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New mode · Patch 13.06

Valorant Gauntlet: Glitched – new mode explained

Everything about the new 2v2 mode: rules, team HP, every ability upgrade and every known glitch – plus a draft simulator where you build your hybrid robo agent round by round.

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Quick explainer

What does the Gauntlet draft simulator do?

Play through a complete Gauntlet: Glitched run in miniature – with real abilities, upgrade paths, glitches, team HP and weapon offers. That way you know the draft before you waste HP and rerolls in a real match.

1Draft: take one of three offered abilities or upgrade one you already own. Up to 3 rerolls.
2Log the round: won, lost or random – losses cost 10, 20 or 30 team HP depending on the stage.
3Grow your build: choose a level 2 path, hope for a glitch, grab your ultimate in stage 4.
What you get out of it
  • Learn all 33 abilities and their upgrade paths with exact values – without match pressure.
  • Experience the 20 known glitches and learn which transformation helps you and which hurts.
  • Feel the HP pressure: how fast does it get tight from stage 3 and stage 6?
  • Plan builds and share them with your duo – “Copy build” turns them into text for Discord.
  • Real icons from the Valorant API and the original agent behind every ability at a glance.
  • Restart as often as you like – every run is different, just like the real mode.
Simplified fan recreation: Riot only mentions a “rare, random chance” for glitches – the simulator uses 15% as an estimate.

GLITCH!
⚡ Quick answer

Gauntlet: Glitched is Valorant’s new limited-time mode from Patch 13.06 (live since September 22, 2026): 16 players in 8 duos fight 2v2 rounds, every team has 100 HP and every loss costs health. Between rounds you draft abilities from different agents and level them up to level 3 – and from level 2 onward an ability can randomly “glitch”. The last duo standing wins.

The Draft Simulator: How the Tool Works

Up top you can play through a complete Gauntlet run in miniature. You start with 100 team HP in Stage 1, get offered three random abilities and build your Hybrid Robo Agent round by round. Every card shows the real ability icon from the Valorant API, the agent the ability originally belongs to and, for upgrades, the exact values.

  1. Pick an ability: From three offers, take either a new ability for a free slot (C, Q or E) or an upgrade for an ability you already own.
  2. Choose an upgrade path: When moving to level 2, you pick one of two paths. Level 3 then powers up exactly that path.
  3. Hope for glitches: If the ability has a known glitch variant, it can glitch on the level 2 upgrade – complete with a screen effect.
  4. Play the round: Enter whether your duo won or lost the round, or let RNG decide. Depending on the stage, losses cost 10, 20 or 30 HP.
  5. Ultimate in Stage 4: In the first round of Stage 4, you’re offered an ultimate instead of a regular ability.

Note: The simulator is a simplified recreation for testing builds. For glitches, Riot only mentions a “rare, random chance” without publishing a percentage – so the simulator uses an estimated 15 percent. How many cards the game offers exactly and how crafting on another slot works in detail are also only approximated by the tool.

What Is Valorant’s New Mode Gauntlet: Glitched?

In the 13.06 patch notes, Riot calls Gauntlet: Glitched its “most ambitious mode yet”. And that’s no exaggeration: instead of a fixed agent with a fixed kit, you play a so-called Hybrid Robo Agent – a robot body reminiscent of KAY/O whose abilities you assemble from the entire agent roster over the course of the match. That means you can combine Jett’s Updraft, Sage’s Healing Orb and Killjoy’s Turret in one kit, something that’s impossible in regular Valorant.

You play in pairs. 16 players compete as eight duos, and each duo belongs to a colored team with an animal name: Blue Penguins, Cyan Sloths, Green Octopi, Orange Bears, Pink Rabbits, Purple Corgis, Red Elephants and Yellow Squirrels. Each round your duo faces another duo until only one team is left. You can queue solo or with a friend. If you get eliminated, you can search for a new match right away instead of waiting for the remaining teams to finish.

Rules: Team HP, Stages and Rounds

The heart of the mode is your team’s shared health pool. Every duo starts with 100 HP. Lose a round and your team loses health – at 0 HP you’re out. A round lasts 40 seconds, and each round sends the teams into one of four arenas.

The match is split into seven stages of three rounds each. The further the match goes, the more expensive losses become:

StageHP lost per defeatDefeats until elimination (at full 100 HP)
Stage 1−10 HP10
Stage 2−10 HP10
Stage 3−20 HP5
Stage 4−20 HP5
Stage 5−20 HP5
Stage 6−30 HP4
Stage 7−30 HP4

This leads to one key takeaway: the first two stages are your cushion. Even if you lose all six rounds of Stages 1 and 2, you still have 40 HP. From Stage 3 on things get serious, and from Stage 6 a team low on health can be knocked out after a single loss. Riot itself recommends using the early rounds to settle in before the stakes rise.

The Ability Draft Explained

After every round you make a choice: either you add a new ability to your kit or you upgrade one you already have. If an ability you already own shows up in the offer again, it’s automatically offered as an upgrade.

Abilities are assigned to three slots: C, Q and E. The assignment matches the key on the original agent: Jett’s Cloudburst sits on C, Updraft on Q and Tailwind on E – just like in the regular game. In the simulator you hold one ability per slot, and from Stage 4 an ultimate is added. Riot’s tip: check out which builds the other duos are running in the lobby so you don’t get caught off guard.

Glitches: When Abilities Go Haywire

The glitches are what give this mode its name. As soon as you bring an ability to level 2, there’s a rare, random chance that it “glitches” and transforms completely. Riot has revealed two examples itself: Raze’s Boom Bot, which you detonate yourself, and Gekko’s Wingman, who gets “really, really big”. The community has since documented 20 glitches – each with its own name and its own level 3 upgrade.

Some glitches are pure upgrades, like Cloudburst, which as CoveBurst also blocks bullets. Others turn the ability upside down: Healing Orb becomes Emphasis on Shield and no longer heals, but instead grants a shield against one source of damage. And some are simply absurd: Skye’s Trailblazer becomes Greatest Dane, a giant wolf that kills with a single bite.

Glitch Lexicon: All 20 Known Glitches

Barrier Orb – Glitch Beanstalk
BeanstalkBarrier Orb · Sage · C

Barrier Orb is now thrown
Height: 100% → 150%
Charges: 1 → 2
Wall Blocks: 4 → 1

Level 3: Height: 150% → 200%

Blaze – Glitch BE WATER
BE WATERBlaze · Phoenix · C

Increased range, slows players on contact
No longer deals damage or heals self

Level 3: Increase Charges: 1 → 2

Boom Bot – Glitch C4 Bot
C4 BotBoom Bot · Raze · C

Reactivate to explode the Boom Bot

Level 3: Add Recharge Cooldown: 10s

Cloudburst – Glitch CoveBurst
CoveBurstCloudburst · Jett · C

Also blocks bullets

Level 3: Increase Charges: 1 → 2

Contingency – Glitch Wave Runner
Wave RunnerContingency · Iso · C

Spawns a Harbor wave that nearsights players as it passes through them

Level 3: Add Recharge Cooldown: 20s

Fakeout – Glitch It's Alive!
It's Alive!Fakeout · Yoru · C

Clone shoots at enemies with a pistol when spotted

Level 3: Add Recharge Cooldown: 20s

M-pulse – Glitch Bass Goes Boom
Bass Goes BoomM-pulse · Miks · C

Pulses deal heavy damage

Level 3: Increase Charges: 2 → 3

Blast Pack – Glitch Surprise Pack
Surprise PackBlast Pack · Raze · Q

Spawns a smoke at the satchel when reactivated
Knockback removed

Level 3: Add Recharge Cooldown: 12s

Cyber Cage – Glitch Give me a Corpse
Give me a CorpseCyber Cage · Cypher · Q

Becomes Neural Theft

Level 3: Increase Charges: 1 → 2

FLASH/drive – Glitch Recon Drive
Recon DriveFLASH/drive · KAY/O · Q

Reveals enemies hit by the scan
No longer blinds

Level 3: Add Recharge Cooldown: 20s

Headhunter – Glitch They Are So Dead
They Are So DeadHeadhunter · Chamber · Q

Becomes Tour De Force, 1 bullet only

Level 3: Extra Ammo: 1 → 2 Bullets

Shock Bolt – Glitch Slow and Steady
Slow and SteadyShock Bolt · Sova · Q

Hinders players, slowing movement and fire rate
No longer deals damage

Level 3: Add Recharge Cooldown: 15s

Special Delivery – Glitch Drone in a Box
Drone in a BoxSpecial Delivery · Tejo · Q

Spawns Tejo's stealth drone with a scan pulse

Level 3: Reduce Cooldown: 20s → 10s

Trailblazer – Glitch Greatest Dane
Greatest DaneTrailblazer · Skye · Q

Giant wolf that kills in one bite
Movement Speed: 100% → 75%

Level 3: Add Recharge Cooldown: 20s

Wingman – Glitch All Grown Up
All Grown UpWingman · Gekko · Q

Wingman becomes a Kaiju

Level 3: Reduce Wingman Pickup Cooldown: 15s → Instant

Dizzy – Glitch Goop Tether
Goop TetherDizzy · Gekko · E

Fires a knot that tethers and deafens hit enemies
No longer blinds

Level 3: Increase Dizzy Duration: 1s → 2s

Guided Salvo – Glitch Group Huddle
Group HuddleGuided Salvo · Tejo · E

Pulses pull players to the center
Pulses no longer deal damage

Level 3: Increase Charges: 2 → 3

Haunt – Glitch Eye for an Eye
Eye for an EyeHaunt · Fade · E

Nearsights enemies looking at the watcher
No longer reveals or marks

Level 3: Reduce Cooldown: 20s → 10s

Healing Orb – Glitch Emphasis on Shield
Emphasis on ShieldHealing Orb · Sage · E

Shield that blocks 1 source of damage
Target is no longer healed

Level 3: Reduce Cooldown: 30s → 15s

Tailwind – Glitch Vampire Envy
Vampire EnvyTailwind · Jett · E

Dash replaced: become intangible for a short time instead

Level 3: Add Recharge Cooldown: 20s

As of Sep 25, 2026. Riot has deliberately not published the full list of glitches – this list is based on the documentation in the official VALORANT Wiki and will be updated as soon as new glitches show up.

All 33 Abilities with Upgrade Paths

The pool contains 33 base abilities, eleven per slot. Each has two level 2 paths with a matching level 3 tier. The path names come straight from the game and use the official English wording.

C-Slot

AbilityLevel 2 pathLevel 2Level 3
Barrier Orb (Sage) Barrier Orb
Sage
Shorter But MoreIncrease Charges: 1 → 2
Reduce Wall Blocks: 4 → 2
Increase Charges: 2 → 4
Mountain BuilderAdd Recharge Cooldown: 30sReduce Cooldown: 30s → 20s
Blaze (Phoenix) Blaze
Phoenix
QuickburnAdd Recharge Cooldown: 15s
Reduce Wall Length: 100% → 50%
Reduce Cooldown: 15s → 6s
Far FlameIncrease Wall Length: 100% → 150%Increase Charges: 1 → 2
Boom Bot (Raze) Boom Bot
Raze
Assembly LineIncrease Charges: 1 → 2Add Recharge Cooldown: 12s
OverclockedIncrease Speed: 100% → 150%
Increase Active Duration: 5s → 8s
Increase Active Duration: 8s → 12s
Cloudburst (Jett) Cloudburst
Jett
Cloudy DayIncrease Charges: 1 → 2Increase Charges: 2 → 4
WhiteoutIncrease Smoke Duration: 2.5s → 5sIncrease Smoke Duration: 5s → 10s
Add Cooldown: 15s
Contingency (Iso) Contingency
Iso
RedundancyIncrease Charges: 1 → 2Increase Charges: 2 → 4
PanoramicIncrease Wall Width: 100% → 150%Increase Wall Width: 150% → 300%
Fakeout (Yoru) Fakeout
Yoru
ReprintIncrease Charges: 1 → 2Increase Charges: 2 → 4
SplitterSplit into 3 clonesAdd Recharge Cooldown: 30s
M-pulse (Miks) M-pulse
Miks
Bonus TracksIncrease Charges: 1 → 2Increase Charges: 2 → 3
Extended CutIncrease Pulses: 3 → 5Add Recharge Cooldown: 12s
Prowler (Fade) Prowler
Fade
Herding CatsIncrease Charges: 1 → 2Add Recharge Cooldown: 12s
Chonky CatIncrease Prowler Size: 100% → 150%
Increase Prowler Health: 60 → 90
Increase Prowler Size: 150% → 200%
Increase Prowler Health: 90 → 120
Shrouded Step (Omen) Shrouded Step
Omen
Shrouded TrotIncrease Charges: 1 → 2Increase Charges: 2 → 4
Shrouded LeapIncrease Teleport Range: 100% → 150%Increase Teleport Range: 150% → 200%
Stim Beacon (Brimstone) Stim Beacon
Brimstone
Quick HitsIncrease Charges: 1 → 2
Duration: 6s → 2s
Increase Charges: 2 → 4
The Good StuffIncrease Stim Fire RateDuration: 6s → 12s
Trapwire (Cypher) Trapwire
Cypher
BroadbandIncrease Targeting Range: 100% → 150%
Increase Max Length: 100% → 150%
Increase Targeting Range: 150% → 200%
Increase Max Length: 150% → 200%
Data NetworkIncrease Charges: 2 → 4Add Recharge Cooldown: 12s

Q-Slot

AbilityLevel 2 pathLevel 2Level 3
Blast Pack (Raze) Blast Pack
Raze
Full Send SatchelIncrease Boost Force: 100% → 140%
Reduce Charges: 2 → 1
More Boost Force: 140% → 200%
Packs a PunchIncrease Armed Damage: 20 → 60Increase Armed Damage: 60 → 125
Cyber Cage (Cypher) Cyber Cage
Cypher
Black Market StockIncrease Charges: 2 → 4Add Recharge Cooldown: 12s
Ultrawide ConcealIncrease Cage Size: 100% → 150%Increase Cage Size: 150% → 200%
FLASH/drive (KAY/O) FLASH/drive
KAY/O
Spare DrivesIncrease Charges: 1 → 2Increase Charges: 2 → 3
UnderhandedAdd Recharge Cooldown: 15s
Only Underhand Throw
Reduce Recharge Cooldown: 15s → 6s
Headhunter (Chamber) Headhunter
Chamber
Bulk OrderExtra Ammo: 4 → 8 BulletsExtra Ammo: 8 → 16 Bullets
Subscribe and SaveAdd Ammo Cooldown: 5sReduce Ammo Cooldown: 5s → 1.5s
Lightspeed (Waylay) Lightspeed
Waylay
FrequencyIncrease Charges: 1 → 2Increase Charges: 2 → 3
Extra SparkDouble Dash → Triple DashAdd Recharge Cooldown: 20s
Shock Bolt (Sova) Shock Bolt
Sova
Arrows AplentyIncrease Charges: 1 → 2
Reduce Max Damage: 75 → 60
Increase Charges: 2 → 4
Bolt RevoltAdd Recharge Cooldown: 15sReduce Cooldown: 15s → 6s
Slow Orb (Sage) Slow Orb
Sage
Blanket of SlowIncrease Charges: 1 → 2Increase Charges: 2 → 3
Orbs GaloreIncrease Size: 100% → 200%Increase Size: 200% → 300%
Special Delivery (Tejo) Special Delivery
Tejo
Spam MailAdd Cooldown: 20sReduce Cooldown: 20s → 10s
Handle With CareIncrease Max Damage: 30 → 50Increase Max Damage: 50 → 70
Trailblazer (Skye) Trailblazer
Skye
Sharp TeethIncrease Bite Damage: 30 → 50Increase Bite Damage: 50 → 70
Fast FeetIncrease Wolf Speed: 100% → 130%Remove Nearsight
Updraft (Jett) Updraft
Jett
Touch The SkyIncrease Boost Height: 100% → 150%Increase Boost Height: 150% → 200%
TrampolineIncrease Charges: 1 → 2Increase Charges: 2 → 3
Wingman (Gekko) Wingman
Gekko
Ride or DieIncrease Active Duration: 8s → 12sIncrease Active Duration: 12s → Forever
ZoomiesIncrease Run Speed: 100% → 150%
Reduce Active Duration: 8s → 5s
Increase Run Speed: 150% → 200%

E-Slot

AbilityLevel 2 pathLevel 2Level 3
Dizzy (Gekko) Dizzy
Gekko
From DowntownIncrease Active Duration: 1s → 2sIncrease Active Duration: 2s → 3s
Pickup GameReduce Pickup Cooldown: 15s → 5sReduce Pickup Cooldown: 5s → Instant
GravNet (Deadlock) GravNet
Deadlock
Pocket Full of NetsAdd Recharge Cooldown: 20sReduce Recharge Cooldown: 20s → 15s
You Live Here NowIncrease Net Removal Duration: 100% → 130%Increase Net Removal Duration: 130% → 175%
Guided Salvo (Tejo) Guided Salvo
Tejo
FirecrackersIncrease Charges: 1 → 2Increase Charges: 2 → 3
Scorched EarthIncrease Pulses: 2 → 4Increase Pulses: 4 → 6
Haunt (Fade) Haunt
Fade
Haunt All NightIncrease Active Duration: 1.5s → 2.5sIncrease Active Duration: 2.5s → 3.5s
Haunt All DayAdd Recharge Cooldown: 20sReduce Recharge Cooldown: 20s → 10s
Healing Orb (Sage) Healing Orb
Sage
Spare BandagesIncrease Charges: 1 → 2Increase Charges: 2 → 3
Intensive CareIncrease Heal Duration: 100% → 200%Increase Heal Duration: 200% → 300%
Paint Shells (Raze) Paint Shells
Raze
Paint CacheAdd Recharge Cooldown: 15sReduce Recharge Cooldown: 15s → 10s
Make It RainIncrease Submunitions: 4 → 5Increase Submunitions: 5 → 6
Recon Bolt (Sova) Recon Bolt
Sova
Nosy NeighborAdd Recharge Cooldown: 20sReduce Recharge Cooldown: 20s → 12s
Sir Pulse AlotIncrease Recon Pulses: 2 → 3Increase Recon Pulses: 3 → 5
Refract (Waylay) Refract
Waylay
HODLIncrease Expiration Window: 100% → 150%Increase Expiration Window: 150% → 250%
Déjà vuAdd Recharge Cooldown: 20sReduce Recharge Cooldown: 20s → 10s
Rendezvous (Chamber) Rendezvous
Chamber
Frequent FlyerReduce Recharge Cooldown: 20s → 10sReduce Recharge Cooldown: 10s → 5s
TransatlanticIncrease Teleport Range: 100% → 150%Increase Teleport Range: 150% → 200%
Tailwind (Jett) Tailwind
Jett
Off The BlockRemove Dash BufferIncrease Charges: 1 → 2
100 Meter DashIncrease Dash Distance: 100% → 125%Increase Dash Distance: 125% → 150%
Increase Charges: 1 → 2
Turret (Killjoy) Turret
Killjoy
Mecha LegionIncrease Max Turrets: 1 → 2Increase Max Turrets: 2 → 3
Turret go BRRRBurst Fire → Fully AutomaticIncrease Fire Rate: 100% → 150%

Ultimates from Stage 4

In the first round of Stage 4, you’re offered an ultimate instead of a regular ability. This offer can’t be rerolled. The ultimate costs 4 points and is ready to use immediately in that first round of Stage 4. These 15 ultimates can appear in Gauntlet:

Orbital Strike (Brimstone) Orbital Strike · BrimstoneAnnihilation (Deadlock) Annihilation · DeadlockNightfall (Fade) Nightfall · FadeThrash (Gekko) Thrash · GekkoReckoning (Harbor) Reckoning · HarborBlade Storm (Jett) Blade Storm · JettOverdrive (Neon) Overdrive · NeonRun it Back (Phoenix) Run it Back · PhoenixShowstopper (Raze) Showstopper · RazeResurrection (Sage) Resurrection · SageSeekers (Skye) Seekers · SkyeHunter's Fury (Sova) Hunter's Fury · SovaArmageddon (Tejo) Armageddon · TejoSteel Garden (Vyse) Steel Garden · VyseConvergent Paths (Waylay) Convergent Paths · Waylay

Weapons in Every Stage

After every round you’re also offered a weapon. The offers stay the same within a stage and can change when a new stage begins. Each slot has fixed options:

StageSlot 1Slot 2Slot 3
Stage 1Ghost, Sheriff or BanditShortyFrenzy
Stage 2Stinger or SpectreBuckyMarshal or Ares
Stage 3 onwardWarden, Phantom or VandalGuardian, Outlaw or OperatorJudge or Odin

Worth noting: the new Warden – the rifle with a 2x scope from the same patch – is playable in Gauntlet from Stage 3. If you want to try it out first, you’ll find all its stats on our Warden page.

Arenas and the Winner’s Circle

Fights take place in four new arenas that remix familiar areas from Valorant maps into 2v2 duels. Visible “glitch seams” connect the areas – the scenery will look familiar, but the routes won’t. Once you’ve won your duel, you head to the Winner’s Circle above the four arenas: from there you can watch the remaining fights, shoot at targets or just jump around while the others are still playing.

Rewards and Availability

ItemValue
Available sinceSeptember 22, 2026 (Patch 13.06)
TypeLimited-time mode
Players16 (8 duos)
XP per match1,700 XP
Kingdom Credits35
Dailies4 points per completed match
MissionsYes, progress counts

With Gauntlet: Glitched, the Retake mode has left the rotation – Riot retired it with 13.06. Riot hasn’t announced how long Gauntlet: Glitched will stick around.

Tips for Stronger Builds

The following tips are our own take based on the rule set – not official Riot recommendations. Still, they’ll help you draft more deliberately.

Gauntlet Compared to Other Modes

Many players are reminded of auto battlers or roguelikes: between rounds you build your kit from random offers and adapt to the lobby. Unlike Deathmatch or Team Deathmatch, it’s not just your aim that counts, but also how well you draft. And unlike Unrated or Competitive, there’s no economy and no Spike – just short 40-second duels that build up over seven stages. If you want to practice the regular kits, our agent overview has all the original abilities, and the full patch breakdown is in our Patch Notes 13.06.

HP Maths: How Many Losses Can You Afford?

If you want to take Gauntlet seriously, don’t just know the HP table – do the maths with it. The mode doesn’t reward the duo with the most wins, it rewards the duo that still has health left at the end. A quick look at the numbers shows how much room you really have in each phase. The scenarios below are pure calculations based on the official HP loss per stage.

ScenarioCalculationHP left
Lost all 6 rounds in Stages 1 and 2100 − 6 × 1040 HP
Then 1 loss in Stage 340 − 2020 HP
1 loss each in Stages 1 to 5100 − 10 − 10 − 20 − 20 − 2020 HP
No losses until Stage 6, then 3 losses100 − 3 × 3010 HP
2 losses each in Stages 1 and 2100 − 4 × 1060 HP

The key takeaway: just one single loss per stage is enough to arrive at Stage 6 with only 20 HP. There, every loss costs 30 HP – so the next round you drop means you’re out. Flip that around and every round you win in Stages 3 to 5 is worth twice as much as a win in the first two stages, because it saves you 20 HP instead of 10.

  1. Stages 1 and 2: This is where you’re allowed to experiment. Even a completely lost opening phase leaves you with 40 HP.
  2. Stages 3 to 5: This is the decisive middle phase. Your kit should be in place and your duo should be in sync.
  3. Stages 6 and 7: At 30 HP per loss, single rounds decide the match. If you arrive here with plenty of health, you can still afford mistakes.

Build Archetypes: Four Core Ideas for Your Kit

With 33 base abilities, the number of possible combinations is huge. To avoid clicking aimlessly through the draft, it helps to aim for a rough build type. The four archetypes below are our own classification, not official categories. Each example uses exactly one real ability from the Gauntlet pool per slot.

1. Mobility: Faster Than Your Opponent

Mobility builds thrive on surprising angles and quick escapes. In small arenas with 40-second rounds, an unexpected jump onto a box or a dash behind cover can decide a duel.

2. Info and Control: Know Where the Enemy Is

In a 2v2, information is especially valuable because there are only two opponents. If you reveal one of them, you often have a good idea where the second one is too.

3. Defensive Bots: Let the Machines Do the Work

This build relies on abilities that enter the arena or open fire as their own unit – bots, creatures and turrets. That takes work off your hands in hectic rounds and ties up the enemy duo’s attention.

4. Sustain: Stay in the Fight Longer

Sustain builds win rounds in which both duos have already taken damage. They’re less flashy, but they pair well with a partner who plays aggressively up front.

Tip: Slot assignment follows the original key. That’s why you can rebuild some original kits completely: Jett with Cloudburst, Updraft and Tailwind, Sage with Barrier Orb, Slow Orb and Healing Orb, or Raze with Boom Bot, Blast Pack and Paint Shells. The mixes that don’t exist in the regular game are usually more exciting, though.

Synergies: Abilities That Boost Each Other

A strong kit is more than three good individual abilities. The combinations below are our take on which abilities work especially well together. Keep the C, Q and E slots in mind – a good combo ideally spreads across different slots or across both players in the duo.

Using Rerolls and Upgrade Paths Wisely

Three rerolls sound like a lot, but they’re gone quickly if you want fresh offers after every round. As a rough rule of thumb, we recommend: only use a reroll when the current offers contain neither a useful new ability nor a fitting upgrade – in other words, when nothing fits your plan at all. An average upgrade is often better than a burned reroll.

Choosing your level 2 path is just as important, because level 3 powers up exactly that path. A few examples from the pool show how different the paths are:

Our recommendation: at level 2, pick the path that fits your archetype, not the one that sounds strongest on paper. A mobility build benefits more from extra charges than from a single, especially strong use. You’ll find every path with its exact values in the ability overview above.

Glitch Risk: Not Every Transformation Is a Win

Glitches are the mode’s big draw, but they aren’t always an upgrade. Some of the documented variants trade damage for control or strip the ability of its actual strength. If your build relies on a specific function, you should know what can happen in the worst case.

Our take: glitches like these are very strong in a control build with a high-damage partner, but more of a risk in a pure damage build. If you want to stay predictable, go for abilities without a known glitch variant. As things stand, those are Prowler, Shrouded Step, Stim Beacon, Trapwire, Lightspeed, Slow Orb, Updraft, GravNet, Paint Shells, Recon Bolt, Refract, Rendezvous and Turret.

Duo Communication: Every Word Counts in 40 Seconds

40 seconds is short. There’s hardly time for long discussions mid-round, so you should sort out the important things beforehand. These points help:

If you queue solo, the same applies – just with pings instead of voice. Even a single ping on an enemy’s position helps your random partner more than no information at all.

Matching Weapons and Abilities

Since weapon offers change with every stage, your kit should match them. In Stage 1 there are only pistols, the Shorty and the Frenzy – fights often happen at close range. Abilities that get you close to the enemy, like Tailwind, Shrouded Step or Lightspeed, fit well here. Stage 2 adds SMGs, the Bucky, the Marshal and the Ares, so the playing field opens up.

From Stage 3, rifles like the Vandal, the Phantom and the new Warden are on offer, along with the Guardian, Outlaw, Operator, Judge and Odin. The Warden has a 2x scope, an 18-round magazine and deals 50 damage per hit at any range, 200 to the head and 42 to the legs. Now abilities that block sightlines or reveal enemies gain value: Cloudburst, Cyber Cage and Recon Bolt help you start duels on your terms. If you want to train the Warden specifically, you can compare kill times in the TTK Duel.

Beginner Checklist for Your First Match

  1. Start calm: Stages 1 and 2 only cost 10 HP per loss. Get to know the arenas and fill all three slots.
  2. Pick an archetype: After two or three rounds, decide whether you’re playing mobility, info, bots or sustain.
  3. Sync with your duo: Agree on who takes which role.
  4. Plan upgrades: Bring your most important ability to level 2 and choose the path deliberately.
  5. Save rerolls: Keep them for the middle phase, when you’re missing one specific piece.
  6. Prepare for Stage 4: Remember that your ultimate is ready immediately in the first round.
  7. Adapt your weapon: After every round, pick the weapon that fits your kit and the stage.
  8. Requeue right away: You can search for a new match immediately – every match gets you XP and mission progress.

Common Mistakes That Cost You HP

Why Gauntlet Is Good Practice for Ranked

Even though Gauntlet is a fun mode, there’s a lot you can take away for regular matches. The short 2v2 rounds train exactly the situations that often decide Ranked games: clutches, trades and reading an opponent quickly. On top of that, you try out abilities from agents you’d never play otherwise. If you notice that Killjoy’s Turret or Yoru’s Fakeout suits you, you might have found a new main – dig deeper with our agent test and the agent tier list. You’ll also get to know Tejo’s Guided Salvo or Special Delivery along the way.

For your aim between matches, our Aim Trainer and the Reflex Arena are a great fit. With the Performance Score you can rate your performance, and if you want to get to know the original maps behind the arenas better, you’ll find everything in our map overview. Craving even more chaos? The Strat Roulette and our fun tools bring some variety to your next custom game night with friends.

Frequently Asked Questions

What is Gauntlet: Glitched in Valorant?

A limited-time mode from Patch 13.06: 16 players in 8 duos fight 2v2 rounds, draft abilities from different agents and level them up to level 3. The last surviving duo wins.

How much HP does a team have in Gauntlet?

Every duo starts with 100 HP. A loss costs 10 HP each in Stages 1 and 2, 20 HP each in Stages 3 to 5 and 30 HP each in Stages 6 and 7.

When does an ability glitch?

From the upgrade to level 2 onward, there’s a rare, random chance. Riot doesn’t give an exact probability. 20 glitch variants are known, for example C4 Bot for Raze’s Boom Bot or All Grown Up for Gekko’s Wingman.

How many rerolls do I get?

Three per match. Ultimate offers in Stage 4 can’t be rerolled.

When do I get an ultimate?

In the first round of Stage 4. The ultimate costs 4 points and is ready to use immediately in that round.

Can I play Gauntlet: Glitched with a friend?

Yes. You can queue solo or as a pair.

What rewards are there?

1,700 XP and 35 Kingdom Credits per match, 4 daily points per completed match and progress toward missions.

Is Retake still playable?

No. Riot removed Retake from the mode rotation with Patch 13.06.

Is the draft simulator official?

No, it’s a free fan tool by Valorant-Spind. The abilities, upgrades and glitches come from the patch notes and the official wiki; the glitch chance is an estimate.

How many losses can a duo survive in Gauntlet?

It depends on the stage. If you lose all six rounds in Stages 1 and 2, you still have 40 HP. With one loss each in Stages 1 to 5, you arrive at Stage 6 with 20 HP, where the next loss costs 30 HP.

Which abilities have no known glitch?

As things stand, no glitches are known for Prowler, Shrouded Step, Stim Beacon, Trapwire, Lightspeed, Slow Orb, Updraft, GravNet, Paint Shells, Recon Bolt, Refract, Rendezvous and Turret.

Can I rebuild the agents’ original kits?

Partly, yes. Because every ability sits on its original key, you can fully assemble Jett with Cloudburst, Updraft and Tailwind or Sage with Barrier Orb, Slow Orb and Healing Orb, for example.