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Contents

  • Welcome to Inkopolis
    • Introduction
    • Getting Started
    • Inkopolis Plaza: Points of Interest
    • amiibo Support
  • Octo Valley
    • Introduction
    • Equipment
    • Octo Valley Features
    • The Octarians
  • Zone 1
    • Introduction
    • Stage 01: Octotrooper Hideout
    • Stage 02: Lair of the Octoballs
    • Stage 03 : Rise of the Octocopters
    • Boss Battle: The Mighty Octostomp
  • Zone 3
    • Introduction
    • Stage 10: Inkrail Skyscape
    • Stage 11: Inkvisible Avenues
    • Stage 12: Flooder Junkyard
    • Stage 13: Shifting Splatforms
    • Stage 14: Octoling Assault
    • Stage 15: Undeniable Flying Object
    • Boss Battle: The Rampaging Octowhirl
  • Zone 4
    • Introduction
    • Stage 16: Propeller-Lift Fortress
    • Stage 17: Octosniper Ramparts
    • Stage 18: Spinning Spreaders
    • Stage 19: Tumbling Splatforms
    • Stage 20: Octoling Uprising
    • Stage 21: Unwelcome Flying Object
    • Boss Battle: The Ravenous Octomaw
  • Zone 5
    • Introduction
    • Stage 22: Splat-Switch Revolution
    • Stage 23: Spongy Observatory
    • Stage 24: Pinwheel Power Plant
    • Stage 25: Far-Flung Flooders
    • Stage 26: Octoling Onslaught
    • Stage 27: Unavoidable Flying Object
    • Boss Battle: Enter the Octobot King
  • Ink Battles
    • Introduction
    • Getting Started
    • Game Modes
    • Splatfest
    • Plaza Activities
    • Judd: Vibe Rank Bonus
    • Spyke: Orders and Sub Abilities
  • Blackbelly Skatepark
    • Overview
    • Turf War
    • Splat Zones
  • Zone 2
    • Introduction
    • Stage 04: Gusher Gauntlet
    • Stage 05: Floating Sponge Garden
    • Stage 06 : Propeller Lift Playground
    • Stage 07: Spreader Splatfest
    • Stage 08 : Octoling Invasion
    • Stage 09: Unidentified Flying Object
    • Boss Battle: The Dreaded Octonozzle
  • Weapons & Gear
    • Weapons
    • amiibo Weapons
    • Sub Weapons
    • Specials
    • Abilities
    • Gear
    • Tester Loadouts
  • Arowana Mall
    • Overview
    • Turf War
    • Splat Zones
  • Walleye Warehouse
    • Overview
    • Turf War
    • Splat Zones
  • Saltspray Rig
    • Overview
    • Turf War
    • Splat Zones
  • Urchin Underpass
    • Overview
    • Turf War
    • Splat Zones
  • Art
    • Art
  • NEW CONTENT
    • Port Mackerel
      • Overview
      • Turf War
      • Splat Zones

Splatoon Guide › Saltspray Rig

Splat Zones

On Saltspray Rig, there is only one large Splat Zone located near the center of the stage, between the two opposing sniper perches. At the start of the round, both teams should rush the center. But instead of moving directly to the Splat Zone, get to at least one of the two sniper perches overlooking the zone. The value of these two positions cannot be overstated. Players equipped with any weapon can spread ink onto the Splat Zone from these elevated positions. If you can’t occupy at least one of these perches, you’ll have a hard time securing and holding the Splat Zone.

Holding the high ground is essential for maintaining control of the Splat Zone. Take position on one of the sniper perches and fire down on the zone and any opponents who approach. But your presence here won’t go unnoticed. Keep the area behind you inked to prevent opponents from sneaking up on you. Snipers posted on the opposing platform also pose a serious threat. If your team can occupy both of these perches, you stand a good chance of winning.

Once your team has secured the zone, look for opportunities to ambush opponents filtering in from their spawn point. Most players take linear, predictable routes toward the center. Consider hiding in your ink at the top or bottom of a ramp and attacking opponents as they rush toward the Splat Zone. Specials like Inkzooka and Killer Wail are particularly useful for slowing down the enemy team’s advance.

Both teams spawn a considerable distance from the Splat Zone. Instead of running or swimming toward the center, use Super Jumps to quickly reinforce your teammates. Squid Beakons are also effective for maintaining a presence near the Splat Zone. But before Super Jumping or using a Squid Beakon, monitor the ink situation on the GamePad’s map. If your intended jump point is surrounded by enemy ink, reconsider entering the fray—you probably won’t last long.

Caution

Avoid using the two elevators near the center of the stage. Riding up the elevators leaves you vulnerable to attacks from above. Don’t be surprised if an opponent with a roller is hiding in their ink, waiting for you to come up an elevator. All it takes is one whack with the roller to send you back to your team’s spawn point.

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