Overview
Chamber is a Sentinel that often plays a lot more like a duelist. A big part of that is his kit providing two weapons to go with abilities that encourage you to take fights early. Chamber’s ultimate also provides him with a stronger version of the Operator, which is a weapon he is also very adept at using. Chamber is a great pick for Sentinel mains who want to do more than sit back and wait for the enemy to come to them.
Role: Sentinel
Sentinels are defensive anchors for your team.
On defense, they provide utility that can clog chokes and slow the enemy team’s approach if not deter them altogether.
On attack, they are typically responsible for watching flanks with their utility while lurking in a different direction from your team.
Tips and Tricks
Chokehold [Q] is your main defensive tool for stopping rushes or at least stalling them. It's a tether that's best paired with damaging utility from allies.
Like Chamber, Veto can set up a teleport location with Crosscut [C], but it's nowhere near as snappy as Chamber's, so it needs to be used more strategically. This means you typically want it to be in safe place you can teleport back to while you play a more aggressive angle. Unlike Chamber, though, you typically need cover to teleport out as the cast animation is longer.
Crosscut [C] can also be helpful on rotations if it allows you to go through a wall to bypass a long route.
His bread and butter is Interceptor [E], which is typically placed at entry points to disrupt attacking enemies (if you are on defense) or defensive setups (if you are on attack). It can be hard to time it properly but signs of enemy aggression like Initiator abilities or smokes can be a clear indicator to trigger it.
Evolution [R] is great at catching enemies off guard -- you can sit in things like Breach ult or Fade ult and shoot enemies who don't realize you didn't get hit by it. It's likewise a great entry ability -- you can safely ignore all defensive measures and flashes with it.
You can find Veto lineups here.

