Rendezvous is a signature ability for Chamber.
Description[]
| “ | EQUIP a teleport anchor. FIRE to place it on the ground. While on the ground and in range of the anchor, REACTIVATE to quickly teleport to the anchor. The anchor can be picked up to be REDEPLOYED.
— In-game description
|
Rendezvous is a Mobility ability that Chamber must equip before casting. While equipped, his crosshair will be replaced with an indicator to place an anchor on horizontal terrain. This will turn blue if it is placed on a viable position to be cast in, and will turn red for unviable positions. Upon casting, the anchor will briefly deploy at the location where it will remain indefinitely and stay visible to all agents. Enemies can deal damage to the anchor and destroy it, though Chamber and his team will be alerted if the anchor is destroyed. The anchor is able to be recalled from a large distance away through terrain but will go on a short cooldown before it can be redeployed.
In order to teleport, Chamber must be anywhere within the anchor's vertical cylinder area-of-effect and also grounded on terrain. When Chamber is within proximity of his anchor such that he is able to use Rendezvous, Chamber's screen will receive a golden outline. For all other players, they will see Chamber's jacket turn golden instead. These effects will disappear if Rendezvous is on cooldown.
Upon activating the ability, Chamber will instantly teleport to from his position to the anchor, giving off an audio cue at both his previous and current location that can be heard by all players.
Stats[]
| Stat | Value | Confirmed value? |
|---|---|---|
| 0.8 seconds | ||
| 8.5 meters | ||
| 0.6 seconds | ||
| 18 meters | ||
| Total duration: 1.3 seconds 0.1-second windup 1.2-second arrival at anchor |
||
| 42.5 meters | ||
| 0.7 seconds |
- Values shown are only accurate to PC platform. Other gaming platforms may have different values from the above information presented.
Quotes[]
Ability recharged[]
Can't place anchor[]
Attempt cast when out of range[]
Cast immediately after kill[]
Destroyed[]
Previews[]
In Game[]
In Cinematics[]
Update History[]
All Platforms[]
Fixed a bug where its indicators would overlap on agents and make them difficult to see.
Fixed a bug where the audio would end abruptly near the end of the teleport animation
Teleport radius increased from 13m >>> 18m
Fixed Rendezvous not having the correct visuals at his departing location.
Teleport will now be properly interrupted when suppressed mid-animation
Reduced weapon equip time after post-teleport lockout 0.7s >>> 0s
Chamber now places a single anchor that can be teleported to while inside its range
Radius increased 7.5m >>> 13m
Removed teleport activation restriction while on different verticality
Chamber no longer incurs an additional cooldown when recalling his Anchor after teleporting
Now immune to all allied damage
Maximum recall distance removed
- This is an undocumented change
Increased weapon equip time after teleporting 0.4s >>> 0.7s
- Headhunter unaffected
Destroying the anchor now disables it for the remainder of the round, instead of being placed on a cooldown
Health decreased 80 HP >>> 50 HP
Fixed a bug where enemy knives would not damage the anchor
Base Cooldown increased 20s >>> 30s
Recall Cooldown increased 20s >>> 30s
Anchor radius decreased 10.5m >>> 7.5m
Cooldown set to 45s whenever an anchor is destroyed
Fixed a bug where Chamber's model would still teleport if killed mid-teleport
Fixed a bug where the anchor range indicators would not disappear when far enough away to be off of the minimap
Voice lines relating to Rendezvous will now be heard globally by allies
Improved the system used to place Rendezvous at targeted ground locations
Fixed a bug where Rendezvous would sometimes fail when cast immediately after firing the last bullet of
Headhunter
Console-only[]
Fixed an issue where AimAssist was incorrectly being applied whnn it was equipped.
| Types | Passive (list) • Basic • Signature • Ultimate | |||
|---|---|---|---|---|
| Functions | Barrier • Blind (Flash • Nearsight) • Cripple • Crowd Control (Banish • Concuss • Detain • Displacement • Hinder • Slow • Tether) • Decoy • Deterrent (Molotov) • Empowerment (Weapon Equip) • Intel (Autonomous Deployable • Controlled Deployable) • Limiter • Mobility (Dash • Intangibility • Teleport) • Resource Bar • Setup • Sustain (Heal • Invulnerability • Revive) • Vision Blocker (Smoke • Wall) • Niche | |||
| Deployment types | Beam • Emission (Aura) • Grounded: (Grounded AoE • Grounded Object) • Hitscan • Placement • Possession • Projectile (Missile) • Self-targeted • Targeted | |||






