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The Clear Dapple Dualies (スパッタリークリア Supattarī Kuria?, lit. Sputtery Clear) are a main weapon in Splatoon 2. They are a Sheldon's Picks-branded variant of the Dapple Dualies. The Clear Dapple Dualies were released on 3 April 2019 at 01:00 UTC as part of Version 4.6.0. They come with Torpedoes and the Splashdown.

Appearance[]

The Clear Dapple Dualies share their builds with the Dapple Dualies. However, the Clear Dapple Dualies are mainly transparent with white and lime green toothbrushes.

Weapon Introduction[]

The Clear Dapple Dualies use the original Dapples as a starting point, but add a new loadout, enabling a new style of play in the process! Control the movement of your foes with the Torpedo sub, then zip into range and take 'em out with your main! You can also dodge roll like lightning into the midst of confused foes, then crash their party with the Splashdown special! For those interested in cleaning up the battlefield in a hurried blur, this is the set for you!
 
— Sheldon


Compared from the other Dualies[]

Compared to the Splat Dualies, this weapon lets the player perform quicker dodge rolls and inflict more damage, but it has a shorter range and a shorter roll distance to offset its effectiveness in close quarters.

The Dapple Dualies deal enough damage to splat opponents in three hits, unlike the Splat Dualies and Dualie Squelchers which need to land four hits to splat an enemy. In the post-roll state, the weapon's firing rate is 20% faster than normal, and its accuracy is improved as well.


Data[]

  • The Clear Dapple Dualies is a lightweight weapon.
  • The matchmaking range is 95. Splatoon 2 matchmaking looks at a team's average matchmaking range value and matches them against a team with a similar average.
  • The ink consumption of 0.663% and ink tank capacity of 100% allows players to fire 150 shots before needing to refill the ink supply.
    • This stat can be changed with Ink Saver (Main).
  • When initially firing the weapon in humanoid form, the first shot takes 3 frames to come out.
  • When firing from squid or octopus form, the first shot takes 12 frames to come out.
  • The interval between firing and when the player is able to become a squid or use a sub weapon is 4 frames.
  • When firing continuously, it shoots a bullet every 5 frames (12 shots per second).
  • When firing while moving, the player's movement speed is set to 0.8 units per frame.
  • After firing, there is a 20-frame cooldown before the ink tank starts refilling.
  • Each shot has a base damage of 36.
  • If a shot is in the air for more than 7 frames after being fired, it loses 2.25 damage per frame until it reaches 18 damage at frame 15.
  • The bullet hitbox for collisions with players has a radius of 2.5 units.
  • The bullet hitbox for collisions with the environment has a radius of 2 units.
  • The angle its shots can deviate while on the ground is 7 degrees.
  • The angle its shots can deviate while in the air is 12 degrees.
  • The outer reticle immediately expands after jumping. After 25 frames, the outer reticle will start shrinking, and will finish shrinking after 70 frames.
  • The Clear Dapple Dualies starts off having a 5% chance to shoot towards the outer reticle instead of the inner reticle.
    • This chance increases by 3% per shot and maximizes at a 40% chance to shoot towards the outer reticle, meaning that it takes 12 shots to reach minimum accuracy.
  • When jumping, the chance to shoot towards the outer reticle instead of the inner reticle is immediately set to 40%.
  • Accuracy starts recovering 5 frames after the player stops shooting. The chance to shoot towards the outer reticle decreases by 0.5% per frame, if the chance is not already at the minimum, meaning that it takes 75 frames to reach maximum accuracy.
  • Shots initially travel straight at a rate of 17.8 units per frame for 3 frames. Shots travel straight for 53.4 distance units.
    • After that, the shot's velocity is set to 17.635 units per frame if it is not already lower than the listed value and decreases further as it travels.
  • Ink droplets occur every 110 units.
  • The frequency at which ink drips from a shot occurs at a rate of 1 droplet per shot.
  • There are a total of 5 different droplet patterns that can be created while firing this weapon.
  • Droplets that occur within 11 units of the player have a radius of 18 units, and a width of 10 units.
    • These droplets have their radius multiplied by a value ranging from 1.2 if they fell from a height above 100 units to 1.4 if they fell from a height below 30 units.
  • Droplets that occur when they travel past 200 units of the player have a radius of 16.5 units.
  • All other ink droplets have a radius of 13.5 units.
  • Droplets that are far from the player and all other droplets have their radius multiplied by a value ranging from 1 if they fell from a height above 100 units to 1.2 if they fell from a height below 30 units.

Rolling[]

  • Each roll consumes 5% of the ink tank capacity.
    • This stat can be changed with Ink Saver (Main).
  • The player can roll 2 times without interruption. After this, there is a delay before the player can roll again.
  • The Clear Dapple Dualies cannot shoot while rolling. Shots will only fire once the rolling animation is completed.
  • After performing a roll, it shoots a bullet every 4 frames.
  • After rolling, there is a 50-frame cooldown before the ink tank starts refilling.
  • Damage output does not change after rolling.
  • The angle its shots can deviate in the post-roll state is 4 degrees.
  • After performing a roll, the two individual reticles will merge into a single reticle and chance to shoot towards the inner reticle is immediately set to 100%.
  • The full animation of the roll will last 20 frames before player control resumes.
    • Upon regaining control, the player will be forced to maintain their position for 36 frames.
  • The shot velocity and shot travel distance remains the same in the post-roll state.


Competitive Data for Splatoon 2[]

Use[]

  • Clear Dapple Dualies are a pure slayer's weapon, having high DPS, fire rate, and mobility at the cost of having short range and low accuracy.
    • Try to get opponents as close as possible to maximize the Clear Dapple Dualies' power.
    • The weapon is lightweight, being able to get back to the battlefield quicker than others.
    • Because of its low accuracy, shots may miss the opponent giving the opponent the chance to escape or even splat the user.
  • The main advantage of the Clear Dapple Dualies is its fast dodge rolls, giving it more mobility than the Splat Dualies.
    • The dodge rolls of the Clear Dapple Dualies are fast and may get the user out of danger in a pinch.
    • The dodge rolls are helpful when super jumping, as the speed can get the user out without getting splatted.
    • The cost of the quick dodge rolls is the short distance traveled, costing the user if trying to escape.
  • Torpedo can be used to pressure opponents that are out of your range.
    • To deal massive amounts of pressure, you can throw a Torpedo at someone who is in range, and while it activates, attack the opponent. This will make the opponent have two targets, and as long as you hit them at least once, they will most likely get splatted.
      • If damage is dealt to an opponent with a Splashdown but is not splatted, skip a Torpedo across the ground in their direction. If the explosion from the torpedo hits the opponent, the combined damage should splat the opponent.
        • This will not work on Autobombs, because then the opponents will still have one target.
  • The Splashdown can either turn the tide of a battle or be canceled quite easily.
    • The Splashdown can create combos of splash damage with the hits from the main weapon.
    • The safest way to execute a Splashdown is by super jumping to a teammate.
      • Using Super Jump can be a surprise for opponents that are not aware of the UI that indicates specials ready from the opponent team.
    • Most weapons can cancel the special mid-Splashdown, so it is best to make sure that the opponent you are confronting has a weapon that takes multiple shots for a splat or has low range.
    • The Splashdown can cancel formation of Bubbles making it a quick and fast way of removing them.
    • The Splashdown can be used from higher ledges making it more powerful and extending its radius of splash damage.
    • The worst scenario for a Splashdown is when used as a panic button to get out from a sticky situation, as it can be predicted and aimed for it to be canceled.

Synergy[]

While one user of a short-ranged weapon such as the Clear Dapple Dualies might get away with a lack of range, having too many short-ranged weapons on a team without a longer-ranged weapon to provide support fire is often disadvantageous for a number of reasons:

  • An opponent with a long-ranged weapon can more aggressively position themselves to zone out the entire shorter-ranged team.
  • The opposing slayers can play more aggressively, knowing that there is no long-ranged threat to pick them off from afar.

Countermeasures[]

  • Clear Dapple Dualies have an extremely high DPS but short range.
    • To counter this, use a slayer with more range than Clear Dapple Dualies, such as Kensa Splattershot Pro. Weapons like Kensa Splattershot won't work as well because Clear Dapple Dualies can roll into range.
  • Keep an eye on the HUD to know when an opposing Clear Dapple Dualies user has Splashdown ready to avoid getting caught by surprise, especially from a Splashdown after a super jump:
    • If an opposing Clear Dapple Dualies user activates a Splashdown in an unsafe position, it can be canceled quite easily from fast firing weapons and chargers.
    • The opposing Clear Dapple Dualies user might go for risky plays if they know they have the Splashdown ready as a safety net. It is possible to bait them to take control of an open space and surprise them with a teammate to force a mid-Splashdown situation and cancel it.

Gear Abilities[]

Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to gear abilities in relation to the weapon. Strategy, synergy, viability, and purpose may be written here.

  • Quick Respawn shortens respawn time after getting splatted (under specific conditions), encouraging a Clear Dapple Dualies user to remain aggressive even after getting splatted.
    • 26 ability points – two mains and two subs – are enough to reduce the respawn time from 8.5 seconds to 5.8 seconds.
  • Stealth Jump/Super Jumping to a teammate after respawning carries the risk of getting splatted upon landing, due to the appearance of a Super Jump indicator. When equipped, Stealth Jump better covers this indicator from long distance opponents, allowing its user to more safely return to the front lines and maintain pressure on the opponent.
  • Main Power Up - Not recommended, as this ability does not make the Clear Dapple Dualies reach any notable damage threshold such as 49.9 or 99.9.
  • Swim Speed Up - This will let the player get to longer ranged weapons and sub strafing can be useful.

Gallery[]

Splatoon 2[]

Trivia[]

  • There are toothbrushes on the ends of the guns, likely referencing the fact that toothbrushes are used to make realistic splatter marks known as "dapples" on paintings.
  • In the Splatoon 2's competitive community, the common abbreviated term for them is "Clapples".
  • The Clear Dapple Dualies are the most expensive weapon with the Torpedo Sub weapon.
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