Competitive:Turfing

Unofficial

Turfing is the act of covering inkable terrain with one's ink. As one of the first techniques introduced in the Splatoon series, it is easy to learn but a challenge to fully master.

As the main objective in Turf War, turfing helps newcomers establish the fundamentals of playing the Splatoon series, which will carry over during Ranked Battles: Automatic shooters and dualies (such as a Neo Splash-o-matic, an N-ZAP '85, or a Dualie Squelchers) tend to be more ink- and time-efficient at turfing than weapons of other weapon classes. This also means that users of these weapons tend to be more mobile and quicker at farming their special weapons. Some splatlings, particularly the Mini Splatling, can also be proficient at turfing, but the need to charge them can reduce their ink- and time-efficiency. Conversely, a weapon that fires slowly, consumes plenty of ink per shot, or takes a long time to charge a shot (or burst of shots) tends to be less mobile and less capable of farming special weapons. Blaster-type weapons tend to be poor at turfing, meaning that their users will have to rely more on teammates for turfing in order to move about the stage.
 * It establishes map control, which increases both team control and mobility while decreasing opponents' control and mobility.
 * Turfing certain areas – particularly those out of the opponents' range – provides safe locations in which to refill ink or shark out of the opponents' view.
 * To prevent opponents from sharking, check suspicious puddles of opposing ink, preferably with a thrown sub weapon.
 * While turfing vertical surfaces does not contribute to a team's score in Turf War, it can enable one to quickly climb walls, providing a shortcut to reach certain areas or a place to shark just beneath unsuspecting opponents.
 * Turfing nonvertical surfaces builds up the special gauge, enabling one to farm their special weapon.
 * Conversely, looking at the map can reveal where opponents have placed their ink, providing a possible early warning for a potential flank attempt.
 * It is still possible to flank by simply walking without turfing, especially if traveling on a grate or another un-inkable surface. Do not overlook this fact when playing on certain maps with grate platforms, such as Kelp Dome or New Albacore Hotel.
 * Vertical surfaces that have been also do not show up on the map. Keep this in mind when playing on maps with flank routes that involve inkable walls, such as Starfish Mainstage.
 * Turfing can be performed actively or passively:
 * Active turfing is performed by a player – usually playing support – around areas in which their teammates are present. This enables the player to accomplish many of the above objectives – maintaining map control, providing retreat routes for teammates, and farming their special weapon – simultaneously while being close enough to also provide support fire — often in the form of thrown bombs.
 * Passive turfing is turfing around a team's own spawn point solely for farming specials. Even in Turf War, it is recommended to refrain from turfing the area around one's own spawn point until the opposing team is beginning either a push or a lockout. This will provide a reserve of turfable area from which a team can farm certain special weapons, such as Ink Armor or Sting Ray.
 * A player with an automatic-firing weapon can improve the efficiency of their turfing by rocking their aim up and down while strafing sideways.
 * Longer-ranged weapons – such as the Kensa .52 Gal and the H-3 Nozzlenose D – enable their users to turf from a safer distance than do shorter-ranged ones — such as the Splattershot Jr..