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Best Chamber Teleport Spots On Ascent

Best Chamber Teleport Spots On Ascent
Written by: Weeii

As any seasoned Valorant player will attest, the tactical depth and versatility offered by the game's various agents can dramatically shift the tide of any match. Among these agents, Chamber, with his unique teleport ability, has emerged as a favorite for many. His dynamic playstyle, combined with the right lineups, can effectively dominate the game's strategic landscape. But, the million-credit question is - what are the best Chamber Teleport Spots on Ascent to maximize your success rate?


In this comprehensive guide, we delve into the most effective and game-changing Chamber TP Spots that the professional scene has seen in 2023. From the utility-centric to those designed purely for executes, these plays promise to give you the edge, whether you're grinding the ladder or duking it out in high-stakes tournaments.


We will dissect each lineup in terms of its positioning, utility, timing, and its compatibility with other agents' abilities. Additionally, we will provide you with pro tips on how to best utilize Chamber’s utility kit and the agent in varying in-game situations and map locations, so you can outmaneuver your opponents every step of the way.


Chamber Best Teleport Spots


Chamber’s Teleport has been nerfed before which made his legendary position along the agent pick rates drop dramatically, however, he is not unplayable yet. Chamber, within the right hands, can shine and cause trouble to any opponent trying to steal your elo. To become that fearful player, you need to learn where are the most effective teleport spots, whether it be to defend, attack, or get a pick for your team. Here you will find our best collection: 


A Site - Attack


What Does It Cover: This teleport on A site is quite effective for Chamber on the attacking half. Allowing you to TP out of any position in Tree, Switch and the initial peek in A main.


When To Use It: Best used in an attacking scenario where you intend to take control of A site. You, with this TP can be the one to clear the A main aggressive peek and also walk up to close the door as this teleport takes you back to safety at any point.


What Makes It Special: This teleport ensures that you secure a chance to enter site, defend against the retake and go back to safety where your strength remains. 


To do it, simply place your teleport in this cubby on A main. Then, the playfield is yours.

Mid - Market


What Does It Cover: This teleport on middle is like a free card to ego peek anyone you may heard towards mid. As you can simply teleport back to market while going deep into bottom mid, or even right in the middle at the pizza peek.


When To Use It: Best used in defensive aggressive scenarios. With this teleport, you can shine as a chamber player especially with an operator as this allows you to get away pretty much anytime you want to.  


What Makes It Special: As Chamber TP’s are range limited, this one stands out because it gives you more possibilities, bringing the good days of Chamber back to you in the blink of a play.


Simply place your teleport against the wall on market, you can adjust the position according to your game plan and game style. 



Mid - Short


What Does It Cover: Over to A short, this teleport will allow you to peek cat walk, under short, and get free peeks to Mid bottom, top mid, or mid link.


When To Use It: Best used when you want to retain mid control as a defender, as this type of aggressive play is best paired with a teleport to help you safely get out whether you miss or land your shots.


What Makes It Special: This one teleport brings you out to safety while allowing you to clear so many areas of the map which essentially checks the box for “Mid Control”


To do it, simply come and place the teleport by the wall and then feel free to peek and surprise your enemies as you wish.

B Site - Defense


What Does It Cover: This teleport is the superior on B site, allowing you to do various plays but with a strict focus on keeping B main pressure or even take full control of it to push out to flank anyone on Mid Link.


When To Use It: Best used when you as a defender want to clear B main, as this is a heavily executed area by attackers and gaining control will give you a lot of information of where the enemy team is headed.


What Makes It Special: By adjusting the position of the TP, you will be able to either safely peek, or get a range up to pushing B main which allows for various and creative plays.


Here is the teleport placement, which you can change according to your game plan and game style.



Pro Tips


  • Chamber’s TP has a dynamic restriction to it. Unlike other “Get Out Of Jail” cards by other agents (Such as Jett dash, Reyna dismiss, etc) his teleport has a certain range and you will teleport back to where you initially placed it. So always make sure you plan your play according to this dynamic.

  • You as a Sentinel could be the anchor or the site holder, while Chamber’s ability to hold sites is weaker than other agents in the category you can reply on abusing the Operator as it suits his gamestyle the most.

  • Don’t feel shy to ask your teammates for any piece of utility such as reveals, astra pulls, or deadlock’s lock as it helps you guarantee kills or at least, place pressure and gain information through the round.

  • You can always place your trap according to your positioning and game plan, For example, if you are to take a peek at A main and go back to site make sure there is a trip close to you so that if enemies try to hard-push you they will be slowed down giving you space to escape.

  • Make sure to place your Teleport in spots where enemies cannot see it or break it, as if your ability gets broken you will not be able to use it again throughout the round. On the opposite side, if you recall it, you will be able to use it after a cooldown without any issues.

  • When you activate your ultimate, enemies can see that through the highlighting color of you on top of the screen, in addition to the agent voice line at the start of the round so always try to make up creative plays to not get countered by opponents.

  • Always pay attention to your Teleport’s radius as you might zone out and progress out of it and find yourself hearing the voice line “I’m too far away” moments before you get headshotted. 


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