Dapple Dualies NOC-T
A lightweight, high-damage Dualies with some of the shortest range in its class, but it splats in 3 shots even with standing shots and fires even faster after a roll. You fight by slipping in close with quick, short rolls. The base version backs up your team's return and pushes with Squid Beakon and Tacticooler, while the Nouveau and NOC-T have subs and specials that can attack.
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 -0.5 | B +0.1 | B -0.3 | B -1.2 | — |
| Tower Control | B +0.4 | B +0.4 | B +0.6 | B -0.1 | — |
| Rainmaker | B +0.4 | B +0.2 | B +0.9 | B +0.1 | — |
| Clam Blitz | B -0.1 | B +0.9 | B +0.6 | A +0.5 | — |
| Turf War | — | — | — | — | B +1.3 |
Best stages / Worst stages
Splat Zones
Tower Control
Rainmaker
Clam Blitz
Turf War
Strengths
- Splats in 3 shots even standing and fires faster after a roll, giving it one of the fastest close-range splat speeds of any weapon
- Rolls come out fast with little end lag, so you can dodge enemy aim at point-blank range
- Light and fast, great at surprise attacks, flanking and lurking ambushes
- The base version's Beakons and Tacticooler boost the whole team's return and push, making it a starting point for attacks in modes like Rainmaker
Watch out for
- Range is only a bit longer than the Sploosh-o-matic, so it can't touch mid/long-range weapons that keep their distance
- Short roll distance makes it hard to escape enemies aiming from afar, and diving in without a plan gets your end lag punished
- The base version's sub and special can't deal damage, so splats rely entirely on the main and breaking holds is tough
- Its nemesis is Wave Breaker, which wipes out Beakons in bulk and also shuts down rolls
Tips
- Place Beakons where they're hard to destroy, like behind walls or high ground, and keep 3 on the map at all times
- Drop Tacticooler one step behind the front line where teammates can drink safely. It works best when timed with your team's specials for a push
- Don't fight head-on; close in from blind spots by swimming and rolling. Check the enemy's position and where they're looking before diving in
- Against long-range weapons you can't outrange, fight back by waiting near your Beakons or ambushing from flanks
Common gear
Sub Power Up, Quick Respawn, Comeback, Special Power Up, Swim Speed Up, Stealth Jump, Quick Super Jump, Special Charge UpThis kit
Can use the combo of a Splat Bomb blast plus two main shots, and Killer Wail 5.1 scouts and chips enemies outside your range (GameWith rates it lowest in the family).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 11)
- 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% (Dapple Dualies Nouveau) (source 11)
- 11.1.0: Special points 170→180 (Dapple Dualies) (source 12)