Light Tetra Dualies
A dodge-focused Dualies that can chain up to 4 dodge rolls in a row and shoot while rolling. Standing shots are inaccurate and painting is weak, so pushing forward and winning 1v1s is basically the whole job. It's great at beating shorter-range enemies outright, but it has the longest post-roll end lag of any Dualies.
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 | B -0.1 | A +1.3 | A +1.6 | B -0.8 | — |
| Tower Control | B +0.0 | A +1.6 | A +0.8 | B -0.0 | — |
| Rainmaker | B -0.8 | B -0.3 | B +0.5 | B -1.4 | — |
| Clam Blitz | B -0.1 | B -0.1 | B +0.2 | C -1.8 | — |
| Turf War | — | — | — | — | +1.0 |
Best stages / Worst stages
Splat Zones
Tower Control
Rainmaker
Clam Blitz
Turf War
Strengths
- Four chained rolls let you dodge attacks while closing in or escaping, so it's strong both when chasing and when backing off while shooting
- Very good at beating weapons with shorter range outright
- Range is a bit on the long side, and chaining rolls backward keeps short-range weapons away
- Rolls let you move through enemy ink, and the more enemies you splat, the more you paint around you
Watch out for
- The longest post-roll end lag of any Dualies; you're especially easy to punish after the fourth roll
- Standing shots are very inaccurate with a slow fire rate, so it can barely fight without rolling
- Weak painting, so it struggles to paint home turf and build special
- Weak against Wave Breaker, attacks from multiple directions, and fights with long-range weapons
- Its sub and special don't do much for breaking holds, so it often has to rely on teammates to push back in
Tips
- Before engaging, check the map to make sure teammates are in position to cover you
- Save your fourth roll for things like ducking behind cover; don't burn it in the open
- Mix stopping at 3 rolls with using all 4 so enemies can't read when your end lag hits
- When enemies are grouped up, zone and split them with Autobomb before engaging
Common gear
Quick Respawn, Stealth Jump, Quick Super Jump, Haunt, Comeback, Ink Resistance Up, Sub Resistance UpThis kit
Sprinkler covers the weak painting, and Zipcaster cancels your post-roll end lag while you zip around to reliably pick off one target.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)
- 11.0.0: Main weapon: shot speed up by about 19% (range unchanged) (source 8)
- 11.0.0: Special change, Reefslider: 220-damage radius up by about 20%, dash distance cut by about 19%, paint radius down by about 7% (Dark Tetra Dualies) (source 8)
- 11.2.0: Special change, Zipcaster: ink cost when grappling reduced by about 33% (Light Tetra Dualies) (source 9)