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.

Buffed in Patch 10.0
Difficulty
Hard
Chamber

Abilities

Basic abilities

Purchased each round
Trademark
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.

Cost
200 creds
Charges
1
Duration
4s slow
Range
10m trigger
Headhunter
Q

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 round
Rendezvous
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.

Charges
1
Cooldown
30s
Range
18m range

Ultimate ability

Charged with points
Tour De Force
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.

Ult Points
8
Duration
4s slow field
Damage
150 body
Sentinel

Sentinel

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

Agent guide

Gameplay tips

  1. 1

    Place Trademark traps on flanks to watch your back while you hold long angles.

  2. 2

    Headhunter is extremely accurate. Use it on eco rounds as a budget Sheriff alternative.

  3. 3

    Rendezvous anchor lets you take aggressive peeks and teleport back to safety instantly.

  4. 4

    Tour De Force one-shots to the body. Play long angles where the slow field adds maximum value.

  5. 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

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.

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