New Valorant Agent Release Date Riot Games has finally revealed the latest addition to the Valorant Agent roster, after numerous teasers since mid-year, which led to all sorts of speculation about a new Valorant Agent codenamed Deadeye. Chamber is a sentinel with some unique abilities that we haven’t seen before in the game.
Riot has created a cool cinematic trailer to introduce the character and tease some of the lore that has led him to join Brimstone’s team. Take a look:
As for the specifics of his abilities, here’s a full overview:
- (C) Trademark 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.
- (Q) Headhunter ACTIVATE to equip a heavy pistol. ALT FIRE with the pistol equipped to aim down sights.
- (E) Rendezvous PLACE two teleport anchors. While on the ground and in range of an anchor, REACTIVATE to quickly teleport to the other anchor.
- (X) Tour de Force 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.
Riot has also provided a sneak peek at his gameplay, which you can see below.
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Finally, a press release sent to Twinfinite includes comments from John Goscicki, Riot Games’ character producer who led Chamber development. He had the following to say about the Agent’s design:
What were your objectives when creating Chamber?
“We began by considering various approaches to the Sentinel role. Our initial thought process revolved around the concept of “someone who bunkers down and holds a location by getting frags.” As we worked on Chamber, we saw the emergence of someone capable of holding down a site with a variety of weapons. A player should be able to hold down a location with your loadout, his pistol/ult, and gadgets.”
What sources did you draw inspiration from, and are there any noteworthy concepts you wanted to convey with Chamber?
“We were heavily influenced by the archetype of “the gentleman assassin.” As we worked on Chamber, it became clear that his gameplay was centred on highly lethal, pinpoint accuracy. “