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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

Sentinels hold ground. Their kits watch flanks, lock down a site and buy the time the rest of the team needs to rotate.

Sentinels are defensive experts who can lock down areas and watch flanks, both on attacker and defender rounds.

How Chamber’s kit is 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. Tour De Force is the ultimate and can’t be bought at all — it charges through play.

Chamber FAQ

What role is Chamber in VALORANT?

Chamber is a Sentinel. Sentinels hold ground. Their kits watch flanks, lock down a site and buy the time the rest of the team 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. Like every ultimate it charges from orbs, kills, deaths and spike plants or defuses rather than being bought.

What is Chamber's signature ability?

Rendezvous, bound to E. 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.

Behind the scenes

Development codename
Deadeye
Role
Sentinel
Abilities
4

Riot builds each agent under an internal codename before the character exists — Chamber was developed as “Deadeye”. The codenames survive in the game files long after release.

Playing Chamber

Chamber has 4 usable abilities per round. Two are bought with credits and lost on death, which means an eco round genuinely changes what Chamber can do — not just what gun you hold.

The habit that separates good sentinels from bad ones is spending abilities rather than saving them. They don’t carry over between rounds, so an unused ability at the end of a round is credits you set on fire.

Set up a crosshair before you queue →

Other Sentinels