The Splatterscope is a type of Splat Charger. This is one of the three weapons that has a scope, which allows the player to zoom in and target enemies easier. Like all Splat Chargers, it can be charged to fire ink at long distances, although it has just a little more range and less mobility then its scopeless counterpart.
A Splat Charger fitted with a scope to allow for precision aiming. The range has been increased, but the field of vision is rather narrow.
Charger-type weapons generally are not used to cover as much turf as the Shooter or Roller weapon types. Instead, they provide cover and/or pressure to high traffic areas of the map, as well as key choke points, allowing the rest of the team to move more freely.
The Splatterscope has the different stats but the same set as the Splat Charger, the difference is less mobility and little more range, but the strategy will be basically the same. While picking off open targets, the player will want to be more aware of their surroundings - the scope makes it easier to aim, but limits the player's vision, which can easily let the player miss an enemy close by. While running low on ink, the player should make sure to check behind themselves to see if anyone has sneaked up on them.
Tips for facing each weapon type
Shooter-type weapons can give the player trouble if the enemy gets close enough, and although the overall fight will play out differently depending on the specific weapon the player might be facing, the general idea is to not let them close. Back up if they're getting close enough to make the player uncomfortable. The player's Splat Bomb can be used if they duck out of sight into a narrow space to force them out. If one is focusing on the player, he/she want to not stay scoped in for long, or they may sneak into the player's blind spot.
Roller-type weapons are the easiest targets for Chargers, aside from the Inkbrush, because they move slower than normal while doing their job, and unless they're trying to dodge your shot are fairly predictable as far as their path goes. If they get to a spot the player can't reach them at, the player can throw a Splat Bomb, find another vantage point, if the player feels uncomfortable, or wait for a teammate to pick them off so the player can hold your ground.
Charger-type weapons are all about getting a sneaky shot in. Because chargers can hit each other at about the same range, the Scope player must look for chances to shoot while rival Chargers aren't looking. Keeping an offensive vantage point is important, but the player runs the risk of being shot from an unexpected angle while looking through the scope. A good trick, if range allows, is to throw a grenade behind them. They will try to avoid death by running from or jumping off their vantage point, providing enough time to charge the Splatterscope and pick them off. However, sub weapons cost lots of ink, so this should be done sparingly.