Dualie Squelchers sets: Ranked Mode

Splat Zones: Custom set

This isn't Splatoon 2 anymore. The Dualie Squelchers are an ink hungry weapon and using their subweapon requires forethought. Luckily, Splat Zones is simple enough: cover the zones from midrange while rolling away from trouble. You don't want to toss a Splat Bomb and find yourself bereft of ink.

Squid Beakons can therefore wait. They serve as lures once control is established in addition to helping teammates return to battle faster. Since you're essentially patrolling once Zones are taken, the Beakons can be dropped off while swimming. No need to be clever: your priority is establishing pressure from midrange.

Building meter into Super Chump is the ideal way to capture a maximum of territory. Of course it doesn't share much synergy with Squid Beakons; that isn't the point. Put a large painting threat on the board and swim around attacking those who take out the chumps.

Tower Control: Vanilla set

A good mixture of painting and offense is required to dominate Tower Control. Out in the open your main weapon rolls in and out preventing others from getting in. It forces your opponents to seek shelter, usually behind the tower. That's when Splat Bombs flush them out.

Splat Bomb will mostly be rolled defensively. As you protect the tower and its immediate area, save some ink against aggressive players, especially if they use bombs in their assault. Counterattack with a bomb of your own and thus eliminate your attacker.

Wave Breaker is a great special to start a push and synergizes with your general strategy of upsetting enemy defenses. You seldom ride the tower, instead preventing others from mounting a defense against your tower riders. Play the role of mobile skirmisher in battle.

Rainmaker: Custom set

Your goal as Dualie Squelcher is to apply pressure on the other team, so as to create as consistent of an advance into enemy territory as possible. Though Splat Bomb displaces defenders, you're mostly poking from range, trying to spark a reaction which you can counter.

As such, Squid Beakon are hardly a priority and should be reserved for when you're completely blocked off. The Dualie Squelchers themselves are hardly slayers, thus you're picking the subweapon that offers support rather than brute strength.

In the vein of creating advances into enemy territory, Super Chump delivers inking implements far beyond your normal range. You can follow up on the special to score some splats, but the special mostly buys time and paints a bit ahead of you.

Clam Blitz: Vanilla set

Dualie Squelchers take on the full gamut of Clam Blitz tasks; from clam collecting, to fire support, to paint support and with Splat Bomb, anchor unit harassment. Splat Bomb are primarily for fighting opponents at clam spawns, but the high cost of dodge rolls means you should just grab what you can and run.

Packing Splat Bomb also means you have an instant splat weapon to help at basket defense, or to force away defenders at the enemy basket line. In a sense, this is one of the more versatile weapons for this game mode, but lacking in ink reserves to commit to any decision.

As such, the free ink refill from Wave Breaker is just as important as the special itself. Take the time to evaluate the repercussions of the expanding wave rings to concentrate on a specific course of action. Because of the extra ink and tracking, this is when you're most likely to net a game changing splat.

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