Competitive:Dapple Dualies Nouveau

Unofficial

Use
The Dapple Dualies Nouveau are a very aggressive type of dualies, with a 3-hit splat and a short range, the shortest of all dualies. This weapon is used in a very aggressive manner, getting up close and personal to get the job done. While Toxic Mist seems like a largely useless choice of sub weapon, it is very good at pressuring anchors that are out of your main weapons' reach. It can also be used to dissuade the opponent from going into its radius. Ink Storm fills a similar role to the Mist, but instead of a slow, glow, and drain effect, it inks the ground while doing consistent damage. It can also be used for area denial.

Gear Recommendations
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.

Unless an Dapple Dualies Nouveau user is on an extended splatting streak, they can expect to get splatted often. When equipped, Comeback grants 10 ability points of six different stackable abilities for twenty seconds after respawning from getting splatted by an opponent: Ink Saver (Main) and Swim Speed Up are the most useful for the wielder, allowing them reduce the amount of ink consumed by dodge rolls (9% to 7.77%) and more quickly pursue and pressure the opponent upon returning from spawn. Special Charge Up also allows the wielder to obtain Ink Storm faster on respawn.

Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Napples user to remain aggressive even after getting splatted.


 * 28 Ability Points- 1 main and 6 subs, is enough to reduce quick respawn time from 8.5 seconds, to 5.65 seconds.

Haunt can be used to locate opponents who splatted you, as well as, under the right conditions, apply the Respawn Punisher effect to them.

Super Jumping to a teammate after respawning carries the risk of getting splatted upon landing, due to the appearance of a Super Jump indicator. When equipped, Stealth Jump better covers this indicator from long distance opponents, allowing its user to more safely return to the front lines and maintain pressure on the opponent.

As a short-ranged weapon that excels at flanking, the Dapple Dualies Nouveau greatly benefits if it is able to swim faster. Swim Speed Up enables its user to more quickly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.
 * 6 ability points - two subs - increase the swim speed from 1.92 DU/f to 2.01 DU/f, which is roughly the same default swimming speed for lightweight weapons.
 * 16 ability points – one main and two subs – increase the swim speed from 1.92 DU/f to 2.14 DU/f.

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.
 * 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.

Used to get into fights quicker after being splatted. 9 ability points- 3 subs, reduce the super jump time from squid/octopus form from 3.63 seconds to 3.03 seconds.

Mainly used to reduce ink consumption for rolls, as they use 5% of the ink tank.