snakewater

How to Play Snakewater in 6v6 Team Fortress 2

Snakewater is a classic 5CP map that plays tightly around choke points, high ground, and narrow doorways. Because of this, pushing without player or Uber advantage is often risky and can easily backfire. This guide will break down how to play each point—Mid, Second, and Last—under even Ubers, Uber disadvantage, and Uber advantage scenarios.

Mid Point

Snakewater midfights revolve heavily around tempo and the decision to bomb or not bomb your Soldiers.

Even Ubers

There are two main styles of mid on Snakewater:

Uber Disadvantage

Mid is typically lost before Uber disadvantage becomes relevant, but in a repush scenario, you must rely on off-classes or flanks to create chaos. Consider Sniper or Spy to open a window for a clean re-entry, or hold a forward position to force the enemy Uber before they get deep into your side.

Uber Advantage

If you're repushing with Uber advantage, use it decisively through choke or dropdown. Send one Soldier ahead to scout and the other to chase, while your combo clears high ground and pushes the enemy back into second. Post-Uber cleanup is key to retaking control.

Second Point

Second is one of the hardest points to push on Snakewater due to tight chokes and a strong defender’s high ground. Coordinated entries and clean Ubers are necessary.

Even Ubers

Pushing even into Second is dangerous. Defenders can control the dropdown, the stairs, and kitchen, making it hard to gain ground. You’ll often need to create a player advantage or force them out with a Sniper before pushing. Otherwise, hold and wait for a mistake or pick.

Uber Disadvantage

On disad, play to delay and force the enemy early. Hold close at choke or dropdown to bait the enemy Uber. Your goal is to survive the Uber and punish any overextensions. Keep Scouts on the flanks to threaten backcaps if the enemy commits too deep.

Uber Advantage

Push quickly before the enemy has time to get off-classes up. Choose an entrance (typically choke or dropdown) and clear the high ground. Your goal should be to cleanly clear the point, secure post-Uber frags, and deny escape routes. If you stall too long, defenders will stabilize and get spawns.

Last Point

Last is extremely defender-sided. Without a big advantage or a pick, pushes will often fail due to close spawns and strong sightlines.

Even Ubers

Don’t push even unless you have a pick or a very strong off-class setup (e.g., a Sniper in Shutter). The defender has a natural advantage with spawn proximity and better ground. Wait for a mistake, or try to bait them into a fight outside of Last where they are more exposed.

Uber Disadvantage

Hold close enough to force but far enough back to survive. Use off-classes like Pyro or Engineer to stall time. Your team should be ready to collapse on the enemy post-Uber or scout for backcap opportunities if the enemy fails to cleanly capture.

Uber Advantage

With Uber ad, you must commit fast and hard. Choose a door (usually Left or Shutter), pop through, and clear the close hold. A Soldier should take high ground or clear the top right ledge while Scouts cap. Your combo needs


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