Competitive:Douser Dualies FF

- For information about the Douser Dualies FF, see Douser Dualies FF.
Splatoon 3
Abbreviations | Dousers |
Sub | ![]() |
Special | ![]() |
Base damage | 25.5 |
Ink consumption | 1.2% 10% (Dodge Roll) |
Special points | 200p |
Role | Anchor[1], Support/Slayer Flex[2] |
Strengths | Range, versatility, high DPS in turret mode, strong recovery options |
Weaknesses | Low fire rate and damage in spread mode, slow strafe, single Dodge Roll leaves little room for error, predictable gimmick |
The Douser Dualies FF is a new weapon in the dualie class introduced in Splatoon 3. It has the longest range of any dualie, and compared to long-range shooters, it slightly outranges the Squeezer, but is just short of the Jet Squelcher. It can perform just one Dodge Roll at a time, and the distance rolled 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 increases 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][3]
Use
- The Douser Dualies FF's main strength is its range in its spread mode, which also has a fairly fast strafing speed. This mode should be used most of the time, which can pressure opponents at range, and provide long-range chip damage and turfing support for teammates. At 25.5 damage per shot, they will need 4 shots to splat an opponent.[2]
- In this mode, the weapon outranges 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]
- As it only has one Dodge Roll, this leaves little room for error. In general, Dodge Rolls should be used sparingly, and should be used more strategically compared to the other dualies. They can be used for situations where entering turret mode will likely result in a confirmed splat on an opponent, or as a defensive measure if you find yourself being rushed down.[2]
Synergy
- Ink Mines can be used aggressively and defensively. They can be placed in high-traffic areas where the enemy is expected to go through. They combo with the weapon, inflicting anywhere from 35 to 45 damage to opponents while also marking them, meaning one less shot to splat an opponent.[2]
- Killer Wail 5.1 has great synergy with the weapon. It is quick to activate, can finish off a damaged opponent, 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 also acts as a quick ink tank refill, which helps mitigate its high ink consumption.[2]
- The Douser Dualies FF favors stages with flat, open terrain, and performs well on stages such as Crableg Capital, Barnacle & Dime, and Undertow Spillway:[5]
- On Crableg Capital, the weapon can take advantage of the various uninkable grates with Run Speed Up.
- Barnacle & Dime has several areas the weapon can take advantage of, with some flat and open terrain in the middle and upper sides of the stage, as well as more enclosed, sloped areas which the Dodge Roll can take advantage of.
- Undertow Spillway caters to the weapon's long range, featuring long and narrow routes, being able to reach the enemy's snipe from the middle of the stage, high ground near the spawn area being able to fire at enemies safely, and several spots to utilize the weapon's long Dodge Roll to catch opponents off guard, particularly around the pillar structures.
Countermeasures
Douser Dualies FF, as an already ink-inefficient weapon, is placed in trouble by its also ink-inefficient sub in a pinch. Having only one Dodge Roll, which is recommended to use for scoring splats in combat or defending oneself from flankers, this weapon is often highly predictable in close matchups and very sensitive to the user's poor aim. Additionally, it's easy to tag Douser Dualies FF users with more mobile weapons such as Splatanas or snipe them with a Charger due to the weapon's dangerously low strafing speed and long endlag after rolling. Placing an emergency Ink Mine in tandem with a ready Killer Wail 5.1 is an option against immediate incoming threats.
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.
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][6]
A useful ability for any weapon. 2-3 subs is recommended.[6]
This ability works somewhat well on the weapon to improve its jump accuracy, as they can utilize dualie hopping. 2-4 subs is recommended.[6]
While Comeback is often seen on more aggressive weapons, it is a good choice for the weapon, as the abilities it provides are extremely beneficial for it. This ability is also used in more aggressive builds.[3][6]
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.[6]
While the Dousers play further back than most weapons, Stealth Jump is a great ability to have on almost any weapon.[6]
One sub of each is recommended as utility subs.[6]
If there is room in the build, one sub can be used, as it is a useful ability to have.[6]
Since the weapon is 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]
Could be useful due to its low damage per shot.[1][6]
Could be useful on Splat Zones.[6]
Could be useful in Rainmaker or for fighting enemy Splash Walls due to its low object damage.[6]
Due to the weapon's high assist potential, along with the buff it received in Version 9.2.0, this ability has become increasingly viable on the weapon, enabling it to easily extend the ability's duration.[7]
In competitive play
To be added.
References
- ↑ 1.0 1.1 1.2 1.3 1.4 https://www.youtube.com/watch?v=YO_XI1t17Cc
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 https://www.youtube.com/watch?v=81PIwUyMrBQ
- ↑ 3.0 3.1 3.2 https://www.youtube.com/watch?v=jPy8n3TWDLQ
- ↑ 4.0 4.1 https://www.youtube.com/watch?v=sbNhc1m97mo
- ↑ https://www.youtube.com/watch?v=G9WwIhNlRMI
- ↑ 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 https://www.youtube.com/watch?v=kdgtFIS6cQE
- ↑ https://www.youtube.com/watch?v=ofHapZaTHLc
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