Douser Dualies FF

Dualies · Sub: Ink Mine · Special: Killer Wail 5.1

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.

Role: Midline zoning and cover (forces its range with standing shots and fends off close-range enemies with post-roll shots) · Difficulty: hard

Strength by modeTier and score (win-rate points vs. an average weapon).

ModeC–AS–S+2S+3 and upX BattleRegular
Splat Zones C -2.0C -2.5B -1.1C -2.8—
Tower Control C -3.5B -2.0C -2.7C -2.7—
Rainmaker Few games -2.5Few games -2.5Few games -2.5Few games -3.3—
Clam Blitz Few games -1.0Few games -0.9Few games +0.3Few games -1.1—
Turf War ————Few games -2.3

Best stages / Worst stages

Splat Zones
Tower Control
Rainmaker
No clear standouts
Clam Blitz
No clear standouts
Turf War
No clear standouts

Strengths

Watch out for

Tips

Common gear

Run Speed Up, Ink Saver (Main), Intensify Action, Stealth Jump, Sub Power Up, Swim Speed Up, Special Charge Up, Comeback

This kit

A range-control kit: Ink Mine locks down approach routes to keep short-range weapons away, and Killer Wail 5.1 shakes up long-range weapons and doubles as a way to cancel your post-roll end lag.

Recent changes