Competitive:Douser Dualies FF
- 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% |
Special points | 200p |
Role | Support/Slayer Flex |
Strengths | Range, turfing, high DPS after dodge rolling |
Weaknesses | Low fire rate, less accurate than other long-range weapons, only one dodge roll at a time, high ink consumption and end-lag after rolling |
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. 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 flexing between a support and a slayer-type role.[1]
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, the Dousers will need 4 shots to splat an enemy.[1]
- 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 the Dousers have poor fall-off damage.[1]
- Dodge rolls should be used sparingly. Only one dodge roll combined with high end-lag leaves little room for error. Use dodge rolls for when you have a confirmed splat on an enemy, or as a defensive measure if you find yourself being rushed down.[1]
- Ink Mines can be used aggressively and defensively. Ink Mines can be laid in high traffic areas after pushing enemies back. Ink Mines can inflict anywhere from 35 to 45 damage to enemies, meaning one less shot from the main weapon to splat an enemy.[1]
- Killer Wail 5.1 has great synergy with the Dousers. 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 can also be useful as a quick ink tank refill to counteract its high ink consumption.[1]
Synergy
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 will be used most of the time, Run Speed Up will improve your strafing speed, while also helping you paint more effectively. 1 main of Run Speed Up is recommended.[2]
A useful ability for any weapon. 2-3 subs is recommended.[2]
This ability works well on the Dousers to help with jump accuracy, as it can utilize Dualie hopping. 2-4 subs is recommended.[2]
While Comeback is often seen on more aggressive weapons, Comeback is a good choice for the Dousers, as the abilities Comeback provides are extremely beneficial for the weapon.[2]
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.[2]
While the Dousers play further back than most weapons, Stealth Jump is a great ability to have on almost any weapon.[2]
One sub of each is recommended as utility subs.[2]
If there is room in the build, one sub can be used, as it is a useful ability to have.[2]
Could potentially be useful due to its low damage per shot.[2]
Could be useful on Splat Zones.[2]
Could be useful in Rainmaker or for fighting enemy Splash Walls due to its low object damage.[2]
In competitive play
To be added.
References
|