Prima Games eGuides
primagames.com Browse Redeem a code Help
Splatoon 2 eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

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 › The Reef

Game Modes

Turf War

The high ground adjacent to each spawn point offers a great view of the center. Stand atop the elevated platforms and walls before dropping down and assaulting the bridge. Don’t give up the high ground until you’ve conducted a thorough scan for opponents.

  • At the start of the round, ensure at least one player stays behind and inks the large elevated area around your team’s spawn point—rollers work well for covering the flat platforms and ramps. This area accounts for nearly a quarter of the map, so don’t neglect it. Once inked, it’s relatively secure, since opponents can’t swim up the perimeter walls. You can also use this elevated area to fire down on enemies. Always scan for nearby opponents before jumping down toward the bridge.
  • Be careful when operating around the bridge. While there’s valuable territory beneath it, the walls here can’t be inked, making this area a potential trap. When possible, stay along the perimeter and ink the area beneath the bridge from a safe distance, using long-range weapons and bombs. Curling Bombs are particularly effective. Once this low area is inked, defend it from atop the bridge.
  • Due to the lack of inkable walls, the various ramps are critical when climbing out of the low-lying areas. Monitor these ramps and look for opportunities to ambush opponents. Ink Mines, Toxic Mist, and Splash Walls are all effective when placed along these narrow chokepoints, hindering the opposing team’s movements.

Splat Zones

The Splat Zone is located directly beneath the bridge, leading to some intense back-and-forth battles. Ink the Splat Zone from the perimeter or the bridge above. If you must enter the Splat Zone, use the inflatable barrier in the center for cover. Don’t linger long—ink the zone and retreat to the perimeter.

  • At the start of the round, immediately push toward the bridge, but make sure your team takes different routes. Send at least two players to the top of the bridge while the other players flank the low area from the right. This two-pronged attack helps you secure the Splat Zone before the opposing team.
  • Don’t defend from within the Splat Zone, beneath the bridge. Instead, ink and defend from the perimeter. Once the zone is inked, there are plenty of sneaky spots you can hide in—wait for opponents to rush the zone, then pop out of your ink to splat them. Also, don’t forfeit the top of the bridge. Maintaining control of the bridge prevents opponents from dropping down onto the Splat Zone.
  • Movement is key, so consider performing regular patrols around the bridge, in a figure-eight pattern. This is a great way to cut off opponents’ retreats, as well as confront freshly spawned reinforcements. It’s important to intercept opponents before they get close to the bridge.

Rainmaker

Regardless of which path you take, you face a difficult uphill climb while carrying the Rainmaker. Fire fully charged shots to ink a path up these ramps and swim forward. If you’re lucky, you may splat opponents waiting to ambush you at the top of the ramp.

  • A series of new ramps is added in Rainmaker, providing two separate paths to the capture point, near the car. When defending, ink these ramps thoroughly to hinder the opposing team’s movements. Don’t give up the high ground; stay near the tops of the ramps and fire down on incoming attackers.
  • After grabbing the Rainmaker from beneath the bridge, move toward the tree in the adjoining courtyard—there’s a ramp behind this tree leading toward the capture point. This is the quickest, most direct route.
  • Rainmaker carriers face an uphill advance all the way to the capture point. This makes solo captures difficult. Always make sure the Rainmaker carrier has escorts. When escorting, determine a route, then ink a path for the Rainmaker carrier to follow. Secure the area around the capture point and harass opponents advancing from their spawn point.

Tower Control

Like the Rainmaker, the tower starts beneath the bridge. Once captured, the tower must pass through three low-lying checkpoints. By securing the high ground, defenders have an easy time firing down on the tower riders, particularly when the tower stops at the first and second checkpoints.

  • The third checkpoint is extremely close to the capture point. When defending, it’s vital to hold the tower at the third checkpoint. Make sure your entire team converges here to prevent the opposing team from securing a win.
  • If you lose the tower near the opposing team’s capture point, fall back to the bridge. Secure the top of the bridge and wait for the tower to pass beneath. Use this elevated position to fire down on the tower riders and reclaim the objective. The tower is vulnerable while passing beneath the bridge, so maintain control of this critical location until your team has advanced the tower beyond this point.
  • Given the low-lying terrain the tower must traverse, consider having one or two teammates push ahead of the tower and harass the defenders on the high ground. Since most defenders are focused on the tower, it’s usually easy to flank them. The tower is vulnerable while stopped at checkpoints, so work hard to occupy the defenders until the checkpoints are cleared.

Keep reading with a free account

The first 3 sections of Splatoon 2 are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousRecommended Weapons NextOverview