Patch 13.06 Rebuilds VALORANT’s Core

Patch 13.06 changes what players do before a VALORANT match, how the game evaluates them afterward and what their Career page remembers. The release combines Home and Lobby, permits Range practice during eligible matchmaking waits, introduces Performance Score, Accolades and Rank Legacy, and opens Gauntlet: Glitched as a limited-time mode. Riot also names features for later versions, so not every system discussed around the update is available today.

The combined hub is designed to remove a trip between assembling a party and choosing what to play. Party members remain in view while events, missions, modes, the current map pool and leaderboards are reachable from the same space. Global navigation has also been reorganized. In Collection, a visual marker now identifies rewards acquired in recent games; viewing the item or ending that game session clears the marker instead of carrying it forward indefinitely.

The most practical pre-match addition is an optional warm-up during matchmaking. Players may start the search and then step into the Practice Range, or enter the queue from within the Range. Availability is conditional: Riot may hide the option when it expects a quick match, then expose it if the wait grows. Playlists that skip Agent Select are outside the system, as are Premier and Deathmatch. A missing button in one of those cases therefore matches the published rules and is not evidence that the update failed to install.

Conceptual illustration of performance and career tracking

Performance Score changes the match summary

Average Combat Score no longer decides the MVP label or the order of the board in Competitive, Unrated, Swiftplay and Premier. That job moves to Performance Score, a 0-to-500 assessment that looks beyond raw damage and eliminations. The post-game explanation shows which contributions affected the total and indicates the distance from a Masterful performance. Riot does not identify this score as a new rank, rating or MMR value. It is best understood as a broader match-summary measure for the supported queues.

Accolades preserve notable achievements on a different timeline. They begin collecting data with this release, record best performances for the active Act and for a player’s lifetime, and appear both after a match and in the Competitive Hub. Old match data is excluded, and only Competitive and Premier can award them. Rank Legacy is another separate ledger: it records ranks previously reached. Reaching the same rank can raise its counter once during each three-Act block, whereas falling back into it through demotion adds nothing.

Those records sit inside a revised Career area. Its main view puts favored Agents, recent games and rank together, while Accolades and Rank Legacy receive their own Competitive Hub pages. Other players retain access to the public-facing Career information and hub overview; the deeper dedicated pages remain visible only to the account owner. This division provides more personal history without making every detailed record part of the public profile.

The post-match sequence has been reorganized around the same idea. Performance, rewards and match information now share one flow, with promotions, MVP recognition and progress across the new records highlighted as applicable. The sequence can advance on its own, but the player may slow it down, open more detail, search for another game immediately or go back to the lobby.

Riot also attached updated anti-boosting figures to the patch. Its detection program is said to be removing 1600 accounts each day and to have passed 90,000 bans since July 20. These are Riot’s enforcement totals, not proof that boosting has disappeared from ranked play. They show the reported scale of the current action while the company says the effort is continuing.

Gauntlet adds a separate experimental loop

Gauntlet: Glitched is a self-contained experiment rather than a rewrite of Competitive. Its lobby consists of 16 players arranged as eight duos. Each round matches a pair against one of seven other teams in a 2v2 fight. A defeat drains team health; when the reserve reaches zero, that pair is eliminated and may leave for another queue without watching the remaining rounds. The weapon set changes as stages pass, and the health cost of losing rises later in the run.

Between fights, the pair builds a kit from randomized Agent abilities. A choice can occupy a new slot or strengthen an existing option from Level 1 toward Level 3, while rerolls offer another set of possibilities. Reaching Level 2 can rarely produce an intentionally unusual glitched effect. The fights take place across four compact arenas assembled from recognizable environmental ideas, but the drafted combinations and health loop belong only to this mode.

The road map printed in the notes needs its own boundary. Map Rating is associated with Patch 13.08, not the current client change. Competitive Flex and a revision of the Radiant experience are assigned to Patch 14.00. Patch 13.06 delivers the consolidated front end, eligible queue warm-ups, the new evaluation and record systems, and Gauntlet now; the later items remain announcements.

Conceptual illustration of a two-player experimental arena mode

Patch 13.06 concentrates on the full match routine rather than a single balance headline. The lobby is simpler, some waits can become practice time, and the result screen keeps a broader account of performance and progress. Gauntlet provides a separate ruleset for experimentation. Map Rating, Competitive Flex and the Radiant work stay outside this release until their stated versions arrive.

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