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  6. Chamber

CHAMBER

Abilities

Trademark

Trap that guards an area. If activated, it launches a slowdown at the opponent’s feet. This ability has range over Chamber and can be reused.

  •  Cost: 200 Credits
  •  Cooldown per Pickup: 30s
  •  Slowdown Duration: 4s
  •  Reaction Time: 1s
  •  Activation Time: 2s
  •  Slowdown Area: 12m Diameter
  •  Detection Range: 10m
  •  Range with Chamber: 50m
  •  Positioning Range: 12m
  •  Health: 20hp

HeadHunter

Powered Pistol.

  •  Cost: 100 Credits each Bullet
  •  Bullets: 8
  •  Damage: 159 Head / 55 Body / 46 Legs
  • Equipment Time: 0.3s
  • Rate of Fire: 0.25s

Rendezvous

Anchor to which Chamber can teleport, if this agent is within its area. It can be reused, unless it is destroyed.

  •  Cost: Free
  •  Cooldown: 30s
  •  Cooldown per Pickup: 30s
  •  Positioning Range: 9m
  •  Area: 13m
  •  Health: 50hp
  •  Weapon Equip: Instant

Tour de Force

Ultimate Ability in which Chamber equips a Powered Operator. He can apply an area slow if he kills an enemy.

  •  Cost: 8 Orbs
  •  Bullets: 5
  •  Slowdown Duration: 4s
  •  Slowdown Area: 12m Diameter
  •  Damage: 255 Head / 150 Body / 127 Legs
  •  Equipment Time: 0.6s
  •  Rate of Fire: 0.9s

General Characteristics

Offensive Capacity  HIGH

Defensive Capacity  MEDIUM

Information Capacity  MEDIUM

Own Cynergy  LOW

Synergy with other Agents  LOW

Rank with respect to Utility  LIMITED

Amount of Resources  HIGH