Tempered Dynamo Roller 101 (In Progress)

Tempered Dynamo Roller 101 (In Progress)

Greetings, fellow Splatooners!
In this guide I'll be teaching you the art of this unique combination. So let's start this off!


Gear Abilities
Sets are, in my opinion, important to bring out the best of this weapon, but wear what you want. The :wst_roller_heavy00: line has a 10% swim speed penalty so equip your self with at least a main of :ability_swimspeed: so that you move at the speed of the seeker (I'll explain that later in the guide).
This weapon is vulnerable while using the :killerwail: because, you can't perform any action during about 2 seconds. Equipping 3 subs of:ability_specialduration: is recommended because It reduces the delay between releasing the :killerwail: and performing any other actions. Now, this weapon has Medium Special Depletion, even if he:killerwail: fills up fast, It's recommended for weapons with high covering equip themselves with :ability_specialsaver: and I recommend 1 main and 3 subs.Also equip some :ability_inksavermain:, because this weapon isn't very ink efficient, and only starts recovering ink 1.25 seconds after a flick.When throwing a seeker It helps getting some more out of the weapon. And finally, :ability_quickrespawn::ability_stealthjump:, the meta for the weapon still maintains. Get back into action faster with:ability_quickrespawn: and sneak jump to splat a unsuspecting opponent that just splatted your teammate.
The Weapon
Now that we covered basics gear abilities, lets dig into the weapon itself.
TDR SB.jpg

As you can see in the picture above the Tempered :wst_roller_heavy00: has about the same range of the :wst_charge_normal00: line, making it a fairly good weapon to deal with chargers. It's painting speed and lightness are low but the wide coverage of both the flick and while rolling make up for those flaws. For example, if your team has a low percentage of ink coverage flicking and rolling over the zone can capture it in fewer time.
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