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Sentinel

Chamber: abilities and tips

Chamber is a French weapons designer and precision Sentinel: a heavy pistol, an ultimate sniper and a teleport let him hold an angle and get out again.

Origin
France
Release
November 16, 2021, patch 3.10
Chamber

Playstyle

Chamber is played with your aim more than your gear. The Headhunter is a pistol that kills with a single headshot, and Rendezvous teleports you to take an aggressive angle and then leave. You place the Trademark on a flank so you do not have to watch it. You save credits thanks to your cheap kit, which helps the team buy. On defense, you hold an angle, shoot and leave. Your ultimate is a sniper that kills with a single body shot and slows around the dead player. You have few tools for a retake.

Abilities

Key CBasic

Trademark

200 credits · 1 charge

You place a trap on the ground that detects visible enemies in range. It triggers a countdown, shakes the ground and creates a field that slows the players inside. You can pick it up to redeploy it, with a 30 second recharge.

Key numbers

  • Setup delay: 2 s
  • Slow: 50% for 4 s
  • HP: 20
  • 30 s recharge after recall
  • Place the trap on a flank or a secondary approach so a teammate does not have to hold that angle.
  • Hide it in a corner that is hard to see: a spotted trap is destroyed before it has done anything.
Key QBasic

Headhunter

100 credits · 8 charges

You activate a heavy pistol that kills with a single headshot. Alternate fire activates a scope. Ammo is bought one bullet at a time, so it stays cheap on an eco. It demands precise shooting, because a body shot does not kill.

Key numbers

  • Priced per bullet, 8 bullets maximum
  • Head: 159 damage
  • Body: 55 damage
  • Legs: 46 damage
  • Buy 3 or 4 bullets on defense or on an eco: that is enough for a headshot duel without draining your credits.
  • Use alternate fire when you hold a fixed angle, and normal fire when you are moving.
Key ESignature

Rendezvous

1 free charge per round · 1 charge · Cooldown: 30 s

You place a beacon on the ground, then teleport to it when you are in range. It is used to shoot from an aggressive angle and return to cover. It can be picked up, but it is visible and audible, so the enemy can punish your arrival.

Key numbers

  • Recharge: 30 s after use or recall
  • Teleport radius: 18 m
  • Teleport duration: 1.3 s
  • Beacon health: 50
  • Place the beacon behind a corner and teleport right after your shot, before the enemy catches you.
  • Do not teleport to a spot that is already watched: an opponent who hears the beacon waits for your return.
Key XUltimate

Tour De Force

8 ultimate points

You summon a custom sniper that kills an enemy with a single body shot. Alternate fire activates the scope. Each death creates a field that slows the players inside, which delays trades and retakes.

Key numbers

  • Ammo: 5
  • Windup: 2.3 s
  • Damage: 255 head, 150 body, 127 legs
  • Slow: 4 s at 50%
  • Take the ultimate at the start of the round if you can hold a long angle: a single body shot kills, so it forgives aiming mistakes.
  • Combine it with Rendezvous to shoot then fall back, because the sniper leaves you exposed after the shot.

Strengths

  • The Headhunter kills with a single headshot for 100 credits per bullet, so an eco round stays dangerous.
  • Rendezvous lets you shoot from an aggressive angle then return to cover, which makes up for the weakness of a sniper or an isolated shot.
  • Tour De Force kills with a single body shot: it forgives aiming mistakes and slows around each death.
  • His kit costs little, so you can save for the team or buy a more expensive weapon.

Weaknesses

  • He only has one trap, so less site coverage than Cypher or Killjoy.
  • The Rendezvous beacon is visible and audible: the enemy can guess your return or destroy it.
  • Almost his whole kit depends on your aim: without precise shots, he loses almost all his value.
  • He has few retake tools and depends on allies to open a site.

Tips

  1. Keep the Headhunter for long or medium range duels, and switch to a primary weapon in close combat.
  2. Place the beacon behind some cover before you peek: you shoot, you teleport, and the enemy has no time to aim at you.
  3. A headshot with the Headhunter kills: train flicks on fixed targets, then placing them right after a counter-strafe.
  4. Vary the positions of the beacon and the trap: an opponent who knows them destroys them or predicts your fallback.
  5. Save your credits when you can: your kit is cheap, and the team buys better with your money.

The aim to train

The Road2Radiant benchmark subcategories that matter most here.

  • Static

    Clicking on static targets

    The Headhunter and the sniper punish precision: flicks on stationary targets decide most of your duels.

    Drills to improve
  • Speed

    Fast target switching

    After a first shot, you chain a second target fast: a quick switch keeps you from losing the initiative again before your fallback.

    Drills to improve
Measure these skills with the benchmark

Synergies

Other agents in this role

Train the aim Chamber needs

Sources

Updated on October 13, 2026

Data from patch 13.06. Names, art and weapon stats: Riot Games, via valorant-api.com.