I decided to give this weapon a go recently, despite hearing a number of reviews saying it was arguably the hardest main weapon to learn in the game and has a steep learning curve. Admittedly it is very tough to get the swing of it, but it's not nearly the month-long grind I thought it'd be; it took me around 20 minutes of Rainmaker to figure it out. That said, the rapid blaster and Tentatek may have gotten me to mid S rank, but my charger play is unquestionably lower, at maybe B+/A-.
The Bamboozler has a very tricky playstyle associated with it. It would be best to describe this as a hybrid with the long range and rapid fire rate of a Jet Squelcher, paired with the charge mechanic and brutal precision of a Squiffer/Splat Charger. Again, this weapon is unusually tricky to get used to and doesn't have the saving grace of being a one hit kill, but what it does have is a lot of leniency with its shots, as you have plenty more to work with than an E-Litre would give you. You also don't have to hide your laser when you charge this thing, as it's basically instant.
This is going to come across as silly, but when I play this weapon I try to imagine I simply have a 4 metre long pole in front of me, and every trigger release is a "poke", with longer charge times being a stronger hit; the fact that its range is independent of its charge helps this visualization a bit.
Ideally you want to connect the first hit as a full charge, then start spamming the uncharged shot to try and make it connect, as it's usually much tougher because they know you're after them. Usually if I miss two or three hits, I'll disrupt the enemy and take them out or leave them to cower in a corner for a few seconds and think about what they've done. Pesky enemies, always doing things to annoy me like existing and stuff.
This weapon's hardest counter seems to be longer range chargers, while squiffers seem to pose less of a threat. Even so, don't underestimate the quick charge of a Squiffer, as they have the one hit kill that you don't. I have such an easy time poking at Dynamo rollers with this thing, it's beautiful. It's also splendid for taking out campy chargers if you can sneak up nearby and catch them while they're peering down their scope. In this case you wouldn't want to disrupt them, as this would alert them to your position too early on for you to connect two shots, and if they're high up they'll likely scooch back a bit and hide behind the edge's lip (Walleye comes to mind).
Flatter maps tend to be better for this weapon, such as Kelp Dome, Walleye, and especially Camp where you can completely lock down Mid. You can easilly reach enemy chargers on the perpendicular wall, but obviously not the part that heads downwards towards their respawn. I'd avoid using it on Flounder, as this weapon has trouble hitting over bumps and is terribad at making a path up walls. It IS nice for poking away at opposing chargers that've parked themselves on that lower box near their spawn area thought - you can hit them pretry easily from the overlook at Mid.
This weapon's biggest downfall, other than its heavy demand for accuracy, is its awful turfing capability. You won't be able to do much other than sidestep to make a patchy rectangle in front of you, so you'll want to have a teammate cover Mid for you while you take out any advancing opponent.
I suggest a bare minimum of enough Damage Up to make it a 3 hit uncharted shot kill, which is around 1 main 1 sub (I'll check that later). If you want to take advantage of this weapon's high hitting charged shot, you can bump this up to whatever a 99.9 damage shot would require. I know I've pegged a few unfortunate souls that've stepped in my ink with this one, and it's hilariously satisfying. Other than that, mobility is key and Ink resistance is invaluable. I'd also run Cold Blooded to aid stealth or Haunt to retaliate against agressive opponents that want to take advantage of your exposed position. Just let those disruptors fly!
I wouldn't suggest this weapon for Zones or for Turf Wars, but you can make do with it on Tower Control. Ideally you want to find a spot roughly the same height as the tower platform to stand on, then if an enemy starts pushing it forward you quickly cover the tower's platform with an uncharted shot to either side of the central spire. At this point, the enemy should be caught in your ink and comes out of squid form. Use this opportunity to land a full charge on their larger body and knock them out, which is super easy if it hits 99.9. I might argue that the wall and killer wail make the MK I version better suited for this mode though. The Bamboozler is also spectacular for Rainmaker; it pops the shield like nothing and can further impede enemy carriers with the disruptor. If you're going to learn to use this weapon, I honestly don't suggest playing in Turf Wars unless you like losing. -a lot. Just allow yourself to lose your vanity rank and play in the more competitive scene; you can earn it back later.