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Chamber · Sentinel

What to buy with Chamber: economy and loadouts

ComprasBaseado em dadosMédiaPatch 13.06
688Atualizado

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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. Every number below comes from the game's own weapon data: damage by body part and distance, fire rate, magazine and price.

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.Armadura Leve400 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.Armadura Leve400 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. 2Armadura Pesada1,000 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.
  • QCaçador de CabeçasATIVE para equipar uma pistola pesada. Use o DISPARO ALTERNATIVO com a pistola equipada para mirar.
  • 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.
  • 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.

Estratégia

1Pistol round

the free pistol, with its three-pellet alternate fire for close corners; the credits go to your set-up.

  • Classic: Free. 78 head / 26 body up to 30 m (66 / 22 beyond 30 m); 6.75 shots/s, 12-round magazine, low wall penetration.
  • Frenzy: 450 credits. 78 head / 26 body up to 20 m (63 / 21 beyond 20 m); 10 shots/s, 15-round magazine, low wall penetration.

2Eco and bonus

cheap and lethal up close: perfect for holding a tight corner behind your traps.

  • Bucky: 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.
  • Marshal: 950 credits. 202 head / 101 body up to 50 m; 1.5 shots/s, 5-round magazine, medium wall penetration.
  • Judge: 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.

3Full buy

holds the site's long angles from far away: one headshot at any distance.

  • Vandal: 2,900 credits. 160 head / 40 body up to 50 m; 9.75 shots/s, 25-round magazine, medium wall penetration.
  • Phantom: 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.
  • Operator: 4,700 credits. 255 head / 150 body up to 50 m; 0.6 shots/s, 5-round magazine, high wall penetration.
  • Judge: 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.

4Shields

Which shield to pair with each buy:

  • Light Armor: 400 credits: absorbs 66% of the damage, up to 25.
  • Regen Shield: 650 credits: absorbs 100% of the damage, up to 50, and regenerates.
  • Heavy Armor: 1,000 credits: absorbs 66% of the damage, up to 50.

5Abilities

Buy order for Chamber: C > E > Q.

  • Trademark (C)
  • Rendezvous (E)
  • Headhunter (Q)

Dicas

  • Buy your abilities before the gun on an eco: they cost less and win more fights.
  • Buy as a team: five half buys lose to five full buys.

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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