Mais guias de Chamber
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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.
Cola de builds
Escolha a build de acordo com o que você quer fazer na partida.
- Chamber standard buysEquilibradoRecomendadaThe 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.
- Chamber: anchor with the operatorOfensivoAvançadaFor sentinels who hold a long site on their own: the Operator takes the first kill and your traps cover the rest. On ecos, the Marshal does the same for less. Full buy: 5,700 credits with heavy armor.
- Chamber force buyDefensivoSituacionalWhen the team cannot afford a full buy but has to play the round: Judge with light armor (2,250 credits) or Guardian with a regen shield (2,900 credits), and your abilities before the gun.
Builds
Chamber standard buys
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
Eco ou rodada bônus
Compra completa
- 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.
- 2Heavy Armor1,000 credits: absorbs 66% of the damage, up to 50.
Alternativas
Ordem de habilidades
Chamber: anchor with the operator
Quando usar
For sentinels who hold a long site on their own: the Operator takes the first kill and your traps cover the rest. On ecos, the Marshal does the same for less. Full buy: 5,700 credits with heavy armor.
Rodada de pistolas
Eco ou rodada bônus
Compra completa
- 1Operator4,700 credits. 255 head / 150 body up to 50 m; 0.6 shots/s, 5-round magazine, high wall penetration.
- 2Heavy Armor1,000 credits: absorbs 66% of the damage, up to 50.
Alternativas
Ordem de habilidades
Chamber force buy
Quando usar
When the team cannot afford a full buy but has to play the round: Judge with light armor (2,250 credits) or Guardian with a regen shield (2,900 credits), and your abilities before the gun.
Eco ou rodada bônus
Compra completa
- 1Guardian2,250 credits. 195 head / 65 body up to 50 m; 5.25 shots/s, 12-round magazine, high wall penetration.
- 2Regen Shield650 credits: absorbs 100% of the damage, up to 50, and regenerates.
Alternativas
Ordem de habilidades
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
- Guide created for patch 13.06.
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