Custom Douser Dualies FF
A two-faced Dualies: standing shots have the longest range of any Dualies for zoning, while a dodge roll trades range for rapid fire. It can only roll once at a time and the end lag is long, so normally you keep your distance with standing shots and save roll shots for enemies who close in or for sure splats.
Strength by modeTier and score (win-rate points vs. an average weapon).
| Mode | C–A | S–S+2 | S+3 and up | X Battle | Regular |
|---|---|---|---|---|---|
| Splat Zones | C -2.7 | C -2.7 | C -2.8 | C -3.2 | — |
| Tower Control | C -3.6 | C -3.4 | C -3.0 | C -3.5 | — |
| Rainmaker | D -4.2 | C -3.8 | C -3.8 | D -5.2 | — |
| Clam Blitz | C -1.6 | C -1.4 | B -0.4 | C -2.3 | — |
| Turf War | — | — | — | — | -2.2 |
Best stages / Worst stages
Strengths
- Long-range standing shots let you zone short-range weapons from outside their range and cover teammates
- Standing shots are ink-efficient for their range, and you move fast while firing
- Roll shots have a fast TTK and are great at fending off enemies who close in
- Long dodge-roll distance lets you change the spacing in one go or hop over ledges and water
- The base version's Ink Mine easily shuts down short-range approaches, and Killer Wail can cancel your post-roll end lag
Watch out for
- Standing shots are weak and lose damage at the edge of their range, so splats take time
- You can't chain dodge rolls and the end lag is long, so they're poor for dodging or escaping
- Roll shots are very ink-hungry, and if you miss, you're likely to get punished while out of ink
- Low object damage, so it takes a while to deal with Splash Walls, Beakons and Sprinklers
- Its nemeses are Splatlings that combine range and splat speed (especially the Hydra Splatling), and Toxic Mist and Wave Breaker easily shut down its rolls
Tips
- Play midline with standing shots, and save roll shots for fending off enemies who close in or for sure splats
- Rolling shortens your range and lowers your reticle, so don't roll without knowing where the enemy is
- Pressing jump while firing triggers a dodge roll, so a jump-shooting habit will leave you stuck in unexpected end lag
- With the base version, activating Killer Wail right after a roll cancels the end lag, effectively letting you move twice
Common gear
Run Speed Up, Ink Saver (Main), Intensify Action, Stealth Jump, Sub Power Up, Swim Speed Up, Special Charge Up, ComebackThis kit
A map-control kit: the Burst Bomb chip-then-finish combo with your main is strong, and Triple Inkstrike paints, clears corners and buys time.Recent changes
- 11.0.0: System change for all weapons: main weapons get bigger hitboxes against players (the shorter the range, the bigger the boost), squid form gets a smaller hurtbox, and the game adds "Flow Aura" (a temporary power-up when you keep performing well) plus a remaining-health display (source 8)
- 11.1.0: Main weapon: post-roll end lag cut by about 2/60 sec (source 9)