Valorant is a 5v5 tactical, competitive first-person shooter that pits players against players to compete in a near-future world doomed by dimensional travel. Players can choose from a roster of 21 agents, and a versatile arsenal ranging from Shotguns to Machine Guns. Agents are also classified based on the roles they fill. In this article, we’ll talk about Chamber, a Sentinel. They focus on defensive play, as they lock down sites and prevent flanks. Our focus will be Chamber on Fracture, a map that split into two biomes after a laboratory explosion. It features two bomb sites and a zipline for faster travel.
When and Where should you play Chamber on Fracture?
Before we dive in, to the ins and outs of Chamber’s gameplay. Let’s talk a little bit about his kit. His basic abilities are Trademark, a trap that scans for enemies and slows them if they get too close, and Headhunter, a unique pistol equipable only by Chamber and has aim-down sights. For his, signature ability is Rendezvous, a teleport anchor that allows him to teleport a short distance to the anchor within its range. His ultimate provides a long-range sniper rifle that creates a slow field if he kills an enemy with it.
Chamber is an excellent choice for the defense side of the map, Fracture. Since there are two sites, each site’s lineup will be given separately in the following:
- A Site: Trademark, near drop prevents an early push and alerts the ones holding the site. You can also place one near the box in A-main. As for teleports, you can place one above the top site and if you want to play Dish, you can place one right near your first trademark.
- B Site: Place the trademark, on top of the glass box or just beside the corner of A main. Place your teleports, one of them in the tower to hold the arcade and the other on top of the generator to play a safe back-hold against pushes.
For attacking, the side Chamber is excellent for holding flanks and then anchoring down sites once the spike has been planted. In a similar manner, this article will provide separate lineups for different sites
- A Site: Place the trademark near A door if you are going from Attacker Side Spawn, and if you’re going from Bridge, place it right on the spawn near the bridge glass box. You can also save it for a post-plant situation. As for teleports, place it behind covers, when using your ultimate so you can quickly teleport after taking a shot.
- B Site: Place the trademark on spawn itself covering the entire area, and if the enemy destroys it, Chamber’s Sentinel abilities will promptly alert you in case of a backstab attempt. If you’re moving towards B, you can place it right in the corner of the tree. If you’re going from the bridge, place it on the bridge that covers the entire area. As for teleports, place it behind covers, to quickly check for flanks or get back to cover.
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Chamber, a highly versatile Sentinel agent, stands out for its expertise in flanking defense. With agile teleportation to secure critical chokepoints.