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    Home » Chamber – VALORANT Agent Guide
    Agents

    Chamber – VALORANT Agent Guide

    By GamePingNovember 5, 2025No Comments8 Mins Read
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    Agent Guide: Chamber (VALORANT’S 17th AGENT)

    The release of ‘Deadeye’ has been heavily anticipated by the VALORANT community. We can now confirm that this agent is actually named Chamber.

    He is very suave and looks a bit like a hitman or secret agent. In his cinematic reveal, we get a glimpse into his slick aesthetic and learn of his French origins.

    His smooth criminal demeanor has much of the community raving about him being VALORANT’s coolest agent yet.

    Additionally, the cinematic gives us a bit of an insight into his abilities, let’s run through them now.

    C- Trademark

    Place a trap that scans for enemies. When a visible enemy comes in range, the trap counts down then destabilizes the terrain around them, creating a lingering field that slows players caught inside of it.

    Unlike Killjoy’s Alarm Bot, this trap is visible to enemies and if it is not concealed well it is easily destroyable. Its range is massive, roughly 3 or 4 times larger than the Alarm Bot’s radius.

    This ability has two charges meaning Chamber is quite competent when it comes to covering flank routes as most maps generally have more than one route which the enemy can flank from.

    This sounds like a traditional ability you would find in a Sentinel’s kit. Apart from this the rest of his abilities are quite unique for a Sentinel.

    Killjoy, Cypher and Sage assist their teammates immensely without having to aim, they are proficient at delaying pushes to sites with abilities like Slow Orb and Nanoswarm + Turret combo. Meanwhile, Chamber is going to have to rely on outplay and aim to maximise his kit and effectively hold sites for his team.

    Q – Headhunter

    Activate to equip a heavy pistol. Alt fire with the pistol equipped to aim down sights.

    Unlike the Sheriff, Chamber’s Headhunter will be able to one shot enemies at any distance with a headshot. To help with this, right-clicking will allow you to aim down sight.

    Chamber headhunter splash

    This is going to help tremendously when it comes to securing long range kills. These two features make it more advanced than the Sheriff.

    Despite looking like a pistol, it has the power to function more like a Guardian. (Which is crazy when you think about the hefty 2250 price of the Guardian that you are getting at the price of a cheap ability.)

    Each bullet of the Headhunter costs 100 credits. However many bullets that were not used end up being carried on to the next round.

    Arguably the Headhunter at 100 credits a bullet will be able to go toe-to-toe with the Vandal and Phantom at very long range duels. In these types of gunfights precision is key and neither one of these rifles should be sprayed, they need to be tapped or burst fired.

    If you are comfortable using the aim down sight function with rifles then the Headhunter is a very viable option in these sorts of aim duels.

    For example, there is no need for Chamber to buy a Marshal on Breeze since the Headhunter will do just about the same job, see below.

    chamber gif

    E – Rendezvous

    Places two teleport anchors. While on the ground and in range of an anchor, reactivate to quickly teleport to the other anchor. Anchors can be picked up to be redeployed.

    Only Chamber can use these teleport anchors. After using them there is a time delay of roughly 10 seconds before he can use it again. He can use it regardless of whether it is in his line of sight.

    There can be an object in between him and the anchor but as long as he is within its radius he will be able to use it.

    It seems as though Chamber’s playstyle will lean towards trying to secure one kill on site before using his Rendezvous to retreat to safety and play retake.

    He can also play riskier positions on site before using Rendezvous to teleport to a safer area.

    X (ULTIMATE) – Tour de Force

    Activate to summon a powerful, custom sniper rifle that will kill an enemy with any direct hit. Killing an enemy creates a lingering field that slows players caught inside of it.

    This is stronger than the Operator since this custom sniper can one shot even to the legs.

    If the enemy decides to fast push something like C Long on Haven, and Chamber kills one of them with his Tour de Force rifle.

    It is going to completely derail their plan of attacking the site as not only have they lost a member of their team but they are also slowed and can no longer commit to the fast push.

    This ability costs 7 ultimate points. You only get one clip of 5 bullets with this sniper.

    chamber tour de force

    The Tour de Force sniper rifle’s functionality is more like a Marshal than an Operator. It is a dual scope meaning it has two levels of zoom distance like the Operator. Despite its appearance, it feels lightweight and easier to control when compared to the sluggish and slow Operator.

    The fire rate is significantly faster than the Operator meaning you can re-peek angles with more confidence. After firing the Operator, the enemy that was shot at has a small window to try and advance their position or change the angle that they are holding.

    This can often lead to the player on the Operator getting picked off since they are caught off guard when re-peeking.

    It is much tougher for enemies to try to make plays or seize space immediately after Chamber has fired his Tour de Force since it is cocked and loaded much quicker than the Operator.

    Ultimately, Chamber’s re-peek potential is very strong and could lead to him securing multiple picks on enemies attempting to rush him. If Chamber did manage to secure a kill with his sniper, there will now be a slow field below the fallen enemy immobilizing any teammates they have nearby.

    The fact that enemies are now slowed may prevent them from retreating behind cover since the Tour de Force will often be able to catch them off with its fire rate.

    Furthermore, the fact that even a legshot does 150 damage means that the player has more confidence to aggressively flick to the enemy as they don’t need to perfectly line up shots for chest height.

    All of this combined is going to lead to Chamber’s Tour de Force feeling like an Operator on steroids. The only downside is that there are only 5 bullets.

    A Radiant Players’ Thoughts and Opinions on Chamber

    I can see Chamber relying on a lot of mechanical skill to be used to his fullest potential, similar to Jett. In low elo Jett can be a bit of a punching bag as she is a high-risk high reward agent.

    The low elo Jett may cop a bit of abuse from her team from time to time, ‘instalock duelist and bottom frag’.

    I can picture the same sort of thing happening to those who pick Chamber. His kit is relatively risk-reward orientated and will rely on you hitting your shots.

    Other than his Trap he doesn’t have much else to delay enemy pushes and is arguably a weaker Sentinel round-to-round in comparison to Cypher or Killjoy who can anchor a site very comfortably with their utility.

    chamber concept sketch

    Again, similarly to Jett, Chamber will strengthen his team’s eco rounds significantly. I can see Jett and Chamber pairing up well on a team for this very reason. On eco rounds, Jett can have her knives and Chamber can use his custom sniper rifle.

    If the other 3 players manage to organize a decent half-buy the team will be in a pretty strong position compared to standard eco rounds. Chamber is debatably going to be the best agent when it comes to being frugal and maximizing team economy.

    For example, even if he doesn’t have his ultimate on a save round, he can use his Headhunter and then purchase a pistol for his teammate.

    Depending how comfortable you are with the Headhunter you could even opt to use it round to round whilst buying rifles for teammates who couldn’t afford any. This is like a cheat code for your team’s economy since every round it only costs 800 credits to have 8 bullets of a Guardian esque gun.

    I can see Chamber being popular on maps with long lines of sight where his Tour de Force will thrive and be used to its fullest potential. I assume he will have a high pick rate on Breeze, Fracture and Icebox. Especially on Fracture, since there are 4 ultimate orbs to be farmed, this will mean that Chamber can unlock his Tour de Force more frequently.

    Hope you learned something about the new agent here, and as always, good luck with your VALORANT grind!

    What do you think of the new VALORANT agent? Let us know in the comments below.

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