Competitive:Custom Douser Dualies FF: Difference between revisions

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|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 '''Custom Douser Dualies FF''' is the alternative variant of the [[Douser Dualies FF]], with a loadout of Burst Bomb and Triple Inkstrike. It has the longest range out of all the dualie weapons. Compared to long-range shooters, the Custom 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 Custom Douser Dualies FF finds itself positioned further back than most weapons, much like an anchor, but also flexes between a support and a slayer-type role.<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 '''Custom Douser Dualies FF''' is the alternative variant of the [[Douser Dualies FF]], with a loadout of Burst Bomb and Triple Inkstrike. It has the longest range of any dualie, and compared to long-range shooters, the Custom 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 Custom Douser Dualies FF finds itself positioned further back than most weapons, much like an anchor, but also flexes between a support and a slayer-type role.<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 This Is the Most Underrated Weapon in Splatoon 3]</ref>


===Use===
===Use===
* The Custom Douser Dualies FF's main strength is its range in its normal firing mode, which also 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 enemy.<ref name="How to Use DOUSER DUALIES FF (Guide) | Splatoon 3"/>
* The Custom Douser Dualies FF's main strength is its range in its [[Community Glossary#Spread mode|spread mode]], which also 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 weapon outranges 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 weapon outranges 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. As it only has one Dodge Roll, this 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. As it only has one Dodge Roll, this 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. Positioning is important, and extra care should be taken on stages such as [[Mahi-Mahi Resort]], where it is possible to roll into stage hazards.
** The long Dodge Roll distance of the weapon can also be used to pursue and splat fleeing opponents.<ref>[https://www.youtube.com/watch?v=sbNhc1m97mo Douser Dualies Is What Jet Squelcher Should Be]</ref>
* Burst Bombs can help with the weapon's damage. The main weapon will be able to splat an opponent in two shots after a direct hit with a Burst Bomb, or three with an indirect. It can also make its matchups against certain weapons such as [[Range Blaster]] more favorable by limiting its movement.<ref name="The New Hope For Dualies (And CHydra Is Here Too)">https://www.youtube.com/watch?v=VNnFlICuFUs</ref>
* Burst Bombs can help with the weapon's damage. The main weapon will be able to splat an opponent in two shots after a direct hit with a Burst Bomb, or three with an indirect. It can also make its matchups against certain weapons such as [[Range Blaster]] more favorable by limiting its movement.<ref name="The New Hope For Dualies (And CHydra Is Here Too)">[https://www.youtube.com/watch?v=VNnFlICuFUs The New Hope For Dualies (And CHydra Is Here Too)]</ref>




===Synergy===
===Synergy===
* Due to the weapon's long range, it is more able to safely use its Triple Inkstrike special from further back.<ref name="Ranking EVERY Sizzle Season 2024 Weapon">https://www.youtube.com/watch?v=uvCK4dpJ9_s</ref>
* Due to the weapon's long range, it is more able to safely use its Triple Inkstrike special from further back.<ref name="Ranking EVERY Sizzle Season 2024 Weapon">[https://www.youtube.com/watch?v=uvCK4dpJ9_s Ranking EVERY Sizzle Season 2024 Weapon]</ref>
* While Burst Bombs help with the weapon's overall damage and combos well with its Dodge Roll, it is also useful for chip damage for teammates, playing into its supportive role.<ref name="Ranking EVERY Sizzle Season 2024 Weapon"></ref>
* While Burst Bombs help with the weapon's overall damage and combos well with its Dodge Roll, it is also useful for chip damage for teammates, playing into its supportive role.<ref name="Ranking EVERY Sizzle Season 2024 Weapon"></ref>
** They can also help the weapon in being more consistent with hitting its shots, and is able to be positioned much more aggressively as a result.<ref name="Splat Magazine Volume #3">https://issuu.com/rosearrow/docs/may_2024?fr=sMDMxNDcyMzUzNDg</ref>
** They can also help the weapon in being more consistent with hitting its shots, and is able to be positioned much more aggressively as a result.<ref name="Splat Magazine Volume #3">[https://issuu.com/rosearrow/docs/may_2024?fr=sMDMxNDcyMzUzNDg Splat Magazine Volume #3]</ref>
* The Custom Douser Dualies FF favors stages with flat, open terrain, and performs well on maps such as [[Crableg Capital]], [[Barnacle & Dime]], and [[Undertow Spillway]]:<ref name="The BEST Maps for Every Dualie in Splatoon 3">[https://www.youtube.com/watch?v=G9WwIhNlRMI The BEST Maps for Every Dualie in Splatoon 3]</ref>
** On Crableg Capital, the weapon can take advantage of the various uninkable grates with Run Speed Up.
** Barnacle & Dime has several areas the weapon can take advantage of, with some flat and open terrain in the middle and upper sides of the stage, as well as more enclosed, sloped areas which the Dodge Roll can take advantage of.
** Undertow Spillway caters to the weapon's long range, featuring long and narrow routes, being able to reach the enemy's snipe from the middle of the stage, high ground near the spawn area being able to fire at enemies safely, and several spots to utilize the weapon's long Dodge Roll to catch opponents off guard, particularly around the pillar structures.


===Countermeasures===
===Countermeasures===
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Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to [[Gear ability|gear abilities]] in relation to the weapon. Strategy, synergy, viability, and purpose may be written here.
Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to [[Gear ability|gear abilities]] in relation to the weapon. Strategy, synergy, viability, and purpose may be written here.


The Custom Douser Dualies FF runs many of the same abilities as its original variant, but it tends to have less gear freedom.<!--
The Custom Douser Dualies FF runs many of the same abilities as its original variant, but it tends to have less gear freedom. The weapon also notably runs more ink efficiency abilities, mainly to mitigate the ink consumption from throwing Burst Bombs. This also helps with builds that use Last-Ditch Effort, as there will sometimes be games where the ability does not activate.<!--
Editor note:
Editor note:
This guide is for all abilities, to avoid conflict and to be more useful for everyone.
This guide is for all abilities, to avoid conflict and to be more useful for everyone.
Line 74: Line 78:


; {{Ability|S3|Run Speed Up}}
; {{Ability|S3|Run Speed Up}}
Since the 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, or at the very least 2 subs of Run Speed Up is recommended.<ref name="How GOOD are the NEW Douser Dualies in Splatoon 3?"/><ref name="BEST GEAR for Custom Douser Dualies | Splatoon 3">https://www.youtube.com/watch?v=qRutk4GF8YY</ref>
Since the weapon mainly uses its spread mode, Run Speed Up will improve its strafing speed, while also helping it to paint more effectively. 1 main, or at the very least 2 subs of Run Speed Up is recommended.<ref name="How GOOD are the NEW Douser Dualies in Splatoon 3?"/><ref name="BEST GEAR for Custom Douser Dualies | Splatoon 3">[https://www.youtube.com/watch?v=qRutk4GF8YY Custom Douser Dualies GEAR GUIDE | Splatoon 3]</ref>


; {{Ability|S3|Intensify Action}}
; {{Ability|S3|Intensify Action}}
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; {{Ability|S3|Stealth Jump}}
; {{Ability|S3|Stealth Jump}}
While the weapon plays further back than most weapons, Stealth Jump is a great ability to have on almost any weapon.<ref name="BEST GEAR for Custom Douser Dualies | Splatoon 3"/>
While the weapon plays further back than most weapons, Stealth Jump is one of the best abilities in the game, and is likely the best Shoes-exclusive ability for the weapon.<ref name="BEST GEAR for Custom Douser Dualies | Splatoon 3"/>


; {{Ability|S3|Quick Super Jump}} {{Ability|S3|Special Saver}} {{Ability|S3|Ink Resistance Up}}
; {{Ability|S3|Quick Super Jump}} {{Ability|S3|Special Saver}} {{Ability|S3|Ink Resistance Up}}
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; {{Ability|S3|Comeback}}
; {{Ability|S3|Comeback}}
Recommended on [[Clam Blitz]], [[Tower Control]], and [[Rainmaker]].<ref name="BEST GEAR for Custom Douser Dualies | Splatoon 3"/>
As with the original variant, the various abilities Comeback provides are extremely beneficial for the weapon, and is recommended to use on [[Clam Blitz]], [[Tower Control]], and [[Rainmaker]].<ref name="BEST GEAR for Custom Douser Dualies | Splatoon 3"/>


; {{Ability|S3|Last-Ditch Effort}}
; {{Ability|S3|Last-Ditch Effort}}

Latest revision as of 13:14, 25 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 Custom Douser Dualies FF, see Custom Douser Dualies FF.

Splatoon 3

Custom Douser Dualies FF

Custom Douser Dualies FF

Abbreviations C-Dousers
Sub Burst Bomb
Special Triple Inkstrike
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 Custom Douser Dualies FF is the alternative variant of the Douser Dualies FF, with a loadout of Burst Bomb and Triple Inkstrike. It has the longest range of any dualie, and compared to long-range shooters, the Custom 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 Custom Douser Dualies FF finds itself positioned further back than most weapons, much like an anchor, but also flexes between a support and a slayer-type role.[1][2][3]

Use

  • The Custom Douser Dualies FF's main strength is its range in its spread mode, which also 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 weapon outranges 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. As it only has one Dodge Roll, this 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]
    • The long Dodge Roll distance of the weapon can also be used to pursue and splat fleeing opponents.[4]
  • Burst Bombs can help with the weapon's damage. The main weapon will be able to splat an opponent in two shots after a direct hit with a Burst Bomb, or three with an indirect. It can also make its matchups against certain weapons such as Range Blaster more favorable by limiting its movement.[5]


Synergy

  • Due to the weapon's long range, it is more able to safely use its Triple Inkstrike special from further back.[6]
  • While Burst Bombs help with the weapon's overall damage and combos well with its Dodge Roll, it is also useful for chip damage for teammates, playing into its supportive role.[6]
    • They can also help the weapon in being more consistent with hitting its shots, and is able to be positioned much more aggressively as a result.[7]
  • The Custom Douser Dualies FF favors stages with flat, open terrain, and performs well on maps such as Crableg Capital, Barnacle & Dime, and Undertow Spillway:[8]
    • On Crableg Capital, the weapon can take advantage of the various uninkable grates with Run Speed Up.
    • Barnacle & Dime has several areas the weapon can take advantage of, with some flat and open terrain in the middle and upper sides of the stage, as well as more enclosed, sloped areas which the Dodge Roll can take advantage of.
    • Undertow Spillway caters to the weapon's long range, featuring long and narrow routes, being able to reach the enemy's snipe from the middle of the stage, high ground near the spawn area being able to fire at enemies safely, and several spots to utilize the weapon's long Dodge Roll to catch opponents off guard, particularly around the pillar structures.

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.

The Custom Douser Dualies FF runs many of the same abilities as its original variant, but it tends to have less gear freedom. The weapon also notably runs more ink efficiency abilities, mainly to mitigate the ink consumption from throwing Burst Bombs. This also helps with builds that use Last-Ditch Effort, as there will sometimes be games where the ability does not activate.

Run Speed Up

Since the weapon mainly uses its spread mode, Run Speed Up will improve its strafing speed, while also helping it to paint more effectively. 1 main, or at the very least 2 subs of Run Speed Up is recommended.[1][9]

Intensify Action

This ability works somewhat well on the weapon to improve its jump accuracy, as they can utilize dualie hopping. Only 1 sub is recommended.[9]

Stealth Jump

While the weapon plays further back than most weapons, Stealth Jump is one of the best abilities in the game, and is likely the best Shoes-exclusive ability for the weapon.[9]

Quick Super Jump Special Saver Ink Resistance Up

One sub of each is recommended as utility subs. Special Saver is considered mandatory on the weapon due to the lack of Special Charge Up.[9]

Comeback

As with the original variant, the various abilities Comeback provides are extremely beneficial for the weapon, and is recommended to use on Clam Blitz, Tower Control, and Rainmaker.[9]

Last-Ditch Effort

Recommended on Splat Zones. This ability is also recommended on some stages on Tower Control and Rainmaker that tend to snowball.[9]

Ink Saver (Main)

Helps with the weapon's ink efficiency in general, but especially after throwing a Burst Bomb. This allows the weapon to fire for longer after throwing a Burst Bomb compared to if it was running Ink Saver (Sub). 2 subs is recommended.[9]

Ink Recovery Up

Allows the weapon to have less downtime after throwing a Burst Bomb. 1 sub is recommended.[9]

Sub Power Up

Allows Burst Bombs to be thrown farther. 2 subs of Sub Power Up makes it so the range is around the weapon's max range in its normal firing mode.[9]

In competitive play

To be added.

References