Sentinel
Chamber
In one line: The weapons sentinel: a precision pistol with a scope, a sniper rifle as his ultimate, a trap that slows whoever triggers it and a teleport to get back to safety after a shot. He holds long lines like nobody else, provided he wins his fights.

- Role
- Sentinel
- Difficulty
- Medium
Abilities
Chamber is a sentinel built around weapons and repositioning:
- Trademark: a trap that watches the area in front of it. When a visible enemy enters its range, after a short countdown it creates an area that slows whoever is in it;
- Headhunter: a precision heavy pistol, with a scope for long-range shots. It works as an extra weapon alongside your main one;
- Rendezvous (signature): lets you teleport to an anchor you placed earlier, if you are on the ground and within a certain distance. It is your escape after a shot, or a way to change position instantly;
- Tour De Force (ultimate): a very powerful sniper rifle. Kills with it create a slowing area around the fallen enemy.
Chamber's principle is: fire one shot from a strong position, then disappear.
When to pick
Pick Chamber when:
- you are strong in long-range fights and like holding long lines: Headhunter and Tour De Force are built for this;
- the team wants someone to hold a site or a flank with a trap and a gun, without needing much utility;
- you like playing with repositioning: Rendezvous lets you take a fight and get back to safety before the enemy answers;
- the team has economy problems: Tour De Force is a sniper that costs no credits, and Headhunter can stand in for a better gun in poor rounds.
Chamber is a sentinel for players who think with their aim: his value depends mostly on the shots he lands.
Another reason to pick him is psychological pressure: a Chamber who hits from range and disappears forces the attack to spend utility and time on every long line, even when he is not there. The enemy never knows whether the line is held or empty, and has to treat it as dangerous.
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