Chamber Valorant Guide
An in-depth Chamber Valorant guide that will explain everything you need to know about the Agent and the best way to play with it. From his strengths to weaknesses you will find everything you need to know about Chamber.
Sentinel is the role Chamber plays. As a Sentinel Chamber role is to defend one of the bombsites alone. He also gains intel that facilitates the decisions of the team. Sentinels' abilities are designed so that they can shine on the defensive side.
You can still find some value with Sentinels on the attacking side. Mainly by gathering information for your team. Sentinel's are also really useful to play in a post-plant situation, due to their abilities that make it harder for the enemy to retake the site.
So let's take a deep dive into Chamber abilities, and why he is considered one of the best Sentinel's right now.
An in-depth look at Chamber abilities
Since its release Chamber has been one of the most picked agents in the game. Most professional players also think he will be a must-pick in some maps in the future.
His abilities make it really hard to enter a bombsite, with his "trap" slowing enemies down drastically. Chamber is also great because he allows you to have to operator's for free each half because of is ultimate. Having a great impact on the economy of the game.
- Cost: 150 Credits
- Charges: 2
- Duration: 9.5 seconds slow
- Function: A trap that scans for enemies, when it detects an enemy it creates a lingering field that slows the players that are caught inside it.
- Default Command Key: C
Chamber places two traps that will cover an area of the map. When it detects an enemy it will fire at him. After that, it will create a lingering field that slows the players that are inside it. It's one of the best slows in the game.
This ability is perfect to slow enemies executes into bombsites, and to gain intel on the opposing team. If an enemy tries to pass through the slowing field they will be an easy target.
- Cost: 100 Credits per bullet
- Charges: Maximum of 8 bullet's
- Damage: 159 on the head, 55 on the body, and 46 on the legs.
- Function: Chamber equips a heavy pistol similar to the sheriff but that allows him to scope.
- Default Command Key: Q
This is one of the abilities that make Chamber so strong for the economy of a team. With Headhunter Chamber equips a heavy pistol, similar to the sheriff, that allows him to scope.
For just 400 Credits you have an upgraded Sheriff with 4 bullets. It's really good for eco/semi-buy rounds and it's extremely strong in pistol rounds.
The fact you instakill with a headshot, independent of the fact of your enemy having armor or not, makes it even stronger, especially if you consider this is a pistol, and that it allows you to scope.
- Cost: Free
- Charges: 1
- Cooldown: 20 seconds
- Health: 80
- Function: Place two teleport anchors, while you are in the range of them you can activate the ability quickly teleporting to the farthest anchor.
- Default Command Key: E
Chamber gets two teleport anchors he can place on different areas of the map. If he is on the ground, and in range of one of the anchors he can reactivate the ability to teleport to the farthest anchors.
This allows Chamber to quickly rotate between sites, making it easier for him to assist his team. Rendezvous also makes Chamber unpredictable to play. Since he can start the round defending one of the bombsites and then quickly teleport to the other side of the map. Catching the enemies by surprise.
The teleport anchors Chambers place are visible to the enemies and they can destroy them. So be careful where you place them.
TOUR DE FORCE
- Cost: 7 Ultimate Points
- Charges: 5 bullets
- Duration: 9.5 seconds slow when it kills an enemy
- Function: Summons a powerful sniper rifle that kills with one shot. When it kills an enemy it creates a lingering field that slows anyone inside it.
- Default Command Key: X
When Chamber activates Tour De Force he equips a custom-made Operator/sniper that kills with one shot, independent if the shoot hits on the head or on the legs.
If Chamber kills an enemy the area where the enemy dies will become a lingering field slowing any players in there. This ability basically gives Chamber a free operator, allowing him to drop to his teammates if necessary and just play with his ultimate.
Tour de Force also has a big impact on the economy of the game. It gives you two free operators per half on average and allows you to have two "free" buy rounds.
How you should Play with Chamber
Chamber is probably the best Sentinel in the game right now. His kit is really good to defend a bombsite alone. Compared to other Sentinels, which also have god defensive kits, Chamber stands out.
His traps are much better than Killjoy's alarm bot. You can place them on opposing areas, and when activated they slow a decent area of the map, closing entries to the bombsite by themselves. This makes it really hard for people to enter bombsites.
On the attacking side, you can also help your team gain intel with your traps, and quickly rotate using your teleport.
Chamber doesn't really have a lot of weaknesses. It will be difficult to get used to playing with him since he is not an easy Agent to master by any means.
Finding the best places to place his abilities is also really important. If you place a trap or your teleport in an open spot it will probably be destroyed. Like any Sentinels, you will find it harder to have an impact on the attacking side.
There are also some maps where other Sentinels are preferred over Chamber, like Icebox for example.
However, he is still a very viable Agent and is one of the best Sentinels in the game.
I hope this guide helped you understand how you should utilize Chamber to the best of your abilities. His strengths, weaknesses, what makes him the best Sentinel in the whole game, and how to find success with him.
If you want to check more beginners guides.
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