Competitive:Custom Dualie Squelchers

Unofficial

Splatoon 2
Similarly to the vanilla Dualie Squelchers, the Custom Dualie Squelchers are a versatile pair of mid-ranged dualies, boasting the longest range out of its class. The Custom variant's kit allows it to play more aggressively than the standard Dualie Squelchers.

Use
The Custom Dualie Squelchers arguably have the best mobility of the other weapons in the game thanks to its dodge rolls. This weapon accommodates both a slayer or supportive playstyle, but requires an investment in the right gear abilities. The Splat Bomb, while a very useful sub, requires more careful use due to the weapon's low ink efficiency. Some uses include, but are not limited to: Ink Storm is an area of effect (AoE) special weapon that can alter the battle if activated in the right location and direction:
 * This weapon's rolls allow the user to slide 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 opponent.
 * 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.
 * Remember to keep an eye on the ink tank while rolling, as the Custom Dualie Squelchers use a large amount of ink to perform rolls.
 * While dodge rolls do not increase the fire rate like other dualies, doing so increases the bullet size and improves the weapon's accuracy.
 * By using Main Power Up, the damage can be increased up to 33.3, which can potentially be a three-hit splat.
 * Its medium range (160.396 DU ) matches that of the Splattershot Pro and the H-3 Nozzlenose D, and exceeds those of other typical slayer and support weapons, such as the Splattershot and the N-ZAP '85 (both 116.99 DU ), allowing it to both zone them out and turf from a safer distance.
 * While it has decent turfing ability, this is offset by its high ink consumption. In addition, a special gauge of 220p means that compared to other support weapons, the Custom Dualie Squelchers will not get its special as frequently. This can be mitigated by using Special Charge Up, but requires a switch to a more supportive playstyle rather than slayer.
 * Because of its heavy dependence on specific abilities, it is generally recommended to focus on one role – slayer or support – and plan a gear build based off of its playing style. A Custom Dualie Squelchers user who attempts to fill both roles simultaneously will be outclassed by other slayer's and support weapons.
 * Pushing into a Splat Zone or any other important area of the stage, such as the opponents' street or platform.
 * Flushing out opposing anchors from perches, hindering their ability to control space with their range.
 * Poking at and zoning out opponents during the neutral phase, stalling an opponent's push, or providing space to escape.
 * Damaging or destroying an opponent's brella shield, Splash Wall, or Baller or the Rainmaker shield, while detonating on contact.
 * The Splat Bomb will also inflate or pop a teammate's bubbles but deflate or diffuse an opponent's bubbles.
 * Any opponents caught within the Splat Bomb's explosion will get damaged or splatted.
 * An opponent's Splashdown or Booyah Bomb will defuse any Splat Bombs it comes in contact with, so hold off throwing them until after the special weapon finishes.
 * 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. In addition, enemies who touch the Ink Storm for a single frame are susceptible to a three-shot splat if the user wields enough Main Power Up.
 * 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.
 * Specials are also free ink tank refills; due to how Ink Storm is a low committal special and the Custom Dualie Squelchers having low ink efficiency, this special can be used to quickly get more ink, rather than waiting to refill by swimming. However, avoid using the Ink Storm only for this purpose.

Synergy
The Custom Dualie Squelchers are very versatile and can slot into any team composition. However, sometimes they struggle to fight, meaning that they should be paired with a more traditional slayer, such as any of the Splattershots.

Countermeasures

 * Ink Resistance Up, already a valuable utility ability, increases in value when facing opponents whose weapons' damage is augmented by Main Power Up. It reduces the chance of getting splatted in three shots from the Custom Dualie Squelchers due to the brief invincibility frames it provides when touching opposing ink on various surfaces.
 * 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 or any Splat Bombs they might drop.
 * 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 0.86 DU/f)
 * 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.