The Splattershots are generally played as extremely mobile weapons, so if you also plan on using Ninja Squid, which isn't a bad thing, I recommend at least 2 main equivalents of Swim Speed. The one main of Run Speed you're using is a fine choice though.
Opening Gambit is questionable; while it does crank up your mobility a lot, it becomes dead weight after 30 seconds whereas a different ability can provide you more consistent benefits throughout the match. Opening Gambit may have some more niche uses in a coordinated team. I can see that you're trying to mitigate some of the swim speed penalty with Opening Gambit, but when you think about it, it's pretty obvious where you are during the initial rush to mid because on the map, there's a thin streak of ink coming from your spawn. Ninja Squid plays a bigger role in the later game when you have a lot more ink on the ground and can move freely.
I don't think you'll need Ink Saver Main on this weapon; it isn't inefficient enough to warrant that, and you shouldn't be firing continuously for long periods of time. -You'll be on the front lines, and that makes you an extremely easy target for backliners like myself. Ink Saver Sub wouldn't really be a good substitute for this either; a lot of people like running it because it lets you spam bombs better, but the Burst Bomb is already spammy enough and it has more of a use on Suction and Splat Bombs. If you're looking for an efficiency perk, consider some Ink Recovery to support both main and sub weapons (again, mobility will help you more than ink efficiency on this weapon).
Comeback is a fan favourite of mine on close range weapons because of the buffs you receive after being splatted: it provides you with 1 main of
for 20 seconds, and chances are you'll die frequently with the Splattershot. To make the best use out of Comeback, you may want to consider Stealth Jump and a bit of Quick Super Jump, which also lets you escape bad situations much better by cutting off the initial lag between selecting a location and leaving the ground. Lastly, on almost any weapon, I recommend one sub of Bomb Defence - this lets you survive two near-misses with Tenta Missiles and Inkjet, each dealing 50.0 damage at a base level.
Here's what I would run:
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