Chamber

Meet the suave, secretive assassin, Chamber. Eighteenth agent of VALORANT Protocol, and one of the biggest enigmas in the game.
Written By Luke Dalton Writer
Last UpdatedSeptember 6, 2023 at 04:24PM
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Agent Introduction

VALORANT’s fourth Sentinel, Chamber’s confidence is as sharp as his wardrobe and as precise as his self-designed Radianite tech.…

Designed to be a sniper’s dream character, Chamber is equal parts long-range deadly as he is a surprisingly aggressive Sentinel.

Slick, stylish, and supremely suave, he may have no apparent Radiant powers, but that doesn’t stop this French assassin and master weapon designer from being a (Tour de) force to be reckoned with.

“Ah, we've been noticed! Follow my lead, I know how to make an entrance.” Vincent “Chamber” Fabron

Chamber cooperating with his Omega counterpart to free Brimsonte in VALORANT cinematic

Quick answers

You’ve got questions, we’ve got answers…

When did Chamber come out? Chamber joined VALORANT’s agents on November 16, 2021, in Episode 3, Act 3 (patch 3.10).

How old is Chamber? Somewhere between 25 and 30 years old.

How tall is Chamber? He’s around 180cm tall.

Where is Chamber from? Chamber is from France, possibly the city of Saint-Étienne in eastern-central France.

Is Chamber good? A lot of VALORANT players enjoyed some crazy easy wins with Chamber in his early days, but Riot put a stop to that at the end of 2022 with a few significant nerfs. Chamber’s still got great potential though, if you use him right, but dominating rounds with him will take a different strategy to most Sentinels.

How do you get Chamber in VALORANT? You can unlock Chamber through the Agents screen in one of two ways – spend 1,000 VALORANT points (roughly $10), or 8,000 Kingdom Credits (which you earn by playing the game).


“Well dressed and well armed, French weapons designer Chamber expels aggressors with deadly precision. He leverages his custom arsenal to hold the line and pick off enemies from afar, with a contingency built for every plan.” Riot’s official description of Chamber.

THESPIKE Dossier: Chamber

Bio

Chamber of VALORANT
Callsign: Chamber
Real Name: Vincent Fabron

Age: 25–30
Height: 180 cm
Origin/country: France
Classification: Human
Gender: Male

Affiliation(s): VALORANT Protocol
Agent number: 18
Agent type: Sentinel

Difficulty level: Hard
Signature weapon: Finesse Classic
Basic abilities:
•Headhunter
•Trademark
Signature ability:
•Rendezvous
Ultimate ability:
•Tour de Force
Ult points: 8

Release date: November 16, 2021
Voice actor: Hugo Pierre Martin
Chamber’s playlist

Personality analysis

Callsign Chamber is a man who uses his charisma and expertise to mask his true intentions. He guards those intentions like the darkest of sacred secrets, and will go to any lengths to ensure his desired outcome – even forming an alliance with his Omega-Earth counterpart and destroying the Everett-Linde research facility (for which he exhibits no remorse, despite causing such significant loss of life).

He consistently shows the utmost confidence in his skills and position of value to VALORANT, going as far as to consider himself absolutely necessary.

Chamber is friendly towards most of his fellow agents, though given his extreme secrecy when it comes to his motivations and end-game, it seems likely that this amiability is little more than a smoke screen.

He seems to know his secrets are best kept hidden from his fellow agents, which suggests that his ulterior motives might clash with those of VALORANT Protocol’s, though this is yet to be proven.

Whether agent Cypher’s extensive surveillance network has uncovered any depth of information regarding Chamber is unclear, though the Frenchman suspects Cypher knows more than he lets on.

Chamber of VALORANT playing pianoAgent Fade’s time blackmailing VALORANT made it crystal clear that Chamber’s every move is a calculated step towards his all-consuming end goal – something he regards as a necessity, not merely an ambition.

This is supported by Chamber’s fondness for chess and piano, which both show that strategic thinking and patience are important to him and part of how he moves through the world.

While Chamber’s ultimate motives remain a mystery, Fade’s sleuthing was able to reveal that it is possible he will struggle to be viewed as a villain, should the world ever judge his actions and reasons and decide they are diabolical.

This wraps up at least some of the Frenchman’s mystery – he cares about what others think, likely more than he would like to let on.

Closeup of Chamber's eye in VALORANT cinematicHis sharp eye for design and style, as well as his friendly, complimentary attitude towards others, supports this analysis. Though it seems clear he would hate to be despised, Chamber’s path has not altered, which proves he is still willing to be hated if that is the cost of his plans.

Chamber’s lengthy past as a highly successful weapon designer for Kingdom Defense shows he is extraordinarily attentive to detail – a trait that has proven invaluable in his time with the VALORANT Protocol. And it appears that no matter what task he turns his hands to, Chamber always sets the highest of standards for both himself and his team.

Striving to be the best in what he does is clearly a top priority for Chamber.

Pre-VALORANT Protocol

Vincent Fabron’s entire known life has revolved around weapons and secrecy. It is likely that whatever goal he secretly strives for has been his guide throughout all this history.

The earliest documented reports of Fabron are of his connections to an organization known only as Culverin. Fabron once worked for the French military as a marksman through a private military company (PMC), and whether Culverin is the name of this company or not is unclear.

Whether he has roots in the eastern-central city of Saint-Étienne also remains a mystery, though it seems a likely origin for him – largely because the city once housed a factory known as the “Armory of the Nation”, which later pivoted to become “Saint-Étienne's Design City” and aimed to inject the arts into the industrial city.

To ignore the similarities between Chamber and Saint-Étienne’s shared history of weapons and design seems foolish.

After First Light, Fabron began working for Kingdom Defense Program, as both manufacturer and Chief Weapons Designer, and on the development of their teleporter technology. Though progress with teleportation had its undeniable failures – namely the abandoned container ship in the Caribbean – Fabron’s efforts eventually bore fruit, enabling him to make contact with and strike up a deal with his Omega counterpart to further their mysterious ends.

Progress towards these ends took the shape of a tragedy at the Everett-Linde Research Facility in Santa Fe County, New Mexico, in around 9 AFL.

The moment before both Chambers' bullets collide and destroy the Everett-Linde facility in VALORANTDespite Fabron’s initial attempts to infiltrate the facility being blocked, he was able to gain access, obtain schematics, and destroy the Large Radian Collider in collaboration with Ω-Chamber, each using their Tour de Force to create a high-impact bullet collision at the heart of the collider. The explosion eviscerated the facility, killing many employees.

How exactly this destructive act furthered Fabron’s ends is unclear – all he has revealed is that it created an “opportunity”.

Since this facility represented a collaboration between the respective Kingdom entities from Alpha and Omega, supposedly for the betterment of both worlds, this only raises more questions surrounding Fabron’s potentially nefarious motivations.

All that is clear is that there is no sacrifice this man is not willing to make in pursuit of his prize.

With VALORANT

Brimstone on his knees at Chamber's feet after being rescued in VALORANTShortly after the Everett-Linde Disaster, Fabron comes across agents Brimstone and Viper.

With the aid of his Omega-Earth double, he rescues the pair of legendary VALORANT agents and is recruited into the VALORANT Protocol as its 18th agent, Chamber.

It’s possible Brimstone only recruited Chamber as a token of his gratitude, however, this seems unlikely.

Given that Brim and Viper were captured while on a mission focused on Kingdom’s teleporter tech, it is more likely that recruiting Chamber was a strategic move to give the VP a much-needed boost in their struggles against Omega Earth.

Chamber immediately helped VALORANT Protocol to construct their own cross-dimensional Alpha to Omega teleporter, which supports this analysis of Brimstone’s reasoning.

Since Chamber’s assistance in this win for VP came not only from his personal experience with Kingdom’s teleporter tech, but from the blueprints he stole during the preceding Everett-Linde incident, it raises questions about how much of these events were part of Chamber’s calculated plans.

He was also instrumental in the recruitment of agent Neon – a Radiant he knew from his past, whose abilities would come to power the Alpha–Omega teleporter.

Despite being a valuable member of VALORANT Protocol, Chamber remains largely untrusted by his new allies.

Weaponry

Chamber does not possess Radianite powers that we know of. Instead, he uses custom-built equipment, designed by himself and infused with both Radianite and nanotechnology, plus short-range personal teleportation gear.

His Headhunter and Tour de Force both utilize a unique form of nanotech, which allows him to store them within his golden tattoos and summon them at will.

Given the Tour de Force’s explosive power and volatile nature, it is likely that this sniper rifle actually fires Radianite bullets. This would certainly explain the devastation caused at the Everett-Linde facility when two of these bullets collided at peak velocity.

Omega Chamber lines up Alpha Chamber in his sights during the Brimstone rescue

Omega Chamber

While Chamber may be the only VALORANT Protocol agent on remotely friendly terms with his Omega counterpart, it appears that their partnership is not entirely trustworthy.

During the rescue of Brimstone and Viper, we can clearly see Omega Chamber line up his shot to free Brimstone and take a beat to fix his crosshairs squarely at the nape of Alpha Chamber’s neck.

A coded message was also discovered at the site of the Everett-Linde facility, bearing Chamber’s insignia. When deciphered, it reads “Schematic obtained, tomorrow the usual”.

Whether the meaning of this message is continued collaboration or not is unclear, especially as Chamber is often heard talking about their deal being off and how his counterpart should have “known not to trust him”.

It is possible, however, that these are lies meant to keep the other VALORANT agents in the dark about his ongoing Mirroverse partnership.

VALORANT Protocol relationships

Callsign: Brimstone (VP agent 01)

Brimstone headshot, VALORANTBy Chamber’s own open acknowledgement, Brimstone is not fond of him, most likely due to recognizing Chamber as someone inherently untrustworthy.

Chamber is often heard chiding Brim for failing to “at least pretend” to like him, as he is their “key to the other side”. Chamber is also more than happy to quip about doing Brimstone’s job, when it comes to finding new recruits.

Despite this, in typical leadership style, Brimstone has never been heard to speak a bad word against Chamber (besides calling him a “show-off”).

Callsign: Viper (VP agent 02)

Viper headshot, VALORANTAs with most VALORANT agents, Viper is distrusting of Chamber. A voicemail she left for Brimstone addresses that she is keeping an eye on the Frenchman and will “take care of it” if he acts against the VP in any way. Even so, like Brimstone, she recognizes Chamber as a necessary part of the team… for now.

She acknowledges Chamber’s charming ways, though is quick to counter that he’s not as clever as he thinks – indicating he has little influence over her.

Chamber, meanwhile, is often heard flirting with Viper. While this appears to be a typical approach for him with both men and women, he is often heard directly asking Viper out to dinner (and receiving a fierce refusal).

Callsign: Cypher (VP agent 05)

Cypher headshot, VALORANTChamber and Cypher interact little, however, it’s clear they both hold a mutual respect for one another. Chamber is quick to point out how impressive Cypher is, though it’s likely his motives for such flattery and his desire for them to be friends comes from fear of Cypher’s secret-uncovering ways.

Cypher, meanwhile, plays his cards close to the chest, though does acknowledge that he and Chamber make a good team.

Callsign: Sova (VP agent 06)

Sova headshot, VALORANTChamber is quick to compliment Sova’s impressive skills, though also equally quick to make sly observations about the Russian’s rule-breaking past. This suggests Chamber is wary of Sova, and keen to keep him unsettled.

Given Sova never rises to such taunts, we can assume that Chamber’s chiding has little effect on the humble Russian hunter. Sova recognizes that Chamber is a good shot, but little else. He even goes as far as to hint that, despite such recognition, the Frenchman does not impress him.

Callsign: Reyna (VP agent 11)

Reyna headshot, VALORANTDespite sharing goals of helping Neon harness her full power, Reyna and Chamber have little to do with one another.

Still, Chamber’s mention of having an “impressionable young mind” for Reyna to corrupt shows at very least that he considers her to be a negative influence on those around her.

Callsign: Astra (VP agent 16)

Astra headshot, VALORANTChamber has expressed great interest in Astra since joining VALORANT, from delight at her presence to being rendered “speechless” by her impressive talents in the field.

Rumor has it, however, that Chamber’s interest may be more in Astra’s nature as an astral Guardian, and the golden gauntlet that channels her cosmic energy. Given his experience crafting Radianite weapons, it is likely he wishes to similarly harness Astra’s power.

Callsign: Neon (VP agent 19)

Neon headshot, VALORANTThough Chamber has informed Brimstone of his “past misunderstanding” with Neon, and claims to have been apologizing to her for suggesting she release her surge protector to power the Alpha–Omega teleporter, the Frenchman rarely speaks of her in the presence of other agents.

Given Chamber’s habit of flirting and praising all those around him, this indicates that Neon is far too savvy to fall for his charms. She is quick to implore others not to listen to Chamber because “what he wants is not what he says”, and even quicker to tell him to leave her out of his schemes, which supports this.

It is likely that, unlike the rest of VALORANT Protocol, Neon is fully aware of Chamber’s involvement in the Everett-Linde Incident.

Chamber summoning his Tour de Force ability

Gamer’s Chamber guide

VALORANT’s Sentinels are generally all about defensive gameplay, but Chamber is a touch more… fiery… in his style.

His kit is at least 50% more aggressive than any other Sentinels, and you’ll need to play to that aggression if you want to learn how to play Chamber like a pro.

In this guide section, we’ll show you how to do just that, as we take a look at Chamber’s abilities and how he works best to support a team.


Quick-hitting advice

Before we jump into Chamber’s abilities in more detail, here are some key strategic takeaways to show you how to play this Sentinel like an absolute boss…

🎯 Play Chamber like a Sentinel/Duelist hybrid – Chamber’s utility is not like other Sentinels’.

  • Most of Chamber’s kit only works when you support yourself and your aim.
  • Trademark is his only ability that directly supports your team (unless you count the post-frag slowdown effects of Tour de Force).
  • You’ll never play Chamber right if you don’t play him as a bit of a Duelist.

🎯 Be wary of outdated advice – Chamber used to be a one-man-army agent, but now he’s far more of a team player. Any advice that predates his end of 2022 nerfs could steer you wrong.

🎯 Focus on precision, speed, and positioning.

  • Playing Chamber like a pro requires finesse and strategic thinking.
  • Get better at spotting and eliminating distant enemies and you’ll be one badass Chamber main.

🎯 Precision…

  • Your aim needs to be flawless, especially with Headhunter and Tour de Force – practice your crosshair placement if it’s even slightly wobbly.

🎯 Positioning…

  • Plan your positioning carefully and communicate with your team – do this and you can play in areas of a map that other agents simply can’t.
  • The space you take and the information you discover can be the difference between winning and losing a round.
  • Other Sentinels can’t play nearly as aggressively as they can’t play safe while pushed up.
  • Work the map alone, create timings, lurks, and give accurate directions for your team to follow.

🎯 Rely on Rendezvous

  • If you don’t master this skill, you’ll never play Chamber like a pro.
  • Prep a Rendezvous exit then peek aggressive angles wherever you can.
  • It’s a get-out-of-jail-free card, much like Jett’s Tailwind.
  • Combo it with Headhunter, Tour de Force, or an Op for a serious power play.
  • Use it as your escape hatch to hold sites single-handedly if needs must, for as long as possible before teleporting out or waiting for your team to rotate in.

🎯 Learn what makes a great Operator player – it’s the basis of being a great Chamber player, especially when using Tour de Force.

🎯 Use Trademark or Rendezvous as bait – most players will shoot your anchors/traps on sight. This gives you a small window to peek, shoot, and (hopefully) frag an enemy clean.

🎯 Be wisely aggressive, not reckless

  • Learn when and how to be aggressive.
  • E.g. If you drop a Rendezvous and hold for a while but hear no noise or utility ahead, it might be worth taking the space and repositioning your TP in a more forward position – if it works, you’ve got more intel to feed your team on the enemy location.
  • More aggressive plays like this are always a gamble – you’ll need a strong game sense to feel them out.
  • Learn from what goes wrong and adapt.

🎯 Avoid greedy re-peeking

  • Too many Chamber mains get greedy and get dead.
  • Play with your team instead – let them use their abilities to set you up if you want to repeat the angle for more kills.

🎯 When attacking as Chamber…

  • Take on duels, trade entry fraggers, and generally turn up the pressure on retakes.
  • Use Trademark to watch flanks.
  • Lurk, frag, and then TP out with Rendezvous.
  • Lean on Tour de Force for some early kills.

🎯 When defending as Chamber…

  • Aim to score early picks and slow down enemy pushes.
  • Hold long angles with Tour de Force or an Operator.
  • Brave some early, aggressive peeks, especially at the start of a round.
  • Reposition yourself and take off-angles with Rendezvous.
  • Flank the enemy team and create space.

Abilities

E - Rendezvous

Place a teleport anchor. While on the ground and within range, use it to teleport to the anchor.

  • Ability type: Signature
  • Duration: 1.3 seconds
  • Cooldown: 30 seconds
  • Cooldown when destroyed: 45s
  • Radius: 13m
  • Health: 50 HP
  • Cost: Free
  • Max charges: 1

Rendezvous is an epic way to quickly escape tricky situations or reach high locations.

Planning ahead at the start of a round is key to a successful Chamber strat. Drop an anchor in areas you’ll be going during the round, and remember that Rendezvous’ 13m range goes through walls.

It’s also immune to friendly fire damage, and has no max recall distance.

Chamber using his Rendezvous ability in VALORANT



Setups and use guide:
Rendezvous is the cornerstone of Chamber’s kit, and you should be using it every round in one way or another, whether to relocate after a kill or save your skin.

You’ll get the most out of this ability when playing aggressively (no surprises there!).

The best Rendezvous placement spots:

  • Let you play in enemy space, but are far enough away to not get fragged by an enemy Jett dashing on top of you.
  • Sit within range of off-angles or positions enemies won’t necessarily think to hard clear, giving you a dangerous position of power.
  • Teleport you to a strong tactical position, like a high off-angle.

Keep an eye out for any opportunity to drop your TP anchor somewhere that’ll give you a tasty surprise angle. If you’re playing an Op or a Vandal, even better – look for vertical positions to drop the anchor and abuse those unexpected angles for some dead easy picks, especially when defending sites.

You need to think ahead with this ability big time. Master this kind of careful planning and you’ll be a serious threat to your enemies.

Rendezvous is perfect for setting yourself up to score picks and get out safely, but timing is crucial if you want to maximize the value this utility brings you.

A lot of players TP out the second they get droned, flashed, or stunned, but if you TP out before shooting an enemy utility or scoring a kill, you might be playing things too safe.

Don’t always jump at the first sign of trouble. Be prepared to wait…

If you don’t hear or see any follow-up (e.g. no peeking, no running, no Jett dashes or Raze satchels), you could hold your position and score a kill still before TPing out.

Some enemy abilities are more dangerous than others. If you’re hit with a KAY/O knife, you’re best off getting out of dodge, fast. Raze’s Boom Bot is an entirely different story though – you’ll have time to shoot it and possibly even frag the Raze before TPing out.

When playing Chamber, timing is as vital as preparation (and practice – when to get out fast vs. stick around for that kill depends entirely on your skill and the enemy team’s comp).

After TPing out with Rendezvous, try to hold a different angle.

This ability lends itself perfectly to aggressive peeks. Use it on main entrances to sites, when peeking Mids, from any prominent entrance, or any ideal peeking area with a long sight line.



Full ability description:
PLACE a teleport anchor.

While on the ground and in range of the anchor, REACTIVATE to quickly teleport to the anchor.

The anchor can be picked up to be REDEPLOYED

Q - Headhunter

Equip a pistol with heavy firepower.

  • Ability type: Basic
  • Ammo: 8 bullets max
  • Cost: 150 creds per bullet


Damage:

  • Head: 159
  • Body: 55
  • Legs: 46

A beefed-up beast of a Sheriff capable of downing enemies in one headshot at any distance. Yep, you read that right – Headhunter has absolutely no damage fall-off.

Line ‘em up and pop heads, it’s as simple as that (as long as your crosshair placement is tight). Chamber using his Headhunter ability in VALORANT



Setups and use guide:
Once upon a time, Chamber mains would kit out with the Headhunter, spam fire like mad, and be gods. Nowadays, this ability requires a bit more finesse to dominate a round.

Our best advice is to use this ability sparingly. At 150 creds per bullet, it can seem like a smarter choice than it is. Any way you slice it, Headhunter is a high-risk, high-reward option.

It’s still a great choice for eco rounds, but only if your aim is pretty flawless and you’re 123% prepared to step up and play aggressively.

Basically, only buy Headhunter bullets if you can still full-buy in future rounds. If you can only buy a few bullets, you’re probably better off with something like a Ghost instead – it gives you more room for error and makes you less likely to tilt if your aim goes pear-shaped.

We seriously can’t stress enough how important your aim is with Headhunter – with only 8 shots max, you’ll run dry fast if you’re not careful.

If you’re not confident in hitting your shots, get some serious aiming practice in before hitting ranked play with Chamber’s Headhunter. When you invest in the Headhunter and hit your shots, it’s totally worth it, but if you sacrifice shields or future rounds because of it… well, you can see where this is going.

Headhunter’s definitely worth stronger consideration on long-range maps like Icebox or Breeze, where its lack of any damage fall-off makes it as deadly as any Vandal in the right hands.



Full ability description:
ACTIVATE to equip a heavy pistol.

ALT FIRE with the pistol equipped to aim down sights.

C - Trademark

Set a trap that fires a lingering slow-down area at any enemy agent that comes in range.

  • Ability type: Basic
  • Windup: 2 seconds
  • Cooldown: 30 seconds (when recalled)
  • Health: 20 HP
  • Debuff: 50% slow for 4 seconds
  • Cost: 200 creds
  • Max charges: 1

Easily Chamber’s most Sentinel-like ability, Trademark is a kind of mish-mash of Cypher’s Tripwire, Killjoy’s Alarmbot, and Sage’s Slow Orb – all rolled into one.

There’s a small delay between detecting enemies and the slow field activating, but that field makes it impossible for enemies to push through safely.

Chamber using his Trademark ability to slow agents in VALORANT



Setups and use guide:
Trademark is proof that Chamber is meant to play more aggressively than other Sentinels, since Cypher and Killjoy’s trips are generally far more effective. Still, use it right and you’ll find Trademark more than cuts the mustard.

Here’s the bottom line: Trademark is designed to suit Chamber’s style of holding space and getting info. Use it more for gathering intel than stalling or executing and you’ll be golden.

Find a hard-to-shoot spot for Trademark to sit and it can spell massive trouble for enemies. The trick is getting enemies to activate it without suspecting a thing or having a chance to stop it.

Avoid placing it behind penetrable walls or out in the open and you should be good.

One of the best placements is somewhere enemies will peek into – this gives them a nasty choice: shoot it or target you or your ally’s position.

Even though the slow effect can be handy, Trademark’s main value is as bait to play off.

Some top-tier Chamber mains use it almost exclusively as a baiting tool, planting it near entrances or pathways. They play on its visibility and aim to score easy picks on enemies who shoot it the second they see or hear it.

Trademark’s also a tidy way to set up an aggressive push – try prepping your team so they know when the enemy trips your Trademark, you all flash and ‘nade. It’s also perfect for aggressive plays since it remains active even if you die, unlike other Sentinels’ gadgets.

A few other key Trademark takeaways you should keep in mind when playing Chamber…

  • When you’re attacking, don’t just save it for when the spike’s planted – protect your flanks!
  • Always pick it up if you cancel a bombsite – you’re better off redeploying it on the site you rotate to.
  • It combos well with abilities like Viper’s Snake Bite, Astra’s Gravity Well, and Brimstone’s Incendiary.


Full ability description:
PLACE a trap that scans for enemies.

When a visible enemy comes in range, the trap counts down and then destabilizes the terrain around them, creating a lingering field that slows players caught inside of it.

The trap can be picked up to be REDEPLOYED

X - Tour de Force

Equip a custom sniper rifle that one-hit-kills any agent it hits directly in the upper body, and creates a slow-down field field per kill.

  • Ability type: Ultimate
  • Ammo: 5 bullets
  • Windup: 2.3 seconds
  • Debuff: 50% slow for 4 seconds
  • Ultimate cost: 8


Damage:

  • Head: 255
  • Body: 150
  • Legs: 127

Basically the Op’s bigger, badder, and way cooler older brother… with a faster rate of fire.

Chamber using Tour de Force in VALORANT



Setups and use guide:
Tour de Force is an absolute monster of a sniper, and if you play it just like you would an Op, you’ll be laughing all the way to the winner’s podium.

If you’re a stranger to Op’ing, this’ll get you started on the right footing…

  • Being in the right place at the right time is crucial – as always, positioning and Chamber go hand-in-hand.
  • Practice the art of point-and-click one-shot kills until your aim is hauntingly precise.
  • Learn to read your enemies’ intentions and make sure you’re there to obliterate them on their first peek.
  • Get your team to set up easy Op picks for you.

In the right hands, Tour de Force is an absolute tide-turner…

  • Its brain-blasting damage can land you easy one-shot kills – even with a leg shot!
  • Since all it costs is 8 skills, it’s an excellent ability whether you’re on a save round, an anti-eco round, or a half-buy.
  • The post-frag slowdown effect is enough to seriously upend most enemy strategies.
  • It can give your team a double sniper setup on the cheap – don’t underestimate a Chamber rocking Tour de Force paired with Jett shredding enemies with the Op.

A word of warning though – don’t get carried away with the re-peek potential of this ability. Too many bold Chamber players forget that it’s always better to play it safe than greedy.



Full ability description:
ACTIVATE to 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.

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Luke has been a professional writer since 2016, beginning as a technical author for a POS company. He journeyed from there deeper into the world of content creation for software companies, while writing his debut fiction novel, which he self-published in early 2019.

He has since spent many years weaving words as a freelance writer for a smorgasbord of industries, honing razor-sharp SEO skills, exploring the persuasion psychology behind copywriting, and dabbling on different social media platforms.

Most recently, Luke’s writing journey has involved ghostwriting for various personalities and writing riveting content for THESPIKE that hits page 1 in Google time after time.

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