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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 › Urchin Underpass

Turf War

In Turf War, rush to the center of the stage during the opening moments of the match. To reach the center quickest, head to the right side of the stage immediately after spawning, using the flanking path to fire down on the middle. Your opponents are likely to take the central path, passing through the narrow chokepoint in the middle—focus your fire on this area to ambush opponents as they rush into view. If your team can lock down the center early, make cautious advances into the opposing team’s territory. Plant Squid Beakons along the elevated perches on your team’s side of the map to maintain constant pressure in the center. If possible, take possession of the enemy team’s flanking paths too. When there’s one minute left in the match, glance at the GamePad’s map to ensure your team’s side of the stage is thoroughly inked. If not, have one teammate retreat from the center to apply touch-ups.

At the start of a match, don’t worry too much about inking the area around your team’s spawn point. Instead, make an aggressive push toward the stage’s center. Establishing early control of the center can make all the difference, effectively trapping the opposing team on their side of the stage. But before the match ends, glance down at the GamePad and make sure the area around your team’s spawn point is thoroughly inked. Chances are a teammate has already covered this area.

Be careful when operating around the horizontal nets stretched across these paths. Ink both sides of the net, then jump through the net in squid form to reach the other side of the path. If you don’t ink the opposite side of the net, you may land in enemy ink, inflicting damage and slowing your advance. These nets can be a good place to ambush opponents. If enemies approach a net, ink the ground around the base so they land in your team’s ink.

The fight for the stage’s center is ongoing. Instead of rushing through the central corridor, use one of the perimeter perches to spread ink here. But watch out for opponents positioned on the other perches. If you don’t have a long-range charger weapon, you may be at a disadvantage, unable to retaliate. Instead of trying to hit a distant sniper, fall back and attempt to flank your enemy.

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