Anyone main Dualie Squelchers?

OCTöHEAD

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Let's go Dualie Squelchers!!
S3_Tableturf_Card_Dualie_Squelchers.png
S3_Tableturf_Card_Custom_Dualie_Squelchers.png
(that could be me... happy and squelching)
I ran them a while after dropping rollers as my main and before going hog all .52 gal and n-zap 89. I feel the call of the midline ig lmao

Buut I've done enough dualies in general now that I want to try going at it wholehearted!

So anyone got any general advice on how best to utilise these kits, DS and CDS?
Situations to look out for and chances to make use of etc
 

chaotik0

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i love dualie squelchers but basically only because the jump tech is so cool so ill talk about that part the most
i dont really explain that good im just trying to translate brain thoughts into real words that doesnt go the best for me so im sorry if it sounds incoherent

after the first dodge roll, if you jump, you will keep the accuracy of turret mod and by the time that ends, you would be able to do your first dodge roll again, which means you can jump after it again, and repeat that until you dont have the ink. the reason why it matters that it's the first dodge roll is because the second one does not let you jump out of it you only get normal turret mode. the timing will take some getting used to but it is so worth it. you end up having so much movement while being able to shoot and if done right you can make yourself very difficult to hit which can let you win fights against the faster firing / short range weapons even when they get close up to you in a situation you can't kite them out. difficult to do, but very rewarding and satisfying to actually pull off
this also makes it feel very fast to switch between fighting upfront and disengaging/kiting.
kiting being basically just being able to keep your distance even backing up while still being able to shoot your gun and get a pick on anyone that would have chased you down and it feels very strong to do that on dualie squelchers because of how mobile you get to be while firing and it has pretty okay range

the kits are pretty alright too splat bomb and beakons are pretty expensive but both chumps and wave breaker are quick ink tank refills which is so helpful because dualie squelchers are not the most ink efficient. both of them you get to use after running out of in and then you just get to keep being a dualie squelcher for even longer. wave breaker does location and damage combos (if it doesnt immediately die) and chumps put down a lot of paint to move into and could also deal damage (if they all dont immediately die)
i am not the best at using beakons they are just not that interesting to me

for gear sometimes i like using more qr and sometimes i like using more ink saver either will be fine i like looking at sendou ink for builds from people that actually know what theyre doing

its too bad ill never play them with my team wwwaaaaaaaaa
 
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OCTöHEAD

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thanks for the input @chaotik0 🥰

Okay, I've heard of the jump tech. I'll make an effort to learn the basics of it!
also I'm looking forward to use kiting strats more. gotta really get the range of the roll down to muscle memory though. when I used these last I bumped into so many walls and fell off the playfield lmao

I shall pray for a team dynamic that lets you use them in your future! :intensify_action:
 

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I have 4 stars in Dualie Squelchers.
Don't just toss the Wave Breaker out to get shredded quickly.
 

Suchi

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Squelchies is my thing, so here's the advice I got.

General advice with the main weapon: Squelchies' bread and butter is its movement and range. They're the most mobile dualies since not only do they slide for a bit after a roll, but you can immediately jump out of a roll and chain rolls and jumps together (jump tech). Because of this, Squlelchers is really good at being a rat and moving around and annoying opponents. Its range also allows it to zone out a good chunk of short range shooters. The two things it struggles with is ink efficiency and kill time. DS has the second-worst ink efficiency of the dualies (only dousers is worse) so you need to be very aware of how much ink is in your tank. A common mistake is committing to a fight and losing because you don't have enough ink in the tank. Second, it has a very slow kill time. A bullet only does 28 damage which falloff damage makes even worse. Bullets are also pretty small in size and the accuracy of DS isn't the greatest either. So as a result, DS struggles to kill in direct combat compared to other dualies. DS is also the only dualie that (whoops, forgot this happens to Gloogas too) doesn't get a firing speed increase in turret mode so keep that in mind.

Vanilla kit: Splat Bomb and Wave Breaker is a pretty solid kit for a more aggressive DS. Bombs act as a good poking tool but you don't want to over-rely on it. You don't want to be using Squelchies with only 30% of your ink tank. Wave Breaker is a very fragile special so you want to deploy it in hard to reach corners most of the time. Also since specials always instantly refill you ink tank, it's not a bad idea to lob a splat bomb before deploying a wave breaker.

Custom kit: CDS plays very differently from VDS. It plays way more like a support weapon because of its sub and special. Beakons are pretty self-explanatory, you want to put them in corners or places the enemy team can't reach well. But you also want to make sure you beakons are valuable. Nobody is gonna want to use a beakon that's far far away from the objective. Just keep in mind deploying a beakon is expensive. It costs 75% of your ink tank so make sure to refill before doing anything else. Super Chumps work very well on Splat Zones where it can paint a large amount of zone quickly but otherwise, you can use the chumps themselves as shields while you move around. You can shoot through your own chumps but your opponent can't, which might give you a slight edge. Otherwise, you want to make sure you always have beakons up so that your teammates have a safe location to superjump to.

Gear: Preferences for gear depends on who you ask but besides your regular utility subs, it's a good idea to run intensify action to reduce as much aerial shot spread as possible. Some people also like to run QR on DS. I personally don't but if that's something that might fit for you, then go for it. Comeback or LDE is what you want to put on your headgear. I personally prefer Comeback since you get more bang for your buck in my opinion, but LDE works too. Ink saver main and swim speed up are also good perks to run, and sub power up is heavily recommended for CDS to make beakon jumps faster.

And that's all I can think of off the top of my head, but I can answer questions here if you have any!


TLDR: Pros: Great mobility, good range; Cons: bad ink efficiency, slow kill time
 
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McSquid82

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I would like to add that unlike most other dualies, the fire rate of the DS doesn't change after a roll. The only thing that changes is an increase in accuracy like all other dualies and ink attack size. I think the reason for this is that they already have good range for dualies and they don't really need any other advantages in turret mode. The only other dualies that share this trait are the Glooga Dualies although they do get buffs in both range and firepower after a roll.

Edit: Never mind Suchi already mentioned about the fire rate after a roll. But like I just said, they're actually not the only dualies with this trait. The Gloogas' fire rate doesn't change either, being the same as a .52 gal.
 
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OCTöHEAD

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Thanks everyone! it's been some real helpful advice ^^
I played a bunch of matches yesterday and had fun poking at opponents and taking easy splats when they came up.

experimenting with abilities (thermal ink ily), and kits I think I'll focus on the vanilla kit right now as I tend to get in the mood to push.
gonna have to put some hours in for the jump-roll tech it seems
 

Suchi

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Thermal ink actually isn't that bad of an idea. I have a TI build that I'll occasionally use. In regards to jump tech, it'll eventually become muscle memory. Just be sure not to use it too much because repeated use drains your ink tank fast.
 

BeckyXP

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Let's go Dualie Squelchers!!
View attachment 13448View attachment 13449(that could be me... happy and squelching)
I ran them a while after dropping rollers as my main and before going hog all .52 gal and n-zap 89. I feel the call of the midline ig lmao

Buut I've done enough dualies in general now that I want to try going at it wholehearted!

So anyone got any general advice on how best to utilise these kits, DS and CDS?
Situations to look out for and chances to make use of etc
Before emperey, these were my mains
 

OCTöHEAD

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Thermal ink actually isn't that bad of an idea. I have a TI build that I'll occasionally use. In regards to jump tech, it'll eventually become muscle memory. Just be sure not to use it too much because repeated use drains your ink tank fast.
Yeah and ig if I use it all the time I'll be pretty predictable :D
 

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