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.
- Difficulty
- Hard

Abilities
Basic abilities
Purchased each roundTrademark
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.
- Cost
- 200 creds
- Charges
- 1
- Duration
- 4s slow
- Range
- 10m trigger
Headhunter
ACTIVATE to equip a heavy pistol. ALT FIRE with the pistol equipped to aim down sights.
- Cost
- 100 creds
- Charges
- 8
- Damage
- 159 head/55 body
Signature ability
Free each roundRendezvous
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.
- Charges
- 1
- Cooldown
- 30s
- Range
- 18m range
Ultimate ability
Charged with pointsTour 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.
- Ult Points
- 8
- Duration
- 4s slow field
- Damage
- 150 body
Sentinel
Sentinels are defensive experts who can lock down areas and watch flanks, both on attacker and defender rounds.
Agent guide
Gameplay tips
- 1
Place Trademark traps on flanks to watch your back while you hold long angles.
- 2
Headhunter is extremely accurate. Use it on eco rounds as a budget Sheriff alternative.
- 3
Rendezvous anchor lets you take aggressive peeks and teleport back to safety instantly.
- 4
Tour De Force one-shots to the body. Play long angles where the slow field adds maximum value.
- 5
Anchor placement is key. Set up teleport points that let you fall back to safety after getting a kill.
Strengths
Self-sufficient with built-in economy through Headhunter
Rendezvous enables aggressive plays with a safe escape
Tour De Force is a free Operator that slows on kill
Weaknesses
Only one Trademark trap, so area denial is limited compared to other sentinels
Rendezvous has a cooldown after use, leaving you vulnerable
Very aim-dependent; less impactful if you're missing shots
Counters
Matchups
Meta stats
View Full Stats- Tier
- C
- Win Rate
- 49.2%
- Pick Rate
- 4.5%
- Ban Rate
- 2.2%
- Avg KDA
- 1.10
- Avg ACS
- 210
Editorial estimates set by ValoHub, last reviewed for Patch 12.10. Not measured from ranked matches.
Chamber FAQ
Place Trademark traps on flanks to watch your back while you hold long angles. Headhunter is extremely accurate. Use it on eco rounds as a budget Sheriff alternative. Rendezvous anchor lets you take aggressive peeks and teleport back to safety instantly.
Self-sufficient with built-in economy through Headhunter. Rendezvous enables aggressive plays with a safe escape. Tour De Force is a free Operator that slows on kill.
Only one Trademark trap, so area denial is limited compared to other sentinels. Rendezvous has a cooldown after use, leaving you vulnerable. Very aim-dependent; less impactful if you're missing shots.
Chamber excels on Breeze, Icebox, and Haven.
Chamber has strong synergy with Omen, Fade, and Clove.
Chamber has a hard difficulty level. Recommended for experienced players who understand advanced mechanics.






