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Turtle BeachNovember 12, 2021

Valorant Chamber Agent Guide: Abilities Explained, Best Gameplay Strategies, Tips And Tricks And More

One in the Chamber

After plenty of speculation and a whole lot of waiting, it is happening: Chamber (the next Agent added to Valorant) is finally arriving.

Despite not launching alongside the Act 3 Episode 3 update, it's been only two weeks since that the French Marksman will finally tear up the Valorant world.

Here's everything we know about Chamber in Valorant, including his class, abilities and how to get the best gameplay our of him with our handy tips and tricks.

Who is Chamber?

Chamber is said to be a weapon designer from France. He wears some stylish threads and makes use of some slick golden guns. According to Riot, he is said to be both a perfectionist and a fashion enthusiast. Chamber was teased by Riot in their Year One Anthem video for the game where, for a few seconds, players were able to make out some concept art for the character. In that video, "Deadeye" was scrawled on the massive sniper rifle he was toting.

Chamber's Abilities?

Chamber falls into the Sentinel role, alongside Sage and Cypher. Unlike those two, however, he has a surprisingly DPS-heavy ability kit. Two of his abilities are basically extra weapons, with two others being focused on area control. Here are all of Chamber's abilities:

Q: Headhunter (100 Credits for 1 Charge)

Headhunter gives the player a pistol with up to eight rounds that looks visually similar to the Sheriff. You are able to aim down sights with the Headhunter pistol, however, granting it much better accuracy. You’ll need to spend extra credits to store more ammunition, and the weapon can be pulled up much faster than the Sheriff. It is also far more accurate than other pistols, and has no damage fall-off at long ranges. That means you can score instant kills if you can line up a headshot.

The main drawback to Headhunter is its cost. You can buy a maximum of eight bullets per round, with each one setting you back 100 credits. These bullets do carry over between rounds, but can quickly add up in cost. Use it well, and this weapon will save you money. Use it poorly, and it’ll cost you.

E: Rendezvous (Free as a Signature ability)

For Rendezvous, the player places two electronic cards on the ground, one at a time. They act as teleport anchors, allowing you to warp between them similar to Symmetra's teleportation pads in Overwatch. Rendezvous does have a maximum range that each anchor can be separated. From footage shown, it seems that the range is similar to the size of a standard bombsite, allowing players to get from one side of an area to another instantaneously.

This ability is free, but there is a 15 second cooldown after you place the second anchor, so you need to set up in advance. They can also be destroyed by enemy players — this also adds some cooldown time to the ability.

C: Treademark (150 Credits for 2 Charges)

For Rendezvous, the player places two electronic cards on the ground, one at a time. They act as teleport anchors, allowing you to warp between them similar to Symmetra's teleportation pads in Overwatch. Rendezvous does have a maximum range that each anchor can be separated. From footage shown, it seems that the range is similar to the size of a standard bombsite, allowing players to get from one side of an area to another instantaneously.

This ability is free, but there is a 15 second cooldown after you place the second anchor, so you need to set up in advance. They can also be destroyed by enemy players — this also adds some cooldown time to the ability.

Ultimate: Tour de France (7 Ultimate Points)

The Tour de Force is essentially a free Operator. Chamber pulls out his signature sniper rifle, complete with five bullets. The Tour de Force is a one-hit-kill weapon, taking down enemies no matter where your shot lands. That makes it more powerful than the game’s standard sniper.

When you down an enemy with this ability, the sniper applies the Trademark ability’s slow field where they died. This field lasts just as long as with the Trademark ability. There is no time limit when the Tour de Force is activated either.

Besides killing enemies in one hit, the Tour de Force also has faster aim down sights than the Operator, double scoping, and a rate of fire that is slightly higher. The gun's only real drawback is a lack of wallbanging ability. But given everything else it offers? This is still a solid ultimate and should offer reason to play sniper on a character other than Jett.

Gameplay Tips And Tricks

Regarding how we could see Chamber being played within Valorant, we think it’s going to depend on the rank players are using him in. Towards the higher ranks, such as Immortal or Radiant, players will be able to take full advantage of the Headhunter ability, along with Tour De Force. As, since these weapons are rather powerful in the grand scheme of the Valorant weapon pool, so we could see situations where other players on your team get Chamber in prime situations to use these weapons.

As for the other abilities, Rendezvous and Headhunter are going to shine on the defensive side of a match. Rendezvous can be placed at certain points within a bombsite, so when the enemy is attacking you, you’ll be able to quickly teleport between points with a hit of a button.

Chamber’s offensive abilities are unquestionably some of the best within the current agent pool, but we suspect these will easily be countered as compared to its defensive ones. But, we’ll have to keep you posted surrounding the new agent!

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