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% ( | |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 | |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 | 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 | * 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 | * 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 | ** 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 | * 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 | * 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 | 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 | 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 | 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}} | ||
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; {{Ability|S3|Quick Respawn}} | ; {{Ability|S3|Quick Respawn}} | ||
Since the | 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
- For information about the Douser Dualies FF, see Douser Dualies FF.
Splatoon 3
Abbreviations | Dousers |
Sub | Ink Mine |
Special | Killer Wail 5.1 |
Base damage | 25.5 |
Ink consumption | 1.4% 12% (Dodge Roll) |
Special points | 200p |
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.
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]
A useful ability for any weapon. 2-3 subs is recommended.[4]
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]
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]
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]
While the Dousers play further back than most weapons, Stealth Jump is a great ability to have on almost any weapon.[4]
One sub of each is recommended as utility subs.[4]
If there is room in the build, one sub can be used, as it is a useful ability to have.[4]
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]
Could be useful due to its low damage per shot.[1][4]
Could be useful on Splat Zones.[4]
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
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