chamber | valorant agents
November 16, 2021
Episode 03: Reflection
Chamber related valorant-agents
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Trademark is primarily an Intel ability that Chamber must equip before casting. Once equipped, his crosshair will be replaced with an indicator for placing a trap. This will turn blue if it is placed on a viable position to be cast in, and will turn red for unviable positions. Upon casting, the trap will briefly deploy at the location where it will remain indefinitely and stay visible to all agents. Enemies can destroy the trap by dealing any damage to it. If an enemy agent gets too close to the trap it will briefly take aim and fire at the target. If Trademark loses sight of its target whilst taking aim, the wind up will cancel but the trap will not deactivate. If the target remains in vision for the full duration the trap will lock on and fire regardless of distance between the trap and the agent's current position. Once an agent is hit, a temporary slowing field will be created on the ground under the target's current position. If the target is airborne when they are tagged, the slow field will usually form on the ground directly underneath their position. In this case, the agent may not be affected by the slow if they are far enough above the field. However, it is possible for the slow field to not be created at all if the target can create enough height between themselves and the ground before they are tagged. If Chamber is killed during the round, any placed traps will deactivate.
Rendezvous is a Mobility ability that Chamber must equip before casting. Once equipped, his crosshair will be replaced with an indicator for placing an anchor. This will turn blue if it is placed on a viable position to be cast in, and will turn red for unviable positions. Upon casting, the anchor will briefly deploy at the location where it will remain indefinitely and stay visible to all agents. Enemies can destroy the trap by dealing any damage to it. Enemies can destroy anchors but they have their own health amount and must take enough damage for this to be depleted for them to be destroyed. The anchors are able to be recalled from a large distance away through terrain but will go on a short cooldown before they can be redeployed. If a cooldown is already in effect, the cooldown will not be reset by an anchor being recalled or destroyed. In order to utilize the anchors, two of them must be placed within range of each other. There is then a separate proximity distance that Chamber needs to be within from an anchor to use Rendezvous. He must also be standing on the ground and cannot be too far above the anchor's altitude level. When Chamber has placed two anchors and is within proximity of one such that he is able to use them, Chamber's screen will receive a golden outline. For all other players, they will see Chamber's jacket turn golden instead. These effects will disappear if Rendezvous is on cooldown. Upon casting in range of an anchor, Chamber will instantly teleport to the other anchor, giving off an audio cue at both his previous and current location that can be heard by all players.
You can get XP by completing daily and weekly missions. Also one played round gives you 100XP, one won round gives you 200XP.
Tour De Force
Tour De Force is an Empowerment ability that Chamber has to equip before using Upon casting, he will summon a sniper rifle. Chamber can unequip and reequip this rifle with a shorter equip time for the rest of the round. If Chamber kills an enemy with Tour De Force, a a temporary slowing field will be created on the ground under the victim's position. If the target is high enough above ground when they are killed, it is possible for the slow field to not be created at all.
Headhunter is an Empowerment ability that equips Chamber with a pistol. He can continuously equip and unequip this weapon so long as he has purchased ammunition for it before round start. Headhunter has an Alt-Fire ADS mode and has no damage falloff.
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