October 5, 2023
A French agent with amazing drip, Chamber plays the role of a sentinel that can easily anchor sites, delay enemy’s pushes, and gather integral information. Chamber’s overall kit is unique for a sentinel agent, and he is perfect for players who want to handle a sentinel’s responsibilities but also want a little more bite. This Agent Guide will help you unlock Chamber’s high-octane sentinel role.
Head Hunter (Q Ability)
Activate to equip a heavy pistol. Alt-fire with the pistol equipped to aim down sights.
This ability requires the player to have precise aim for maximum efficiency, so we suggest getting some practice before taking this on if your aim could be better. This pistol is stronger than the Sheriff. It is a free weapon and can hold up to eight shots, but the bullets will cost you 100 credits per round. This can become expensive to maintain bullets, but fortunately, they do carry over between rounds if you have some leftovers.
Head Hunter’s quick equip time and powerful shots can easily win a fight. Headshots will maximize the weapon’s usefulness, but body shots still do a decent amount of damage. Clicking Alt-fire pulls up the revolver’s reticle to help with aiming at further targets, and there is no damage drop off from range. That makes this pistol perfect for both close and ranged combat.
Rendezvous (E Ability)
Place two teleport anchors. While on the ground and in range of an anchor, reactivate to quickly teleport to the other anchor. Anchors can be picked up and redeployed.
Rendezvous helps Chamber have increased mobility. This allows him to quickly escape from trouble, rotate quicker, gain information, or boost himself to unique angles. It will help to check the minimap as the radius for the ability can be seen before you even place it. Stepping into one of the teleporter’s radius will give you the ability to teleport to the other one. You will see a gold indicator on the sides of your screen when you are near a teleporter along with audio queues when you enter or exit a teleporter’s range.
Enemies do get a visual queue when you are in the range of a teleporter. Chamber’s jacket will glow gold when in range. This can both hinder and help you depending on how you set up your teleporters. Information is key in Valorant, after all. You can also use this ability during the buy phase every three seconds. This can help with faster setup time and allow you to put traps on both sites without the need of being near one to have it active.
Trademark (C Ability)
Place a trap that scans for enemies. When a visible enemy comes in range, the trap counts down. It then destabilizes the terrain around them, creating a lingering field that slows players caught inside of it.
Like Rendevous, you can see the trap’s radius on the minimap before you place it. This ability is perfect for gathering intel as the opposing team will either need to break the trap, which will cause you to be alerted, or not break the trap and trigger it, placing a slow field around the trap that will delay their push. There are only a couple of characters like Yoru and Omen that can pass through these traps.
This ability is perfect for defensive plays as it can be good cover for an angle you, or a teammate, can not watch. The best place to drop this would be around corners and choke points where you can reposition your aim to quickly to capitalize on catching the enemy in the slow effect.
Tour De Force (X Ability / ULT)
Activate to summon a powerful, custom sniper rifle that will kill an enemy with any direct hit. Killing an enemy creates a lingering field that slows players caught inside of it.
This powerful one-shot weapon is a beast, but like the Head Hunter ability, it is only as good as your aim. It is more powerful than the Operator and can easily pick the other team off, but you will need to know your spots on defense, so you’re not caught off guard.
A helpful trick would be to combine Tour De Force with the Rendezvous Ability. With only five bullets, you’ll need to be strategic with your use to better lineup headshots on unsuspecting enemies.
Tips and Tricks
- Practice your aim. Both Head Hunter and Tour De Force are powerful weapons, but if you can’t make the shot, this Agent will not be used to their full potential.
- Rendezvous is good for getting out of sticky situations and good for quick rotations. Placement is key.
- Trademark is the best way for Chamber to gather intel. Once the trap is placed, the opposing team will either have to shoot it to give away their position or go through it and risk getting hit with the slow effect.
- Tour De Force is a powerful weapon and could be used in conjunction with another teammate getting an Op the same round making for a powerful team. Hit your shots, and you can Ace the entire opposing team.
- Since Chamber has two abilities that give him additional weapons, always look to use that to your advantage in the econ. Not needing to buy a nice pistol or primary weapon here and there can help you save for a more powerful weapon, like the Operator, more rapidly than other players.
While Chamber is a sentinel, he can be seen as a pseudo-duelist. He can lock down an area with Trademark and use Rendezvous in conjunction with Head Hunter and Tour De Force to take quick kills and push the enemy while taking little risk.