area 04: Slimeskin Garrison
      • Overview
      • Slimeskin Garrison Collectibles
      • 16: Secret Bowling Alley
      • 17: Octocommander Fortress
      • 18: Towering Heights
      • 19: The Experimentorium
      • 20: Propellerland
      • 21: Octolings Ahoy!
      • Boss Battle: The Octo Shower
    • Area 05: Cephalon HQ
      • Overview
      • Cephalon HQ Collectibles
      • 22: Underground Expressway
      • 23: The Octogalaxy
      • 24: Transfer Junction
      • 25: Platform Madhouse
      • 26: Paradise Lanes
      • 27: Octoling Workout
      • Boss Battle: Octobot King II
      • Epilogue
  • Salmon Run
    • Welcome to Grizzco Industries
    • Salmonids
    • Spawning Grounds
    • Marooner’s Bay
  • Ink Battles
    • Getting Started
    • Game Modes
    • Splatfest
    • Square Activities
  • Weapons & Gear
    • How to Purchase Weapons
    • Weapons
      • Splattershot Jr.
      • Splattershot
      • Splat Roller
      • Splat Charger
      • Tentatek Splattershot
      • Splat Dualies
      • Blaster
      • Slosher
      • Aerospray MG
      • Carbon Roller
      • Heavy Splatling
      • N-Zap ’85
      • Splattershot Pro
      • Octobrush
      • Enperry Splat Dualies
      • Krak-On Splat Roller
      • Rapid Blaster
      • .52 Gal
      • Splatterscope
      • Tri-Slosher
      • Firefin Splat Charger
      • Jet Squelcher
      • L-3 Nozzlenose
      • Luna Blaster
      • Dynamo Roller
      • E-liter 4K
      • .96 Gal
      • Goo Tuber
      • Mini Splatling
      • Flingza Roller
      • Splash-o-matic
      • Firefin Splatterscope
      • Dapple Dualies
      • Custom Blaster
      • Aerospray RG
      • H-3 Nozzlenose
      • Clash Blaster
      • E-liter 4K Scope
      • DLC Weapons
      • Sub Weapons
      • Specials
      • Hero Weapons
    • Abilities
      • How Main and Sub Abilities Work
      • Ink Saver (Main)
      • Ink Saver (Sub)
      • Ink Recovery Up
      • Run Speed Up
      • Swim Speed Up
      • Special Charge Up
      • Special Saver
      • Special Power Up
      • Quick Respawn
      • Quick Super Jump
      • Sub Power Up
      • Ink Resistance Up
      • Bomb Defense Up
      • Cold-Blooded
      • Opening Gambit
      • Last-Ditch Effort
      • Tenacity
      • Comeback
      • Ninja Squid
      • Haunt
      • Thermal Ink
      • Respawn Punisher
      • Ability Doubler
      • Stealth Jump
      • Object Shredder
      • Drop Roller
    • Gear
      • Understanding Gear
      • Brands
      • Clothing
      • Headgear
      • Shoes
      • Tester Loadouts
  • Multiplayer Maps
    • Humpback Pump Track
      • Overview
      • Key Locations
      • Recommended Weapons
      • Game Modes
    • Inkblot Art Academy
      • Overview
      • Key Locations
      • Recommended Weapons
      • Game Modes
    • Moray Towers
      • Overview
      • Key Locations
      • Recommended Weapons
      • Game Modes
    • Port Mackerel
      • Overview
      • Key Locations
      • Recommended Weapons
      • Game Modes
    • Musselforge Fitness
      • Overview
      • Key Locations
      • Recommended Weapons
      • Game Modes
    • The Reef
      • Overview
      • Key Locations
      • Recommended Weapons
      • Game Modes
    • Starfish Mainstage
      • Overview
      • Key Locations
      • Recommended Weapons
      • Game Modes
    • Sturgeon Shipyard
      • Overview
      • Key Locations
      • Recommended Weapons
      • Game Modes
  • Multiplayer Atlas
    • Map Features
    • Humpback Pump Track
    • Inkblot Art Academy
    • Moray Towers
    • Musselforge Fitness
    • Port Mackerel
    • The Reef
    • Starfish Mainstage
    • Sturgeon Shipyard

Splatoon 2 Guide › Multiplayer Maps › Humpback Pump Track

Game Modes

Turf War

When occupying the hill, watch out for sharpshooters on the periphery. Be ready to swim behind the walls atop the hill to avoid getting splatted.

  • Ink the safe zone near your team’s spawn point, as it accounts for approximately 15% of the map. Opponents can’t reach this area, so once it’s inked, it’s relatively safe. Don’t forget to ink the foam pit to the left of your spawn point—this offers a good view of the map.
  • There’s a lot of real-estate to ink in the center. Take control of the hill in the middle and ink the approaches. The wooden walls on the humpback hill portion are inkable, so watch for opponents swimming up these walls.
  • Use a roller to paint the perimeter paths and the safe zone while teammates push forward to engage the center of the hill. Avoid the inner track around the hill unless you’re going for a flanking, stealth splat.

Splat Zones

The Splat Zone is situated atop the central hill. Rush to the center as quickly as possible to claim the zone before the opposing team. Once one team controls the zone, it can be difficult for the other team to capture—the hill is a highly defensible position.

  • Long-range weapons can provide cover from the side perches, but this is ultimately an in-your-face close-quarters battle.
  • Prepare to rush the middle. Ink the interior walls leading to the Splat Zone and swim up the vertical surfaces instead of running up the ramps from the sides. This allows you to swim up into the zone, while taking cover behind the low walls atop the hill.
  • Short-range weapons like the Splat Dualies and Octobrush can be really helpful here. The Splat Dualies in particular, because of their dodge roll ability.
  • Use the small jump platforms to move in and out of the Splat Zone. You can also ink the tops of the curved walls in the zone, allowing you to hide in your ink—opponents probably won’t notice you here. Keep in mind that the entire Splat Zone is extremely vulnerable to incoming bombs, so be ready to move.

Rainmaker

Rainmaker adds two Ink Rails, one on each side of the map. This provides a quick way to reach the map’s center, where the Rainmaker resides, atop the hill. This is also a good way to sneak up on the Rainmaker carrier. Remember, you can be shot while riding an Ink Rail, so don’t linger up here too long.

  • Use the Ink Rails to quickly reach the center platform, to the left of the Rainmaker. From here you can grab the weapon and continue across the map to the right and up the perimeter path. Or double back to the left and swim up the large vertical wall to the left of the capture point.
  • When carrying the Rainmaker, it’s better to continue across to the right, as there are fewer turns and longer sight lines. Fire the Rainmaker all the way to the corner and swim after it; then turn left, fire at the capture point, and swim up. The left-hand route, up the inkable wall, is shorter but requires more turns—this path is best utilized when you’re accompanied by an escort who can ink a path for you.
  • Remember that you can jump off the Ink Rails at any point. Leap straight ahead for the Rainmaker at the first node.
  • Watch where the Rainmaker carrier is firing—wait for the burst from the Rainmaker to explode, then toss a bomb at the impact point. If your timing is right, the Rainmaker carrier may swim directly into your bomb’s blast radius.

Tower Control

The tower is extremely vulnerable as it approaches the second checkpoint. If you’re on defense, this is your opportunity to take back the tower—fire down on the tower riders, raining down ink and bombs. If the tower advances beyond this checkpoint, it’s difficult to secure a victory.

  • While it may seem like an excellent defensive position, the foam pit on the left, near the final capture point, is too far away to be of much use. You’re better off moving forward and attacking the tower as it stops at the preceding checkpoints.
  • The last checkpoint is low and can be walked onto by the defending team—this is a great spot for a Splash Wall. Maintain the high ground and fire down onto the tower riders. Keep in mind that once this checkpoint is cleared, the finish is just a second or two farther. Defend the last checkpoint with all your might!
  • This map is a tug-of-war atop the hill in the center without a lot of reason for finesse. Send scouts to ink the areas around the checkpoints ahead to slow down the enemy approach.

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