Chamber has been one of the best Sentinel Agents in the meta since he joined the game, and it doesn't look like that will change. Therefore, let's get familiar with how his ability kit works and how we can use him in our ranked matches.
Besides playing a big part in the Valorant lore, Chamber is also one of the best picks in the metagame. Why? Because not only does he have some great defensive tools, but they are all pretty much OP – mini Guardian, Slow Orb + Killjoy trap in one ability, teleport that works virtually instantly, and a much better Operator. Let's look a little deeper into all of them and see how you should play with this particular Agent.
- Be sure to also check out our KAY/O guide: Valorant KAY/O Agent Guide: Abilities, Strategies & More
Valorant Chamber Abilities
Headhunter
Official Ability Description: ACTIVATE to equip a heavy pistol. ALT FIRE with the pistol equipped to aim down sights.
Default Key | Q |
Cost | 100 Credits per bullet (8 Bullets max) |
Equip Time | 0.3 seconds |
Damage | 159 (Head), 55 (Body), 46 (Legs) |
Fire Rate | 1 per 0.25 seconds |
You might think it's a better Sheriff, but no – it's a pocket version of Guardian. No matter the range, headshots will always kill an enemy, and you usually want to buy a couple of charges for a pistol or eco round. Having access to Guardian during a pistol round sounds pretty OP, so you might want to practice scoring fast headshots with this one.
Rendezvous (Signature Ability)
Official Ability Description: 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.
Default Key | E |
Cost | Free |
Equip Time | 0.8 seconds |
Unequip Time | 0.6 seconds (First anchor), 1.1 seconds (Second anchor) |
Restock | 20 seconds |
Windup Duration | 0.1 second |
Actual Teleport Time | 1.2 seconds |
Recall Time | 0.7 seconds |
Max Cast Distance | 8.5 meters |
Anchor Health | 80 HP |
Rendezvous is undoubtedly the best teleport tool in the game. It's a bit balanced by the fact that the anchors can be destroyed, but on the other hand, you can place them absolutely anywhere and teleport to places that you normally never could. This ability is especially great for a sniper player as it allows you to easily switch positions after scoring a kill.
Trademark
Official Ability Description: 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.
Default Key | C |
Cost | 200 Credits |
Duration After Triggering | 9.5 seconds |
Equip Time | 1 second |
Unequip Time | 0.7 second |
Deploy Time | 2 seconds |
Range | 6 meters |
This trap is basically Sage's Slow Orb + Killjoy's Turret. Just as the teleport, you can place it anywhere, and you will also get notified when the trap gets triggered or destroyed. You usually want to use it on a rather invisible spot on some entryway (preferably in a tight corner).
Tour de Force (Ultimate Ability)
Official Ability Description: 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.
Default Key | X |
Ult Points Required | 7 |
Summon Time | 2.3 seconds |
Equip Time | 0.6 seconds |
Damage | 255 (Head), 150 (Body & Legs) |
Fire Rate | 1 per 0.833 seconds |
Tour De Force is undoubtedly the best sniper rifle you could dream of; the only thing that it's missing is aimbot. It shoots and reloads faster than Operator, and after every kill, it generates a slowing field that lasts for 9.5 seconds under every enemy you kill (same as for the Trademark ability). But most importantly, you always score a frag regardless of where you hit, meaning that you can also abuse one-way smokes with it.
How To Play Chamber?
Now that we know how Chamber's abilities work, let's see some tips on how to use them:
- Prepare a strategy for your teleports. Look, you have access to the strongest teleport in the game for free, and it's a big part of your character identity, so you need to make sure that your teleports are not random. Make sure that your anchor placement will allow you to easily switch positions after scoring a frag and also will be hard to destroy for the enemy team. Honestly, if you just learn how to use this one ability, you are almost good to go.
- If you can use your Ultimate Ability, do it. Collecting 7 Ult points is not that hard, and by just using your Ultimate Ability, you virtually give yourself a free Operator, which pretty much saves you 4700 Credits. Moreover, if you are missing 2 Ult Points on an eco round, you might want to play a little aggressively to collect at least one kill and get that sniper rifle without spending Credits.
- Don't underestimate your Headhunter. Having instant access to a mini Guardian can really save you in various situations; we would say that having 4 bullets equipped should be a minimum for your full rounds. Plus, you want to have the most convenient keybind for it as possible, and if you want some inspiration, be sure to check out the setup of one of the best Chamber players in the world: yay Valorant Settings & Gear
That would be it for our Chamber Agent guide! As we have mentioned in the beginning, this character also has some fascinating lore that you might want to get familiar with: