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For 2 roles you need a Dual Squelcher ver1.7

In this guide, we'll be looking at the basic overview of the Dual Squelcher, its range, efficiency, sub and special weapon, versatility and strategies on a variety of maps as well as situations. We'll also be looking at its viability in both ranked and nonranked modes as they have their own meta and require different ways of using weapons.

The Dual Squelcher



Cost: 9800
Range: Medium high
Damage: Low-Mid (4 shots to kill)
Fire Rate: Medium (Same as Splattershot)
Sub Weapon: Splat Bomb
Special Weapon: Echolocator

Overview

The Dual Squelcher is a great weapon for those who wouldn't like to get up close and personal, but rather take a back seat approach without the negative consequences of using a charger. This weapon is a very good, well-rounded weapon with sub and specials that compliment a support role and the versatility of the weapon itself proves to be useful in just about any situation. As for offensive capabilities, while it may not be a powerhouse, can be very offensive in steady hands. With some good aim, you can take an offensive approach to taking out mid range opponents and pushing your team forward into enemy territory.

The Dual Squelcher has range that is just shy of the Splattershot Pro and .96 Gal, but reaches far enough to take care of pesky rollers and other types of splattershots along with blasters. The weapon's damage may seem lacking on the stat graph, but its great rate of fire more than makes up for the lack in power, taking merely 4 shots to knockout opponents. Splat Bombs add some nice defensive options as well as offensive "roll the grenade" style tactics depending on maps and the Echolocator which aids not only you, but the rest of your team.

Range

Jet Squelcher | Dual Squelcher | Splattershot

The Dual Squelcher sits very comfortably between long range and short range weapons being able to easily outrange shorter range weapons while still being beat by longer range weapons. It ties with the .96 Gal and Splattershot Pro while the Jet Squelcher and Charger weapons have the range advantage over this weapon. Every form of Blaster, Roller, Aerospray and Splattershot/Jr are beat by this weapon's very sizable range. This means you can take out these opponents from mid range, keeping your distance.

Splat Zones
The main idea of Splat Zones is to take the zone while keeping yourself alive. the Dual Squelcher performs this with ease and even allows for you to wander off and accomplish other tasks like aiding teammates or sneaking up on that sniper.

As you can see, the Dual Squelcher has the range to essentially take the entire zone on maps that have a perch like these, giving your team a big advantage. While they draw the attention down below, you and your trusty squelcher can make the Splat Zone your canvas. Or, if you choose not to take a back seat approach, you can always aid on the frontline, providing support for rollers and blaster wielding teammates by providing some cover fire to scare your opponents.

Power

Let's face it, the amount of damage per shot on this weapon is amoung the worst in the game, being only marginally better than the Aerospray. That being said, the rate of fire absolutely makes up for it to give the Dual Squelcher an average time to kill (21 frames to kill point blank and 29 at max range).

"Is that all yeh got, lassie?!"

As you can see, each shot deals an even 28.0 damage meaning it will take 4 shots to kill any opponent unless they are wearing 3 defense up abilities in which case you should run an attack up just to combat needing 5 shots to kill that one enemy.


Sooo close! But if they've taken any damage at all from standing in ink, they're toast!

Sub-Weapon: Splat Bomb
The most vanilla sub-weapon of them all, but easily one of the most effective, especially on this set. Having a variety of uses, both offensively and defensively, makes this a very welcome addition to this all-around weapon.


Easter Eggs are fun!

These beautiful sub weapons are an instant splat should you aim it right and cover a good deal of area in ink. With good aiming, you can surprise opponents with your fancy lobbing.

Splat Bombs are interesting in that the instant they touch the ground, they explode exactly 1 second after that. No matter how high you lob them, this will always be the case. You can use this to your advantage with a technique I like to call the "Roll the Grenade".

Roll the Grenade
This technique takes advantage of the fact that exactly one second after your splat bomb hits the ground, it explodes. If you throw your grenade directly at your opponent, they have more than a second to react since they see the bomb incoming and can move even before it hits the ground, giving them ample time to escape. With the "Roll the Grenade" technique, you're cutting the amount of time it takes for the charge to go off and thus the amount of time the enemy has to react resulting in more splats! Let's do a visual demonstration shall we?



We begin with something that looks like this. Aiming directly into the ground makes it so that the fuse begins immediately after throwing. So the time it takes to get to the target is the same amount of time it takes to blow its fuse.


I don't want any comments on how it actually took 35 seconds...

Pop! Exactly a second later. You got the element of surprise and you may have even splatted that lurking enemy! Good for you! What's makes this technique even better is the special weapon that comes with the Dual Squelcher: The Echolocator!

Echolocator

Possibly one of the best special weapons for aiding your team in the game. It allows your opponents to be tracked for roughly 13 seconds (2.5 if they have the cold-blooded ability). With this, you can rest easy knowing that corner of enemy ink isn't hiding a ferocious monst-I mean an opponent! Not only that, but it gives the rest of your team ease of mind knowing where everyone is as well. Team effort always seems to be at a peak when this special is in play.

This special accompanies the all-arounder on this set, making battles that much easier. You can position yourself at a good range to take out that lurking opponent, find a path that no one is guarding and even leave a present for that unsuspecting inkling from the sub-weapon section. Overall, this special is at home in this set and fits both offensive and defensive roles quite nicely.

Abilities

Abilities, as you may have already experienced are very important in a game like this, changing factors that could be perceived as a disadvantage into more advantageous ones. This section goes over some abilities, that are very useful on a set like this.

Ink Saver (Sub)
Ink Saver (sub) is basically required on this set because the utility of Splat Bombs is just too volatile to not use these frequently. They use about 3/4 of a tank but with this ability only take about 2/3. This allows you to send out a bomb and still be able to get several shots off before having to refill on ink. Very handy when being pressured by foes.

Ink Recovery Up
This one is also a very important one but is dependent on the individual's playstyle. If you're someone who takes the more forward approach or spend a lot of time swimming places rather than inking, this is a good one to have. It allows you to be inking more frequently between refills. It also makes the impact of throwing a Splat Bomb far less on you and far more on the enemy. Keep that in mind if you like explosions.

Bomb Range Up
Optional, unless you like being able to place a bomb anywhere you reasonably please. Just one main ability allows you to throw a bomb up to any ledge in the game without exception. In Tower Control, it allows you to wipe the tower from a relatively safe distance, giving your allies ample time to sweep up the debris of scattered enemy inklings.

Roles
As mentioned before, this weapon can fit very nicely into many roles and can substitute for many things that your team may lack. Here are just a few strategies that this weapon performs well doing.

1. The Guardian
The Guardian role is a role that is best on teams with weapons that lack in range so you will have to fill that role when encountering opponents who outrange your teammates. Staying in the nearby vicinity of your allies and acting as a Guardian not only alleviates conflict with the enemy by presenting a 2 on 1 situation, but requires a team-based effort. It should be noted that standing immediately next to a teammate only begs the enemy to take you both out with a swift Blaster shot, so keep your distance.

Role type: Defensive
Team weapons this role is ideal with: Rollers and blasters

2. Angel of Death
I like my angelic references thank you very much. In this role, you take a more offensive approach by using your Echolocator to your advantage. Building up your meter and staying off to the side, awaiting any inattentive enemy inklings is the goal of this set. While your balanced team is out drawing attention of the opposition, sneaking up behind with your Echolocator and finding the best spot to take out 2 or three unsuspecting victims. A very nice blend of offensive and defensive styles, this is for those lone wolves out there who are thirsty for bloo-I mean ink.

Role Type: Situational
Team weapons this role is ideal with: Mid range weapons

3. Air Support
Air support? How the heck? This role refers to sending in Splat Bombs support to your allies or tossing a Splat Bomb in that choke point to score some surprise kills! This one's all about the sub weapon! If you enjoy equipping Bomb Range Up and Sub Ink Saver abilities, you should seriously consider this because it can sometimes really turn the flow of battle. A well placed Splat Bomb can send your foes running for the hills. And with the range of the Dual Squelcher, you can finish off foes who manage to escape this deadly pop.

Role Type: Bombs Away!
Team Weapons this role is ideal with: Low-range weapons without bomb subs.

4. Head on Assault
If you're the one to throw caution to the wind and head straight into the heat of battle, this role is likely invented by you! But don't worry, you have tools to make your dangerous rampage even more deadly in Splat Bombs and the ever helpful Echolocator. Should your team need someone to jump onto the front lines, you must step up to the task, stunning them with your slick moves and deadly precision. Stun your foes with well aimed Splat Bombs and stun your allies with the knowledge given by Echolocator and eliminate the opposition!

Role Type: Who's Next?
Team Weapons this role is ideal with: Chargers and long range weapons

Tactics in Ranked Modes and Turf War

Turf War

Pros
Because of this weapon's large range, covering turf in ink becomes a chore in itself. Inking a straight line in front of you is easy and areas with large open spaces can be easily covered by the sheer distance and fire rate of this weapon (to be later discussed in Splat Zones). As stated, the fire rate of this weapon is exceptionally high allowing for many shots to spread your team's ink in places that a lot of lower range weapons cannot such as up on ledges the opponent might find to be comfortable (looking at you Moray Towers) and that is where this weapon excels in Turf War. It reaches places that lower range weapons cannot without having the drawbacks of lower fire rate like the Splattershot Pro and .96 gal as well as having far more defensive options than a charger.

To add to the positives, there is the incredibly useful Echolocator which pinpoints areas of potential danger so you or your allies can either group and pursue that area or passively watch to prevent a possible approach into your territory. How you use the information is up to you, but it does prevent you from running right into a mob of angry inklings in your quest to cover the arena in that beautiful pink colour (though that blue that pairs with it is amazing too <3)

Cons
With all those positives, there are bound to be negatives. This weapon's sheer range is its greatest asset in covering turf at a distance and taking out squids at mid to long range, however, it becomes its greatest burden at close quarters. Due to the weapon's low spread, precision is necessary in up close situations and can lead to some flailing of the controller if you aren't ready for it. Splat Bombs can throw off some pursuers, but as a last resort since your ink will be fairly low after the fact. Point is, if the enemy is approaching to spawn camp, this weapon's versatility greatly decreases.

Splat Zones

Ranked Modes is where this weapon really shines and Splat Zones may be its best (More in Tower Control).

Pros
As shown in the previous portions of this guide, the Dual Squelcher's range, shot rate and ink usage make this weapon excellent at bringing the zone into your team's clutches. From a safe distance you can focus on keeping the zone clean while your allies take care of the rest with help from your ever helpful Echolocator. When things get hairy, Splat Bombs scare away opposition and give your team some much needed relief from oncoming fire. This gun has no forseeable cons in this mode that weren't already mentioned in Turf War.

TC and RM coming soon.


The Wrap-Up
The Dual Squelcher is a monster in the right hands. All of its assets work very well with each other and teammates (should they use these assets wisely). So now down to the final Pros-Cons section!

Pros
Works brilliantly in mid-range combat
Sub and Special weapons aid the entire team more than just you
Good ink efficiency
Can be used offensively and defensively very effectively.

Cons
Loses luster if used with a poor team
Has trouble with longer ranged weapons
4 hits to kill could be considered disadvantageous in certain situations

And there you have it! I personally adore this weapon and its uses are simply helpful to everyone and not just yourself. In a team game, I feel a weapon with this kind of team support is fantastic and aids to the goal in both Turf Wars and Splat Zones. Should you have anything to add, critiques or questions, feel free to let me know! I plan on revising this as time goes on. Enjoy!
Author
Rellek
Views
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First release
Last update
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Latest reviews

Good coverage of the Dual Squelcher, with detailed explanations about the benefits and consequences of each role.
Thank you for the guide. Love your sense of humor! Adding good skills to equip would make it better, but it works fine for me.
Rellek
Rellek
Thank you and I will definitely add an ability synergy section.
I agree with Locke, I too would like to see something that teaches people the more advanced things. For example, when you are going against someone in close range you want to make sure that you somewhat ambush them. Also, I wouldn't say the splattershot pro has an advantage over the dual squelcher since they have the same range and the winner of a head on clash between the two is determined by who has the better accuracy. Other than that good guide for players wanting to pick up the dual squelcher.
Good guide, but very casual oriented. Would like to see something more in-depth, that teaches me something I don't already know.
Rellek
Rellek
How "in-depth" are we talking here? Like exact usage of ink? Advanced techniques that are really determined by the individual? I appreciate your criticism
Thanks for the great info I've been using this and love it, this help me improve my skill with it!
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