Competitive:Dapple Dualies

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For information about the Dapple Dualies, seeDapple Dualies.

Introduced alongside theSplat Dualies at the launch ofSplatoon 2, theDapple Dualies trades range, accuracy, anddodge roll distance for higherdamage, quicker dodge roll speed, betterink efficiency, and faster swim and run speed.[1][2] In both games since its debut, theVanilla variant has asupportive weapon set, including aSquid Beakon.

Splatoon 2

Splatoon 2
Dapple Dualies

Dapple Dualies

AbbreviationsDapples
SubSquid Beakon
SpecialSuction-Bomb Launcher
Base damage36
Base duration
Ink consumption0.663%
5% (roll)
Special points170p
Special depletion
RoleSlayer/Support/Flex
StrengthsHigh DPS, Fast fire rate, Mobility, Fast dodge rolls, stage control
WeaknessesShort range, short dodge rolls, low accuracy, non-lethal bomb.

Use

The Dapple Dualies' quick splat time and mobility gives the weapon a slayer role, while its kit can also give the user a more supportive role.

  • The main advantage of the Dapple Dualies is its fast dodge rolls, giving it more mobility than most dualies such as theSplat Dualies.
    • The dodge rolls are performed quickly and can get the user out of danger in a pinch.
    • They are also helpful when Super Jumping, as the speed can get the user out of enemy fire quickly.
    • Although quick, be wary of any enemy fire as the endlag can leave the user exposed.
  • Aside from dodge rolls, the Dapple Dualies also has a high damage output, allowing the user to splat opponents quickly
    • Its base damage of 36 allows the user to splat opponents in three hits, a property shared only with theGlooga Dualies. All other dualies require four hits to splat.
    • Given its fast fire rate, the Dapple Dualies can deal damage quickly to objects such as theRainmaker shield, brella shields, and Splash Walls
  • The Dapple Dualies also has some downsides:
    • Like other dualies, dodge rolling can accumulate small points of damage which can allow opponents to splat the user quicker.
    • The dodge rolls of the Dapple Dualies travel the shortest distance of all the dualies, which can sometimes leave the user still in the opponent's range even after dodge rolling.
    • The Dapple Dualies have shorter range compared to most other weapons, which can result in the Dapple Dualies user being splatted. Paired with only Squid Beakon, the user will have a hard time poking longer distanced opponents if they are locked out.
  • Dapple Dualies are used best with high sensitivity.

TheSquid Beakon, while not useful for attacking, can provide other uses:[3]

  • The main purpose of the Squid Beakon is to provide a place for the user's team to Super Jump to. Place Squid Beakons in hidden places and enemy blind spots, as the enemy team can destroy Beakons by shooting at them.
  • The Squid Beakon can also be used as a temporary shield. If under fire, place a Squid Beakon and the shots will be blocked until the Beakon breaks
  • The Squid Beakon can be used as bait. Hide in ink near the Beakon, and when an opponent comes close to it, quickly splat them and dodge away.
    • Note that this may not work if the opponent has a long range weapon.
    • Be careful not to waste too much time around the Beakon.

When used at the right time, theSuction-Bomb Launcher can turn the tide of a battle:

  • Using any Bomb Launcher too close to an opponent will leave its user vulnerable to attack, so activate it outside the opponents' range.
  • Suction-Bomb Launcher can either capture or hold onto a zone or another important area of the map, such as around the opponents'clam basket.
  • It can also stall or stop an opponent'sTower push in a more direct manner thanSting Ray does. Note that attempting to stop the Tower in this manner forces you to be closer to the Tower, whereas Sting Ray can be used from a further, safer distance.
  • Suction-Bomb Launcher can quickly pop theRainmaker shield to instantly start or restart aRainmaker push.
  • An opponent'sSplashdown orBooyah Bomb will defuse any Suction Bombs it comes in contact with. If possible, hold off activating Suction-Bomb Launcher until after the opponents have exhausted their special weapons first.

Synergy

While one user of a short-ranged weapon such as the Dapple Dualies might get away with a lack of range, having too many short-ranged weapons on a team without a longer-ranged weapon to provide support fire is often disadvantageous for a number of reasons:[4]

  • An opponent with a long-ranged weapon can more aggressively position themselves to zone out the entire shorter-ranged team.
  • The opposing slayers can play more aggressively, knowing that there is no long-ranged threat to pick them off from afar.

The Dapple Dualies' lack of lethal bombs can also be a liability to a teamcomposition. Lethal bombs – particularly either Splat orSuction Bombs – provide their user's team a couple advantages over another team that has no lethal bombs in its composition:[4]

  • Their one-hit-splat offers its user's team chances of instantly gaining a numbers advantage, from which a game-winning push can arise.
    • The Dapple Dualies in specific can often splat one or more players fast enough to accomplish this with just the main weapon, though not always to the same extent as a lethal bomb.
  • Their lethal explosion provides space for its user's team to either push into an area held by the opponent or stall an opponent's push.

The Suction-Bomb Launcher is very effective at contesting territory, such as Splat Zones, but is not as reliable at splatting opponents who actively avoid the bombs. Attempting to pursue certain opponents with Suction-Bomb Launcher active further risks getting splatted. Therefore, it is advised to have other special weapons available to complement Suction-Bomb Launcher, as having too many users of any Bomb Launcher variant (no more than two) in a teamcomposition will limit a team's arsenal of weapons:

  • Other than the launched bombs, a Bomb Launcher user has no means of protection and is particularly vulnerable to long-ranged fire.
  • Other special weapons, such asInkjet orSting Ray, are intended for splatting opponents and more capable at this than most Bomb Launcher variants.

Coordinating with your teammates can greatly increase the Suction-Bomb Launcher's effect during a battle:

  • Ink Armor can increase the survivability of a Suction-Bomb Launcher user, freeing them to push the opponents further back. If a teammate has a weapon that canfarm Ink Armor, it might pay off to wait until they activate it.
  • Remaining behind a teammate with an active protective special weapon, such as Baller or Bubble Blower, can also give a Suction-Bomb Launcher user room to operate.
    • The Suction-Bomb Launcher can also be used to pop teammates' bubbles in the event that the space they control ceases to be safe, effectively clearing the area around them for whoever the bubbles protected.
  • Pushing forward with Suction-Bomb Launcher while a teammate is using a special designed to splat opponents, such as Sting Ray or Inkjet, can limit the opponents' escape options and even prevent them fromSuper Jumping to safety.

Countermeasures

  • Matchups between Dapple Dualies users on opposing teams are determined by each player's skill, positioning, turf control, and the presence of any teammates.
  • Any weapon that has a combination of longer range, better accuracy, or higher damage output without sacrificing too much mobility can counter the Dapple Dualies. For example, both theKensa Splattershot Pro andL-3 Nozzlenose and their respective variants meet all of these requirements.
  • Whenever the Dapple Dualies dodge roll, they are likely to briefly touch enemy ink, accumulating small amounts of damage. Weapons that useMain Power Up, such as the Kensa Splattershot Pro,Custom Dualie Squelchers, and theBamboozler 14 Mk I not only have a range advantage, but can often splat the Dapple Dualies faster than the user can splat them.
  • Users of long-ranged weapons, such aschargers and othersplatlings, outrange an opposing Dapple Dualies user and can fire upon them with impunity. Chargers can also predict where a Dapple Dualies user will be after a roll and splat them before they can fire. However, once the Dapple Dualies gets close, it can outmaneuver and outdraw its less mobile, slower firing opponent.
  • A competent Dapple Dualies user is likely capable at both flanking and sharking:
    • Keep track of all four members of the opposing team – which ones are present, which ones are splatted, and which ones are back at their spawn point.
    • Check themap periodically for opposing ink forming around flanks to anticipate a flanking attack.
    • To prevent sharking, check suspicious puddles of the opponents' ink, preferably with a thrown sub weapon.
    • Weapons that track opponents, such asPoint Sensors, temporarily prevent an opponent from sharking and make them an easier target for long-ranged teammates to pick off.
  • When pursued by a Dapple Dualies user, using almost anysub weapon (except forSquid Beakons) can either delay their pursuit or deter them from chasing.
  • The Dapple Dualies, having one of the fastest times to splat in the entire game and very high mobility, will win the majority of engagements that the user can get in range to take. Because of this, the most effective way to fight a Dapple Dualies user is to play outside of their range. The Dapple Dualies are outranged by the majority of other weapons, even many weapons typically seen as extremely short range slayers.
    • When fighting a Dapple Dualies user, also keep in mind that the Dapple Dualies offer two dodge rolls. While the rolls are relatively short, they're very quick and can often quickly and easily close the distance between the user and their opponent.
  • If you happen to get within range of an opposing Dapple Dualies user while they are using Suction-Bomb Launcher, then take them out quickly to interrupt their special. Be careful of their dodge rolls however
  • Certain special weapons – such as Splashdown, Booyah Bomb, and Ultra Stamp – can negate the opponents' bombs if timed properly.
  • A counter Bomb Launcher can nullify the effects of Suction-Bomb Launcher, preventing its user's team from either capping a zone or continuing a push.

Gear abilities

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

Bomb Defense Up DX

A Dapple Dualies user is usually expected to lead pushes towards their opponents' side, which puts them at risk of damage from opposing bombs and special weapons. Introduced in version4.3.0, Bomb Defense Up DX will not only reduce the nonlethal damage taken from opponents' sub and special weapons but will also reduce the tracking duration of opponents'Ink Mines andPoint Sensors, allowing the user of this ability to evade detection more easily. Just three ability points, or onesub, offer plenty of utility:

  • The splash damage of most bombs is reduced from 30 HP to 28.6 HP. This reduction in damage provides two benefits:
    • It prevents its user from being exposed on their opponents'map by the splash damage of most single bombs.
    • Ink Armor will not break due to splash damage from a single bomb whose splash damage normally inflicts 30 HP of damage.
  • The splash damage of near-misses from either Tenta Missiles or Inkjet, the minimum splash damage of bubbles, and the collision damage from Baller are all reduced from 50 HP to 48.3 HP, enabling one to survive two hits from any of these specific means of special weapon damage.
Quick Respawn

Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Dapple Dualies 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.
Quick Super Jump

Quick Super Jump decreases both the "charge" time before and the travel time of a Super Jump. Dapple Dualies users who include this ability will benefit in two ways since Quick Super Jump allows them to both return to the front lines more quickly and escape unfavorable situations more easily to preserve special gauge progress.

  • Just three ability points, or one sub, of Quick Super Jump decreases the "charge" time by 22 frames, or 0.36 seconds.
Sub Power Up

Sub Power Up decreases the time it takes to Super Jump to a Squid Beakon. Sub Power Up can help a Dapple Dualies user benefit from Squid Beakons more and allow their team to get back to the battlefield quickly to push.

Swim Speed Up

A self-explanatory ability, Swim Speed Up enables an already mobile Dapple Dualies user to more rapidly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.

  • 16 ability points – one main and two subs – increase the swim speed from 2.02 to 2.19 units per frame.

[5][6]

Splatoon 3

Splatoon 3
Dapple Dualies

Dapple Dualies

AbbreviationsVapples, Dapples
SubSquid Beakon
SpecialTacticooler
Base damage36
Base duration
Ink consumption0.663% (Shot)
5% (Roll)
Special points170p
Special depletion
RoleRat/Support
StrengthsHighDPS,mobility,turfing, ink efficiency, Tacticoolerfarming[1][2][7]
WeaknessesShort range, less accuracy, shorter dodge rolls, no bombs[1][2]

TheDapple Dualies now comes with Tacticooler, promoting a fast-paced style of play. Combined with the main weapon's high DPS, high mobility, and the Squid Beakon returning from itsSplatoon 2 weapon set, this weapon set enables its user and their teammates to sustain pushes and maintain pressure onto their opponents.[3][2][7][8]

Use

While the main weapon's strengths are best suited for a rat role, the Dapple Dualies' weapon set has supportive traits:[1][2][7][8]

  • While its rates of fire (of bothspread and turret modes) are equally high as those of the Splat Dualies, it boasts higher damage per shot (36HP), equal to that of theSplattershot, offering two advantages:
    • Amongshooters and dualies, its turret mode has (barely) the fastest time to splat and the highestdamage per second (DPS), allowing its user to quicklysplat opponents and destroy objects, including theRainmaker shield (table below).
    • Its high base damage enables one or two shots to form combos with other weapons more easily than the Splat Dualies. This is very important because the Dapple Dualies has no other means of inflicting damage.
WeaponDapple Dualies
(turret mode)
Sploosh-o-maticSplat Dualies
(turret mode)
Splattershot.52 Gal
Base damage (HP)3638303652
Frames per first shot43–1143–123–12
Frames per next shots45469
Time to splat (frames)1213–211615–2412–21
Shots per second151215106.67
DPS540456450360346.67
  • Thanks to its lightweight property (for faster run and swim speed), faststrafe speed (improved since Version7.2.0), and quick dodge rolls (also improved since Version3.1.0), the Dapple Dualies provide very high mobility, allowing its user to quickly engage opponents (whether to directly attack,flank, harass, or distract them), prolong fights, and flee from unfavorable confrontations.
  • Its rapid, efficient turfing and lowspecial gauge requirement allow its user to help maintainstage control and farm Tacticooler very quickly.
  • Its overall lowink consumption (for both shots and dodge rolls) ensures that its user will maintainuptime longer.

The Dapple Dualies has a few notable weaknesses that its user has to work around:[1][2][8]

  • It has both shorter range and less accuracy (both wider angle of shot deviation and higherRNG) than the Splat Dualies. With no other means of inflicting damage (e.g., bombs), a Dapple Dualies user must depend more heavily on flanking,sharking, and teammates to get within firing range of their opponents.
  • Its dodge rolls, though quicker, travel a shorter distance than those of the Splat Dualies, requiring its user to be more precise in the direction they roll to avoid opposing fire. This also makes its dodge rolls less reliable at fleeing from danger.

While unable to inflict damage, theSquid Beakon can be pivotal in maintaining stage control:[3]

  • Placing it in areas of the stage less visible to the opponent (i.e., behind cover safe from opposing fire) provides two advantages:
    • It enables safer landing points forSuper Jumps, allowing its user and their teammates to more quickly return to the action or retreat from danger without having to return all the way tospawn, maintaining a presence on the stage.
    • It can also reveal nearby opponents' locations—even behind cover, providing both valuable intelligence and an early warning before jumping to them.
  • The Dapple Dualies' high mobility enables its user to more quickly spread out all three available Squid Beakons in various locations, which has two purposes:
    • They enable players to quickly regroup after either a respawn or retreat without depending on their teammates' position or actions (e.g., engaging an opponent).
    • While opponents can see your team's Squid Beakons via theirTurf Map, they would have to devote time, effort and at least one team member to destroy them—especially if they are further apart from one another, which can hinder their ability to mount a push. Overlooking or ignoring your team's Squid Beakons runs the risk of getting flanked.
  • Remember that Squid Beakons consume a large amount of ink—75% of theink tank, so make sure you have the time to refill before you place one.
  • There are also less conventional uses for Squid Beakons for specific situations:
    • They can be used as a temporary (albeit ink-costly) shield to briefly block opposing fire.
    • If an opponent is adamantly destroying your Squid Beakons, you can use a Beakon as bait to either distract them or set up an ambush.
    • Super Jumping to a Squid Beakon just placed at your position enables you to avoid certain opponents' special weapons, such asBooyah Bomb. This is most useful if you need to maintain your position, such as while riding theTower.

If deployed properly, theTacticooler can enhance a team'slockout or push, or counter the opponents' push:[9]

  • It is typically recommended to deploy it just before engaging the opposing team if at least two team members (including yourself) can safely collect a drink and another, different special weapon is ready to aid in the push.
  • When choosing an optimal location for your cooler, consider safety, accessibility, andgame sense:[10]
    • Placing it too far forward will invite opponents to either deny access to it with sub or special weapons or shark nearby to splat anybody who comes too close. They can even splat you before you deploy the Tacticooler, wasting valuable time and resources.
    • However, placing it too far behind the front line would require your aggressive teammates (skirmishers andslayers) to concede any turf they gained to collect a drink. Placing your cooler just behind the front line–preferably along theobjective line–will enable them to quickly grab a drink without losing too much time or turf.
    • Advantage state can also dictate how far forward to place your cooler. When your team has a numbers advantage, you are freer to place it further forward to encourage your teammates to push, claim turf, and chase down retreating opponents. When at a disadvantage, placing your cooler further back will provide your team a rallying point from which retreating or respawning teammates can regroup.
  • While the cooler itself can be used as a temporary shield against opposing fire, its presence might invite opponents to fire sub or special weapons at its location. Placing it behind cover can make it less visible to opponents.
  • Do not forget to grab a drink for yourself! Mobile, aggressive weapon users tend to benefit the most from Tacticooler:
    • BothRun Speed Up andSwim Speed Up enhance your already great mobility, allowing you to more quickly dodge opposing fire and pursue targets.
    • A maxed outQuick Super Jump ability–combined with Squid Beakons–enhances hit-and-run attacks, baiting tactics, and instant escapes from bad situations.

Synergy

The Dapple Dualies's high mobility and high damage output, Squid Beakons for multiple Super Jump landing points, and the lowest special gauge requirement for Tacticooler give its user the tools needed for a fast-paced, high-pressure playstyle, making it the preferred Tacticooler-based weapon in certain stages (e.g.,Urchin Underpass) and modes, particularlyRainmaker. However, its lack of range and bombs need to be addressed by other members of a teamcomposition:[2][7][8]

  • Even if a team plays without a traditionalanchor, having at least two medium-ranged weapons–such as theS-BLAST '91 (which also providesAoE damage), asplatana (which, with the exception of theDecavitator, canledge-camp), or the.96 Gal–will reduce the likelihood of the team being entirely outranged by the opponents, subject to pressure from a distance. The .96 Gal synergizes particularly well with the Dapple Dualies, covering the latter's lack of range while the Dapple Dualies' mobility and DPS protect the .96 Gal.[11][12]
  • Bombs providearea denial andsplash damage, the latter which can combo with the Dapple Dualies. Even against an opponent with onesub ofSub Resistance Up, the splash damage of any lethal bomb (28.5) and the near-splash damage of aBurst Bomb (32.1) can combo with two shots from the Dapple Dualies (28.5 + 2 × 36 = 100.5 > 100).[13]
  • While Tacticooler is great for both starting pushes and repelling opposing pushes, it can neither protect teammates nor either displace or splat opponents by itself. However, it can complement – and be complemented by – special weapons that can protect teammates or either displace or directly splat opponents:
    • BothBig Bubbler andInc Vac can provide a level of protection for their respective users and their teammates. While the former is better for capturing and holding onto a specific area of the stage, the latter's mobility can protect a moving teammate, particularly theRainmaker carrier.
    • Booyah Bomb,Crab Tank, andUltra Stamp can target and displace–if not outright splat–specific opponents, such as the opposing anchor or support.
    • Triple Inkstrike,Ink Storm, andTenta Missiles can force multiple opponents out of position.

Countermeasures

An opposing Dapple Dualies user is the supportive linchpin of their team's attack, planting both Squid Beakons and Tacticoolers to keep their fellow teammates on the front line with buffed abilities. Therefore, keeping them out of the game for prolonged periods will cripple their team's attack. However, while they lack other means of damage beyond their main weapon, their innate damage and mobility will not make them easy prey.[2][7][8]

  • Periodically checking the Turf Map, already a good habit in general, is especially important when facing an opposing Dapple Dualies user:
    • Watch for possible flanks, which usually show up on the Turf Map in opposing ink color. Just be aware that some opponents will avoid turfing to hide their flank attempt.
    • Check spots of opposing ink, especially beneath ledges, around corners, and around your team's base for sharking opponents. Certain sub weapons can flush them out.
    • Track and destroy any opposing Squid Beakons as soon as possible, particularly after the opposing team's push is over.
  • Direct matchups between opposing Dapple Dualies users are determined by each player's skill, their positioning, turf control, and the presence of any teammates.
  • Confronting an opposing Dapple Dualies user–even with a longer-ranged weapon–can be difficult due to their mobility. If possible, keep the fight as much in your favor:[14]
    • Use your main weapon's range and any useful sub weapon to contain their movement.
    • If you have to pursue them around a corner, take a wide turn around it to keep them at your weapon's maximum range.
    • A nearby teammate can help cut off the opposing Dapple Dualies user's escape, but be certain that your remaining teammates will not become overwhelmed by the other three opponents (e.g., during a numbers advantage).
  • Keep an eye on the HUD to know when an opposing Dapple Dualies user has their Tacticooler ready, and both watch for when it is deployed and listen to its jingle.
    • If you can splat–or at least trade with–the opposing Dapple Dualies user just before they have their Tacticooler ready, then you could relieve your team of the pressure it would otherwise face from a fully enhanced opposing team.
    • Certain sub and special weapons can temporarily deny your opponents access to their Tacticooler (or splat them as they attempt to collect a drink) if it is ever misplaced.
    • Sharking around their cooler can also provide an opportunity to pick off opponents and remove their enhancements.
    • If positioned carefully, a Crab Tank or Big Bubbler can help stall an opposing Tacticooler push, which can buy time for your team to respawn or prepare a counter-push.
    • If your team does not have a Tacticooler ready (or has no Tacticoolers in its composition) when your opponents are under the effects of Tacticooler, then your team will need to win the first overall team fight outright, then win or trade the second overall team fight to prevent your opponents from sustaining a long push.

Gear abilities

With the the lowest special gauge requirement for Tacticooler, a Dapple Dualies user can devote more of theirgear abilities towards mobility, aggressive play, Squid Beakon support, and Tacticooler duration.[13][15]

Comeback

Ambushing, skirmishing with, and overall harassing opponents puts a Dapple Dualies user at a higher risk of getting splatted compared to users of less aggressive Tacticooler-based weapons. Comeback provides one primary ability or main, equal to 10ability points (AP), each of six different gear abilities:

ComebackInactiveActive
Shots per ink tank150.83174.64
…after one Squid Beakon37.7159.54
Dodge rolls per ink tank2023.16
…after one Squid Beakon57.89
Squid Beakon ink tank consumption (%)7565.91
Time to fill ink tank (swim form, s)32.683
Swim speed (DU/f)0.20160.2132
Run speed (DU/f)0.1040.1161
Points to special (p)170156
Ink Resistance Up

Every player is expected to come in contact with opposing ink on many surfaces, which can both be damaging and reduce mobility. Ink Resistance Up delays the time when damage is taken from contact with opposing ink and partially offsets the reduction in mobility, the latter trait being important whether pursuing or fleeing opponents.

Ink Resistance Up (AP)03
Subs01
Run speed in opposing ink (DU/f)0.0240.0334
Invulnerability time (frames)010
Rate of damage (HP/s)1812
Maximum damage (HP)4038
Quick Super Jump

There will likely be moments when a Dapple Dualies user will be forced to Super Jump to flee from pursuing opponents. Quick Super Jump shortens the vulnerability time at the start of performing a Super Jump, increasing their likelihood of escape—escpecially when combined with Squid Beakons and Sub Power Up (see below).

Quick Super Jump (AP)036
Subs012
Vulnerability frames805850
Vulnerability time (s)1.3330.9670.833
Total Super Jump time (s)3.6333.2673.133
Special Charge Up

While the Dapple Dualies' great turfing and low special gauge requirement ensure a steady supply of Tacticooler, increasing its output can generate more pushes. Having even a little Special Charge Up can effectively reduce the special gauge requirement by a modest amount, especially when combined with Comeback:

Special Charge Up (AP)03610
Mains0001
Subs0120
Special points170166161156
…with Comeback156153150146
Special Power Up

Whenever your team is enhanced with Tacticooler, opponents might attempt to stall your push with longer-ranged main weapons, bombs, or certain special weapons, such as Crab Tank. Special Power Up serves as a utility sub for Tacticooler-equipped weapons, including the Dapple Dualies, increasing the duration of Tacticooler's effects:

Special Power Up (AP)03610
Mains0001
Subs0120
Tacticooler effects duration (s)17.00018.15019.01719.983
Stealth Jump

An essential ability for most players, Stealth Jump better covers the Super Jump landing marker from distant opponents, allowing a Dapple Dualies user to more safely return to the front lines and continue to either confront opponents or provide Squid Beakon and Tacticooler support.

Sub Power Up

For a Squid Beakon user, Sub Power Up effectively adds an amount of Quick Super Jump APs to the user and their teammates whenever they Super Jump to their Squid Beakon (but not when jumping to the user), further reducing their vulnerability time and shortening their total Super Jump time. The more APs of Sub Power Up used by the Squid Beakon user, the more effective APs of Quick Super Jump are added to the Super Jumper. If more than one Squid Beakon user is on a team, then the effective amount of Quick Super Jump added will be based on who planted the Squid Beakon one is jumping to.[3]

Sub Power Up (AP)061016
Mains0011
Subs0202
Effective Quick Super Jump (AP)091422
…with 3 AP Quick Super Jump (AP)3121725
Vulnerability frames80453832
…with 3 AP Quick Super Jump58413630
Vulnerability time (s)1.3330.7500.6330.533
…with 3 AP Quick Super Jump (s)0.9670.6830.6000.500
Total Super Jump time (s)3.6333.0332.9002.683
…with 3 AP Quick Super Jump (s)3.2672.9502.8172.600
Sub Resistance Up

Opponents often use bombs to keep Dapple Dualies users away. Sub Resistance Up reduces the damage taken from splash damage (but not direct hits) by lethal bombs and both direct hits and splash damage by nonlethal bombs, such as Burst Bombs:

Sub Resistance Up (AP)03
Subs01
Lethal bomb splash damage (HP)3028.5
Burst Bomb direct damage (HP)6055
Burst Bomb near splash damage (HP)3532.1
Burst Bomb far splash damage (HP)2522.9
Fizzy Bomb direct damage (HP)5045.9
Fizzy Bomb splash damage (HP)3532.1
Torpedo direct damage (HP)6057.1
Torpedo splash damage (HP)3533.3
Torpedo droplet damage (HP)1211.4
Swim Speed Up

To compensate for their short range, a Dapple Dualies user can further increase their mobility with Swim Speed Up, which enables them to more effectively close the distance against longer-ranged opponents, dodge opposing fire, and escape from unfavorable situations:

Swim Speed Up (AP)061016
Mains0011
Subs0202
Swim speed (DU/f)0.20160.20880.21320.2192
…with Comeback (DU/f)0.21320.21920.22280.2275

Competitive history

Upon the launch ofSplatoon 3, the Dapple Dualies did not receive too much attention from top competitive players. While its niche as a pacesetter in Rainmaker was recognized as early as Version2.0.1, its weapon set was seen by dualie enthusiast Chase247 as lacking synergy with the main weapon, creating what Wadsm would describe as an "identity crisis". Even as the Tacticooler received the buffs that made it a favored special for almost every top competitive composition by Version4.0.0, theN-ZAP '85 overshadowed the Dapple Dualies due to its longer range andSuction Bombs.[2][16][17][18][19]

It was not until after receivingbuffs to the main weapon's strafing speed (Version 7.2.0) and especially to its shot velocity and range (Version9.3.0) did the weapon series receive a second look. However, theNouveau variant received more positive attention for having a weapon set more synergistic with its role of a rat, while the Vanilla variant remained passed over for theSnipewriter 5H and theHeavy Edit Splatling in the western competitive scene.[2][17][20]

However, the return ofUrchin Underpass–a long stage whose geometry discourages long-ranged weaponry and increases the value of Squid Beakons–in Version10.0.0 and buffs toInk Vac–which enabled it to more consistently power pushes and help break stalemates in Rainmaker–in Version10.1.0 both helped the Vanilla Dapple Dualies claim a bigger role in the western competitive meta: a hybrid of an aggressive, flanking and sharking rat and Tacticooler-providing support on large stages on which Squid Beakons are more valuable, particularly when paired with an Ink Vac-based weapon on Rainmaker.[2] In the playoffs of theSplatoon 3 North American League, most teams that used Tacticooler on Rainmaker elected for the Dapple Dualies, sometimes paired with either aSplat Charger orSplatterscope.[21][22] The Dapple Dualies also saw success in the Japanese competitive scene, in which a team consisting of astringer, an S-BLAST '91, Dapple Dualies, and .96 Gal won back-to-back Area Cups.[11][23][24]

References

  1. 1.01.11.21.31.4YouTube How to Use Dualies inSplatoon 3 (All the Basics!) byChase247
  2. 2.002.012.022.032.042.052.062.072.082.092.10YouTube The Most Improved Weapon InSplatoon History byProChara
  3. 3.03.13.23.3YouTube Setting the Board with Squid Beakons |Splatoon 3 Guide byPika
  4. 4.04.1YouTube "Splatoon 2 - What is a good team comp? (TOP 6 mistakes)" bySendou, formerly of Team Olive
  5. Sendou.ink Weapon Builds
  6. GitHubLean's Loadout Database - Usage of abilities in Ranked modes
  7. 7.07.17.27.37.4YouTube Talking About A Cool 10.1 Tier List Made By Not Me by ProChara
  8. 8.08.18.28.38.4YouTube Dapple Dualies Gameplay #4 -Splatoon 3 byD-lox
  9. YouTube "How To Position Tacticooler CORRECTLY" byEzio!
  10. YouTube "Where Not to Put Your Tacticooler" byGem ofSquid School
  11. 11.011.1YouTube How BOWS (and 96) FINALLY Got Redemption InSplatoon by ProChara
  12. YouTube BEST AIM IN THE GAME –Splatoon 3 Pro Monthly Challenge Analysis ‪@chocoperoTV‬【XP4996】 byHexen illustrates an effective team composition without a traditional anchor for a specific stage and mode
  13. 13.013.1Build Analyzer on sendou.ink
  14. YouTube How To Make Brushes Go Away And Leave You Alone by Gem of Squid School
  15. Dapple Dualies builds onsendou.ink
  16. YouTube The WORST Weapons InSplatoon 3 Ranked (Version2.0.1) by ProChara
  17. 17.017.1YouTube The Rise of Dapple Dualies inSplatoon 3 by Chase247
  18. YouTubeSplatoon 2 - Weapon Roles and Playstyles (Classifying every Weapon) byWadsm
  19. YouTube The Weakest Weapons InSplatoon 3... (Version4.0.2) by ProChara
  20. YouTube My COMPLETE Tier List ForSplatoon 3 (9.3) by ProChara
  21. YouTubeSplatoon 3 North American League Playoffs - Day 1
  22. YouTubeSplatoon 3 North American League Playoffs - Day 2
  23. YouTube 【スプラトゥーン3】第49回エリア杯(AREA CUP) 実況解説配信 (Area Cup 49)
  24. YouTube 【スプラトゥーン3】第50回エリア杯(AREA CUP) 実況解説配信 (Area Cup 50)
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