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.
Role Information
Sentinel
Sentinels are defensive experts who can lock down areas and watch flanks, both on attacker and defender rounds.
Agent Guide
Overview
Chamber is a sentinel who specializes in holding angles with powerful weapons and quick repositioning. His ability to create custom weapons and teleport between positions makes him a formidable defensive anchor.
Playstyle
Play Chamber as an aggressive sentinel who can take early picks and retreat safely. Use your teleports to hold risky angles, and your custom weapons to maintain economic advantage.
Team Synergy
Works well with controllers who can help him safely reach his anchor positions, and initiators who can set up his picks.
Best Maps
Excellent on maps with long sightlines like Breeze and Icebox, where his custom weapons can control key areas.
Pro Tips
- Place teleports for quick escapes
- Use Headhunter for eco rounds
- Position Trademark to watch flanks
- Tour De Force is powerful for early picks
Agent Details
Development
Abilities
Rendezvous
Ability2EQUIP 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.
Trademark
GrenadeEQUIP 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.
Headhunter
Ability1ACTIVATE to equip a heavy pistol. ALT FIRE with the pistol equipped to aim down sights.
Tour De Force
UltimateACTIVATE 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.