Dread Wringer D: Difference between revisions

From Inkipedia, the Splatoon wiki
(+ ref section)
Line 84: Line 84:
|InternalM=
|InternalM=
}}
}}
==References==
<references />


{{Navbox/S3 Weapons}}
{{Navbox/S3 Weapons}}

Revision as of 18:29, 4 March 2024

Eel construction worker.png
This page or section is under construction.
Please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible!
Can you help us get it done?
Splatoon "S" icon.svg
Splatoon 2 "2" icon.svg
Splatoon 3 "3" icon.svg

The Dread Wringer D is a main weapon in Splatoon 3. It is an alternate version of the Dread Wringer.

Splatoon 3

Dread Wringer D

Dread Wringer D

Basic information
Category Main
Class S3 Icon Slosher.png Slosher
Sub S3 Weapon Sub Squid Beakon Flat.png Squid Beakon
Special S3 Weapon Special Wave Breaker.png Wave Breaker
Special points 190p
Special depletion
Range
60 / 100
Damage
55 / 100
Impact
Fire rate
Charge speed
Ink speed
Mobility
Durability
Handling
35 / 100
Obtainable at
Level 18
Cost
Requirement
Added in Fresh Season 2024
Weight
Base damage
Base duration
Ink consumption
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variant Dread Wringer Dread Wringer

The Dread Wringer D was revealed in the Fresh Season 2024 trailer on 13 February 2024 and will be released on 1 March 2024. Its kit consists of the Squid Beakon and Wave Breaker. It has a new design with a black bottom and a brown handle.

Data

  • The Dread Wringer D is a middleweight weapon.
  • The matchmaking range is 15.5. The game's matchmaking system looks at a team's average matchmaking range value, and matches them against a team with a similar average.
  • The ink consumption of 9% per shot allows the user to fire 11 times on a full ink tank.
  • After firing, there is a 50 frame cooldown before ink starts refilling.
  • When initially attacking in humanoid form, the first shot takes 16 frames to come out.
  • When initially attacking from swim form, the first shot takes 22 frames to come out.
  • The movement speed while firing is set to 0.04 units per frame.
  • The time between consecutive swings is 45 frames.
  • The interval between firing and being able to enter swim form or use a sub weapon is 16 frames.
  • The effective range is about 13.94 units while grounded and 12.81 while airborne.
    • This is the distance in which the crosshair will change shape when looking at an opponent and is otherwise arbitrary since sloshers do not use traditional falloff mechanics.

First projectile

  • The group contains 8 projectiles that spawn consecutively 1 frame apart from each other.
  • The group starts spawning as soon as the lifting animation ends.
  • The first projectile spawns with an initial speed of 1.85 units per frame while grounded, and 1.7 units per frame while airborne. It flies straight at this speed for 2 frames.
    • After this, the velocity is set to 10.0 units per frame if it is not already below this number, and decreases by 10% every frame, including the first frame in which it stops flying straight. Once the shot velocity decreases below a certain threshold, it will begin to be slowed more and fall faster.
    • Each subsequent projectile spawns with an initial speed that is 0.225 units per frame slower than the last.
  • The projectiles deal 48 damage.
    • Damage falloff starts when a projectile falls 1.5 units below its initial spawning point. It will lose damage the further it falls until it has fallen to 7.625 units below its spawning point, at which point it will deal 35 damage.
  • The first projectile spawns with an initial collision radius of 0.1 units for players and 0.09 units for the stage. After 5 frames, the collision radius for players changes to 1.0 units, and after 4 frames, the collision radius for the stage changes to 0.9 units.
    • For subsequent projectiles, the initial collision radius is 0.0085 units smaller than the previous projectile for players, and 0.0085 units smaller for the stage. After the collision size changes, the radius is 0.085 units smaller than the previous projectile for players, and 0.085 units smaller for the stage.

Second projectile

  • The group contains 8 projectiles that spawn consecutively 1 frame apart from each other.
  • The group starts spawning 8 frames after the lifting animation ends.
  • The first projectile spawns with an initial speed of 1.85 units per frame while grounded, and 1.7 units per frame while airborne. It flies straight at this speed for 2 frames.
    • After this, the velocity is set to 10.0 units per frame if it is not already below this number, and decreases by 10% every frame, including the first frame in which it stops flying straight. Once the shot velocity decreases below a certain threshold, it will begin to be slowed more and fall faster.
    • Each subsequent projectile spawns with an initial speed that is 0.225 units per frame slower than the last.
  • The projectiles deal 42 damage.
    • Damage falloff starts when a projectile falls 1.5 units below its initial spawning point. It will lose damage the further it falls until it has fallen to 7.625 units below its spawning point, at which point it will deal 35 damage.
  • The first projectile spawns with an initial collision radius of 0.08 units for players and 0.07 units for the stage. After 5 frames, the collision radius for players changes to 0.8 units, and after 4 frames, the collision radius for the stage changes to 0.7 units.
    • For subsequent projectiles, the initial collision radius is 0.0065 units smaller than the previous projectile for players, and 0.0065 units smaller for the stage. After the collision size changes, the radius is 0.065 units smaller than the previous projectile for players, and 0.065 units smaller for the stage.

[1][2]

Badges

Main article: Badge#Weapon freshness

Reaching certain Freshness levels with the Dread Wringer D will reward the player with special badges that they can use on their Splashtag.

Dread Wringer D Badges
S3 Badge Dread Wringer D 4.png 4★ Dread Wringer D User
S3 Badge Dread Wringer D 5.png 5★ Dread Wringer D User

Gallery


Names in other languages

RotM clean room label 1.png
Translation needed
The section or page is missing non-English translations or material from other localizations edit
Language Name Meaning
Netherlands Dutch Wringmorser D From wringen ("to wring") + morsen ("to spil") and suffix -er to form agent nouns from verbs + D
Russia Russian Отжиматель 2.0
Otzhymatel' 2.0
Wringer 2.0

References