Competitive:Douser Dualies FF

From Inkipedia, the Splatoon wiki
Splatoon "S" icon.svg
Splatoon 2 "2" icon.svg
Splatoon 3 "3" icon.svg
OC Icon Enemy Octoling.png
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.
For information about the Douser Dualies FF, see Douser Dualies FF.

Splatoon 3

Douser Dualies FF

Douser Dualies FF

Abbreviations Dousers
Sub S3 Weapon Sub Ink Mine Flat.png Ink Mine
Special S3 Weapon Special Killer Wail 5.1.png 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, turfing, high DPS after dodge rolling
Weaknesses Low fire rate and damage, mediocre accuracy, only one dodge roll, high ink consumption and end-lag after dodge rolling

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.[1][2]

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. Use dodge rolls for when you have a confirmed splat on an enemy, or as a defensive measure if you find yourself being rushed down.[2]
    • The Douser's 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 Dousers. 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.

S3 Ability Run Speed Up.png 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][3]

S3 Ability Swim Speed Up.png Swim Speed Up

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

S3 Ability Intensify Action.png Intensify Action

This ability works well on the Dousers to help with its jump accuracy, as they can utilize Dualie hopping. 2-4 subs is recommended.[3]

S3 Ability Comeback.png 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.[3]

S3 Ability Special Charge Up.png 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.[3]

S3 Ability Stealth Jump.png Stealth Jump

While the Dousers play further back than most weapons, Stealth Jump is a great ability to have on almost any weapon.[3]

S3 Ability Quick Super Jump.png Quick Super Jump S3 Ability Special Saver.png Special Saver S3 Ability Ink Resistance Up.png Ink Resistance Up

One sub of each is recommended as utility subs.[3]

S3 Ability Sub Resistance Up.png Sub Resistance Up

If there is room in the build, one sub can be used, as it is a useful ability to have.[3]

S3 Ability Quick Respawn.png Quick Respawn

Could be useful since the Dousers are more likely to fight at close range than other anchor weapons.[1]

S3 Ability Thermal Ink.png Thermal Ink

Could be useful due to its low damage per shot.[1][3]

S3 Ability Last-Ditch Effort.png Last-Ditch Effort

Could be useful on Splat Zones.[3]

S3 Ability Object Shredder.png Object Shredder

Could be useful in Rainmaker or for fighting enemy Splash Walls due to its low object damage.[3]

In competitive play

To be added.

References