Glooga Dualies



The Glooga Dualies are a main weapon in Splatoon 2 and Splatoon 3.
The Glooga Dualies are a dualie-type weapon whose power increases immediately following a dodge-roll. When shooting normally, they splat opponents with three hits. After performing a dodge roll, it only takes two hits to splat an opponent and the shots will travel further. The Glooga Dualies are the only dualies to have increased range or increased damage in the post-roll state.
Appearance
The Glooga Dualies are blue hot glue guns with a red trigger and a metal rest in front of the nozzle. The dualies each have a main cylinder that houses the nozzle and a hot glue cartridge that changes color to match the user's ink. A pair of rectangular prisms house the trigger, and the back prism serves as a handle.
Splatoon 2
Basic information | |
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Category | Main |
Class | Dualie |
Sub | ![]() |
Special | ![]() |
Special points | 180p |
Range | |
Damage | |
Mobility | |
Obtainable at | |
Level | 17 |
Cost | ![]() |
Specifications | |
Base damage | 36 52.5 (Post-roll) |
Ink consumption | 1.4% 8% (Roll) |
Other variants | ![]() ![]() |
The Glooga Dualies were released on 2 December 2017 at 02:00 UTC.[1]. They come with Ink Mines and Inkjet.
They appear in one Octo Expansion Station:
- D01 B15 Ink from Above Station (Canned)
Data
- The Glooga Dualies is a middleweight weapon.
- The matchmaking range is 160. 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 1.4% and ink tank capacity of 100% allows players to fire 71 shots before needing to refill the ink supply.
- This stat can be changed with Ink Saver (Main).
- When initially firing the weapon in humanoid form, the first shot takes 3 frames to come out.
- When firing from swim form, the first shot takes 12 frames to come out.
- The interval between firing and when the player is able to enter swim form or use a sub weapon is 4 frames.
- When firing continuously, it shoots a bullet every 9 frames (6.67 shots per second).
- When firing while moving, the player's movement speed is set to 0.6 units per frame.
- After firing, there is a 20 frame cooldown before the ink tank starts refilling.
- Each shot has a base damage of 36.
- If a shot is in the air for more than 7 frames after being fired, it loses 2.25 damage per frame until it reaches 18 damage at frame 15.
- The bullet hitbox for collisions with players has a radius of 2.5 units.
- The bullet hitbox for collisions with the environment has a radius of 2 units.
- The angle its shots can deviate while on the ground is 4 degrees.
- The angle its shots can deviate while in the air is 8 degrees.
- The outer reticle immediately expands after jumping. After 25 frames, the outer reticle will start shrinking, and will finish shrinking after 70 frames.
- The Glooga Dualies starts off having a 3% chance to shoot towards the outer reticle instead of the inner reticle.
- This chance increases by 3% per shot, and maximizes at a 25% chance to shoot towards the outer reticle, meaning that it takes 8 shots to reach minimum accuracy.
- When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
- Accuracy starts recovering 9 frames after the player stops shooting. The chance to shoot towards the outer reticle decreases by 0.5% per frame, if the chance is not already at the minimum, meaning that it takes 53 frames to reach maximum accuracy. (83 after shooting while jumping.)
- Shots initially travel straight at a rate of 28.5 units per frame for 3 frames. Shots travel straight for 85.5 distance units.
- After that, the shot's velocity is set to 28.115 units per frame if it is not already lower than the listed value, and decreases further as it travels.
- Ink droplets occur every 70 units.
- The frequency at which ink drips from a shot occurs at a rate of 2 droplets per shot.
- There are a total of 5 different droplet patterns that can be created while firing this weapon.
- Droplets that occur within 11 units of the player have a radius of 17 units, and a width of 10 units.
- These droplets have their radius multiplied by a value ranging from 1.2 if they fell from a height above 100 units to 1.4 if they fell from a height below 30 units.
- Droplets that occur when they travel past 200 units of the player have a radius of 16 units.
- All other ink droplets have a radius of 13.2 units.
- Droplets that are far from the player and all other droplets have their radius multiplied by a value ranging from 1 if they fell from a height above 100 units to 1.2 if they fell from a height below 30 units.
Rolling
- Each roll consumes 8% of the ink tank capacity.
- This stat can be changed with Ink Saver (Main).
- The player can roll 2 times without interruption. After this, there is a delay before the player can roll again.
- The Glooga Dualies cannot shoot while rolling. Shots will only fire once the rolling animation is completed.
- After performing a roll, it shoots a bullet every 9 frames.
- After rolling, there is a 70 frame cooldown before the ink tank starts refilling.
- After rolling, each shot has a base damage of 52.5.
- If a shot is in the air for more than 7 frames after being fired, it loses 3.275 damage per frame until it reaches 26.3 damage at frame 15.
- The angle its shots can deviate in the post-roll state is 3 degrees.
- After performing a roll, the two individual reticles will merge into a single reticle and chance to shoot towards the inner reticle is immediately set to 100%.
- The full animation of the roll will last 28 frames before player control resumes.
- Upon regaining control, the player will be forced to maintain their position for 42 frames.
- After rolling, shots initially travel straight at a rate of 32 units per frame for 3 frames. Shots travel straight for 96 distance units.
- After that, the shot's velocity is set to 31.97 units if it is not already lower than the listed value, and decreases further as it falls to the ground.
Version history
Version | Adjustments |
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2.2.0 |
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3.0.0 |
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5.0.0 |
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5.2.0 |
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Quotes
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Sheldon's Introduction
The Glooga Dualies were developed with one thing in mind—dishing out a hot deluge of damage! While its rate of fire isn't setting any records, the shots it fires immediately after a dodge roll can really melt the competition! And when you're not sticking it to your foes, the Ink Mine sub weapons can also help allies keep track of your foes. Finally, the Inkjet special makes supporting far-off teammates a snap. This set's got it all! |
Gallery
An Inkling boy holding the Glooga Dualies.
Demonstration
Splatoon 3
Basic information | |
---|---|
Category | Main |
Class | ![]() |
Sub | ![]() |
Special | ![]() |
Special points | 180p |
Range | |
Damage | |
Mobility | |
Obtainable at | |
Level | 21 |
Specifications | |
Base damage | 36 52.5 (Post-Roll) 45 ( ![]() 70 ( ![]() |
The Glooga Dualies return in Splatoon 3 with Splash Wall and Booyah Bomb.
It appears in only one mission in Alterna:
Data
- The Glooga Dualies is a middleweight weapon.
- The matchmaking range is 16. 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 is 1.4% per shot, allowing the user to fire for 10.71 seconds on a full ink tank.
- When firing continuously, it shoots a bullet every 9 frames (6.67 shots per second).
- When firing from humanoid form, the first shot takes 3 frames to come out. When firing from swim form, the first shot takes 12 frames to come out.
- The interval between firing the weapon and being able to enter swim form or use a sub weapon is 4 frames.
- When firing while moving, the player's movement speed is set to 0.06 units per frame.
- Each shot has a base damage of 36 and minimum damage of 18.
- If a shot is in the air for more than 7 frames after being fired, it will lose about 2.25 damage per frame until it reaches 18 damage at frame 15.
- The bullet hitbox for collisions with players has a radius of 0.25 units.
- The bullet hitbox for collisions with the environment has a radius of 0.2 units.
- Shots initially travel straight at a rate of 2.85 units per frame for 3 frames. Shots travel straight for 8.55 distance units.
- After that, the shot's velocity is set to 2.8115 units per frame if it is not already lower than the listed value, and it loses 36% of its speed every frame (including the first frame after it stops traveling straight). Once the shot velocity decreases below a certain threshold, it will begin to be slowed less and fall faster.
- The effective range is about 12.71 units.
- This number may vary at different firing angles.
Rolling
- Each roll consumes 8% of the ink tank capacity.
- The player can roll 2 times without interruption. After this, there is a delay before the player can roll again.
- Rolls cover an initial distance of 4.0 units during the rolling animation, plus an additional 1.2 units of sliding afterwards.
- After performing a roll, it shoots a bullet every 9 frames.
- After rolling, each shot has a base damage of 52.5.
- If a shot is in the air for more than 7 frames after being fired, it will lose about 3.28 damage per frame until it reaches 26.3 damage at frame 15.
- The angle its shots can deviate in the post-roll state is 3.0 degrees.
- After performing a roll, the two individual reticles will merge into a single reticle. The rate of shot deviation remains the same.
- The Glooga Dualies cannot shoot while rolling. Shots will only fire once the rolling animation is completed.
- The rolling state can be broken down as follows:
- After a 4 frame startup, the roll animation lasts for 16 frames, after which a second roll can be inputted, if available.
- After the roll completes, it takes 8 frames before the weapon can be fired. After an additional 32 frames, the user will regain their rolls and reenter a normal state if they move or stop firing.
- In total, this takes 60 frames.
- After rolling, shots initially travel straight at a rate of 3.2 units per frame for 3 frames. Shots travel straight for 9.6 distance units.
- After that, the shot's velocity is set to 3.197 units per frame if it is not already lower than the listed value, and it loses 36% of its speed every frame (including the first frame after it stops traveling straight). Once the shot velocity decreases below a certain threshold, it will begin to be slowed less and fall faster.
- The effective range is about 14.33 units.
- This number may vary when firing at different angles.
- Rolling creates a pool of ink with a radius of 2.0 units.
Version history
Version | Adjustments |
---|---|
1.2.0 |
|
Quotes
![]() |
Sheldon's Introduction
The Glooga Dualies were developed with one thing in mind — pure damage. They're not the fastest dualies, but when you pull off a sweet Dodge Roll with these in your hands, you temporarily gain the ability to fire an outrageously powerful shot! Now, while the big-shot power grabs the headlines, many people overlook the Splash Wall sub. And that's a mistake, because it actually gives you great defensive balance. Last but not least, the Booyah Bomb special has the potential to tip the scales in your favor. I hope this balanced set helps you net a lopsided victory! |
Badges
- Main article: Badge#Weapon freshness
Reaching certain Freshness levels with the Glooga Dualies will reward the player with special badges that they can use on their Splashtag.
Glooga Dualies Badges | ||
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4★ Glooga Dualies User | |
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5★ Glooga Dualies User |
Gallery
Tableturf Battle card art
Strategy
For competitive tips about the Glooga Dualies
![]() |
View the strategy page. |
Trivia
- The Glooga Dualies are the only main weapon not to appear as an initial weapon choice in the Octo Expansion as of its release. They only appear once as a canned main weapon during Ink from Above Station.
- With enough Main Power Up (2 mains and 2 subs), the Glooga Dualies can splat opponents with one shot before rolling and one shot after.
- In Splatoon 3, it has the cheapest Booyah Bomb special, only requiring inking 180p of turf.
- In Splatoon 3, this weapon shares its kit with the Kensa .52 Gal from Splatoon 2.
Etymology
- The English name comes from the weapons' appearances, which are based on hot glue guns.
- The Japanese name comes from the temperature scale, Kelvin, along with the weapons' damage value after a dodge roll, 52.5.
- While the temperature 525 kelvin (about 485°F / 252°C) itself is not notable, it might be a reference to the Draper point in physics, which is at 525° Celsius. The Draper point is the temperature at which almost all solids will visibly glow as a result of black-body radiation or incandescence.
- It may also be a reference to high-temperature or dual-temperature glue guns, some models of which operate at temperatures of 252°C (525°K).
Names in other languages
Language | Name | Meaning |
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ケルビン525 kerubin 525 |
Kelvin 525 |
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Kelvin 525 | Kelvin 525 |
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Double Kelvin 525 | |
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Kelvin 525 | Kelvin 525 |
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Kelvin duplo 525 | Dual Kelvin 525 |
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Термоплюхи 525 Termoplyukhi 525 |
Thermo-splats 525 |
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Fundidora 525 dual | Dual smelter 525 |
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开尔文525 kāi'ěrwén 525 (Mandarin) |
Kelvin 525 |
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開爾文525 kāi'ěrwén 525 (Mandarin) |
Kelvin 525 |
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켈빈 525 kelbin 525 |
Kelvin 525 |
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Maneuver_Gallon_00[5] |
References