Competitive:The Reef

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Revision as of 16:46, 23 June 2022 by DaDoc540 (talk | contribs) (Unsure whether this map reaches Splatoon 3, but will add game-specific headers to this and future strategy pages for stages, or "maps". Added Construction tag.)
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Splatoon 2

Introduced in Splatoon 2 at launch and renovated from Version 4.2.0 The Reef has a layout somewhat reminiscent of Urchin Underpass due to its bridge at mid linking both team's sides except, following a trend with newly introduced maps in Splatoon 2, it has larger, wide-open areas and multiple routes from which to exit the spawn areas, providing space for more mobile weapon users to roam about, avoid their opponents' attacks, reach key areas through multiple routes, and flank the opposing team.

Splat Zones

Starting from Version 4.2.0 onwards, two Splat Zones are located offset from one another below Bridge. Beneath Bridge along its supports, each Zone is bordered by a short ledge, which can be a potential sharking location for anyone looking for an easy splat on an opponent who attempts to turf the zone.

Hot Zones

Bridge is considered the most important area of The Reef to control the Splat Zones, particularly for an anchor or another long-ranged weapon user. While a player on the Bridge cannot turf enough of either Zone to cap or uncap it, they have a wide view of the area around both Zones and the advantage of high ground over the Zones and the areas around both Walls, Trees, and Ramps. With enough range, they can dissuade opponents from approaching the Zones. The best means to challenge an opponent on Bridge is to either snipe from Lamp with a long-ranged weapon (e.g., a long-ranged charger or splatling or an Explosher), push across the Bridge with a tank skirmisher (e.g., the Kensa .52 Gal or a Tenta Brella), or use a displacement special weapon (e.g., Tenta Missiles, Booyah Bomb).[1][2]

Tower Control

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Rainmaker

Clam Blitz

References