Competitive:Dark Tetra Dualies
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- For Information about the Dark Tetra Dualies, see Dark Tetra Dualies.
Splatoon 2
Abbreviations | Tetras |
Sub | Autobomb |
Special | Splashdown |
Base damage | 28 |
Ink consumption | 0.8% 3% (roll) |
Special points | 190p |
Role | Slayer[1] |
Strengths | Four dodge rolls, ability to shoot while rolling, low ink consumption (roll), good range (compared to Splattershot) |
Weaknesses | Low damage, Lower DPS than some slayers, poor accuracy |
Use
The Dark Tetra Dualies are a more unconventional slayer weapon, played best when distracting, stalling, and harassing the enemy, rather than relying on pure splatting power alone to get picks.
- Compared to other slayers, the Tetras have poor fire rate, damage output, and accuracy, severely hampering its ability to get picks.
- After 6 shots, this weapon reaches the lowest accuracy, with a 25% chance to shoot towards the outer reticle.
While not always as reliable as Splat Bombs, Autobombs still provide plenty of utility for the Tetra user:
- When attacking an opponent's position, try to throw Autobombs in a direction that distracts the opponent's attention.
- Autobombs can be used to poke at opponents during the neutral phase.
- Their tracking ability is a useful feature when checking for sharking opponents, forcing them out of hiding.
- They can provide space to escape when dropped behind, whether via both swimming and running or via super jumping.
The Splashdown can either turn the tide of a battle or be canceled quite easily.
- The Splashdown can create combos of splash damage with the hits from the main weapon.
- The safest way to execute a Splashdown is by super jumping to a teammate. This provides no dealing damage as the user is not through mid-Splashdown but rather through a super jump.
- Using Super Jump can be a surprise for opponents that are not aware of the UI that indicates specials ready from the opponent team.
- Most weapons can cancel the special mid-Splashdown, so it is best to make sure that the opponent you are confronting has a weapon that takes multiple shots for a splat or has low range.
- The Splashdown can cancel formation of Bubbles making it a quick and fast way of removing them.
- The Splashdown can be used from higher ledges making it more powerful and extending its radius of splash damage.
- The worst scenario for a Splashdown is when used as a panic button to get out from a sticky situation, as it can be predicted and aimed for it to be canceled.
Synergy
Due to the Tetras' lack of splatting power, a weapon more suited for a slayer role, such as a Splattershot or Splattershot Pro, should be paired with this weapon. The Tetras can distract the enemy while the other slayer goes in for the splat.
Countermeasures
- After expending all four of its rolls, the Tetra user has a lot of endlag, which can be easily exploited.
Gear Abilities
Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Splat Roller 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.[2]
- This weapon in particular can stack to higher amounts of Quick Respawn if the user wishes, since due to the weapon's playstyle, it won't be getting as many splats as other slayers.
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.
This ability increases damage up to 33.3 if the user has 47 Ability points. This can be achieved with three main abilities and six sub abilities, or two mains and nine subs. Alternatively, one main and one sub, or four subs, can be used to reach 30 damage, allowing the user to break Ink Armor in one shot.
Bomb Defense Up DX will not only reduce the damage taken from opposing sub and special weapons that are not one-hit-splat but will also reduce the duration of the tracking effects of certain opponent's sub and special weapons, such as Point Sensors and Ink Mines, allowing the user of this ability to evade detection more easily.
- 3 ability points - one sub - has a lot of utility and therefore should be ran on any weapon.. This includes, but is not limited to:
- Ink Armor will not break due to splash damage from bombs and other explosives that do 30 damage.
- Two near-misses from Inkjet, two bumps from a Baller, and splash damage from two bubbles from Bubble Blower will not splat the user.
- Getting hit by splash damage from a bomb will not make the user visible on the map.
References
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