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Chamber
Sentinel

Chamber

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.

Abilities

C

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.

Bought with credits at the start of a round, and lost when you die.

Q

Headhunter

ACTIVATE to equip a heavy pistol. ALT FIRE with the pistol equipped to aim down sights.

Bought with credits at the start of a round, and lost when you die.

E

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.

The signature ability — free every round, and on some agents it recharges through play rather than being bought.

X

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.

Charged by ultimate orbs, kills, deaths and planting or defusing the spike.

What a Sentinel does

They hold ground. Flank watch and site lockdown buy the time everyone else needs to rotate.

How Chamber's abilities are bought

Two of Chamber's abilities are bought with credits each round and lost on death. Rendezvous is the signature ability, so it's free every round, and Tour De Force is the ultimate — it can't be bought at all, it charges through play.

Chamber FAQ

What role is Chamber in VALORANT?

Chamber is a Sentinel. They hold ground. Flank watch and site lockdown buy the time everyone else needs to rotate.

What is Chamber's ultimate?

Chamber's ultimate is Tour De Force, bound to X. 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.

What is Chamber's signature ability?

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.

How many abilities does Chamber have?

Chamber has 4 abilities in total: Trademark, Headhunter, Rendezvous, Tour De Force.

Was Chamber in VALORANT at launch?

No. Chamber was added after release — only 5 of the current agents shipped with the game at launch.

Is Chamber free to play?

Chamber has to be unlocked, like every agent beyond the starting few. You do that with Kingdom Credits earned by playing, or with VALORANT Points if you would rather not wait. Unlocking is permanent and no agent is ever sold as a stronger option — the roster is balanced, not tiered by price.

Which agents are Sentinels?

There are 7 in the Sentinel role: Chamber, Deadlock, Cypher, Killjoy, Vyse, Veto, Sage. Roles are the game's own grouping, not a community one, and they describe the job an agent does for the team rather than how strong they are.

Chamber in professional play

How often professional teams actually pick Chamber, measured across 1,820 tournament games played between 2026-05-22 and 2026-08-20. This is professional VALORANT, not ranked — the two behave differently, and a pick rate at this level says more about map strategy than about what wins games in a solo queue.

3.3%
Pick rate
49.3%
Win rate
1.16
K/D
594
Times picked

Where Chamber gets picked

MapPick rateWin rateTimes picked
Sunset7.4%54.7%75
Summit6.6%47.9%48
Pearl4.9%43.5%69
Haven4.4%46%137
Ascent2.9%48.6%74
Lotus2.7%51.2%84
Breeze2.3%58.6%58

Pick rate is the share of the ten player slots in a game that this agent filled. Win rate hovers near 50% for almost every agent because professional matches are between evenly matched teams — a figure far from 50% usually means a small sample rather than a strong agent. Maps with too few games to be meaningful are left out entirely rather than shown with a warning.

What Chamber's abilities cost

Two of every agent's abilities are bought with credits at the start of a round and lost when you die. The signature is free on a cooldown, and the ultimate cannot be bought at all — it charges from kills, deaths, spike plants and orbs.

C · Trademark
Bought with credits each round
Q · Headhunter
Bought with credits each round
E · Rendezvous
Free every round, on a cooldown
X · Tour De Force
Charged through play, never bought

Where Chamber sits in the roster

Chamber was added after launch. Only 5 of the current roster shipped with the game, and the agents added since tend to carry more conditional or setup-heavy abilities than the originals.

During development Chamber went by the internal codename Deadeye, which is the name that still appears in the game files.

There are 29 playable agents in total, 7 of them in the Sentinel role.

More agents in the Sentinel role

The other 6 agents who fill the Sentinel role. If you like how Chamber plays, these are the closest thing to a lateral move — same job on the team, different tools.

How Chamber’s abilities interact

Interactions involving Chamber, from either side — what their abilities do to other agents’ utility, and what other agents can do to theirs.

KAY/O NULL/cmd suppresses Chamber Tour De Force

Suppression stops an agent activating abilities, so a Chamber caught in the radius cannot start his ultimate. It does not cancel one already active — timing decides which of those you get.

Chamber Trademark reveals Jett Tailwind

The trap triggers on any enemy entering its radius, and dashing through is still entering — speed does not defeat proximity triggers, the same rule as Cypher's trips.

All ability interactions →

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