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Chamber · Sentinel

Chamber guide

Guia completoBaseado em dadosMédiaPatch 13.06
289Atualizado

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Introdução

Chamber is a sentinel in Valorant. Well-dressed and well-armed, French weapons designer Chamber expels aggressors with deadly precision. He leverages his custom arsenal to hold the line and pick off enemies from afar, with a contingency built for every plan. Sentinels are defensive experts who can lock down areas and watch flanks, both on attacker and defender rounds.

Pontos fortes

  • Brings traps and set-ups: Trademark (C).
  • Brings slows: Trademark (C) and Tour De Force (X).
  • Brings movement: Rendezvous (E).

Pontos fracos

  • No information (reveals enemies) in the kit, which a sentinel usually has: lean on your team for it.
  • No ability that reveals enemies: your information comes from teammates and sound.

Builds

Chamber standard buys

EquilibradoRecomendada
Abrir build

Quando usar

The usual economy for a sentinel: Classic on the pistol round, Bucky on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Trademark (C) first: it is the ability that covers what a sentinel needs most.

Rodada de pistolas

ClassicThe free pistol, with its three-pellet alternate fire for close corners; the credits go to your set-up. Free. 78 head / 26 body up to 30 m (66 / 22 beyond 30 m); 6.75 shots/s, 12-round magazine, low wall penetration.Light Armor400 credits: absorbs 66% of the damage, up to 25.

Eco ou rodada bônus

BuckyCheap and lethal up close: perfect for holding a tight corner behind your traps. 850 credits. 34 head / 17 body up to 8 m (18 / 9 beyond 12 m) per pellet, 15 pellets; 1.1 shots/s, 5-round magazine, low wall penetration.Light Armor400 credits: absorbs 66% of the damage, up to 25.

Compra completa

  1. 1VandalHolds the site's long angles from far away: one headshot at any distance. 2,900 credits. 160 head / 40 body up to 50 m; 9.75 shots/s, 25-round magazine, medium wall penetration.
  2. 2Heavy Armor1,000 credits: absorbs 66% of the damage, up to 50.

Alternativas

PhantomFor sites held up close. 2,900 credits. 156 head / 39 body up to 20 m (140 / 35 beyond 20 m); 11 shots/s, 30-round magazine, medium wall penetration, silenced.OperatorA sentinel who anchors a long site can hold it alone with the sniper. 4,700 credits. 255 head / 150 body up to 50 m; 0.6 shots/s, 5-round magazine, high wall penetration.JudgeTo hold the tight corners of a site on a half buy. 1,850 credits. 34 head / 17 body up to 10 m (14 / 7 beyond 15 m) per pellet, 12 pellets; 3.5 shots/s, 5-round magazine, low wall penetration.

Ordem de habilidades

Habilidade123
CC··
Q··Q
E·E·

Habilidades

  • CMarca RegistradaEQUIPE uma armadilha que busca por inimigos. DISPARE para posicioná-la no chão. Quando um inimigo visível entrar no alcance, a armadilha inicia uma contagem regressiva e desestabiliza o terreno ao redor, criando um campo duradouro que Desacelera os jogadores dentro dele. A armadilha pode ser recuperada para ser REPOSICIONADA.Buy it first in the round. Set it where the enemy walks without looking, and change the spot every few rounds.
  • QCaçador de CabeçasATIVE para equipar uma pistola pesada. Use o DISPARO ALTERNATIVO com a pistola equipada para mirar.Buy it third in the round.
  • ERendezvousEQUIPE uma âncora de teleporte. DISPARE para posicioná-la no chão. Enquanto estiver no chão e dentro do alcance da âncora, REATIVE para teleportar rapidamente até a âncora. A âncora pode ser recuperada para ser REPOSICIONADA.Buy it second in the round. Save it to escape or to take a position the enemy does not expect.
  • XTour de ForceSupremaATIVE para invocar um poderoso fuzil de precisão personalizado que abate um inimigo com qualquer acerto na parte superior do corpo. Use o DISPARO ALTERNATIVO para mirar. Abater um inimigo cria um campo duradouro que Desacelera os jogadores dentro dele.Ultimate (X): charged with ultimate points, not bought. Slow a push or a defuse: slow enemies are easy to hit.

Estratégia

1Your job

As a sentinel, your job is to hold a site or a flank on your own with traps and set-ups, slow down the pushes and watch your team's back on attack.

2Abilities

Chamber's kit, key by key, and what the game says each ability does:

  • C — Trademark: traps and set-ups and slows.
  • Q — Headhunter.
  • E — Rendezvous: movement.
  • X — Tour De Force (ultimate): slows.

3On attack

  • Rendezvous (E) gets you to a deep position the defence does not expect.
  • Leave Trademark (C) on the flank so nobody surprises the team from behind.
  • Place your set-up to watch the flank: your traps tell the team if someone comes from behind.
  • After the plant, your utility defends the Spike: place it where the defuser has to stand.

4On defense

  • Set Trademark (C) before the round starts on the path the attack uses.
  • Set up your site before the round starts and play off your traps: they tell you when and where the push comes.
  • Do not die at the first contact: your job is to delay until the rotation arrives.

5Economy

What to buy depending on the credits the team has:

  • Pistol round: Classic + Light Armor.
  • Eco or bonus: Bucky — cheap and lethal up close: perfect for holding a tight corner behind your traps.
  • Full buy: Vandal — holds the site's long angles from far away: one headshot at any distance.
  • Abilities in this order: C > E > Q; Tour De Force (X) is charged, not bought.

6Maps

On three-site maps a sentinel often holds a site alone: your set-up has to buy time until help arrives. Three-site maps in the pool: Haven and Lotus.

  • Abyss: sites A, B · 23 callouts.
  • Ascent: sites A, B · 22 callouts.
  • Bind: sites A, B · 24 callouts.
  • Breeze: sites A, B · 23 callouts.
  • Corrode: sites A, B · 21 callouts.
  • Fracture: sites A, B · 22 callouts.
  • Haven: sites A, B, C · 21 callouts.
  • Icebox: sites A, B · 25 callouts.
  • Lotus: sites A, B, C · 28 callouts.
  • Pearl: sites A, B · 26 callouts.
  • Split: sites A, B · 24 callouts.
  • Summit: sites A, B · 24 callouts.
  • Sunset: sites A, B · 17 callouts.

7Common mistakes

  • Leaving the site you hold to chase a kill.
  • Using the same set-up every round.

Dicas

  • Change your set-up every few rounds: a predictable trap gets destroyed before it does anything.
  • Hide your traps in places the enemy does not look while clearing the site.
  • Always place your utility, even on an eco: it is your best weapon.

Confrontos

Fraco contra

  • Undercut (Q) suppresses: while it lasts, Chamber cannot use Rendezvous (E) to escape.

  • ZERO/point (E) suppresses: while it lasts, Chamber cannot use Rendezvous (E) to escape.

  • Stealth Drone (C) suppresses: while it lasts, Chamber cannot use Rendezvous (E) to escape.

Combina bem com

  • Brings vision-blocking smoke with Nebula / Dissipate (E), which Chamber's kit does not have.

  • Brings blind with Flashpoint (Q), which Chamber's kit does not have.

  • Brings information (reveals enemies) with Prowler (C), which Chamber's kit does not have.

  • Brings healing with M-pulse (C), which Chamber's kit does not have.

Mudanças

  1. Guide created for patch 13.06.

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