Competitive:Clear Dapple Dualies
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- For information about the Clear Dapple Dualies, see Clear Dapple Dualies.
Splatoon 2
Clear Dapple Dualies
Abbreviations | Clapples |
Sub | Torpedo |
Special | Splashdown |
Base damage | 36 |
Ink consumption | 0.7% 5% (roll) |
Special points | 170p |
Role | Slayer[1] |
Strengths | High DPS, Fast fire rate, Mobility, Fast dodge rolls |
Weaknesses | Short range, Short dodge rolls, Low accuracy |
Use
- Clear Dapple Dualies are a pure slayer's weapon, having high DPS, fire rate, and mobility at the cost of having short range and low accuracy.
- Try to get opponents as close as possible to maximize the Clear Dapple Dualies' power.
- Torpedo can be used to pressure opponents that are out of your range.
- To deal massive amounts of pressure, you can throw a Torpedo at someone who is in range, and while it activates, attack the opponent. This will make the opponent have two targets, and as long as you hit them at least once, they will most likely get splatted.
- This will not work on Autobombs, because then the opponents will still have one target.
- To deal massive amounts of pressure, you can throw a Torpedo at someone who is in range, and while it activates, attack the opponent. This will make the opponent have two targets, and as long as you hit them at least once, they will most likely get splatted.
- Splashdown can be used in emergency situations, but sometimes the opponent will splat you mid-Splashdown.
- To prevent this, you can use Splashdown mid-Super Jump so you don't take any damage.
Countermeasures
- Clear Dapple Dualies have an extremely high DPS but short range.
- To counter this, use a slayer with more range than Clear Dapple Dualies, such as Kensa Splattershot Pro. Weapons like Kensa Splattershot won't work as well because Clear Dapple Dualies can roll into range.
Gear Abilities
Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Clear Dapple Dualies user to remain aggressive even after getting splatted.
- 26 ability points – two mains and two subs – are enough to reduce the respawn time from 8.5 seconds to 5.8 seconds.
Super Jumping to a teammate after respawning carries the risk of getting splatted upon landing, due to the appearance of a Super Jump indicator. When equipped, Stealth Jump better covers this indicator from long distance opponents, allowing its user to more safely return to the front lines and maintain pressure on the opponent.
Not recommended, as this ability does not make the Clear Dapple Dualies reach any notable damage threshold such as 49.9 or 99.9.
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This will let the player get to longer ranged weapons and sub scraping can be useful