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How To Be Mediocre @ Splatoon 2: Turf War and Weapons (Lesson 1)

How each weapon fits into the grand strategy of a round of Turf War

  1. NerdiestNerder
    Welcome inklings to the first lesson of HTBM@S2, where I'm terrible at making acronyms or even standing out from the million of Splatoon 2 guides already on the website. Regardless, maybe one poor, unlucky soul will stumble across this series and maybe gain a thing or two as a Splatoon player. Oh well.

    What is HTBM@S2?
    Nothing special. I've seen many other guides on this website feature complex ideas that would take hundreds of hours to complete, and unprecedented amount of order to maintain. COUGH COUGH SPLATOON UNIVERSITY COUGH COUGH WHEEZE. These are simply unrealistic, and the ones that have already played out end in failure, and by failure, I mean failing to teach anything to its readers.
    Hopefully, this is different. As you can tell from the title, I'm not going to make it a "get rich quick" scheme, or anything ordered and important, just some personal tips I've experienced as a player. I don't consider myself a pro, merely someone who's been in the competitive field since the launch of Splatoon 1 on the Wii U. Hopefully you learn something out of this.

    What is this lesson about?
    This lesson is about something that I see Splatoon players mess us with ALL THE TIME. And it's damning to the team in the whole in most scenarios. What is this mistake, you ask? Players trying to use their weapon for something its not made for. I see this in Ranked, League battles, but most importantly, Turf War, so I'll be focusing on that.

    Is this lesson Splatoon 1 compatible?
    Yes! I have only recently gotten the second one anyways, so I have a good understanding of both. Since this is a pretty simple and broad topic, I don't think anything will be different for players of different games. Please correct me Splatoon 2 or 1 players if I miss something or say something that you don't have.

    What is the poll for?
    I want to see the numbers of each type of fighter, and its always been somewhat of a curiosity of mine to see if the Inkters really were the biggest group. I would really appreciate if you filled it out, as it would mean a lot to me!

    -<>LESSON ONE | TURF WAR AND WEAPONS<>-
    Have you ever seen a splat roller trying to go for kills? Or a charger going into enemy territory to ink the turf? Perhaps a slosher or brush hiding from the fight in their own territory? If you own the games, you definitely have. I'd say in every other game, I see at least one of these instances, and this is the biggest cause of my rages.
    What's more frustrating than a charger that isn't doing his job? Have you ever wondered if you were the inkling doing the wrong job?
    Because unless you're a Splatoon god, you probably have.

    Teams = A Jigsaw Puzzle
    Teams are some of the most delicate things in the universe. Therefore, I like to make it like a completed jigsaw puzzle. Every single team member has a job and responsibility in the group, and if one person doesn't do it, then the entire group falls apart. That's why in the following section, I'm going to discuss some simple facts about a team.
    First of all, let's discuss the dream team in Splatoon; in other words, a group that (if everybody does what they're supposed to do) can in theory never lose a match. Here are the components...
    1 Splatter (A splatter is someone who's weapon is designed to kill or to offend. These are mostly chargers, long-range guns and some sloshers and paint brushes)
    1 Inker (An inker is someone who's weapon is designed to spread ink. These are mostly splat rollers and most sloshers and paint brushes)
    2 Inkters (An inkter is someone who's weapon is balanced in between the Inker and Splatter range. These are most splattershots, guns, miniguns (you get the idea))

    In the beginning cutscene when you first start a fight, when you see your teammates, if you see the above combination, then you already have an automatic advantage. If you see that your team is all splat rollers, then you should do the following...

    Flexibility
    This is where the puzzle analogy begins to fall apart. If your team (including you) is four Inkers, then you need to have flexibility. This means that in this, and ONLY THIS, scenario, can you go to other sides of the spectrum. Let's continue with the roller example.
    Instead of going everywhere to ink, you need to find strategic positions to attack the other team, focusing on furthering the front line, something that would usually be for the Splatters.
    Overall, this small section is a light touch, but it is the most important. Knowing to observe the players around you and adapting to that scenario is necessary before you can became a pro.

    Splatter's Responsibilities in Turf War
    My personal favorite type of weapon, the Splatter, has the first action in an order of maneuvers that is vital to winning in Turf War. Before I tell you it, however, I should go over the Splatter's strength and weaknesses.
    One would think that a Splatter would be a waste in Turf War, a game about inking turf, something most Splatter's are bad at. Turf War isn't a game about killing players... or is it?
    In most reviews for the game, I hear the reviewers say that killing inklings is not the target of the game. While it is technically true, if you're competitive player who happens to be a Splatter, this is NOT TRUE FOR YOU. In fact, in theory, that is your job. To splat inklings.
    The job of a Splatter is to make the Inkter's feel comfortable. (NOTE: Being a splatter can be frustrating, because if the team does not work together, then you're useless...) You do not advance the front line, you merely give the opportunity to advance the front line.
    You do this by going head strait into enemy terriortory a sniper's perch and begin to take out the enemy that's at the current front line, even hitting them as they hopefully retreat farther back. If you do your job well, then the Inkter's have a chance to do something that would other wise be nearly impossible, which brings me into the next topic...
    Wait a second, then what to you do after and while the rest of the team does their job? Rinse and repeat. Make sure that you're continuing to advance it. It should go back and forth like the following:
    Spaltter's give the chance,
    Inkters and Inkers do their job,
    Splatters give the chance,
    Inkters and Inkers do their job,
    I think you get the idea.

    Now we can get to the next topic...

    Inkter's Responsibilities in Turf War
    Next up in the course of action is the good-ol balanced out assortment of weapons. Assuming that the Splatter's have done their job (if they have not, then you must take a chance. Hopefully you're skilled enough to get through it) they have now passed the stick down to you.
    In a way, you're the string that connects everything together. If the Splatter's don't do their job, you can't advance the front line, and if the Inker's don't do their job, then the front line is weak and will most likely be advanced by the enemy. Admittedly, you are the most important part of the team, though at the cost of dependency.
    Think about it, you are dependent on both sides to make sure you win. This means that if you're not that much of a trusting person, the Inkter job isn't for you. I personally hate being an Inkter because I feel a loss of importance to the team when my success is dependent on theirs. But that's just my opinion.
    Anyways, your job is to actually advance the front line. And, before I move on, I should clarify something:

    Why is the front line important?
    The front line is important because it is what determines who wins. If you look at any map after a game of Turf Wars, there is a visable line down the map, usually near the middle that determines the winner. Whoever gets the line farther down the opposite side wins the game, because in most scenarios, it is very difficult if not impossible to breach the line because of Splatoon's map layouts.

    Now, once the Splatter's have given the opportunity, you must act fast. Do not procrastinate and instead just jump into action, spreading ink everywhere to make sure that the line is clarified. If the Splatter's miss a person and you happen to run into an enemy, make sure that you DO NOT die. Run away rather than go through the long journey back to mid. Keep in mind that their is preferably only two Inkters per match, so you can't risk dying.

    Inker's Responsibilities in Turf War
    Last but possibly least, we have the Inkers. I've seen so many Splat Rollers jumping into the front lines with the Inkters that it actually pains me to think about it. Unless you're a Dynamo Roller or a far-ranged, high damage slosher or brush, you need to stay right behind the Inkters, because in the end, you were not meant for battles.
    Instead of trying to go into new territory, make sure that you secure the area on your own side of the map. Because the Inkters are in a justified rush, they may miss spots that could easily be used by the enemy. Make sure that you destroy these patches and increase your team's overall paint coverage.
    Honestly, there is not must else to say about this. Just find spots to ink up, as long as they're behind the front line. However, this does not mean that you can just spend all your time two seconds away from spawn 100%ing the area close to home. You still need to stay close to the front line, right after where all the action is happening.
    Also, make sure that you have a clear escape route in case the Inkters are destroyed, so you can retreat safely. One thing that I've in the past is helpful in this scenario:
    Let the enemies break through the front line and head deep into your territory before running to the front line and cutting it off again, trapping the enemy deep inside your easily-fixable area, ready to be picked off by the Inkters or Splatters.
    And this goes for the Inkters too; when you find an opportunity to advance the front line, don't just go deep into the enemy territory where you can easily be overwhelmed; instead try to make sure every step of your advancement is secure or else you're wasting your time.

    Overview and Closing Comments
    Overall, we learned that each type of player (Inker, Splatter, Inkter) has a specific role in his or her team of preferably one Splatter and Inker but two Inkters. The Splatter's job is to give the opportunity for an advancement of the front line (a major part of Turf War), the Inkter's job is to advance the front line, making sure to avoid conflict and to secure every single advancement. Then, seeing the Inkter's have succeeded, the Splatter gives the opportunity again, creating a cycle. Throughout all of this, the Inkers are securing the area behind the front line and looking for/preventing any breachers. Most importantly, though, we must ALL BE FLEXIBLE is one person does not do their part.

    Thanks for reading this, as it really means a lot. If no one wants a Lesson 2, then just shout it out below. If you're dying for a Lesson 2, then shout it out before. Anything in between is supported too. Honestly, this is a "you" thing. If you guys don't learn/enjoy it, then I'll stop. However, that can't be possible if I don't have feedback. Also, give me some suggestions on future lessons or some additions to the lesson in the thread. I'll make sure to notify you if I make the lesson/edit the lesson!

    Finally, you should really go ink up the battlefield right now!

    -ATTENTION ALL SPLATOON PLAYERS-
    The police have received tips about multiple inklings with extremely annoying and dangerous weapons. Some noticeable features of these weapons are their large, cylinder like ends which excrete paint across any surface, along with their handles connecting this cylinder to the inklings hand.
    If you see any of these dangerous but dumb inklings, please contact the number SW-3271-4243-4054 or visit the nearest Splat-Charger citizen. Thank you, and stay safe.
    -The *Real* Nintendo of America-

Recent Reviews

  1. Fearful
    Fearful
    2/5,
    generally is far too long winded, and the advice is not deep nor helpful in the slightest, the terminology is terrible, and is not structured well. there are also no images nor videos to help illustrate points made, which makes this not only an ineffective guide, but a deathly boring read

    still, its better than actually harmful advice
  2. Enperry
    Enperry
    1/5,
    The way you put weapons into only three categories with made up names that aren't very clearly explained is just... not right. There are already certain terms for things you try to say but you just came up with your own names for them.
  3. Flammie
    Flammie
    1/5,
    It's very limited and does not promote creativity, every weapon can turf and splat, this guide makes it sounds like certain weapon will never be useful, which all weapons can with the right mentality.
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