The Charger series of weapons are essentially sniper rifles. In matches, chargers are mostly defensive, unless your playstyle calls for something different. When using a charger and holding zr, you will charge up the weapon. The more you charge, the more damage the weapon does and the more range it gets until it is completely charged. All chargers have a thin laser pointing out of the weapon to indicate where you are aiming, so chargers have to keep in mind that people can see where they are aiming. Chargers are extremely proficient in protecting chokepoints, where everyone would usually be, including the enemies. A good charger in the middle of the map allows for a safe staging point for pushes or other plans. Almost all chargers are completely defenseless up close and are usually forced to spray and pray if someone gets too close. This is when you spam uncharged tapshots and hope for the best. Click on heads the entire time, and you're golden. There is also a less traditional use of the charger, which I like to call Battle Charger/Sniper. Instead of staying in a single area, you would run everywhere, trying to get as many splats as you can. Faster charging weapons with less range are the best at this. If no one tries to stop the charger user, a competent charger user can easily turn the match around in the right position. Everyone in your sightline is a target, and people have to respect your sightline to survive and get to you. The best charger positions are in the middle, and close to chokepoints.
-Given
The Squifer is a mid to close-range weapon. It can easily counter longer-range snipers with its fast charge time. It has a decent range, making it flexible for aggressive and defensive purposes. The kit has the point sensor and Big Bubbler, which assists the Squifer in holding important areas. The kit also helps other teammates by identifying enemy locations and placing a shield that can act as a defensive and staging area. Squiffer is the only charger in Splatoon that charges at the same speed in midair as it would on the ground, making it a very mobile and hard-to-hit weapon. Squiffer also can hold a charge in the ink for about 2 seconds, adding to its already great mobility, making it a big threat to slow weapons.
-Given
New Squiffer is a better squiffer with a kit that is a little weird. It has Autobomb and Zipcaster and does everything the old kit could do, but better. Autobomb still can track people, or help get into a hard close-quarters combat and win. Zipcaster on the other hand, is great with squiffer and helps get up close or as an escape button, and can still be used for protection like the old kit can. Use Zipcaster to zip up to enemies and snipe them before they can try to react.
-Max
The Splat Charger is as normal as a charger can get. It has good range, good charge speed, and a good kit. Its kit has Splat Bomb and Ink Vac, both decently aggressive to help the anchor playstyle for the splat charger. Another thing I need to mention is the fact that you can hold a charge and swim in the ink for 2 seconds, allowing you to sneak up to somebody and snipe them before they can even react.
-Max
Z+F Splat Charger is the same as the original Splat Charger, but this time it has a new kit. Its kit is Splash Wall and Triple Inkstrike. This kit is amazing on this weapon and puts it as the second best charger. Splash wall allows you to snipe people from a safe place, and Tristrike is a great cornering option.
-Max
Splatterscope is almost exactly the same as the splat charger,(it even has the same kit) but it has slightly more range, it can't hold a charge in the ink, but you can't forget its most important feature, and it's its scope. Whenever you fully charge it, it will zoom in, and make it easier to get kills. There is a downside though. It limits your vision, and it's extremely hard to react to somebody who has gotten close. the only thing you can do is throw a bomb at them. So try to avoid close contact, and stay hidden from the rest of the enemies.
-Max
There isn't much to say about Z+F Splatterscope that hasn't already been said by Splatterscope or Z+F Splat Charger. It's kit is the same as normal Z+F, but isn't as useful because using a splash wall obstructs your vision because you are using a scope.
-Ryan
E-Liter is a slow, but very long-distance weapon. Its kit is very supportive and is mainly focused on targeting opponents. It does very well from a high point but is limited on most maps. It's great at getting many kills from far distances, making it a common target to the entire opposite team. As an E-liter, you should always keep yourself at a safe distance so you can wring out as many snipes as you can land. E-Liter has ink mine and wave breaker, both great for cornering people, and putting them in a bad position. E-Liter can also hold a charge, but only for one second, making have the shortest charge hold out of any charger.
-Max
Custom E-Liter is weird, and has the same kit as Krak-On splat roller. If you didn't know, it's Squid Beakon and Kraken. Squid Beakon is very good on E-Liter and is arguably the best weapon to ever get it. Set up beakons in good positions for you and your team to jump to, and quickly get to good sniping spots. Kraken is also very useful on E-Liter and can be used as a panic button or as a quick way to clear the enemy team out of the way, so your team can focus on the objective. Overall, a great kit for E-Liter.
-Max
The e-liter 4k scope has the most range out of any weapon in the entire game. Its charge time is good for this long range, but not good enough to be a battle sniper. It has ink mine and wave breaker which apply to a few tactics. By placing an ink mine in a secure sniping position, you can block off the area to stop close quarters or place them below you to get in a close-up battle; which is easy once an ink mine has been set off. The Wave Breaker has a technique that abuses the tracking properties of each wave; once it has landed a hit on somebody, it can secure an easier snipe with their revealed location.
-Max, Given
Same kit as Custom E-Liter, but with a scope. Kraken is a bit better on this weapon, due to it commonly being in bad situations. Kraken is a great last resort if you are going to die, so be sure to use it proficiently, because its defensive options are very limited.
-Max
Bamboozler is a weak battle charger, with just fine range and kill power (It does 85 damage), but fully charges in about 2/3 of a second. It's aggressive for the most part, but it can get the job done by being a support weapon. It also can't hold a charge in the ink. It has Autobomb and Killer Wail, both good at making your opponents go "Oh I gotta get outa here" which are good at getting rid of rushing players and good at rushing others.
-Max
Bamboozler 14 MK II has a pretty perfect kit. Due to the fact that it only does 85 damage per full charge, chip damage is usually very helpful. That is why this weapon has fizzy bomb and super chump, allowing it to play support and aggressive all at once with its kit. Fizzy bomb can very easily land damage on someone, making it a breeze to get kills.
-Max
Goo Tuber is an "interesting" sniper. It has the second longest charge time out of all snipers, but you don't have to charge it fully for it to kill in one hit. Any charging you do after the halfway charge increases its range. Goo Tuber can hold a charge for a whopping seven seconds and also doesn't need to be fully charged to do so. Another gimmick about the Goo Tuber is that it has essentially no end lag on holding a charge in the ink. You can squidbag while holding a charge. Its kit has Torpedo and Tenta Missles, allowing great comboing and defense, along with decent support as well.
-Max
Custom Goo Tuber is the goo tuber but with a slightly worse kit. It has Fizzy Bomb and Ultra Stamp, which work well, making it half support and half defense. Fizzy Bomb can be used effectively as chip damage, and using this chip damage, you can get super quick kills by using a slightly charged tapshot.
-Max
Snipewriter, otherwise known as Pencil, is the charger in the game currently. It's unique in that whenever you charge it up, it charges up 5 shots, each taking 2 hits to kill. It has a very supportive kit, with Sprinkler and Tacticooler. This means that your playstyle with it can be molded and played however you want. It can't hold a charge in the ink, but it has plenty of range, perfectly in between Splat Charger and Splatterscope range. So stay behind your team for support, and then get some kills. This weapon also thrives in splat zones.
-Max
Snipewriter 5B is just a more simple version of its original. Its kit is Splash Wall and Ink Storm, which is solid having Splash Wall. Use Splash Wall to safely snipe while keeping distance, so you can then get a lot more kills. Ink Storm doesn't have any tricks, use it to cover turf that the enemies have.
-Max