Is Chamber Allowed In Valorant Champions

Is Chamber Allowed In Valorant Champions? Chamber is one of VALORANT’s newest Agents. Chamber was added to the game in Patch 3.10 November. This brings the total number of Agents in the game to 18. Let’s find out how to get the most from this character. Chamber is a well-dressed French assassin who can balance explosive offense with solid defense. Chamber can teleport to a distance and set traps to slow down unsuspecting enemies. Chamber is equipped with a pair of powerful weapons that no other Agent can access when it comes time to fight.

Chamber is a unique Agent in Valorant. He brings something new to the game’s roster. This article will explain Chamber’s abilities and how they can be used. This article will cover everything you need about Chamber in VALORANT.


Chamber is one of the four Agents in VALORANT who play the role of Sentinel. These Agents are focused on defensive play through healing, recon, and other similar abilities. Chamber is a Sentinel who stands out from the rest by being equally strong on offense. Chamber has two special abilities that allow him to use personalized guns, including his Ultimate. He is the most offensive Sentinel and also the most balanced. Chamber can excel in any situation because of his versatility.

Chamber is already at the top of many tiers thanks to his extensive toolkit and access to Agent-specific weapons. Chamber’s assistive skills allow him to play alongside his team, while his arsenal keeps him strong on his own. His abilities are easy to learn, and he is very beginner-friendly. Skilled Chamber players can quickly adapt to changing situations while making the most of their unique inventory.


Chamber’s most remarkable abilities are to help his teammates by either destabilizing the mobility of the opposing team or increasing his own. Chamber can also use his Ultimate’s two abilities, a personalized pistol or sniper rifle. These weapons don’t have charges, but you must purchase bullets in the same fashion during the buy phase.

Basic Abilities


  • Cost: 150 Credits
  • Command Key C
  • Function: Intel and Crowd Control
  • Charges: 2
  • Duration: 9.5 seconds

You can equip a reconnaissance trap by pressing FIRE. The trap will automatically lock onto an enemy and fire at them if it senses. A slowing field will appear beneath the feet of the target if it is hit. It is visible to all enemies and can be easily destroyed.


  • Cost: 100 credits per bullet
  • Command Key Q
  • Function: Empowerment
  • Maximum 8 bullets for ammunition

Equips a large pistol. ALT-FIRE targets down sights to improve accuracy. Chamber can cycle through the pistol as any other weapon, as long as he has enough ammo. Bullets inflict 159 damage to the head, 55 to your body, and 46 to your legs.

Signature Ability


  • Cost: No Charge
  • Command Key
  • Function
  • Charges: 1
  • Cooldown: 20 seconds

Two teleportation anchors can be used to place in FIRE at two different locations. Chamber can teleport between anchors as long as they are within the appropriate range. The anchors will remain indefinitely until they are either recalled or destroyed by Chamber. To teleport, Chamber must be present on the ground.


Tour de Force

  • Cost: 7 Ultimate points
  • Command Key: X
  • Function: Empowerment
  • Ammo: 5 bullets
  • Slow Duration: 9.5 seconds

Chamber can exchange the weapon Chamber has with another weapon for the rest of the round by equipping a powerful sniper rifle. Bullets inflict 255 damage to the head and 150 to the body and legs, so two shots are all you need to kill an enemy. Tour de Force causes a slowing field to appear at the enemy’s former location after they are killed.


Chamber requires a balanced approach and versatile skills to be successful. With the right response, players and teams must be ready for whatever situation. Players must also be able to change from passive to aggressive play depending on the situation. Chamber’s style of play isn’t flashy, so players must be able to play solid and with good fundamentals. Making the most of Chamber’s powerful weapons helps to have a great aim.

Trademark is the most challenging ability for Chamber to master. It is highly visible and can be destroyed by enemies, making it difficult to hide from it. To capitalize on the slowing effect, you must be nearby. The trap should be placed near choke points so the opposing team cannot spot it. If an enemy is tagged, the slowing field will appear. Pounce on them to make quick kills.

Chamber’s Headhunter can be one of the most effortless abilities in the game. Although the heavy pistol is similar to a standard weapon, it is significantly more robust. Controlling your ammo is the key to this ability. The bullets work the same as charges and must be purchased during the buy phase. The pistol can hold only eight bullets at once. Headhunter requires you to pick your shots and get the best out of every trigger press. If you are indeed in a desperate situation, don’t attempt to kill with this ability.

Chamber’s Signature Ability, Rendezvous, is very useful. Chamber can patrol an area or two from different angles with the twin teleporting Anchors, increasing his mobility tenfold and allowing him to patrol that area (or nearby areas) from multiple angles. To cover the entire area, place the anchors on opposite sides of a building, courtyard, or alleyway. They will only function within a specific range, so putting them as far apart as possible is essential to maximize their reach. This ability is excellent for gathering information or confusing enemies, so they are unsure about your team’s strategy. It can also be helpful in firefights to position you at the best vantage points, and it is convenient for last-minute escapes. If you don’t have a backup, you shouldn’t use it to “surround” an enemy squad.

Chamber’s Ultimate Ability Tour de Force equips a deadly sniper rifle with which it can one-shot kill all enemies with a single hit. Although the ability functions similarly to Headhunter, the rifle can only be activated for the current round. You will also need to make intelligent decisions to get the best out of your rifle. Your first shot should be directed at enemies that are grouped. Kills will result in a slower field appearing beneath the target’s feet. This will stop other enemies from fleeing quickly, making them a sitting duck for any follow-up shots.


Chamber’s balanced toolkit makes him a problematic Agent to find counters to. It is impossible to determine if Chamber has Tour de Force or Headhunter equipped. He can strike from almost any location on the map at any time. Chamber may require a team to be more cautious, using less cover and staying clear of open areas. Try to scan for Chamber’s Trademark trap before you enter a room. It is quite large and can be challenging to spot if it is not properly hidden. You should destroy anyone you see before they can tag you. Intel-gaining abilities are the best way to defeat Rendezvous. Agent abilities such as Sova’s Owl Drone or Cypher’s Spy Cam allow you to keep an eye on Chamber’s location even if he’s teleporting between locations. You can camp for an ambush if Chamber is not around if you find one of the teleportation anchors. This tactic works best when you have at least one other teammate.