Valorant Patch 5.12 Chamber Nerfs Revealed

"We know you have been asking for Chamber updates after seeing him dominate your ranked games, pro play and maybe even your nightmares."
"We know you have been asking for Chamber updates after seeing him dominate your ranked games, pro play and maybe even your nightmares." / Riot Games

Riot Games has revealed its list of nerfs coming to Chamber in Valorant Patch 5.12.

Chamber has notoriously dominated the Valorant meta for quite some time now, or as Riot agent designers Kevin Meier and Jay Watford put it, "his current mechanics were shaping play space in an unhealthy way."

As such, here are all of the changes that Riot will be making to Chamber in Valorant Patch 5.12.

Valorant Chamber Nerfs Explained

Here are all of the changes coming to Chamber in Valorant Patch 5.12:

Headhunter

  • Updated Stability Curve: Spread increased after 2nd bullet, when spamming. This is explicitly meant to reduce low-precision body-shot spam as an effective combat measure.

Rendezvous

  • Chamber now places a single anchor that can be teleported to while inside its range: Radius increased 15m >>> 26m
  • Removed teleport activation height restriction: You can teleport to the Anchor while on different verticality so long as you are within its radius.
  • Increased weapon equip time after teleporting 0.4s >>> 0.7s (Headhunter is unaffected by this 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.

Trademark

  • 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 (Does not require line of sight)
  • 30s cooldown on recall (Destruction remains permanent)
  • Initial Arm Time increased 2s >> 4s
  • Health Increased 1 >> 20
  • Reduced Slow duration 6s >> 4s

Tour De Force

  • Fire rate decreased by 57.5%
  • Reduced Slow duration 6s >> 4s

Similar to our approach with Jett’s tailwind updates, we believe there is a healthy way for combat escapes to exist in Valorant’s gameplay ecosystem, as long as they are counterbalanced to offset their strength. ... Our hope is that players can still engage in the combat-focused gameplay loop that attracted so many of you to Chamber, while providing more opportunities for opponents to engage in counterplay. We’re committed to ensuring each Agent offers healthy strengths and weaknesses, both within their role and the larger tactical cycle.

Riot Games