
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.
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.
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.
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.
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.
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:
| Stage | HP lost per defeat | Defeats until elimination (at full 100 HP) |
|---|---|---|
| Stage 1 | −10 HP | 10 |
| Stage 2 | −10 HP | 10 |
| Stage 3 | −20 HP | 5 |
| Stage 4 | −20 HP | 5 |
| Stage 5 | −20 HP | 5 |
| Stage 6 | −30 HP | 4 |
| Stage 7 | −30 HP | 4 |
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.
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.
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.
Barrier Orb is now thrown
Height: 100% → 150%
Charges: 1 → 2
Wall Blocks: 4 → 1
Level 3: Height: 150% → 200%
Increased range, slows players on contact
No longer deals damage or heals self
Level 3: Increase Charges: 1 → 2
Reactivate to explode the Boom Bot
Level 3: Add Recharge Cooldown: 10s
Also blocks bullets
Level 3: Increase Charges: 1 → 2
Spawns a Harbor wave that nearsights players as it passes through them
Level 3: Add Recharge Cooldown: 20s
Clone shoots at enemies with a pistol when spotted
Level 3: Add Recharge Cooldown: 20s
Pulses deal heavy damage
Level 3: Increase Charges: 2 → 3
Spawns a smoke at the satchel when reactivated
Knockback removed
Level 3: Add Recharge Cooldown: 12s
Becomes Neural Theft
Level 3: Increase Charges: 1 → 2
Reveals enemies hit by the scan
No longer blinds
Level 3: Add Recharge Cooldown: 20s
Becomes Tour De Force, 1 bullet only
Level 3: Extra Ammo: 1 → 2 Bullets
Hinders players, slowing movement and fire rate
No longer deals damage
Level 3: Add Recharge Cooldown: 15s
Spawns Tejo's stealth drone with a scan pulse
Level 3: Reduce Cooldown: 20s → 10s
Giant wolf that kills in one bite
Movement Speed: 100% → 75%
Level 3: Add Recharge Cooldown: 20s
Wingman becomes a Kaiju
Level 3: Reduce Wingman Pickup Cooldown: 15s → Instant
Fires a knot that tethers and deafens hit enemies
No longer blinds
Level 3: Increase Dizzy Duration: 1s → 2s
Pulses pull players to the center
Pulses no longer deal damage
Level 3: Increase Charges: 2 → 3
Nearsights enemies looking at the watcher
No longer reveals or marks
Level 3: Reduce Cooldown: 20s → 10s
Shield that blocks 1 source of damage
Target is no longer healed
Level 3: Reduce Cooldown: 30s → 15s
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.
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.
| Ability | Level 2 path | Level 2 | Level 3 |
|---|---|---|---|
Sage | Shorter But More | Increase Charges: 1 → 2 Reduce Wall Blocks: 4 → 2 | Increase Charges: 2 → 4 |
| Mountain Builder | Add Recharge Cooldown: 30s | Reduce Cooldown: 30s → 20s | |
Phoenix | Quickburn | Add Recharge Cooldown: 15s Reduce Wall Length: 100% → 50% | Reduce Cooldown: 15s → 6s |
| Far Flame | Increase Wall Length: 100% → 150% | Increase Charges: 1 → 2 | |
Raze | Assembly Line | Increase Charges: 1 → 2 | Add Recharge Cooldown: 12s |
| Overclocked | Increase Speed: 100% → 150% Increase Active Duration: 5s → 8s | Increase Active Duration: 8s → 12s | |
Jett | Cloudy Day | Increase Charges: 1 → 2 | Increase Charges: 2 → 4 |
| Whiteout | Increase Smoke Duration: 2.5s → 5s | Increase Smoke Duration: 5s → 10s Add Cooldown: 15s | |
Iso | Redundancy | Increase Charges: 1 → 2 | Increase Charges: 2 → 4 |
| Panoramic | Increase Wall Width: 100% → 150% | Increase Wall Width: 150% → 300% | |
Yoru | Reprint | Increase Charges: 1 → 2 | Increase Charges: 2 → 4 |
| Splitter | Split into 3 clones | Add Recharge Cooldown: 30s | |
Miks | Bonus Tracks | Increase Charges: 1 → 2 | Increase Charges: 2 → 3 |
| Extended Cut | Increase Pulses: 3 → 5 | Add Recharge Cooldown: 12s | |
Fade | Herding Cats | Increase Charges: 1 → 2 | Add Recharge Cooldown: 12s |
| Chonky Cat | Increase Prowler Size: 100% → 150% Increase Prowler Health: 60 → 90 | Increase Prowler Size: 150% → 200% Increase Prowler Health: 90 → 120 | |
Omen | Shrouded Trot | Increase Charges: 1 → 2 | Increase Charges: 2 → 4 |
| Shrouded Leap | Increase Teleport Range: 100% → 150% | Increase Teleport Range: 150% → 200% | |
Brimstone | Quick Hits | Increase Charges: 1 → 2 Duration: 6s → 2s | Increase Charges: 2 → 4 |
| The Good Stuff | Increase Stim Fire Rate | Duration: 6s → 12s | |
Cypher | Broadband | Increase Targeting Range: 100% → 150% Increase Max Length: 100% → 150% | Increase Targeting Range: 150% → 200% Increase Max Length: 150% → 200% |
| Data Network | Increase Charges: 2 → 4 | Add Recharge Cooldown: 12s |
| Ability | Level 2 path | Level 2 | Level 3 |
|---|---|---|---|
Raze | Full Send Satchel | Increase Boost Force: 100% → 140% Reduce Charges: 2 → 1 | More Boost Force: 140% → 200% |
| Packs a Punch | Increase Armed Damage: 20 → 60 | Increase Armed Damage: 60 → 125 | |
Cypher | Black Market Stock | Increase Charges: 2 → 4 | Add Recharge Cooldown: 12s |
| Ultrawide Conceal | Increase Cage Size: 100% → 150% | Increase Cage Size: 150% → 200% | |
KAY/O | Spare Drives | Increase Charges: 1 → 2 | Increase Charges: 2 → 3 |
| Underhanded | Add Recharge Cooldown: 15s Only Underhand Throw | Reduce Recharge Cooldown: 15s → 6s | |
Chamber | Bulk Order | Extra Ammo: 4 → 8 Bullets | Extra Ammo: 8 → 16 Bullets |
| Subscribe and Save | Add Ammo Cooldown: 5s | Reduce Ammo Cooldown: 5s → 1.5s | |
Waylay | Frequency | Increase Charges: 1 → 2 | Increase Charges: 2 → 3 |
| Extra Spark | Double Dash → Triple Dash | Add Recharge Cooldown: 20s | |
Sova | Arrows Aplenty | Increase Charges: 1 → 2 Reduce Max Damage: 75 → 60 | Increase Charges: 2 → 4 |
| Bolt Revolt | Add Recharge Cooldown: 15s | Reduce Cooldown: 15s → 6s | |
Sage | Blanket of Slow | Increase Charges: 1 → 2 | Increase Charges: 2 → 3 |
| Orbs Galore | Increase Size: 100% → 200% | Increase Size: 200% → 300% | |
Tejo | Spam Mail | Add Cooldown: 20s | Reduce Cooldown: 20s → 10s |
| Handle With Care | Increase Max Damage: 30 → 50 | Increase Max Damage: 50 → 70 | |
Skye | Sharp Teeth | Increase Bite Damage: 30 → 50 | Increase Bite Damage: 50 → 70 |
| Fast Feet | Increase Wolf Speed: 100% → 130% | Remove Nearsight | |
Jett | Touch The Sky | Increase Boost Height: 100% → 150% | Increase Boost Height: 150% → 200% |
| Trampoline | Increase Charges: 1 → 2 | Increase Charges: 2 → 3 | |
Gekko | Ride or Die | Increase Active Duration: 8s → 12s | Increase Active Duration: 12s → Forever |
| Zoomies | Increase Run Speed: 100% → 150% Reduce Active Duration: 8s → 5s | Increase Run Speed: 150% → 200% |
| Ability | Level 2 path | Level 2 | Level 3 |
|---|---|---|---|
Gekko | From Downtown | Increase Active Duration: 1s → 2s | Increase Active Duration: 2s → 3s |
| Pickup Game | Reduce Pickup Cooldown: 15s → 5s | Reduce Pickup Cooldown: 5s → Instant | |
Deadlock | Pocket Full of Nets | Add Recharge Cooldown: 20s | Reduce Recharge Cooldown: 20s → 15s |
| You Live Here Now | Increase Net Removal Duration: 100% → 130% | Increase Net Removal Duration: 130% → 175% | |
Tejo | Firecrackers | Increase Charges: 1 → 2 | Increase Charges: 2 → 3 |
| Scorched Earth | Increase Pulses: 2 → 4 | Increase Pulses: 4 → 6 | |
Fade | Haunt All Night | Increase Active Duration: 1.5s → 2.5s | Increase Active Duration: 2.5s → 3.5s |
| Haunt All Day | Add Recharge Cooldown: 20s | Reduce Recharge Cooldown: 20s → 10s | |
Sage | Spare Bandages | Increase Charges: 1 → 2 | Increase Charges: 2 → 3 |
| Intensive Care | Increase Heal Duration: 100% → 200% | Increase Heal Duration: 200% → 300% | |
Raze | Paint Cache | Add Recharge Cooldown: 15s | Reduce Recharge Cooldown: 15s → 10s |
| Make It Rain | Increase Submunitions: 4 → 5 | Increase Submunitions: 5 → 6 | |
Sova | Nosy Neighbor | Add Recharge Cooldown: 20s | Reduce Recharge Cooldown: 20s → 12s |
| Sir Pulse Alot | Increase Recon Pulses: 2 → 3 | Increase Recon Pulses: 3 → 5 | |
Waylay | HODL | Increase Expiration Window: 100% → 150% | Increase Expiration Window: 150% → 250% |
| Déjà vu | Add Recharge Cooldown: 20s | Reduce Recharge Cooldown: 20s → 10s | |
Chamber | Frequent Flyer | Reduce Recharge Cooldown: 20s → 10s | Reduce Recharge Cooldown: 10s → 5s |
| Transatlantic | Increase Teleport Range: 100% → 150% | Increase Teleport Range: 150% → 200% | |
Jett | Off The Block | Remove Dash Buffer | Increase Charges: 1 → 2 |
| 100 Meter Dash | Increase Dash Distance: 100% → 125% | Increase Dash Distance: 125% → 150% Increase Charges: 1 → 2 | |
Killjoy | Mecha Legion | Increase Max Turrets: 1 → 2 | Increase Max Turrets: 2 → 3 |
| Turret go BRRR | Burst Fire → Fully Automatic | Increase Fire Rate: 100% → 150% |
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:
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:
| Stage | Slot 1 | Slot 2 | Slot 3 |
|---|---|---|---|
| Stage 1 | Ghost, Sheriff or Bandit | Shorty | Frenzy |
| Stage 2 | Stinger or Spectre | Bucky | Marshal or Ares |
| Stage 3 onward | Warden, Phantom or Vandal | Guardian, Outlaw or Operator | Judge 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.
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.
| Item | Value |
|---|---|
| Available since | September 22, 2026 (Patch 13.06) |
| Type | Limited-time mode |
| Players | 16 (8 duos) |
| XP per match | 1,700 XP |
| Kingdom Credits | 35 |
| Dailies | 4 points per completed match |
| Missions | Yes, 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.
The following tips are our own take based on the rule set – not official Riot recommendations. Still, they’ll help you draft more deliberately.
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.
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.
| Scenario | Calculation | HP left |
|---|---|---|
| Lost all 6 rounds in Stages 1 and 2 | 100 − 6 × 10 | 40 HP |
| Then 1 loss in Stage 3 | 40 − 20 | 20 HP |
| 1 loss each in Stages 1 to 5 | 100 − 10 − 10 − 20 − 20 − 20 | 20 HP |
| No losses until Stage 6, then 3 losses | 100 − 3 × 30 | 10 HP |
| 2 losses each in Stages 1 and 2 | 100 − 4 × 10 | 60 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Three per match. Ultimate offers in Stage 4 can’t be rerolled.
In the first round of Stage 4. The ultimate costs 4 points and is ready to use immediately in that round.
Yes. You can queue solo or as a pair.
1,700 XP and 35 Kingdom Credits per match, 4 daily points per completed match and progress toward missions.
No. Riot removed Retake from the mode rotation with Patch 13.06.
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.
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.
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.
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.