New Valorant Agent, Chamber!

by Trilz
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Riot has finally revealed their new VALORANT Agent, Chamber. Chamber was announced with a special trailer that shows off a cunning array of abilities and some glorious customized weapons.

Concept art of Chamber, Image via Riot Games

Chamber is a new sentinel character, which means suited for hanging back and playing defensively. Firstly, half of his kit seems to focus on controlling the battlefield by placing down traps and teleporters. Meanwhile, the other half gives him some offensive capability through his Q ability and his Ultimate.

Here is a more detailed breakdown of all the abilities of the new VALORANT Agent, Chamber:

C — TRADEMARK [150 credits, up to 2 charges]

Place a trap that scans for enemies. 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 key ability that would cement his role as a sentinel. Chamber’s Trademark would allow him to cut off enemies from certain paths or make chokepoint deadlier. It would also give him the option of stalling enemies, as the countdown would urge them to back away or risk getting gunned down during the slow.

Unlike most other traps in the game, there is no range requirement for this to be active. Even if Chamber was on the other side of the map, Trademark can still trigger. You’ll also get a notification that says Enemy Detected, so Trademark can also be used as an information-gathering tool. Another thing to note is that these traps will be visible to enemies and can be destroyed so try not to place them out in the open.

Q — HEADHUNTER [100 credits, up to 8 charges]

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

This heavy pistol is effectively a super-juiced Sherrif. It can aim down sights (unlike the Sherrif), does the same damage, has no bullet deviation, and shoots faster and more accurately. You can also bring up the Headhunter twice as fast as pulling out a Sherrif. Most importantly, however, is that it has no falloff damage for range. So you can headshot someone from further away than a Sherrif.

The only thing that keeps the Headhunter in check is that it’s really expensive. It costs 100 credits per bullet and can store up to 8 bullets. So each time you fire the Headhunter, it’s costing you 100 credits. Better make those shots count!

E — RENDEZVOUS [Signature Ability]

Place 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.

Immediately, Overwatch players will see a similarity with an old favorite, Symmetra, who has a similar ability. At first glance, it seems to function identically to Symmetra’s Teleporter. However, Chamber’s teleport anchors can be picked up and redeployed, giving him more adaptability as rotations and objectives change. Another difference is that there is a 15-second cooldown between using the teleport anchors.

There is a maximum range that you can deploy them away from each other. It’s roughly the same size as the spike explosion damage or the range for hearing footsteps. The upside is that you don’t need line-of-sight to use them, you just have to be within its range. You’ll be able to tell when you can use it because there will be two yellow bars by the side of the screen when you have the option to teleport.

Do take note that when you teleport, it also takes some time to pull your gun back out. This means that if you teleport and you’re not safe, you might die before you can even draw your gun out. On top of that, the teleport sound is quite loud, so your enemies should know where you teleport from and teleport to.

X — TOUR DE FORCE [7 Points, 5 Bullets]

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.

Chamber’s Ultimate seems to be a real haymaker. In other FPS games, this is something players call a “Golden Gun”. Golden Guns are firearms that can one-shot an enemy with a single bullet. Except Tour de Force has five bullets and can scope up to two times.

It works similarly to Bladestorm in the sense that there is no duration before it goes away. If you activate it at the start of the round, you’ll keep it until the end even if you swap weapons. Just like Bladestorm, your enemies can hear a Chamber activating Tour de Force. So even if a Chamber player activates Tour de Force without enemies nearby, the threat of it alone could deter enemies from advancing.

It works like an Operator, except that it scopes and fires faster. It also has normal penetration, so you can’t wallbang with it.

Related: You can buy Chamber for 1000 VP and start playing him instantly once he drops in 2 weeks. Get cheap and easy top-ups here!

Another Bullet in VALORANT’s Chamber

Overall, it seems like the new VALORANT Agent, Chamber, is a fun addition to the roster. However, only time will tell if he’s well-balanced enough to not break the meta. Chamber seems like a balanced Agent that can thrive on both maps that require fast rotations and maps with large, open areas. He also seems to have a high skill ceiling that requires accurate aim to fully utilize his offensive abilities, as they’re quite costly.

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