Chamber

Overview 

Chamber is a Sentinel that often plays a lot more like a duelist. A big part of that is his kit providing two weapons to go with abilities that encourage you to take fights early. Chamber’s ultimate also provides him with a stronger version of the Operator, which is a weapon he is also very adept at using. Chamber is a great pick for Sentinel mains who want to do more than sit back and wait for the enemy to come to them. 

Role: Sentinel

Sentinels are defensive anchors for your team. 

On defense, they provide utility that can clog chokes and slow the enemy team’s approach if not deter them altogether. 

On attack, they are typically responsible for watching flanks with their utility while lurking in a different direction from your team. 

Tips and Tricks

  • Chamber is best picked in place of a second duelist as he doesn’t provide as much defensive utility as other Sentinels. If you’re the only Sentinel, you’ll want to play extra aggressive early in the round to gain information for your team. 

  • Rendezvous [E] allows you to take extremely aggressive peeks at the start of the round and then blink back to safety. It also allows you to blink up to high angles before the round begins.

  • Trademark [Q] can be dodged if enemies smoke it out and sneak past during the smoke duration. If you find enemy teams doing this, especially when you’re on attack and they are trying to flank you, it can be best to just place the Trademark in the middle of an open corridor to force enemies to shoot it and reveal their position.

  • Thanks to Headhunter [Q] and Tour de Force [R] providing him with strong weapons at a good cost, he's extremely efficient economically. And combined with the safety mechanism of Rendezvous [E], Chamber players are often the designated Operator player for their team.  

  • You can find Chamber lineups here

Chamber Stats

Win Rate

49 %

Pick Rate

6.02 %

K/D

1.12

Chamber Abilities

Trademark

c

Headhunter

q

Rendezvous

e

Tour De Force

x

Ability: Trademark

Cost: 200

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.

Ability: Headhunter

Cost: 150

ACTIVATE to equip a heavy pistol. ALT FIRE with the pistol equipped to aim down sights. You can have up to 8 bullets.

Ability: Rendezvous

Cost: Free. Cd 30s (Used/Recalled) Cd 45s (Destroyed)

PLACE a teleport anchor. 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. After post-teleport lockout, you can immediately shoot.

Ability: Tour De Force

Cost: 8 (Kills, Orbs, and Spike Plants/Defuses)

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.