Competitive:Custom Dualie Squelchers

Unofficial

Use

 * 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.
 * 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.
 * Ink Storm provides chip damage for the Custom Dualie Squelchers and forces opponents to move out of the way.
 * If running enough Main Power Up, enemies who are in the Ink Storm for even a single frame are susceptible to a three-shot splat versus the weapon's typical four.

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.

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. Ink Saver (Main) will be effective for CDS that use paint moderately. 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. This ability increases run speed, run speed after dodge rolls, and run speed while shooting. However, there is no need to use, because CDS already have the best mobility without this ability. 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, for strafing. (0.72 DU/f compared to 0.8545 DU/f, or 43.2 DU/s compared to 51.27 DU/s.). It may have a niche use for stages with many uninkable surfaces, such as the roof on Shellendorf Institute or the grates on New Albacore Hotel, but even then, slayer builds do not have the space to run this ability. It is worth taking a closer look at the abilities, that increase the effectiveness of the main weapon.