What does the Yellow Chamber do in Enter The Gungeon?
The Yellow Chamber is an S-rank passive item that gives you a high chance of charming enemies in any room you are currently clearing in the Gungeon. Clearing the room with charmed enemies still alive will cause them to die instantly.
In addition, the Yellow Chamber will also give you two heart containers and increase your fire rate by 15%. Unfortunately, the Yellow Chamber will also give you 2 points of Curse upon pickup.
The Yellow Chamber is a very good item in Enter the Gungeon that can make room clearing around much easier thanks to its ability to charm all enemies inside your current room.
Yellow Chamber also provides two extra heart containers and will improve your fire rate by 15% at the cost of two points of Curse.
The Yellow Chamber also features one of the longest lists of Synergies in Enter the Gungeon with seven unique Synergies that it shares with other guns/items in the game.
Best Synergy for the Yellow Chamber in Enter The Gungeon
The Yellow Chamber shares seven Synergies with other guns/items in Enter the Gungeon – Hellhole, Just Like The Real Thing, Kaliber’s Grip, Kaliber k’pow uboom k’bhang, Kalibreath, Pitch Perfect, and Super Space Turtle DX.
Hellhole is a Synergy between the Yellow Chamber and Singularity. This Synergy will spawn a hell portal that sucks in enemies and deals high damage.
If you have the Yellow Chamber and the Shotgrub, the Just Like The Real Thing Synergy between these two guns/items will become active.
Just Like The Real Thing will give the Shotgrub a wide spread of five bullets that can bounce and split after hitting a wall.
The Yellow Chamber and the Abyssal Tentacle can Synergize to activate Kaliber’s Grip.
Kaliber’s Grip will cause Abyssal Tentacle to become gray and yellow, giving it more damage and the ability to latch onto two enemies.
Kaliber k’pow uboom k’bhang is a Synergy between the Yellow Chamber and the High Kaliber.
This Synergy will cause the souls extracted by the High Kaliber to move toward the player, making soul collection much easier.
If you have the Yellow Chamber and the Dragunfire, the Kalibreath Synergy between these two will turn the Dragunfire’s projectiles grey, giving it an increased fire rate and the ability to knock back enemies. However, this Synergy will also remove the Dragunfire’s piercing.
The Pitch Perfect Synergy between the Yellow Chamber and the Pitchfork will give the latter green fireballs that have the ability to set enemies on fire permanently.
The Super Space Turtle and the Yellow Chamber can combine to activate the Super Space Turtle DX Synergy. Super Space turtle DX will cause the Super Space Turtle to become jammed, giving it the ability to fire small rockets with higher damage.
How to Use the Yellow Chamber in Enter The Gungeon?
The Yellow Chamber is a passive item in Enter the Gungeon, which means that you only need to pick the item up to reap its benefits in-game.
The Yellow Chamber’s highlight is its ability to charm all enemies in the room you are currently in. If you didn’t know yet, Charmed enemies will fight alongside you instead of against you, which can definitely make room-clearing less hectic, as there will be fewer enemies trying to kill you.
However, you need to remember that Charmed enemy bullets can still damage you so still need to be careful around charmed enemies’ bullets. Although something you do not have to worry about is the Charmed enemies after you’ve cleared the room, as they will automatically be killed when all other enemies are dead.
The Yellow Chamber also adds two heart containers and improves your fire rate by 15%, but adds two points of Curse in the process.
The Yellow Chamber is a very good item that can turn enemies against each other in the Gungeon, which can effectively reduce the number of enemies you need to actively worry about in rooms around the Gungeon.