The Chamber nerfs that virtually every Valorant player has been waiting for have finally arrived.
“Chamber’s remained a dominant pick and we need to strike the right balance between preserving his identity and maintaining Valorant’s game health,” tweeted Riot. “So we’re making changes to most of his abilities in patch 5.12.”
As it turns out, these changes are among the most punishing to ever hit an agent in the game. The French sentinel will likely lose his dominant place in the meta, with all of his abilities becoming significantly less potent and effective.
All the Chamber nerfs in Valorant patch 5.12
- Chamber now places a single anchor that can be teleported to while inside its range.
- Radius increased from 7.5 meters to 13 meters.
- Removed teleport activation height restriction.
- Increased weapon equip time after teleporting from 0.4 seconds to 0.7 seconds (Headhunter is unaffected by new teleporting change).
- Destroying Rendezvous teleport anchor now disables it for the remainder of the round, instead of being placed on a cooldown.
- Chamber no longer incurs an additional cooldown when recalling his anchor after teleporting.
The most noteworthy change to the sentinel agent involves his Rendezvous teleport. Chamber now only has a single anchor that he can teleport to while inside its radius.
He was previously the best agent for taking early duels, because he could teleport instantly to safety and was nearly impossible to trade.
To make up for the nerfs, they are increasing the radius of the anchor from 7.5m to 13m. Players will also be able to teleport to higher ground if they place the anchor on a different verticality, so long as they are within Rendezvous’ radius.
The shorter teleport distance means Chamber will not be completely safe even after teleporting. His opponents will be just around the corner, and speedy agents like Jett, Raze, or Neon could easily catch up with him.
What’s more, his weapon equip time after teleporting will be increased from 0.4s to 0.7s, so he will be even more vulnerable.
He could also end up not being able to teleport in certain rounds altogether, because Rendezvous will be disabled for the remainder of the round if the teleport anchor is destroyed.
- The trap is now range restricted.
- Trademark will disable when Chamber moves out of range, and reactivate once he is inside.
- Can now be recalled mid-round and does not require line of sight to be recalled.
- 30-second cooldown on recall.
- Initial arm time increased from 2 seconds to 4 seconds.
- Health increased from 1 to 20.
- Trademark slow duration reduced from 6 seconds to 4 seconds.
Chamber’s anti-flank trap has also been heavily nerfed. He is required to stay within range for it to remain active, similar to Killjoy.
On attack, the Trademark ability allowed Chamber to lurk around the map while his trap protected his team’s flank. While defending, he could guard a site himself, while his trap would still be able to detect enemy agents on other sites. With patch 5.12’s changes, he will lose the ability to control multiple parts of the map.
Headhunter and Tour De Force
- Spread increased after the second Headhunter bullet, when spamming. This is explicitly meant to reduce low-precision body-shot spam as an effective combat measure.
- Fire rate for Tour De Force decreased by 57.5 percent.
- Tour De Force’s slow duration reduced from 6 seconds to 4 seconds.
Headhunter and Tour De Force weren’t spared either. His Headhunter pistol will lose some of its stability and his ultimate’s fire rate will worsen.
Headhunter is expected to be more inaccurate when spamming as the spread of the second bullet is increased. You’ll have to actively seek out those precise one-taps, so it will reward only the most skilled players.
Chamber’s ultimate was also always considered a better weapon than the 4,700-credit Operator because of its quicker fire rate. That’ll be thrown out the window in patch 5.12 as Chamber will have difficulty getting quick multi-kills using his Tour De Force.
The slows on Chamber’s Trademark and Tour De Force will also be reduced from 6s to 4s, nerfing their stall capability.
“We want to sharpen Chamber’s identity as a precision-focused Sentinel that puts his body on the line to hold areas, while significantly reducing his sphere of influence and introducing more counterplay for opponents,” said Riot.
Pros who have mained Chamber in recent months were only too aware of what the changes meant. “Chamber is gone,” tweeted Sentinels’ Tyson “TenZ” Ngo. Meanwhile, Cloud9’s Jaccob “yay” Whiteaker said that they had “straight murdered Chamber.”
The nerfs will heavily impact how players use Chamber once the new patch is released. His ability to push on defense with impunity and escape will be significantly reduced, and his overall map presence is going to take a major blow.
The changes could also lead to Jett dominating the Valorant landscape again, with her Tailwind utility for dashing out of sticky situations, superior mobility, and her Bladestorm ultimate that allows her to hit shots while in mid-air.
You can read the full list of Chamber changes for Valorant patch 5.12 here.