I'd be interested to hear people's thoughts on the best gear abilities for chargers? (or more specifically splat charger and/or splatterscope)
I'm thinking run speed would be useful but I'd love to hear opinions on that. I've also had ninja squid for easier get aways from people trying to get close but there's probably something more useful to replace that with? I'm mostly interested in something that would work best for splat zones or tower control.
Chargers are weapons that are hard to use all round. First, you have to understand, that running a scope is situational, and that your build while running one will differ. However, like all weapons, the build stays similar.
Scoped Charger: I recommend using this on maps like moray towers, as the range is a gift. Focus is another essential, and scope helps with this (just remember to check for flanks). Your build on a splatterscope depends on which you would like to use. If you're playing vanilla scope, it's a good idea to run some ink resistance and swim speed, not only if you need a getaway, but this is also useful to make sure your positions aren't compromised.
Your play style also influences what I recommend. If you play defence, consider tenacity, special charge up, ink recovery up and ink saver sub. A defence build for me should be: Tenacity, 1 main and 6 subs of special charge up, 1 main of ink recovery up and 3 subs of ink saver sub.
An aggressive build should be: 1 main and 6 subs of swim speed, 1 main and 3 subs of ink res and 1 main of ink recovery.
Firefin splatterscope is a little different, where you should focus more on your special rather than your sub.
Defence build: same as defence except - insetad of 1 main and 6 subs of special charge up, run 9 subs of it, and substitute the main of special charge up with respawn punisher.
Aggressive build: same as aggro build for vanilla scope, except you should run 1 main of special power up over ink recovery.
Unscoped - These should be much more aggressive. It's charge save mechanic is a big influence, so the builds are built around it.
splat charger - 2 mains and 3 subs of swim speed, 6 subs of run speed up and 1 main of ink resistance.
firefin splat charger - run same as above, except run 3 subs of special charge up over the 3 subs of swim speed.
Hope this helps!