Competitive:Custom Dualie Squelchers

Unofficial

Use
Ink Storm is an area of effect (AoE) special weapon that can alter the battle if activated in the right location and direction:
 * The Custom Dualie Squelchers arguably have the best mobility of the other weapons in the game thanks to its dodge rolls.
 * This weapon's rolls allow the user to move in any direction afterward, as well as jump, while still maintaining post-roll accuracy for a brief period of time. This allows for mix-ups in one-on-one situations against the enemy. Jumping may also throw off an opponent's aim.
 * Patch 5.4.0 added additional RNG to shots fired while jumping by 25% - however, this does not affect jumps performed immediately after a roll.
 * Rolling backwards is a good way to quickly put shorter-ranged opponents out of range, while still keeping them in yours. However, be aware of what is behind you, such as enemy ink, a stray bomb, or water.
 * Splat Bomb requires more careful use due to the weapon's ink efficiency, but are still useful to:
 * Force anchor weapons such as chargers and splatlings to move.
 * Drop while escaping from enemy fire.
 * Immediately upon activating the special, its user will be holding the Ink Storm device and be vulnerable to attack. Therefore, do not activate the special while being attacked, and make sure to throw it onto a surface before an opponent gets the opportunity to splat you.
 * The ink drops from the storm will inflict damage at a rate of 0.4 HP per frame, or 24 HP per second. Therefore, it will take 4.17 seconds of exposure to splat an opponent at full health. Slower, less mobile opponents – especially those carrying the Rainmaker – are the most adversely affected by Ink Storm since they are less capable of escaping its AoE.
 * This rate of damage also applies against opponents protected with Ink Armor, making it a great counter against Ink Armor. If equipped, Object Shredder will triple the damage inflicted onto armored opponents, including from Ink Storm.
 * Ink Storm's damage on the opponent becomes more effective whenever the opponent has less space to maneuver around, such as in an alley or on the Tower.
 * Defensively, Ink Storm can slow or disrupt the opponents' push by either altering their intended attack routes or weakening any opponents within the storm.
 * Offensively, Ink Storm can soften opposing defenses by forcing opponents out of optimal positions and inflicting chip damage onto those caught in the ink rain.
 * Besides potentially damaging opponents, Ink Storm also gradually turfs any non-vertical surface it travels over, allowing its user's team to gain map control and push further into the opponents' territory, such as under the opponent's Clam basket.
 * The damaging and turfing effects of Ink Storm are slower and more gradual than those of Booyah Bomb but last longer and affect a larger area, due to its drift.
 * While an Ink Storm may not be enough to capture an entire zone or two by itself, it can still help capture zones.
 * An Ink Storm above the Rainmaker can either weaken its shield to pop it or prevent the opponent from popping it.

Countermeasures

 * Other slayer's weapons, such as the Splattershot and its variants, must get within attack range first.
 * Catching it off guard through a flank is always a good option, as well as using bombs. However, be careful of it rolling away.
 * The Splattershot Pro and its variants have a faster time to splat when using Main Power Up, but this requires the CDS to take prior damage first.
 * Long-range weapons, such as chargers and splatlings, can outrange it, but be careful of the CDS's mobility, as it can evade shots while closing the distance.
 * When facing an opposing Custom Dualie Squelchers user's Ink Storm, assess where is a safe place to either reroute an attack or reposition on defense:
 * In general, avoid getting caught under an opponent's Ink Storm for an extended time, but also be wary of opponents waiting to pick off anyone fleeing the Storm.
 * If you must travel under an opponent's Ink Storm, avoid moving in the same direction that the Storm is traveling to minimize damage.
 * Even while avoiding an opponent's Ink Storm, it is still possible to turf or otherwise influence the area underneath. Long-ranged weapons, thrown sub weapons, and other special weapons (such as a counter-Ink Storm or Bomb Launcher) can splat opponents or dissuade them from occupying the turf underneath.
 * Remember that an Ink Storm will do 0.4 damage per frame - if the CDS is running a standard Main Power Up build, touching the Ink Storm for even a single frame will make the user susceptible to a 3-shot splat.

Gear abilities
Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to gear abilities in relation to the weapon. Strategy, synergy, viability, and purpose may be written here. A generally good ability for any CDS build. This ability is useful on either slayer or supportive builds, as rolling will deplete the ink tank quickly. Two sub abilities are standard in slayer builds, as most ability slots are taken by Main Power Up, while supportive builds can run more. Three main abilities and six sub abilities are used to increase damage to 33.3 on a slayer build; most players opt for three mains and five subs for 33.2, which is just as good while leaving room for an extra ability. Supportive builds can also use this for increased falloff damage and more consistent Ink Armor breaking, though not as much as a slayer build. Ink Saver (Sub) allows more frequent use of Splat Bombs and used on supportive builds. Special Charge Up accelerates building up the special gauge for Ink Storms on supportive builds. Increases ink efficiency for both the main weapon and sub weapon, as well as ink recovery, during the last 30 seconds of a game or when the enemy pushes past 50 in a Ranked match. Mostly used on support builds, as slayer builds will have to run 2 mains and 8 subs of Main Power Up to do 33.2 damage. Bomb Defense Up DX will not only reduce the damage taken from opposing sub and special weapons that are not one-hit-splat but will also reduce the duration of the tracking effects of certain opponent's sub and special weapons, such as Point Sensors and Ink Mines, allowing the user of this ability to evade detection more easily. Not recommended. While this may seem useful, using rolls, or painting a path and swimming, will get the user farther than Run Speed Up could, as even stacking three mains of Run Speed only sees a minimal distance increase for shooting while firing, which is the main usage of Run Speed. (0.72 DU/f compared to 0.8545 DU/f, or 43.2 DU/s compared to 51.27 DU/s.)
 * 3 ability points - one sub - has a lot of utility and therefore should be ran on any weapon.. This includes, but is not limited to:
 * Ink Armor will not break due to splash damage from bombs and other explosives that do 30 damage.
 * Two near-misses from Inkjet, two bumps from a Baller, and splash damage from two bubbles from Bubble Blower will not splat the user.
 * Getting hit by splash damage from a bomb will not make the user visible on the map.