Biggest chamber advice is don't place the tele in the same spot ever round, change it up even if you're in the same place change side or angle so you don't become predictable.
its slightly better to it same for few rounds like 3 or 4 rounds because they will slowly be more careful of you (works if you got some kills) then thats when you start switching.
@@Bear-nr9jo a nerf of that kind could make every agent terrible. Thanks to its teleportation, it is likely to still be played in the same as if nothing happened
Timestamps: 0:00 Introduction 0:20 Icebox A Site 0:58 Icebox B Site 1:45 Bind A Site 2:43 Bind B Site 4:08 Haven A Site 4:57 Haven B Site 5:22 Haven C Site 6:00 Ascent A Site 6:30 Ascent B Site 6:56 Ascent Mid 7:17 Fracture A Site 8:12 Fracture B Site 8:57 Split B Site 9:37 Split A Site 10:35 Breeze A Site 11:33 Breeze B Site
I usually put the traps in the unique positions that can caught flanks. Like the bug setup in the kitchen that can catch enemies off-guard because they can't see the trap. Chamber's trap is so op, I fucking love them so much
great guide but i would like to see an attacker guide for chamber as well.. i feel pretty comfortable with him on defense but as an attacker it can be pretty hard sometimes
for attacking just watch your flanks to reduce the amount of angles u and your teammates hold. And for the anchor ifyou know u are going to be fighting its best to place it somewhere safe
As a chamber main, i advise that in the beginning of a round to play a tp to a safe spot and once you have pushed into site or into more space you place your second tp
On attack it's going to be pretty much chamber at the back of the pack watching flank. Particularly in post plant situations I find chamber to be very useful at denying the defuse. Just make sure to hold common angles while your team is planting the spike, or do it yourself such that you have an ideal post plant angle such as C long on Haven
I play a lot of Chamber currently in immortal 3. One piece of advice is to not put both your traps on the same sight. It is really selfish and you just don't use your kit to the max. Just take defence on Icebox for, an example, placing one on B so you know when they put pressure to your sight. Then one on mid-tube, so they don't run up behind. This helps you know when they come into your sight and also when they walking up towards mid/tube. With a character like Chamber you need to think outside the box and at the end of the day it's a sentinel, so use your kit for you and your team!
0:43 remember *ONLY* use this when round is started or all enemy rotate from b to a, because they can lterally hide anywhere and camp ur tp until u tp then u die
Noob guide: E- Almost all the boost spot are vulnerable to flash but very good vs smoke. On attack use E to push trade and retreat,(don't take chances after the fist trade) the least you can achieve is bait enemy's abilities. On defense, priorities sites with long trades to abuse you're q/x. use E to rotate. C- Since there is only one trademark, it should always be used to catch flanks on attack. On defense use it after locating the enemy to catch flanks. Q- Get used to q instead of a pistol. You don't lose q charges after dying. Zoom with the q. X- Good econ tool so avoid buying main gun on x turn, you can pick fallen teammates/enemies guns. Don't press x at the start wait to get into position as you warn your enemies to early. 😉
Also if you’re holding box on a showers then hold off angle on shower door because if you have a somewhat decent team you’ll have somebody already watching uhaul
(Copying from JhustineKM) Timestamps: 0:00 Introduction 0:20 Icebox A Site 0:58 Icebox B Site 1:45 Bind A Site 2:43 Bind B Site 4:08 Haven A Site 4:57 Haven B Site 5:22 Haven C Site 6:00 Ascent A Site 6:30 Ascent B Site 6:56 Ascent Mid 7:17 Fracture A Site 8:12 Fracture B Site 8:57 Split B Site 9:37 Split A Site 10:35 Breeze A Site 11:33 Breeze B Site
the trap on the kitchen is meh. the better spot is hide it under the mini ramp so that the enemy cant destroy and see it and it also cover the other entrance. while another trap on the mid or just guard it yourself
Bind A site, anchor top platform on a-short is big no no because map update so your head could get slapped from either peaking angle Good basic spots for the maps tho 👍
One thing with this guide: I don't think boost spots are very good? The exception being ones like icebox that actually let you see more, but so many of the boost spots are just like, normal angles and you can still get shot in the head just the same so I don't get it. It's probably good situationally to counter smokes for example, but I think most of the time I'd want to spread teleports out to rotate better, or at least put it in a safe position I can peek from if I get pushed out of my first spot. EG for fracture B I'd usually much rather put a TP near B main and one in tower to fall back or in Spawn for rotates.
So boost spots are good because they are less predictable. People usually expect and preaim ground level, head height, close to cover angles because thats how where most agents play at. Try playing a couple of these with an operator or tour de force and I'm sure youd be suprised by how many players youll catch off guard
As a pretty decnt chamber player, I can say that this was not made by decent chamber players, and I recommend not doing some of these setups. dm for info
Most of these setups are useless! You place your anchor on high points which requires tp to reach there in the first place. You can't aggressively take shot and tp right back if enemy teams rush in and your ability is in cool down
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Biggest chamber advice is don't place the tele in the same spot ever round, change it up even if you're in the same place change side or angle so you don't become predictable.
its slightly better to it same for few rounds like 3 or 4 rounds because they will slowly be more careful of you (works if you got some kills) then thats when you start switching.
POV: ur watching this after chamber nerf and he has only 1 trademark 💀😣
yes its painful
@@yxyolax :(
Lol
Gonna be another nerf for him this week!
@@Bear-nr9jo a nerf of that kind could make every agent terrible. Thanks to its teleportation, it is likely to still be played in the same as if nothing happened
Timestamps:
0:00 Introduction
0:20 Icebox A Site
0:58 Icebox B Site
1:45 Bind A Site
2:43 Bind B Site
4:08 Haven A Site
4:57 Haven B Site
5:22 Haven C Site
6:00 Ascent A Site
6:30 Ascent B Site
6:56 Ascent Mid
7:17 Fracture A Site
8:12 Fracture B Site
8:57 Split B Site
9:37 Split A Site
10:35 Breeze A Site
11:33 Breeze B Site
mvp
ty
Ur a fricking champ! Tysm!
My Friend, you are a Legend
thx
ICEBOX
00:22 A site
00:58 B site
BIND
01:45 A site
02:43 B site
HAVEN
04:11 A site
04:55 A & B site
05:23 B & C site
ASCENT
06:00 A site
06:29 B site
06:56 Mid & B site
FRACTURE
07:17 A site
08:12 B site
SPLIT
08:57 B site
09:37 A site
BREEZE
10:35 A site
11:33 B site
I usually put the traps in the unique positions that can caught flanks. Like the bug setup in the kitchen that can catch enemies off-guard because they can't see the trap.
Chamber's trap is so op, I fucking love them so much
great guide but i would like to see an attacker guide for chamber as well.. i feel pretty comfortable with him on defense but as an attacker it can be pretty hard sometimes
for attacking just watch your flanks to reduce the amount of angles u and your teammates hold. And for the anchor ifyou know u are going to be fighting its best to place it somewhere safe
As a chamber main, i advise that in the beginning of a round to play a tp to a safe spot and once you have pushed into site or into more space you place your second tp
On attack it's going to be pretty much chamber at the back of the pack watching flank. Particularly in post plant situations I find chamber to be very useful at denying the defuse. Just make sure to hold common angles while your team is planting the spike, or do it yourself such that you have an ideal post plant angle such as C long on Haven
I play a lot of Chamber currently in immortal 3. One piece of advice is to not put both your traps on the same sight. It is really selfish and you just don't use your kit to the max. Just take defence on Icebox for, an example, placing one on B so you know when they put pressure to your sight. Then one on mid-tube, so they don't run up behind. This helps you know when they come into your sight and also when they walking up towards mid/tube. With a character like Chamber you need to think outside the box and at the end of the day it's a sentinel, so use your kit for you and your team!
In Bind during defence, you can put TP in A lamps and B cubby. This way you can instantly switch between two sites for quick rotation.
@Shashwat Roy thats sort of the point
@Shashwat Roy That's why you teleport from B to Lamps, not the other way around
@Shashwat Roy I mean if you see contact short, or early hookah
@Shashwat Roy Play it situational, at the right time it can be a great tp from either site
Fun fact: this video is two months old judging from the comment and the fact that it shows old breeze still
Indeed a fun fact
no shit this is from the future
@@kiroumi5307 and the 2 trademarks....
@@kiroumi5307 no they reuse valo clips from months ago
0:43 remember *ONLY* use this when round is started or all enemy rotate from b to a, because they can lterally hide anywhere and camp ur tp until u tp then u die
9:17 i usually but it in the plant so its super mildy hidden + not expected
this all works am a chamber main and it helped me alot but sadly they nerfed chamber and he doesnt have 2 alarm bots
It's June 2022 now there is only one trademark for chamber 😭
Who's here after chamber got NERFED SO HARD and he only has 1 anchor 💀💀💀
Boosting on one of the pyramids with ult on breeze is the best op angle as long as u don’t overuse it and have someone watching mid
Noob guide:
E- Almost all the boost spot are vulnerable to flash but very good vs smoke.
On attack use E to push trade and retreat,(don't take chances after the fist trade) the least you can achieve is bait enemy's abilities.
On defense, priorities sites with long trades to abuse you're q/x. use E to rotate.
C- Since there is only one trademark, it should always be used to catch flanks on attack.
On defense use it after locating the enemy to catch flanks.
Q- Get used to q instead of a pistol. You don't lose q charges after dying.
Zoom with the q.
X- Good econ tool so avoid buying main gun on x turn, you can pick fallen teammates/enemies guns. Don't press x at the start wait to get into position as you warn your enemies to early. 😉
Also if you’re holding box on a showers then hold off angle on shower door because if you have a somewhat decent team you’ll have somebody already watching uhaul
Let them take garden and hold elbow. Play more defensively if you are going for wins typically
Can you make a new video about the chamber nerf for tp and trap
A better tp for that site is inside hookah portal and outside defender uhaul
ICEBOX
00:22 A site
00:58 B site
BIND
01:45 A site
02:43 B site
HAVEN
04:11 A site
04:55 A & B site
05:23 B & C site
ASCENT
06:00 A site
06:29 B site
06:56 Mid & B site
FRACTURE
07:17 A site
08:12 B site
SPLIT
08:57 B site
09:37 A site
BREEZE
10:35 A site
11:33 B site note for self i know i copied this.
(Copying from JhustineKM)
Timestamps:
0:00 Introduction
0:20 Icebox A Site
0:58 Icebox B Site
1:45 Bind A Site
2:43 Bind B Site
4:08 Haven A Site
4:57 Haven B Site
5:22 Haven C Site
6:00 Ascent A Site
6:30 Ascent B Site
6:56 Ascent Mid
7:17 Fracture A Site
8:12 Fracture B Site
8:57 Split B Site
9:37 Split A Site
10:35 Breeze A Site
11:33 Breeze B Site
1:26 u can place this under the right window enemies cant see it and cant destroy it im using this bug since chamber came out :)
On bind you can also hide your trademarks inside of pillows in hookah
For haven I usually just like to place one in garage and then one mid or c
The chamber setup on icebox is pretty weak to mid pushes
Someone on the team should always watch mid
the trap on the kitchen is meh. the better spot is hide it under the mini ramp so that the enemy cant destroy and see it and it also cover the other entrance. while another trap on the mid or just guard it yourself
These are not the best Chamber Setups, some of these are really bad actually. Usually you don't want your 2nd TP to be onsite.
Bind A site, anchor top platform on a-short is big no no because map update so your head could get slapped from either peaking angle
Good basic spots for the maps tho 👍
One thing with this guide: I don't think boost spots are very good? The exception being ones like icebox that actually let you see more, but so many of the boost spots are just like, normal angles and you can still get shot in the head just the same so I don't get it. It's probably good situationally to counter smokes for example, but I think most of the time I'd want to spread teleports out to rotate better, or at least put it in a safe position I can peek from if I get pushed out of my first spot. EG for fracture B I'd usually much rather put a TP near B main and one in tower to fall back or in Spawn for rotates.
So boost spots are good because they are less predictable. People usually expect and preaim ground level, head height, close to cover angles because thats how where most agents play at. Try playing a couple of these with an operator or tour de force and I'm sure youd be suprised by how many players youll catch off guard
great videoe
time stamps in the video for each map and site would be useful
Chamber has become my new main
b site split setups seem really weak if enemies rush you your tp doesn't place you behind cover and you make yourself an easy kill
Pls make the same but patch 4.04 video
That top teleportation is risky cause sometimes it's easy for the enemy to shoot at
Sooooo those double boxes aren't there anymore in Icebox for B
damn 2 trademarks 😅
Can you do one for sova
Bro can you like give the import code of the crosshair
how to pick which tp i use?
pov : me thinking how to make use of 1 trademark like 2 would do
can we get an updated version pls
These are like the most risky ones
Heven?
I don't play chamber because its chamber's fault I have to play fracture
I think you are not taking into account that once you boost to a spot..you cant tp back for 20 secs.
As a pretty decnt chamber player, I can say that this was not made by decent chamber players, and I recommend not doing some of these setups. dm for info
agreed, they don't even mention that you can place the tp behind walls and still use them from the other side
@@hubbabubba6450 Or the fake tp which is hard to do but possible
im sorry to say but chamber only has one slow ability now sadly
we want teets . he is the best
all the setups were for defender what about attacker setup
I only have one of those bots like when u press c u havce two i have one
he got nerfed
He got a small nerf where he only has one Trademark trap, it now costs 150 creds and the enemies hear it from further away.
why do i only have 1 trap on chamber?
he got nerfed
He got a small nerf where he only has one Trademark trap, it now costs 150 creds and the enemies hear it from further away.
Fun fact: the video is still playing while you are scrolling down the comments.
@stanleyiii no you didnt
@@SimpleBonsai but i did
@@Tyrion-ks6rp yes
i paused too do i count?
@@Gabriel-jg5wh no
hi skillcapped!
ns
cross hair ??
you aint fooling no one tenz
outdated
Fun fact: u r still watching the video
You saw this comment ?
Most of these setups are useless! You place your anchor on high points which requires tp to reach there in the first place.
You can't aggressively take shot and tp right back if enemy teams rush in and your ability is in cool down
Zey are so dead
bro you need speaking therapy
ICEBOX
00:22 A site
00:58 B site
BIND
01:45 A site
02:43 B site
HAVEN
04:11 A site
04:55 A & B site
05:23 B & C site
ASCENT
06:00 A site
06:29 B site
06:56 Mid & B site
FRACTURE
07:17 A site
08:12 B site
SPLIT
08:57 B site
09:37 A site
BREEZE
10:35 A site
11:33 B site note for self i know i copied this.