Competitive:Douser Dualies FF: Difference between revisions

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|special        = Killer Wail 5.1
|special        = Killer Wail 5.1
|base          = 25.5
|base          = 25.5
|ink            = 1.4%<br>12% (dodge roll)
|ink            = 1.4%<br>12% (Dodge Roll)
|points        = 200
|points        = 200
|role          = [[Community Glossary#Anchor|Anchor]]<ref name="How GOOD are the NEW Douser Dualies in Splatoon 3?">https://www.youtube.com/watch?v=YO_XI1t17Cc</ref>, [[Community Glossary#Support|Support]]/[[Community Glossary#Slayer|Slayer]] [[Community Glossary#Flex|Flex]]<ref name="How to Use DOUSER DUALIES FF (Guide) | Splatoon 3">https://www.youtube.com/watch?v=81PIwUyMrBQ</ref>
|role          = [[Community Glossary#Anchor|Anchor]]<ref name="How GOOD are the NEW Douser Dualies in Splatoon 3?">https://www.youtube.com/watch?v=YO_XI1t17Cc</ref>, [[Community Glossary#Support|Support]]/[[Community Glossary#Slayer|Slayer]] [[Community Glossary#Flex|Flex]]<ref name="How to Use DOUSER DUALIES FF (Guide) | Splatoon 3">https://www.youtube.com/watch?v=81PIwUyMrBQ</ref>
|strengths      = Range, versatility, high [[Community Glossary#Damage_per_second|DPS]] in [[Community Glossary#Turret mode|turret mode]]
|strengths      = Range, versatility, high [[Community Glossary#Damage_per_second|DPS]] in [[Community Glossary#Turret mode|turret mode]]
|weaknesses    = Low fire rate and damage, single dodge roll consumes a lot of ink and leaves little room for error
|weaknesses    = Low fire rate and damage, single Dodge Roll consumes a lot of ink and leaves little room for error
}}
}}
The '''Douser Dualies FF''' is a new weapon in the dualie class in Splatoon 3. It has the longest range out of all dualie weapons. Compared to long-range shooters, the Douser Dualies FF slightly outranges the [[Squeezer]], but is just shy of the [[Jet Squelcher]]. It can perform just one dodge roll at a time, and the distance travelled while rolling is further than other dualies. After rolling, the range is shorter, around the range of the [[Dualie Squelchers]], but the fire rate, shot velocity and accuracy increase drastically, at the cost of high ink consumption. Because of these qualities, the Douser Dualies FF finds itself positioned further back than most weapons, flexing between a support and a slayer-type role. Due to the versatility of the weapon, it is possible to be played aggressively with its dodge roll with a Quick Respawn build.<ref name="How GOOD are the NEW Douser Dualies in Splatoon 3?"/><ref name="How to Use DOUSER DUALIES FF (Guide) | Splatoon 3"/><ref name="The Most UNDERRATED Weapon in Splatoon 3">https://www.youtube.com/watch?v=jPy8n3TWDLQ</ref>
The '''Douser Dualies FF''' is a new weapon in the dualie class in Splatoon 3. It has the longest range of any dualie, and compared to long-range shooters, the Douser Dualies FF slightly outranges the [[Squeezer]], but is just shy of the [[Jet Squelcher]]. It can perform just one Dodge Roll at a time, and the distance travelled is further than other dualies. After rolling, the range is shorter, around the range of the [[Dualie Squelchers]], but the fire rate, shot velocity and accuracy increase drastically, at the cost of high ink consumption. Because of these qualities, the Douser Dualies FF finds itself positioned further back than most weapons, flexing between a support and a slayer-type role. Due to the versatility of the weapon, it is possible to be played aggressively with its Dodge Roll with a Quick Respawn build.<ref name="How GOOD are the NEW Douser Dualies in Splatoon 3?"/><ref name="How to Use DOUSER DUALIES FF (Guide) | Splatoon 3"/><ref name="The Most UNDERRATED Weapon in Splatoon 3">https://www.youtube.com/watch?v=jPy8n3TWDLQ</ref>


===Use===
===Use===
* The Douser Dualies FF's main strength is its range. Its normal firing mode should be used most of the time, which can pressure opponents at range, while providing turfing support for your teammates. At 25.5 damage per shot, they will need 4 shots to splat an enemy.<ref name="How to Use DOUSER DUALIES FF (Guide) | Splatoon 3"/>
* The Douser Dualies FF's main strength is its range in its normal firing mode, which has a fairly fast strafing speed. This mode should be used most of the time, which can pressure opponents at range, and provide long-range chip damage and turfing support for teammates. At 25.5 damage per shot, they will need 4 shots to splat an opponent.<ref name="How to Use DOUSER DUALIES FF (Guide) | Splatoon 3"/>
** The Dousers outrange a large amount of weapons in the game, so use this to your advantage. Try to stay in your most effective range, as they have poor fall-off damage.<ref name="How to Use DOUSER DUALIES FF (Guide) | Splatoon 3"/>
** The Dousers outrange a large amount of weapons in the game, so use this to your advantage. Try to stay in your most effective range, as they have poor fall-off damage.<ref name="How to Use DOUSER DUALIES FF (Guide) | Splatoon 3"/>
* Dodge rolls should be used sparingly. Only one dodge roll combined with high end-lag leaves little room for error. They should be used for confirmed splats on opponents, or as a defensive measure if you find yourself being rushed down.<ref name="How to Use DOUSER DUALIES FF (Guide) | Splatoon 3"/>
* Dodge Rolls must be used more strategically compared to the other dualies, and should be used sparingly. Only one Dodge Roll combined with high end-lag leaves little room for error. They should be used for confirmed splats on opponents, or as a defensive measure if you find yourself being rushed down.<ref name="How to Use DOUSER DUALIES FF (Guide) | Splatoon 3"/>
** Its dodge roll also travels further than other dualies. Extra care should be taken on stages such as [[Mahi-Mahi Resort]], where it is possible to roll into stage hazards.
** Its Dodge Roll also travels further than other dualies. Extra care should be taken on stages such as [[Mahi-Mahi Resort]], where it is possible to roll into stage hazards.




===Synergy===
===Synergy===
* Ink Mines can be used aggressively and defensively. One way to use them is to lay them in high traffic areas after making a push. They can inflict anywhere from 35 to 45 damage to enemies, meaning one less shot from the main weapon to splat an enemy.<ref name="How to Use DOUSER DUALIES FF (Guide) | Splatoon 3"/>
* Ink Mines can be used aggressively and defensively. One way to use them is to lay them in high traffic areas after making a push. They can inflict anywhere from 35 to 45 damage to opponents while also marking them, meaning one less shot from the main weapon to splat an opponent.<ref name="How to Use DOUSER DUALIES FF (Guide) | Splatoon 3"/>
* Killer Wail 5.1 has great synergy with the weapon. It is quick to activate, can finish off a damaged enemy, and can give the user an opportunity to move in with its dodge roll. Activating the special can also cancel the dodge roll's end-lag, essentially giving the user a second dodge roll. The special also acts as a quick ink tank refill which helps mitigate its high ink consumption.<ref name="How to Use DOUSER DUALIES FF (Guide) | Splatoon 3"/>
* Killer Wail 5.1 has great synergy with the weapon. It is quick to activate, can finish off a damaged opponent, and can give the user an opportunity to move in with its Dodge Roll. Activating the special can also cancel the Dodge Roll's end-lag, essentially giving the user a second Dodge Roll. The special also acts as a quick ink tank refill, which helps mitigate its high ink consumption.<ref name="How to Use DOUSER DUALIES FF (Guide) | Splatoon 3"/>


===Countermeasures===
===Countermeasures===
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; {{Ability|S3|Intensify Action}}
; {{Ability|S3|Intensify Action}}
This ability works somewhat well on the weapon to improve its jump accuracy, as they can utilize [[Community Glossary#Dualie hopping_and_Jump_tech|Dualie hopping]]. 2-4 subs is recommended.<ref name="Douser Dualies FF GEAR GUIDE | Splatoon 3"/>
This ability works somewhat well on the weapon to improve its jump accuracy, as they can utilize [[Community Glossary#Dualie hopping|dualie hopping]]. 2-4 subs is recommended.<ref name="Douser Dualies FF GEAR GUIDE | Splatoon 3"/>


; {{Ability|S3|Comeback}}
; {{Ability|S3|Comeback}}
While Comeback is often seen on more aggressive weapons, it is a good choice for the Dousers, as the abilities it provides are extremely beneficial for the weapon. This ability is also used in more aggressive builds.<ref name="The Most UNDERRATED Weapon in Splatoon 3"/><ref name="Douser Dualies FF GEAR GUIDE | Splatoon 3"/>
While Comeback is often seen on more aggressive weapons, it is a good choice for the weapon, as the abilities it provides are extremely beneficial for it. This ability is also used in more aggressive builds.<ref name="The Most UNDERRATED Weapon in Splatoon 3"/><ref name="Douser Dualies FF GEAR GUIDE | Splatoon 3"/>


; {{Ability|S3|Special Charge Up}}
; {{Ability|S3|Special Charge Up}}
A useful ability to have extra of, due to Killer Wail 5.1 being able to cancel the dodge roll's end-lag and quickly refilling the ink tank. 2-3 subs is recommended.<ref name="Douser Dualies FF GEAR GUIDE | Splatoon 3"/>
A useful ability to have extra of, due to Killer Wail 5.1 being able to cancel the Dodge Roll's end-lag and quickly refilling the ink tank. 2-3 subs is recommended.<ref name="Douser Dualies FF GEAR GUIDE | Splatoon 3"/>


; {{Ability|S3|Stealth Jump}}
; {{Ability|S3|Stealth Jump}}
Line 94: Line 94:


; {{Ability|S3|Quick Respawn}}
; {{Ability|S3|Quick Respawn}}
Since the Dousers are more likely to fight at close range than other anchor weapons, this ability can be useful. Some players use the Dousers more aggressively with its dodge roll, where Quick Respawn fits this playstyle.<ref name="How GOOD are the NEW Douser Dualies in Splatoon 3?"/><ref name="The Most UNDERRATED Weapon in Splatoon 3"/>
Since the weapon is more likely to fight at close range than other anchor weapons, this ability can be useful. Some players use the Dousers more aggressively with its Dodge Roll, where Quick Respawn fits this playstyle.<ref name="How GOOD are the NEW Douser Dualies in Splatoon 3?"/><ref name="The Most UNDERRATED Weapon in Splatoon 3"/>


; {{Ability|S3|Thermal Ink}}
; {{Ability|S3|Thermal Ink}}

Revision as of 13:26, 17 June 2024

Unofficial!
This article discusses content that is not part of the official Splatoon series but is part of the community or competitive gaming space.
For information about the Douser Dualies FF, see Douser Dualies FF.

Splatoon 3

Douser Dualies FF

Douser Dualies FF

Abbreviations Dousers
Sub Ink Mine
Special Killer Wail 5.1
Base damage 25.5
Base duration
Ink consumption 1.4%
12% (Dodge Roll)
Special points 200p
Special depletion
Role Anchor[1], Support/Slayer Flex[2]
Strengths Range, versatility, high DPS in turret mode
Weaknesses Low fire rate and damage, single Dodge Roll consumes a lot of ink and leaves little room for error

The Douser Dualies FF is a new weapon in the dualie class in Splatoon 3. It has the longest range of any dualie, and compared to long-range shooters, the Douser Dualies FF slightly outranges the Squeezer, but is just shy of the Jet Squelcher. It can perform just one Dodge Roll at a time, and the distance travelled is further than other dualies. After rolling, the range is shorter, around the range of the Dualie Squelchers, but the fire rate, shot velocity and accuracy increase drastically, at the cost of high ink consumption. Because of these qualities, the Douser Dualies FF finds itself positioned further back than most weapons, flexing between a support and a slayer-type role. Due to the versatility of the weapon, it is possible to be played aggressively with its Dodge Roll with a Quick Respawn build.[1][2][3]

Use

  • The Douser Dualies FF's main strength is its range in its normal firing mode, which has a fairly fast strafing speed. This mode should be used most of the time, which can pressure opponents at range, and provide long-range chip damage and turfing support for teammates. At 25.5 damage per shot, they will need 4 shots to splat an opponent.[2]
    • The Dousers outrange a large amount of weapons in the game, so use this to your advantage. Try to stay in your most effective range, as they have poor fall-off damage.[2]
  • Dodge Rolls must be used more strategically compared to the other dualies, and should be used sparingly. Only one Dodge Roll combined with high end-lag leaves little room for error. They should be used for confirmed splats on opponents, or as a defensive measure if you find yourself being rushed down.[2]
    • Its Dodge Roll also travels further than other dualies. Extra care should be taken on stages such as Mahi-Mahi Resort, where it is possible to roll into stage hazards.


Synergy

  • Ink Mines can be used aggressively and defensively. One way to use them is to lay them in high traffic areas after making a push. They can inflict anywhere from 35 to 45 damage to opponents while also marking them, meaning one less shot from the main weapon to splat an opponent.[2]
  • Killer Wail 5.1 has great synergy with the weapon. It is quick to activate, can finish off a damaged opponent, and can give the user an opportunity to move in with its Dodge Roll. Activating the special can also cancel the Dodge Roll's end-lag, essentially giving the user a second Dodge Roll. The special also acts as a quick ink tank refill, which helps mitigate its high ink consumption.[2]

Countermeasures

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.

Run Speed Up

Since the Dousers' normal firing mode should be used most of the time, Run Speed Up will improve its strafing speed, while also helping it to paint more effectively. 1 main of Run Speed Up is recommended.[1][4]

Swim Speed Up

A useful ability for any weapon. 2-3 subs is recommended.[4]

Intensify Action

This ability works somewhat well on the weapon to improve its jump accuracy, as they can utilize dualie hopping. 2-4 subs is recommended.[4]

Comeback

While Comeback is often seen on more aggressive weapons, it is a good choice for the weapon, as the abilities it provides are extremely beneficial for it. This ability is also used in more aggressive builds.[3][4]

Special Charge Up

A useful ability to have extra of, due to Killer Wail 5.1 being able to cancel the Dodge Roll's end-lag and quickly refilling the ink tank. 2-3 subs is recommended.[4]

Stealth Jump

While the Dousers play further back than most weapons, Stealth Jump is a great ability to have on almost any weapon.[4]

Quick Super Jump Special Saver Ink Resistance Up

One sub of each is recommended as utility subs.[4]

Sub Resistance Up

If there is room in the build, one sub can be used, as it is a useful ability to have.[4]

Quick Respawn

Since the weapon is more likely to fight at close range than other anchor weapons, this ability can be useful. Some players use the Dousers more aggressively with its Dodge Roll, where Quick Respawn fits this playstyle.[1][3]

Thermal Ink

Could be useful due to its low damage per shot.[1][4]

Last-Ditch Effort

Could be useful on Splat Zones.[4]

Object Shredder

Could be useful in Rainmaker or for fighting enemy Splash Walls due to its low object damage.[4]

In competitive play

To be added.

References