Chamber, codename Deadeye, will be released as a Sentinel agent in Valorant. A defensive expert who can lock down areas and watch flanks on attacking or defending.
Here are his abilities:
(C) Trademark:
Chamber places a trap that can scan for enemies. When a visible target comes into range, the trap counts down and destabilizes the terrain around them. The ability creates a lingering field that slows players caught inside of it. Players can purchase two charges of Trademark, each of which costs 150 credits.
However, there is no activation range like Killjoy's Alarmbot, where if you move 40 meters away from placing the trap, it will shut down. The Trademark bots are not invisible; players can see them from a distance and, unfortunately, they are destroyable. Upon the utility being destroyed, it will notify Chamber on the screen. While it has a better range than an Alarmbot, it is not as subtle. Players can place the trap on an A site and then play B site while the Trademark still works. Upon the trap being triggered, it will notify Chamber on the screen, and he will make a voice line like Killjoy's or Cypher's traps. Once the traps are placed down, players cannot redeploy them.
The negative side to Trademark is that it does not deal any damage or other debuffs other than slowing enemies. There is no information on who triggered the trap; unlike the outlines on Cypher’s Trapwires or how KAY/0’s Zero/Point will notify him if anyone is in the radius. Like Cypher’s Cyber Cage, players can hear enemies stepping into or out the slow field, but not traveling through it. While they walk through the slow, there is no extra sound effect to let you know anybody is there, unlike Sage’s Slow Orb, where players can listen to the crystals smashing beneath their feet.
(Q) Headhunter
Activating the ability will equip the player with a heavy pistol. Players can have the option to aim down sights.
Head damage: 159.
Body damage: 55.
Leg damage: 46.
Cost per bullet: 150.
The heavy pistol has a very similar look and usage to the Sheriff's weapon. The interaction is near enough in the same way as the Sheriff. However, the most significant difference is the aim-down sights, which players cannot normally do. There is much better accuracy, but the damage is the same. There is no bullet deviation, a faster recovery time between firing, and equips twice as fast. They are pulling out the gun in 0.3 seconds, twice as quickly as pulling out a Sheriff. The most broken aspect of the Headhunter is that there is no damage falling off at range. Players headshotting an enemy across the map will kill them, whereas a Sheriff has falloff range and will not get that kill. While it may be a better Sheriff, moving and jumping accuracy still implies.
The downside of Headhunter is the cost; players will not have to purchase for the ability but pay for every bullet in the gun. On the screen above the ability, there is a number hovering how many rounds. The maximum is only eight. If there are extra bullets remaining after a round, it will carry over into the next. While the gun is a substantial damage ability, it can be costly.
(E) Rendezvous:
Chamber’s signature ability allows him to place two teleport anchors. While both are on the ground and in range of the anchor, he can reactivate the ability to teleport to the other anchor quickly. Both can be picked up to be redeployed. There is a 15 second cooldown on using the ability.
Enemies can destroy Rendezvous, and upon destruction, Chamber will have around a 35-second cooldown. An essential thing to mention is that enemies can see the ability from a distance; it is not like an Alarmbot or a Tripwire for stealthy utility. The teleporters can be redeployed, but there is a bit of a cool down as well. The teleport noise is quite loud, apparently louder than Yoru's, which is less than sneaky and stealthy. There is an audio cue both from where you teleport from but also where you teleport to.
There is a set range; it's effectively the radius of footsteps, KAY/O's ultimate, and spike explosion. Still, the anchor has a relatively large radius to travel between, except players cannot place one on the A site and the other on the B site. Once they are set up, players can use the signature ability as many times within the round. Upon using the ability, it is instant, and there is no wind up for players to move between them. However, there is a 15-second cooldown and a wind-up time to pull out your gun after activating the teleporter. Almost a two-second window depending on the weapon, so setting up your exit location in an unsafe spot can punish you.
(X) Tour De Force
Chamber’s ultimate ability upon activation will 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. It costs 7 ultimate points.
The slow areas that trigger off a kill last just like the Trademark slow, roughly around nine seconds. There is no difference in range, radius, or purpose. The Tour De Force works the same as Jett's Bladestorm, where players activate their ultimate. Still, there is no duration like Reyna's Empress or Raze's Showstopper—using the ultimate at the start of the round, keeping it until the end without being on a timer. However, the sniper rifle only has five shots, and even if you get a kill on an enemy, your ammunition does not replenish.
The weapon can kill anyone on direct hit regardless of the range or body part, almost like a Golden Gun. It has a faster aim down sight and has a quicker rate of fire than the Operator but slower than the Marshall. While it may be better than an Operator, moving and jumping inaccuracy still applies. The developers have noted that it should be easily identifiable whether you’re being shot at with either Chamber's ultimate or standard Operator, and enemies will hear a voice line like all the other Agents when they use their ultimate ability.
Conclusion
Chamber's abilities can be utilized both passively or aggressively. His ability to summon two extremely lethal weapons will be of good use to hold down a site or get a pick to start a round when either attacking or defending. His signature ability helps him reposition, but if players like to be stealthy and quick, Yoru will be a better Agent for teleportation and infiltration. Chamber’s Trademark ability is his utility, and the closest thing he has to standard Sentinel kit such as Killjoy or Cypher. Chamber is a unique Agent with most of his kit relying on gun skill. Chamber was initially supposed to be released at the beginning of Act 3 but Riot delayed the agent until Patch 3.10 on November 16, 2021.