Competitive:Douser Dualies FF

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

Splatoon 3

Splatoon 3
Douser Dualies FF

Douser Dualies FF

AbbreviationsDousers, VDousers
SubInk Mine
SpecialKiller Wail 5.1
Base damage25.5
Base duration
Ink consumption1.2%
10% (Dodge Roll)
Special points190p
Special depletion
RoleAnchor[1],Support/SlayerFlex[2]
StrengthsRange, versatility, highDPS inturret mode
WeaknessesLow fire rate, damage, and poor turfing inspread mode, single Dodge Roll leaves little room for error

TheDouser Dualies FF is a new weapon in the dualie class introduced inSplatoon 3. It has the longest range of any dualie, and compared to long-range shooters, it slightly outranges theSqueezer, but is just short of theJet 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, matching that of theMini Splatling, but the fire rate, shot velocity and accuracy is increased drastically. Because of these qualities, the Douser Dualies FF finds itself positioned further back than most weapons. It usually plays a supportive role as a "soft anchor", but can also flex to a slayer-type role, making it a versatile weapon.[1][2][3][4]

Use

  • The Douser Dualies FF's main strength is its range in itsspread mode. It can provide valuable long-range pressure, chip damage and turfing support for teammates, while keeping a relatively safe distance from opponents. At 25.5 damage per shot, they will need 4 shots to splat an opponent.[2]
    • It is best to stay in this mode most of the time and play to the strengths of your range. This is also much safer than committing to a Dodge Roll.
    • In this mode, the weapon outranges most weapons in the game. Try to stay in its most effective range, as its fall-off damage is poor.[2]
    • It has an impressive strafing speed considering its range, being only slightly slower than theSplattershot. This can be made even faster withRun Speed Up.[4]
  • Itsturret mode fires incredibly fast, and is able to output some of the highestDPS in the game. However, as it only has one Dodge Roll, this leaves little room for error. In general, its Dodge Rolls should be used sparingly and more strategically compared to the other dualies. The weapon's turret mode can be used for confirming close quarters splats, or as a defensive measure in response to being rushed down.[2]
    • The long Dodge Roll distance of the weapon can be used to pursue and splat fleeing opponents.[5]
    • Although the range in turret mode is shorter, the range in this mode outranges a number of short-ranged weapons.[5]


Synergy

  • Ink Mines compliment the weapon's long range, and can be used aggressively and defensively. They are ideal to place 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 is useful as the weapon can be somewhat ink-hungry.[2]
    • It is best to use the special in combination with the main weapon. This combination can score a splat outside of your effective range while your opponent is chip damaged by the lasers.[6][4]
  • The Douser Dualies FF favors stages with flat, open terrain, generally performing well on stages such asCrableg Capital,Barnacle & Dime, andUndertow Spillway:[7]
    • On Crableg Capital, the weapon can take advantage of the various uninkable grates as a movement option with its use of 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 suit the weapon's Dodge Roll.
    • Undertow Spillway favors the weapon's long range, featuring long and narrow routes. It is able to reach the enemy's snipe area from the middle of the stage, and is able to fire at enemies safely from the amount of high ground in the spawn areas. There are several spots to utilize the weapon's long Dodge Roll to catch opponents off guard, particularly around the pillar structures.

Countermeasures

  • The weapon's paint is somewhat poor despite its range, meaning it's not too threatening passively.[8]
  • Baiting its Dodge Roll is always a good option, which leaves it more vulnerable.[8]
  • It's long-range mode has a slow time to splat, meaning taking fights with the weapon isn't too difficult, assuming it is in range.[8]

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.

Run Speed Up

Since the weapon's spread mode is used a lot, this ability improves its strafing speed. This also helps it to paint more effectively. 1 main is recommended.[1][9]

Swim Speed Up

A useful ability for any weapon to improve mobility. 2-3 subs are recommended.[9]

Intensify Action

This ability works somewhat well on the weapon as they can utilizedualie hopping, more so than the other dualies. 2-4 subs are recommended.[9]

Comeback

While this ability 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][9]

Special Charge Up

A useful ability to have extra of, since Killer Wail 5.1 is able to cancel the Dodge Roll's end-lag, while also giving the user a quick ink tank refill. 2-3 subs are recommended.[9]

Stealth Jump

While the weapon plays further back than most weapons, Stealth Jump is a great ability to have on almost any weapon.[9]

Quick Super Jump Special Saver Ink Resistance Up

One sub of each are recommended as utility subs.[9]

Sub Resistance Up

If there is room in the build, one sub can be used, as it is a useful ability to have.[9]

Quick Respawn

Since the weapon is more likely to fight at close range than other anchor weapons, this ability can be useful. Some choose to use the weapon 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][9]

Last-Ditch Effort

Could be useful onSplat Zones.[9]

Object Shredder

Could be useful inRainmaker or for fighting enemySplash Walls due to its low object damage.[9]

Opening Gambit

Due to the weapon's high assist potential, along with the buff it received inVersion 9.2.0, this ability has become increasingly viable on the weapon, enabling it to easily extend the ability's duration. However, it remains somewhat of a niche option.[10]

In competitive play

The Douser Dualies FF is rarely seen in competitive play. In tier lists, it is usually ranked low, and is almost always ranked lower than its Custom variant. However, some players who are already proficient with the dualie class of weapons have included it in their weapon pool, opting to use it depending on the map and team composition.

Below is a video of the Douser Dualies FF being used on Clam Blitz on Scorch Gorge in competitive play:

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References

MainShooters
Rollers
Chargers
Sloshers
Splatlings
Dualies
Brellas
Blasters
Brushes
Stringers
Splatanas
Sub
Special