Categories: Originals

Splatoon Intelligence Report: 5 Tips for Camp Triggerfish

Class, I know how eager you all are to get your summer started, but I wanted to remind those who don’t have summer plans that Camp Triggerfish is still accepting registrations for new campers. And for those of you who were disappointed to learn Moray Towers banned bungee jumping after our class field trip, this is an equally exciting (and safer) way to spend your summer. Some of your classmates have already been to the campgrounds and say it’s a fun place to show your creativity and earn some merit badges. But remember: a prepared squid is a safe squid. Beyond bringing enough bug repellant, band-aids and trail mix, more is needed before you’re ready for what the campgrounds have in store. Here are some pointers to ensure you’re as prepared as the folks running the place.

Squid Beakons can make or break your team in Splat Zones

You have two Splat Zones to manage on this map, and you don’t necessarily need to travel around to the opposing side of the map to paint the second. Long-range weapons can help you take control of both from the main point of crossfire in the center, where the paths of both teams are situated side-by-side. Unfortunately, because the long stretch leading from your base to the Splat Zone offers no cover, it makes it easy for the opposing team to, once they have both zones under control, keep you locked in that initial area. Both for that reason of vulnerability and for reason of speed in navigating the campgrounds, Squid Beakons are nigh essential, for without them you are put at a serious disadvantage.

Ideal locations include the small path behind the large wall touching your Splat Zone, and just about anywhere along the back section of the opponent’s side of the map (i.e., below the opening after the gates), as both situations would require a dedicated mission for the Beakons to be destroyed manually. If you regularly find yourself on teams where Squid Beakons are not an option, it might be better to take weapons that do allow for them, even if they’re not your first preference.

Keep an eye on the timer in Turf War

In Turf Wars, the two gates to the right of each team’s Spawn Point remain raised until the last minute of the match. This doesn’t mean that you can’t access the top area before then — go the long way around, through the opponent’s side of the map and walk along a mesh ramp to access it from the side. And it is worth noting that this walkway doesn’t feature a lot of surface potential. However, it’s still the quickest and most covert way of accessing the opponent’s area from behind. With this in mind, make it a habit of watching the clock as it winds down from the two-minute mark. Once it reaches about 1:10 or so, jump to your Spawn Point to prepare for the gates to drop, going over any enemy ink near your base while you wait.

If you prefer to avoid confrontation, you can simply make these two areas — the front of your base and this back section — your focus for the remainder of the match, jumping back to your Spawn Point if you see an enemy making its way forward from the center crossfire point. Equipping headgear with the Last-Ditch Effort ability would certainly assist in this endeavour.

Use the campgrounds map to launch or hide from sudden attacks

The single container along the straightaway leading from your base offers cover against invading enemies, but only in Turf Wars — in Splat Zones and Tower Control, this is removed. Regardless of which mode you’re playing, though, there’s a billboard to the right of the center area which shows a map of the campgrounds. This fixture can be used as protection while deploying Killer Wails; when the enemy is firing Inkzooka blasts from the other side; or when you’re having trouble getting by a camper with a charger on the tall wall. If you make sure it’s not obvious (i.e., it's the only opposite-coloured puddle in the surrounding area), it can also conceal an effective hiding spot when you have two Splat Zones under control and are waiting for the enemy to make another approach.

Inkzookas are very effective for pushback strategies

We keep coming back to that horizontal stretch, but it really is a liability that’s begging to be exploited, particularly in Splat Zones. If you as an Inkzooka-carrying player can make it to the opposition’s side of the center area, you can use the special to launch repeated ink tornadoes that will travel considerable distance along this main path (due to the lack of cover) and simultaneously create ink trails. It’s great for disrupting established routes of travel and forcing enemies to take less direct routes to reach the center.

E-Liter players are a big threat in Tower Control

It’s true that players who use the E-Liter models favour the top of the large wall along the inside of the path. However, there are other places where they can station themselves and still have a clear shot of the tower as it follows its route. And because the tower goes off the main path — not through it, like on other maps — it makes this group of players especially threatening. If you don’t figure out a way to deal with them before they get settled, they can be really problematic. The best way of lessening their power is to constantly send them back to the Spawn Point so they miss key timing windows along the tower’s route, the foremost being when it passes by the grating on the right just after the gates. Owing to this, having the majority of the team huddle on the tower is not the most effective strategy. Instead, two can act as defenders and take care of (or at least distract) the E-Liter camper without getting in their line of sight, either by attacking from below the wall with a Blaster-type weapon or using specials.


You’ll find that Camp Triggerfish has a different feel depending on what’s on the activity agenda. Take note of these atmospheric conditions so you can pair the right equipment with the right strategic mindset. Now, for your homework… Wait, it’s summer! I don't have any homework to give this time, but I do have a parting suggestion: Be open to trying different weapons, as you may get more out of them here than you normally would.

Class dismissed!

Jose Cardoso

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Jose Cardoso
Tags: Splatoon

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