Agent setups
Chamber setups: every map
24 setups for Chamber across 11 maps, drawn on the official minimap: every ability, where it goes and what it covers.

Chamber A: Trademark at the northeast of the site, Rendezvous toward A Tower
Site ADefensePlace the Rendezvous on the side of A Tower and the Trademark at the northeast corner of the site, against the pillar. Step up to the east edge of the site to take a shot, then teleport to get back under cover. The creator plays it with the Headhunter in the pistol round, then with the Outlaw or the Operator. Weakness: attackers eventually learn to aim at your angle, so wait until Sova's drone is gone before you peek.
- 1
Trademark : Trademark at the northeast corner of the site, against the pillar: it watches the entrance on that side of the site - 2
Rendezvous : Rendezvous on the side of A Tower, a few steps from the site: you come back to it right after your shot - 3
Headhunter : Shooting position at the east edge of the site: in the pistol round, the creator peeks with the Headhunter here, then teleports
Chamber B: Rendezvous at the end of B Link, Trademark toward B Danger
Site BDefensePlace the Rendezvous at the end of B Link, on the mid side, and the Trademark between B Site and B Danger. The anchor lets you hold the top of mid with the Operator while staying close enough to fall back. If the enemy team pushes B while you are at mid, you take a shot toward B Main and teleport. Weakness: the anchor is far from A, so a rotation takes time.
- 1
Rendezvous : Rendezvous at the end of B Link, on the mid side: close enough to hold mid and get back to B - 2
Trademark : Trademark between B Site and B Danger: it watches this entrance while you hold mid
Chamber B: swing out onto B Main as soon as the barriers drop
Site BDefenseAggressive variant: the Rendezvous is placed at the northeast of B Site, against the big block, and the Trademark stays between the site and B Danger. When the barriers drop, you go down B Main with the Operator, take a shot, then teleport to the anchor. According to the creator, few opponents expect Chamber to be that far forward: you can catch a player swinging out with a knife or a Sova setting up his drone. Weakness: if you miss your shot, you are alone far from the site.
- 1
Rendezvous : Rendezvous at the northeast of B Site, against the big block: you come back to it after your shot into B Main - 2
Trademark : Trademark between B Site and B Danger: it guards this entrance while you swing out into B Main
Chamber A: Trademark on A Short, Rendezvous toward A Bath
Site ADefensePlace the Trademark at the exit of A Short, right next to the teleporter, and the Rendezvous on a crate at the entrance of A Bath. With the Headhunter, you hold the showers of A Bath from their entrance; with the Operator, the creator jumps from the bottom of the site to take a shot toward A Bath. Either way, you go back to the anchor after the shot, and the trap slows down anyone coming through A Short. Weakness: the trap only covers A Short.
- 1
Trademark : Trademark at the exit of A Short, near the teleporter: it slows down anyone pushing through that side - 2
Rendezvous : Rendezvous at the entrance of A Bath, in the corner of the site: you come back to it after your shot - 3
Headhunter : Shooting position at the entrance of A Bath: the creator holds the showers here with the Headhunter, then teleports
Chamber B: Trademark on B Window, shot toward B Long
Site BDefensePlace the Trademark on B Window, which players call Hookah, and the Rendezvous at the northwest of B Garden, near the teleporter. From there, you step up with the Operator to take a shot toward B Long, then teleport. The creator also shows a fake Rendezvous, which makes attackers think a player has teleported. Weakness: if the trap is spotted early, you lose your info on B Window.
- 1
Trademark : Trademark on B Window (Hookah): you get an alert if someone pushes through this passage - 2
Rendezvous : Rendezvous at the northwest of B Garden, near the B teleporter: your fallback point after the shot
Chamber A: jump shot from A Main, Rendezvous on the A Site side
Site ADefensePlace the Rendezvous against the wall that separates A Site from A Tree, on the site side. Then walk along the A Main wall and jump to peek the bottom of the corridor, then teleport. In the video, Fhrak shoots with the Tour De Force. He also shows another anchor spot, in the corner of A Tree. Do not peek A Main again right after: the attackers have their crosshair placement ready. Reposition on the site instead. The Trademark stays on you or is placed late in the round.
- 1
Rendezvous : Rendezvous against the A Tree wall, on the A Site side: this is where you land after the shot - 2
Tour De Force : Jump shot with the Tour De Force along the A Main wall toward the bottom of the corridor, then teleport
Chamber B: shot from B Main, Rendezvous at C Waterfall
Site BDefensePlace the Rendezvous in the C Waterfall passage, to the west of B. Then go to the entrance of B Main and shoot down the corridor; in the video, Fhrak shoots with the Tour De Force. After your shot, you teleport to C Waterfall: you keep an eye on C and on B, without crossing the whole distance on foot. Fhrak often puts his Trademark on B, useful against a lurk.
- 1
Rendezvous : Rendezvous in the C Waterfall passage: you land there after the shot and you see C and B - 2
Tour De Force : Tour De Force shot from the entrance of B Main, toward the corridor, before you teleport
Chamber C: Rendezvous on C Site, shot from C Mound, second shot on the way back
Site CDefensePlace the Rendezvous on C Site, at a spot where you can no longer see the C Mound dune: you are not exposed when you land. Shoot from the edge of C Mound; Fhrak describes it as a reflex duel, so pre-aim the angle. Teleport, then take a second shot from C Site toward the dune. Ask your controller not to smoke it. The Trademark is placed at the south of the site, near the crate.
- 1
Rendezvous : Rendezvous on C Site, out of sight of the dune: you come back to it after the shot and retake the line - 2
Tour De Force : First Tour De Force shot from the edge of C Mound, then teleport to C Site - 3
Trademark : Trademark at the south of C Site, near the crate: Fhrak places it there very often
Chamber B: Trademark at the entrance, Rendezvous at B Tower
Site BDefenseBefore the barriers drop, place the Rendezvous at B Tower, on the high ground at the north of the site, and the Trademark at the site entrance on the B Main side, its only access. From the anchor, you can play almost the whole site: you shoot the first contact, then teleport to safety. Attackers struggle to climb up and get you there. Weakness: the anchor is visible, so change its position from one round to the next.
- 1
Trademark : Trademark at the site entrance on the B Main side: you know when the enemy team pushes, without watching that corridor - 2
Rendezvous : Rendezvous at B Tower: you shoot from the site, then come back here, safe from a lost duel
Chamber B: Rendezvous against the site block, more room
Site BDefenseThe Trademark stays at the entrance on the B Main side, a bit further west, and the Rendezvous goes onto the site, against the wall block to the east. You have more room to change angles: first contact, hidden angle or Judge, then you teleport to the anchor. It suits you best if you play back or if a teammate already holds this side of the site. Weakness: the anchor is at site level, less safe than on the high ground at B Tower.
- 1
Trademark : Trademark at the site entrance on the B Main side, a bit further west than in the first setup - 2
Rendezvous : Rendezvous on the site, against the wall block to the east: more shooting angles than at B Tower
Chamber B: hold mid with a Rendezvous near B Trophy
Site BDefensePlace the Rendezvous between B Site and B Trophy, then walk to Mid Window before the barriers drop. Place the Trademark in the corridor behind you, toward A Hall, and watch mid with the Operator. If the whole enemy team goes to B, you teleport onto the site in an instant to help. You need a teammate on B who can hold in the meantime. Weakness: as long as you are at mid, B depends on him.
- 1
Rendezvous : Rendezvous between B Site and B Trophy, placed before you leave for mid: it brings you back to B if the attackers push there - 2
Trademark : Trademark in the corridor behind Mid Window, toward A Hall: it warns you if someone comes to flank you
Chamber A: Trademark at A Link, Rendezvous at the northeast corner of the site
Site ADefenseA is smaller than B and offers few corners or high ground. Place the Trademark in the A Link corridor, so you do not get flanked from mid, and the Rendezvous at the northeast corner of the site, toward A Cave. You shoot the first contact, with an Operator if you have one, then teleport. Weakness: the anchor gets spotted quickly, so do not place it in the same spot every round.
- 1
Trademark : Trademark in the A Link corridor: it warns you if someone comes from mid behind you - 2
Rendezvous : Rendezvous at the northeast corner of the site, toward A Cave: you shoot from there, then get back under cover
Chamber A: Trademark on the A Main exit, Rendezvous on the A Elbow side
Site ADefenseYou play A on the A Elbow side and let the Trademark guard A Main: place it at the west edge of the site, where A Main opens out, so you get an alert when someone enters. The Rendezvous goes to the southeast corner of the site, on the A Elbow side. With the shotgun, you wait at the corner; with the Operator, you step up toward A Elbow, take one or two duels, then teleport. Weakness: the anchor is visible, so change its position from one round to the next.
- 1
Trademark : Trademark at the west edge of the site, on the A Main exit: it alerts you and slows down anyone entering - 2
Rendezvous : Rendezvous at the southeast corner of the site, on the A Elbow side: you shoot from there, then get back under cover
Chamber B: Trademark on B Main, Rendezvous in Mid Market
Site BDefensePlace the Trademark at the exit of B Main, so you get an alert when attackers come out or slip in, and the Rendezvous in Mid Market. With the Operator, you hold mid, toward the central corridor or Mid Top, take a shot, then teleport to the anchor. The creator advises moving the Rendezvous after a round or two: a Sova dart often targets that spot. Weakness: a spotted trap gets destroyed and you lose your info on B Main.
- 1
Trademark : Trademark at the exit of B Main: you get an alert if a team pushes out or a player slips in - 2
Rendezvous : Rendezvous in Mid Market: your fallback point after an Operator shot toward mid
Chamber A: Trademark in A Tree, Rendezvous toward A Main
Site ADefensePlace the Trademark in A Tree, on the Mid Cubby side, and the Rendezvous in the passage between A Tree and A Main. The creator presents it as an all-purpose placement: you can hold the A Tree passage, or step toward A Main with the Operator to take a shot, then go back to the anchor while the trap watches A Tree. Weakness: when you leave toward A Main, only the trap tells you what is coming through A Tree.
- 1
Trademark : Trademark in A Tree, on the Mid Cubby side: it watches attackers coming in through A Short - 2
Rendezvous : Rendezvous in the passage between A Tree and A Main: your fallback point after a shot
Chamber B: Trademark at the site entrance, Rendezvous at the back
Site BDefenseIn the pistol round, place the Trademark at the entrance of B, on the path coming from B Main, and the Rendezvous at the back of the site. You take the first shot with the Headhunter from the back of the site, then teleport to the anchor. If the team enters, the trap slows them down and you follow up with body shots. Plan for a teammate to watch the mid tunnel, otherwise a lurk catches you from behind.
- 1
Trademark : Trademark at the entrance of B Site, on the B Main side: it slows down the team coming in and alerts you - 2
Rendezvous : Rendezvous at the back of B, behind the site: you come back to it after your first shot
Chamber A: Trademark on Mid Wood Doors, Rendezvous at the back of the site
Site ADefenseKeep the Trademark on Mid Wood Doors to watch mid while you hold A. Place the Rendezvous at the back of A Site, north of A Pyramids, take an Operator shot when the attackers show up, then teleport. The creator prefers B: on A, the barrier stops you from placing the trap at the site entrance before the round starts, hence this trap at mid. Weakness: the trap warns you of a push through mid, but you are alone to stop it.
- 1
Trademark : Trademark on Mid Wood Doors: you get an alert when mid pushes, while you hold A - 2
Rendezvous : Rendezvous at the back of A Site, north of A Pyramids: you come back to it after your Operator shot
Fracture
Open the full Fracture guideChamber A: Rendezvous on the A Main crate, Trademark at the top of A Drop
Site ADefenseYou hold A Main with the Headhunter, the Tour De Force or the Operator. At the start of the round, place the Rendezvous on the crate in the corridor. Jump to peek, then inch toward the corner while dodging flashes, shoot and teleport to the crate. The Trademark, at the top of the A Drop corridor, warns you of anyone coming through A Dish. If you stay on the crate after teleporting, you need the kill: otherwise you are exposed.
- 1
Trademark : Trademark at the top of the A Drop corridor, between A Drop and A Dish: it spots anyone coming through A Dish - 2
Rendezvous : Rendezvous placed on the A Main crate, your fallback point after the shot - 3
Headhunter : Shot with the Headhunter (or the Tour De Force, also shown) along A Hall, then teleport to the crate
Chamber A: shot toward A Dish from A Drop, Trademark on A Main
Site ADefenseVariant that swaps the pair: the Trademark guards A Main, and the Rendezvous is placed at the bottom of the A Drop corridor. When the barrier drops, you jump to peek toward A Dish from the top of the corridor, then teleport. In the video, Fhrak shoots with the Tour De Force. Attackers on the A Dish side have the first-peek advantage: shoot fast, or step up a little and wait for them to come. You stay exposed to A Main, hence the trap and a smoke from your team.
- 1
Trademark : Trademark on the A Main crate: you get an alert if someone comes through A Main behind you - 2
Rendezvous : Rendezvous at the bottom of the A Drop corridor, your fallback after the shot - 3
Tour De Force : Jump shot with the Tour De Force toward A Dish from the top of the A Drop corridor, then fall back with the Rendezvous
Chamber B: shot from the bottom of B Site, Rendezvous toward B Generator
Site BDefensePlace the Rendezvous toward B Generator, against the low wall that runs along B Tunnel. Stand at the bottom of B Site and hold your line until an attacker shows up; in the video, Fhrak shoots with the Tour De Force. After the shot, you teleport and take a second angle from B Generator, if your controller is not smoking that area. The Trademark, at the top of the B Tower corridor, warns you of anyone coming through B Arcade. Fhrak advises having a teammate keep an eye on B Arcade to cover your flank.
- 1
Rendezvous : Rendezvous toward B Generator, against the B Tunnel low wall: you come back to it and take a second angle - 2
Tour De Force : Tour De Force shot from the bottom of B Site, on the line you hold, then teleport - 3
Trademark : Trademark at the top of the B Tower corridor: it spots anyone coming from B Arcade
Chamber A: Rendezvous in the corner of A Rafters, Headhunter on A Belt
Site ADefensePlace the Rendezvous in the corner of A Rafters, at the entrance of the passage toward the Defender Spawn. Then walk along A Rafters and step out to hold A Belt with the Headhunter, your crosshair just above the line of the scenery in the back, near box 410. Shoot, then teleport to the corner. Unfixing also suggests an anchor further back, toward the spawn: less exposed, but slower to get back to the site. Against a mid lurk, he places the Trademark against the barrier.
- 1
Rendezvous : Rendezvous in the corner of A Rafters, toward the Defender Spawn: your fallback after the shot - 2
Headhunter : Headhunter shot from A Rafters toward A Belt, just above the line of the scenery, near box 410
Chamber B: Trademark at mid, Rendezvous at the east entrance of B
Site BDefenseFrom the pistol round, place the Trademark at mid, on the B Link side: you hold B alone without watching the center. Before the barriers drop, also place the Rendezvous at the foot of B Tower, at the east entrance of the site, near the crate. Then go up toward B Hall, shoot the first contact and teleport. Few Chambers play this angle. Weakness: if the Trademark is destroyed, you learn too late that someone is coming from mid.
- 1
Trademark : Trademark at mid, on the B Link side: it alerts you and slows down a player coming from mid toward the site - 2
Rendezvous : Rendezvous at the foot of B Tower, at the east entrance of the site, near the crate: place it before the barriers drop
Chamber B: Rendezvous in B Hall to surprise with a sniper
Site BDefenseVariant for rounds with an Operator, an Outlaw or another sniper: the Trademark stays at mid, but the Rendezvous goes into B Hall, at the northwest of the site. The attackers watch the pillar and the site entrance, not your angle: you shoot from B Screen then teleport. Even if you are spotted, you can swing out the other side and come back. Weakness: without a sniper, this long angle loses its point.
- 1
Trademark : Trademark at mid, on the B Link side: the same as in the first setup, always visible on the minimap - 2
Rendezvous : Rendezvous in B Hall: an angle the attackers do not watch, with a direct way back after your shot
Chamber B: Rendezvous at B Stairs, Trademark at the back of the site
Site BDefenseOn Split, Gil mostly plays B with Chamber. Place the Rendezvous at B Stairs, on the mid side, and the Trademark at the back of the site, between B Back and B Garage, for info. With the Operator or the Headhunter, you hold a mid angle, then teleport. If the attackers smoke the Heaven exit, the high ground above B, you still swing out, shoot and come back. Weakness: while you look at mid, only the trap watches the site.
- 1
Rendezvous : Rendezvous at B Stairs: it lets you hold mid and the B Tower angles, then get back under cover - 2
Trademark : Trademark at the back of the site, between B Back and B Garage: it warns you when the attackers reach the site
Chamber abilities
Other agents' setups
A plan won't aim for you: measure your aim.
Sources
- youtube.com (opens in a new tab)
- youtube.com (2) (opens in a new tab)
- youtube.com (3) (opens in a new tab)
- youtube.com (4) (opens in a new tab)
- youtube.com (5) (opens in a new tab)
- youtube.com (6) (opens in a new tab)
- youtube.com (7) (opens in a new tab)
- youtube.com (8) (opens in a new tab)
- youtube.com (9) (opens in a new tab)
Updated on October 22, 2026
Patch 13.08 data. Map names, callouts and minimaps: Riot Games, via valorant-api.com.