Competitive:Dark Tetra Dualies
|Unofficial! This article discusses content that is not part of the official Splatoon series canon but is part of the community or competitive gaming space.|
|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!
The Dark Tetra Dualies are a traditional skirmisher 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, which allows bullets to deviate 7.4 degrees on the ground and 12.8 degrees in the air - coupled with having to aim with two reticles, this makes the Tetras a very inaccurate weapon.
Unique to the Tetras is how it rolls:
- The Tetras are notable for being able to roll four times, allowing it nearly unmatched evasive power.
- In addition to this, unlike all the other dualies, the Tetras can fire while rolling, although this still uses standing fire accuracy.
- Similarly to other dualies, shots have a radius of 2.5 units in turret mode, which is the post-roll state where the player crouches and the reticles merge into one. This will be the main method for setting up splats, as this increases the fire rate slightly, increases the bullet size, and increases accuracy.
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.
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.
- After expending all four of its rolls, the Dark Tetra Dualies have a lot of endlag, which can be easily exploited.
- The Dark Tetra Dualies will often touch enemy ink while rolling around, accumulating small amounts of damage. This allows weapons that use high amounts of Main Power Up to splat them easier, such as a Kensa Splattershot Pro or Custom Dualie Squelchers.
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.
- 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.