This time, I will explain the correct way to operate Chamber on defense, which most people aren't aware of. If you often feel like "our team's Chamber is too weak," it might actually be a problem with the team's positioning.
I believe your win rate will skyrocket just by understanding this, so please check it out!
Common Chamber Usage
First, the most common Chamber usage in competitive play is "placing him on the opposite side of the main group." This setup isn't bad because it can gather high-level information and allows Chamber to go for kills. However, if you only do this, Chamber's position becomes very predictable for the opponent, and they can easily push through just by using utility to force him back and then rushing (since Chamber doesn't have site-stopping utility). This is effective if the opponent's composition or movement doesn't use much utility, allowing you to go for kills, or if you want to force them to use utility and then play for the retake. But if you do this thoughtlessly all the time, Chamber himself will struggle because there is no cover.
(In fact, if you're going to do this all the time, you might as well use Vyse, who can definitely stall for time...)

So, when it becomes too difficult for Chamber alone, players often call for a cover teammate to break things like Sova's Recon Bolt, or they drop the line and aim from further back. This is the extent of usage commonly seen in competitive play. However, fundamentally, the fact that Chamber is positioned opposite the main group hasn't changed, and it's not that difficult for the opponent to account for. Unless Chamber overcomes the disadvantageous situation with pure aim, he isn't that much of a threat.
In the next section, I will explain something called "Masking."

Chamber Masking
"Masking" is simple: it's about hiding Chamber's location. For example, you could take A Main as usual, place Chamber there as an anchor, and have him hold A Main. Since Chamber has his Rendezvous (TP), he is extremely strong because he can hold an area while aiming for kills from off-angles. Also, from the opponent's perspective, because the team took A Main, they might think "Chamber is probably at C," making your positioning harder to read. You can make them waste utility at C Main, and then stop them at the site by using utility in return.
Another difference from defending C is that in the case of an A anchor, there is more distance, so you can ensure enough time for teammates to rotate after Chamber falls back.
When you make this move, the fact that the opponent doesn't know Chamber's position is incredibly strong. The ideal is to make them expend resources on an "invisible Chamber." Because they don't know his location, they are forced to use utility carefully, and he can get kills from unexpected angles.

If you can hide Chamber's location like this, you can leverage his strength in "off-angles," so please keep this in mind. And by showing an A Chamber or B Chamber occasionally, the initial setup of placing Chamber opposite the main group will also shine.

Bonus (Chamber Bait)
This is effective when the opponent is targeting the Chamber site—specifically, when you've given them the impression that "Chamber is always defending alone." The strategy is simple: for example, Chamber fights in C Main and immediately falls back. The opponent will think, "We forced Chamber back, and he's usually alone or with at most one other person, so let's just rush C." You utilize this psychology to create a situation where three people are stacked on the site after Chamber falls back. This is the "Chamber Trap." It's a move seen occasionally in VCT. I personally recommend it especially for eco rounds.

Summary
・ Be conscious of hiding Chamber's position
・ Force the enemy to waste utility through the pressure of an invisible Chamber





