Splatoon 4 Anarchy Battle Guide — Splat Zones, Tower Control, Rainmaker & Clam Blitz

2026-06-24·Tips & Tricks

Anarchy Battles are where Splatoon gets serious. Unlike Turf War where map coverage is the whole game, each Anarchy mode has a specific objective that changes how you position, when you push, and what weapons are effective. I've played through S+ in multiple Splatoon games, and here's what I've learned about each mode.

Splat Zones is the most straightforward: hold the zone longer than the enemy. The zone is indicated by a marked area on the map. Ink it to start the countdown. The tricky part is that both teams converge on the same spot, so Splat Zones is the most combat-heavy mode. Weapons with good area denial, Blasters, Sloshers, and Dynamo Rollers, excel here because you can stall the enemy from entering the zone. The biggest mistake I see is the entire team sitting inside the zone. One well-placed Splat Bomb clears the zone and now the enemy resets the count. Instead, have one or two players on the zone while others hold the approaches. The zone player plays defensively, painting and retreating. The approach players cut off enemy advances. When you lose the zone, don't panic push. Wait for your team to regroup and coordinate. Four players trickling in one by one is how you lose a match you could have won.

Tower Control has a moving platform that you ride to the enemy base. The tower moves when someone stands on it. The tower stops when no one is on it or when the defending team stations someone on it. The tower route is fixed, so positioning is more predictable than other modes. Key strategy: you don't always need to be on the tower. Sometimes the best play is to stay off it, clear the path, and let a teammate ride. Chargers and Splatlings are excellent tower guards because they can control the tower's path from a safe distance. The tower provides partial cover, a small pillar in the center that blocks shots. Learn to use it, crouch behind it when needed. When the tower approaches the checkpoint, the defending team gets a brief period of invincibility. Don't stand near the checkpoint when it's about to pop. You will die. Also, the tower path changes when checkpoints are reached, so memorize the routes on each map.

Rainmaker is about carrying a heavy weapon to the enemy base. The Rainmaker fires explosive shots that consume its ink supply. When it runs out, it needs to recharge. The Rainmaker also slowly drains your health while you carry it. The carrier cannot use their own weapon or sub. The carrier moves slower. The carrier is priority target. If you're not the carrier, your job is to create space. Throw bombs where the enemy might flank. Use your special to clear a path. The carrier's job is to push forward, not to fight. I see so many Rainmaker carriers trying to get kills. The Rainmaker isn't a weapon, it's a payload. Shoot only to clear your immediate path, then move. The Rainmaker explosion has a large radius and can splat you if you shoot too close to a wall. Be careful in tight corridors. When the enemy has the Rainmaker, focus on killing the carrier through any means necessary. Don't get distracted by their teammates.

Clam Blitz is the most complex mode and the one with the steepest learning curve. Clams spawn around the map. Pick up 10 to form a Power Clam. Throw it at the enemy basket to open it. Then throw regular clams into the open basket. When you have a Power Clam, you glow and the enemy can see you through walls. The basket opens for a limited time after a Power Clam hits it. The key to Clam Blitz is clam management. You can hold up to 9 clams without forming a Power Clam, which means you don't reveal your position. Smart players hold 9 clams, wait for an opening, pick up one more, and immediately throw the Power Clam. Don't carry a Power Clam for too long. The wallhack reveal means everyone knows where you are. Either throw it quickly or drop it and let a faster teammate pick it up. Defense in Clam Blitz is about positioning near your basket. You don't need to chase the enemy across the map. Guard the approaches to your basket. Let them come to you. The most common Clam Blitz mistake is overextending to score, dying, and leaving your basket completely unguarded while the enemy pushes back.

General mode tips: Specials charge faster in Anarchy than in Turf War. Use them liberally. Pay attention to the HUD icons, they show teammate special status. If three teammates have specials ready, that's the signal to push together. Also, weapon choice matters more in Anarchy. A weapon that's great in Turf War might struggle in specific modes. Blasters in Splat Zones, Chargers in Tower Control, Rollers in Rainmaker carry protection are all strong pairings. Switch weapons between modes if you're serious about climbing.