More Chamber guides
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Overview
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. Buy order in the round: C > E > Q. The ultimate, Tour De Force, is charged with ultimate points.
Strengths
- Brings traps and set-ups: Trademark (C).
- Brings slows: Trademark (C) and Tour De Force (X).
- Brings movement: Rendezvous (E).
Weaknesses
- 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.
Build cheat sheet
Pick the build that fits what you want to do this game.
Builds
Chamber standard buys
When to use it
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.
Pistol round
Eco / bonus round
Full buy
- 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.
Alternatives
Skill order
Abilities
CTrademarkEQUIP a trap that scans for enemies. FIRE to place it on the ground. 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. The trap can be picked up to be REDEPLOYED.Buy it first in the round. Set it where the enemy walks without looking, and change the spot every few rounds.
QHeadhunterACTIVATE to equip a heavy pistol. ALT FIRE with the pistol equipped to aim down sights.Buy it third in the round.
ERendezvousEQUIP a teleport anchor. FIRE to place it on the ground. While on the ground and in range of the anchor, REACTIVATE to quickly teleport to the anchor. The anchor can be picked up to be REDEPLOYED.Buy it second in the round. Save it to escape or to take a position the enemy does not expect.
XTour De ForceUltimateACTIVATE to summon a powerful, custom sniper rifle that will kill an enemy with any direct hit to the upper body. ALT FIRE to aim down sights. Killing an enemy creates a lingering field that Slows players caught inside of it.Ultimate (X): charged with ultimate points, not bought. Slow a push or a defuse: slow enemies are easy to hit.
Strategy
1C · Trademark
EQUIP a trap that scans for enemies. FIRE to place it on the ground. 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. The trap can be picked up to be REDEPLOYED.
- Set it where the enemy walks without looking, and change the spot every few rounds.
- Slow a push or a defuse: slow enemies are easy to hit.
2Q · Headhunter
ACTIVATE to equip a heavy pistol. ALT FIRE with the pistol equipped to aim down sights.
3E · Rendezvous
EQUIP a teleport anchor. FIRE to place it on the ground. While on the ground and in range of the anchor, REACTIVATE to quickly teleport to the anchor. The anchor can be picked up to be REDEPLOYED.
- Save it to escape or to take a position the enemy does not expect.
4X · Tour De Force
ACTIVATE to summon a powerful, custom sniper rifle that will kill an enemy with any direct hit to the upper body. ALT FIRE to aim down sights. Killing an enemy creates a lingering field that Slows players caught inside of it.
- Slow a push or a defuse: slow enemies are easy to hit.
Tips
- 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.
Matchups
Weak against
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.
Works well with
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.
Changelog
- Guide created for patch 13.06.
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