Chamber once upon a time was THE Agent to play in Valorant. Now, he is a Sentinel who has his perks. However, there is no denying that this Agent was made for cracked aimers. That is why, if you have been getting your Aim Labs on, chances are, you will destroy pubs with this Agent. Here’s how to play Chamber in Valorant.
How To Play Chamber In Valorant: Abilities Guide, Tips, Tricks & Abilities
This is a simple and straight to the point guide. We are going to analyze his abilities and show you the best use for them. Aside from that, if you follow the whole guide, there are useful tips and tricks which can help you get the edge over the opponent Chamber.
Chamber’s four Valorant abilities center around taking fights, getting out and negating mistakes and allowing you to get maximum shots off. His whole kit is designed to give players second chances. That is why, he is the best Agent for people who like to play aggressively but don’t want to commit to a Duelist role.
C Ability: Trademark
Chamber’s Trademark ability is a trip that activates when enemies near its vicinity. When successfully triggered, it slows down the enemy. It is a useful tool to hold chokepoints and entrance of sites. However, placing them in predictable spots is just a recipe for easy breakage and a waste of credits.
That is why, you will need to find a way to place these devices near places that can cover an important chokepoint and not be easily spotted. On Bind, you can place it in Showers or in Sunset, the breakable door is a good spot if you are holding B site.
After a few updates, this item is now reclaimable so you can place it in other spots after a cooldown if you want to change sites or delay opponents in a certain area.
Q Ability: Headhunter
Chamber’s mini Guardian, a headshot is a kill no matter what. That is why, stable players will fry with this weapon. That is why, OpTic had such a long reign because their star player Jaccob ‘yay’ Whitetaker was a beast with this ability. Essentially, the Headhunter ability quickly equips a Sheriff with a maximum of eight bullets which also has the ability to zoom in.
You can hold an angle with this baby Guardian and rack up easily kills should you be used to hitting heads. Each bullet costs 100 credits and you should be prioritizing this for ecos, no matter the side.
E Ability: Rendezvous
Chamber’s teleportation ability. Pre-nerf, Chamber used to have two teleport anchors, now he only has one and the range has reduced quite a bit. However, it is still as useful as ever, you can take a shot and disappear without facing the repercussions. The main use of this ability to do as much as possible and then get out.
For example, if you are holding B Long on Bind, the trick could be to hold an off angle to surprise your opponents and guarantee a kill before teleporting out.
X Ability: Tour De Force
Chamber’s ultimate is a combination of the Operator and the Marshall. It does the damage of the Operator with the speed of a Marshall, sort of. It is faster than the Operator and is a guaranteed kill on the chest and above. By the by, Chamber’s kit is one of the most complete ones in the game. Lay down the Trademark to hold a choke and perch up on another angle with the Rendezvous and Tour De Force and you’ve got yourself the tools to hold a site.
The best thing to do with this ability? Don’t miss.
Attack Side Tips
The Attack side with Chamber should be unconventional. You are not just a regular Sentinel. You have a free get out of jail card, the Rendezvous’, use it as bait, take space with it or lurk aggressively. In most cases you can also be the first person to entry on site, gather information and teleport so your Duelists know where to focus.
The Trademark has short range so ensure that it covers a spot which can be a vulnerability to your attack and lurk near the activation radius, otherwise it will be disabled.
Defensive Side Tips
The Defensive side where Chamber shines the most. His kit is one of the best for dealing with lurkers and getting an early man advantage. We recommend that you hunt opportunities to isolate opponents, maybe damage or kill them and then immediately teleport out.
With the Trademark and the Tour De Force, it will be easy to hold sites during rounds and you can also drop your teammates weapons with the credits you saved while using Chamber’s Ultimate.
Chamber Valorant Tips And Tricks
Chamber’s viability far exceeds the range of his teleportation range. That is why, knowing what to do and how to do is much more important than knowing the technicality of it. Let’s look at some tips and tricks which will help you out in that case.
- Try to find off angles and elevated positions. Not only will the enemies be caught off guard but you can take a shot and Rendezvous back without any repercussions.
- Your Headhunter can change the tide of the battle for an Eco round. If you are on the winning or losing end, buy those Headhunter shots and watch the tide of the battle change.
- If you have the Tour De Force ready, consider dropping a weapon for your teammates to maximize on your economic advantage and save credits for the next round.
- You can be a good bait for your team with your Rendezvous. Make your way to the site with your team, enter, spot an enemy’s position and Teleport out so that your teammate can swing off you.
There are many other things you can do with Chamber but these are the best tips you can implement to better your gameplay. He might be a decent Sentinel and way past his prime but when used correctly, players with decent aim can dominate with him.
For more guides like this, check out our Valorant section.