Follow these tips on Chamber utilities to rank quickly in Valorant


Chamber’s debut in Valorant Episode 3 Act 3 was spectacular, with the Sentinel Agent causing chaos on Future Earth with his fearsome weapons. In most cases, he functions as a duelist, which sets him apart from other Sentinels. Chamber is the Noble Agent for you if you believe in your goal. We’ve put together the complete guide to the French Sentinel, with a breakdown of the capabilities and some tips on how to get the most out of it. Valorant Tips, Valorant Agent Guides, Room Tips, Valorant Room Tips, Quick Rank in Valorant, Valorant Room Skills

Chamber, unlike other Sentinels, has a more aggressive kit, making him more of a Duelist than his defensive counterparts. His headhunter and stunt alone provide him with plenty of firepower, allowing him to crush other agents in defensive situations. Therefore, it is a good idea to always put one Rendezvous back in a defensive position and keep another for an emergency evacuation if Chamber kills an enemy and exposes its position.

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How to maximize the output of Chamber utilities:

Chamber trademark – Valorant agent guides

Chamber has its own branded alarm robot, similar to Killjoy’s alarm robot. This alarm robot is basically a scanner with an effective range of 10 meters and full 360 degree coverage. It has a countdown timer when engaged before triggering a slow field which lasts approximately 9 seconds. To get the most out of Trademark, keep it out of the outdoors, out of the packaging, and out of the reach of penetrating walls.

Head hunter
Head hunter

Chamber gets a better sheriff thanks to Headhunter. Each Headhunter bullet costs 100 credits and you can only have eight at a time. There are several reasons why a headhunter is much more powerful than a typical sheriff. For starters, you can use downward views to improve accuracy. Headhunter additionally deals 159 damage regardless of distance if you manage to shoot in the head. The Sheriff, meanwhile, only deals 145 damage at a range of 50 yards.


from the room the ability to place two teleport anchors is known as Rendezvous. You can reactivate this skill when you are within range of an anchor to quickly teleport to the other anchor. Anchors can be retrieved and repositioned. The distance between the anchors, on the other hand, is limited. As a result, you have to be inventive.

You can use Rendezvous in two safe places on a site when defending. Put one anchor in Heaven and the other in Hell, for example. This will take the opposing team off guard, especially if you get a kill and teleport to the opposite end of the anchors. Chamber can tie an anchor somewhere safe and grab one he wants to peek at during the attack. Chamber should be able to get a hit and teleport before the enemy can strike back.

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Tour de force
Tour de force

Chamber’s Tower of Strength ability grants him a free sniper rifle that is far more powerful than the Operator. If you manage to hit a target (no matter where it is hit), Tour de Force will grant you a free kill. Tour de Force also has a higher speed than the standard operator, and it is comparable to Marshal in that it allows you to quickly extend range. This weapon, however, only has five bullets and is not rechargeable. When taking a peek with Tour de Force, you can use Rendezvous to teleport to a safer area after taking your shots. Rendezvous can be used for a considerably more aggressive style of play when attacking. For example, one anchor can be strategically placed in the back and the other in the front. After taking a peek, Chamber can teleport, much like Jett’s Tailwind works.

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