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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

Key Locations

Safe Zones

The area surrounding each team’s spawn point is very large—each side accounts for approximately 15% of the map. During Turf War matches, at least one player should focus on inking this area while the rest of the team pushes to the center. This area is largely off-limits to opponents due to the outer walls that can’t be inked. Consider this area a safe zone, where you can engage opponents in the center without fear of being flanked. Opponents can still arc ink and bombs over the walls, so don’t get too comfortable up here.

Flanking Paths

While most activity is focused on the central hill, look for opportunities to flank. The outer perimeter tracks are a great way to get around the hill without exposing yourself to heavy fire and bombs. Given the width of the track, this is a good area to patrol with a roller, particularly during Turf War matches. Once you’ve moved to a flanking position, monitor activity on the hill and consider making a push to the top. Chances are, opponents positioned on the hill are looking in the direction of your team’s spawn point—they’re probably not expecting to come under attack from the side or rear.

Perimeter Perches

Even if your team controls the center hill, sometimes it’s easier to defend this hotspot from the perimeter. Fortunately, there’s a number of elevated perches along the outer track that offer a great view of the map’s center. When using a mid-to-long-range weapon, you can easily hit any opponents attempting to occupy the hill. Be mindful of getting flanked, as the outer track is likely to see a fair amount of traffic. Keep moving, constantly shifting from one perch to the next—stop at a perch long enough to inspect the hill before moving on.

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