Competitive:Douser Dualies FF

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For information about the Douser Dualies FF, see Douser Dualies FF.

Splatoon 3

Douser Dualies FF

Douser Dualies FF

Abbreviations Dousers
Sub Ink Mine
Special Killer Wail 5.1
Base damage 25.5
Base duration
Ink consumption 1.4%
12% (dodge roll)
Special points 200p
Special depletion
Role Anchor[1], Support/Slayer Flex[2]
Strengths Range, versatility, high DPS in turret mode
Weaknesses Low fire rate, damage, and mediocre accuracy in normal firing mode, single dodge roll consumes a lot of ink and leaves user somewhat vulnerable

The Douser Dualies FF is a new weapon in the dualie class in Splatoon 3. It has the longest range out of all dualie weapons. Compared to long-range shooters, the Douser Dualies FF slightly outranges the Squeezer, but is just shy of the Jet Squelcher. It can perform just one dodge roll at a time, and the distance travelled while rolling is further than other dualies. After rolling, the range is shorter, around the range of the Dualie Squelchers, but the fire rate, shot velocity and accuracy increase drastically, at the cost of high ink consumption. Because of these qualities, the Douser Dualies FF finds itself positioned further back than most weapons, flexing between a support and a slayer-type role. Due to the versatility of the weapon, it is possible to be played aggressively with its dodge roll with a Quick Respawn build.[1][2][3]

Use

  • The Douser Dualies FF's main strength is its range. Its normal firing mode should be used most of the time, which can pressure opponents at range, while providing turfing support for your teammates. At 25.5 damage per shot, they will need 4 shots to splat an enemy.[2]
    • The Dousers outrange a large amount of weapons in the game, so use this to your advantage. Try to stay in your most effective range, as they have poor fall-off damage.[2]
  • Dodge rolls should be used sparingly. Only one dodge roll combined with high end-lag leaves little room for error. They are best used for when you believe you have a confirmed splat on an enemy, or as a defensive measure if you find yourself being rushed down.[2]
    • Its dodge roll also travels further than other dualies. Extra care should be taken on stages such as Mahi-Mahi Resort, where it is possible to roll into stage hazards.


Synergy

  • Ink Mines can be used aggressively and defensively. One way to use them is to lay them in high traffic areas after pushing enemies back. They can inflict anywhere from 35 to 45 damage to enemies, meaning one less shot from the main weapon to splat an enemy.[2]
  • Killer Wail 5.1 has great synergy with the weapon. It is quick to activate, can finish off a damaged enemy, and can give the user an opportunity to move in with its dodge roll. Activating the special can also cancel the dodge roll's end-lag, essentially giving the user a second dodge roll. The special can also be useful as a quick ink tank refill to counteract its high ink consumption.[2]

Countermeasures

Gear Abilities

Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to gear abilities in relation to the weapon. Strategy, synergy, viability, and purpose may be written here.

Run Speed Up

Since the Dousers' normal firing mode should be used most of the time, Run Speed Up will improve its strafing speed, while also helping it to paint more effectively. 1 main of Run Speed Up is recommended.[1][4]

Swim Speed Up

A useful ability for any weapon. 2-3 subs is recommended.[4]

Intensify Action

This ability works somewhat well on the weapon to improve its jump accuracy, as they can utilize Dualie hopping. 2-4 subs is recommended.[4]

Comeback

While Comeback is often seen on more aggressive weapons, it is a good choice for the Dousers, as the abilities it provides are extremely beneficial for the weapon. This ability is also used in more aggressive builds.[3][4]

Special Charge Up

A useful ability to have extra of, due to Killer Wail 5.1 being able to cancel the dodge roll's end-lag and quickly refilling the ink tank. 2-3 subs is recommended.[4]

Stealth Jump

While the Dousers play further back than most weapons, Stealth Jump is a great ability to have on almost any weapon.[4]

Quick Super Jump Special Saver Ink Resistance Up

One sub of each is recommended as utility subs.[4]

Sub Resistance Up

If there is room in the build, one sub can be used, as it is a useful ability to have.[4]

Quick Respawn

Since the Dousers are more likely to fight at close range than other anchor weapons, this ability can be useful. Some players use the Dousers more aggressively with its dodge roll, where Quick Respawn fits this playstyle.[1][3]

Thermal Ink

Could be useful due to its low damage per shot.[1][4]

Last-Ditch Effort

Could be useful on Splat Zones.[4]

Object Shredder

Could be useful in Rainmaker or for fighting enemy Splash Walls due to its low object damage.[4]

In competitive play

To be added.

References