Who said that skills shouldn’t get kills? Chamber is Valorant’s newest agent, and the latest sentinel on the roster. He has a very stylish character design resembling that of a hitman. Furthermore, his character trailer teased his abilities, and his place in the in-game lore. His kit is reliant on precise gunplay given that his abilities grant him access to an array of powerful weapons at his disposal. This guide will go over these abilities, as well as other possible tips players can use when they play Chamber in Valorant.
PLACE a trap that scans for enemies. When a visible enemy comes in range, the trap counts down and then destabilizes the terrain around them, creating a lingering field that slows players caught inside of it. Chamber can hold up to two charges of the ability. Each costs 150 credits.
This ability is a mix between Killjoy’s Alarmbot, and Sage’s Slow Orb. Trademark will be very useful for slowing down enemy pushes on defense. On offense, it will be helpful for watching the team’s flank the way an alarmbot, or Cypher Trapwire would.
ACTIVATE to equip a heavy pistol. ALT FIRE with the pistol equipped to aim down sights. Each bullet of the heavy pistol equals one charge of the ability. Chamber will be able to buy up to 8, with each round costing 100 credits. Headhunter deals 159 headshot damage, 55 body damage, and 46 leg damage consistently at all ranges.
Although the pistol only holds 8 rounds, Headhunter is essentially a pocket guardian. Consistent headshot damage at all ranges prevents those frustrating 145 dinks by a sheriff. Furthermore, being able to Aim Down Sight (ADS) allows for greater accuracy on a weapon where truly every shot matters.
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 to be REDEPLOYED. This is Chamber’s signature ability. It is free, and will always be available to him. The ability has a 15 second cooldown.
Rendezvous is a mix of Jett’s dash, and Yoru’s teleport. The animation is quick, just like Jett’s dash, while the range of the teleport is similar to that of Yoru’s. Take advantage of the skill by picking off an enemy agent, and immediately relocating before the enemy can shoot at you.
(X) Tour de Force
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 is Chamber’s ultimate ability. It costs 7 ultimate points to cast.
This ability is essentially a free Operator for the agent. This skill will be helpful for the team’s economy as Chamber will be able to save 4700 credits that he would have spent had he bought a regular operator. Instead, he can buy guns for other ally agents. Furthermore, Tour de Force syncs well with Chamber’s Rendezvouz. He will be able to take long range gun fights, pick off an enemy, and teleport away the same way a Jett would.
Chamber is a sentinel like no other. Other agents such as Cypher, Killjoy, and Sage have utility to play around with. They are important to the team to the extent that they provide value even if they struggle getting kills in game. Chamber on the other hand, only has one utility ability that is beneficial to the team, his Trademark. Other than that, he is so reliant on gunplay that he primarily holds a bomb site through getting kills.
Playing Chamber then relies on fragging out, the same way a Reyna needs to. If you cannot, then his pocket Guardian, and the free operator would be useless. Playing this agent requires a level of confidence in one’s mechanical ability.
What made Jett a favorite among many players is her get out of jail free card. By this, her dash allows her to take any gunfight, kill an enemy agent, and get out without being traded. This allows players to play aggressively without getting punished by the enemy. Chamber with his near instantaneous teleportation ability can now do the same.
(Video by: HITSCAN – RyanCentral & Mysca.)