Valorant Episode 5 – Update description, new map, new pass, new skins and more
It’s time to take a deep dive into everything to start with Episode 5.
VALORANT Episode 5 adds another dimension to unwavering gameplay with the new Ascendant rank, a subaquatic map, two ways to stack your Act I collection, and a handful of Chaos.
NEW MAP: PEARL (JUN. 22 PEARL-ONLY QUEUE, JUL. 12 ALL QUEUES)
Pearl jest pogrążonym w morskich głębinach fenomenem. Najnowsza miejscówka VALORANT stanowi kombinację cudów technologii i taktycznej rozgrywki z trzema alejami. Będziecie musieli przetrwać bez możliwości swobodnego przemieszczania się i ułatwień w ruchu w postaci drzwi, urządzeń zaciskowych i teleporterów. Dlatego lepiej przestańcie się gapić na rybki!
Pearl is the wonder in the deep blue. The newest VALORANT destination mixes technological marvels with tactical three-lane gameplay. You’re going to have to survive without the rotation and mobility support of doors, ascenders, or teleporters—so quit staring at the fish!
EPISODE 5 ACT I BATTLEPASS (JUN. 22)
If exploring Omega Earth underwater isn’t enough for you, grab a hold of the Act I exclusive items that burn, shine, and glitter in your hands. The collection includes the Shimmer Classic, Operation: Vacation Player Card, and Perfect Pattern Gun Buddy.
Purchase the Act I Premium Battlepass to earn even more tiers of VALORANT goods, like the Task Force 809 Phantom, Spitfire Operator, or the Cat Tactics Gun Buddy.
EVENT PASS: CROSSOVER (JUN. 22–JUL. 12)
Stop asking yourself “what if?” and find out what it might feel like to bag-and-board VALORANT stories and take them home. Mark the first foray into Omega Earth with comic book-inspired Player Cards drawn by some the best to ever do it.
Earn enough XP in time to add these 3 exclusive Player Cards, Radianite Points, and new Titles, to your collection.
NEW SKINLINE: PRELUDE TO CHAOS (JUN. 22)
Gaze long into the abyss…and it just might spit out some sinister weapon skins. Prelude to Chaos shapes the Vandal, Operator, Shorty, and Spectre into their most powerful look yet. You can also carve your way to victory with the sword melee.
NEW RANK : ASCENDANT (JUN. 22)
Do you ever feel like you’re just treading water in the Competitive queue? Ascendant is the new rank added between Diamond and Immortal, and promises to make waves in the status quo. We’re shooting to spread the rank density, but that doesn’t mean you won’t have to earn your spot.
MAP UPDATES
PEARL
- NEW MAP: Pearl goes live!
- Pearl-only queue
- This queue is a standard, Unrated mode that will give players a chance to practice the new map before they see it in Competitive play.
- Pearl-only queue will be available for 2 weeks, then after that Pearl will enter Competitive.
SPLIT
- We are temporarily removing Split from the map pool in Unrated and Competitive queues
COMPETITIVE UPDATES
NEW RANK: ASCENDANT
- Added an additional rank above Diamond, below Immortal, called “Ascendant.”
- We believe our lower ranks have a few too many of you, especially Bronze and Silver. When we were looking at rank distribution, we realized that if we were to move some of you up and out of those lower ranks, it would overpopulate Platinum and Diamond. So by adding a new rank we can better distribute you across ranks, keep the prestige of high ranks, while helping better define the skill level of each rank.
- Moved the rank MMR targets that determine rank down, due to the addition of the new Ascendant rank, for all ranks below Ascendant. Moved the ranked target for Immortal 1/2/3 and Radiant up.
- These are the cut-offs that say “You should be X MMR to reach this rank”. MMR targets determine your RR gains and help push your rank to match your MMR.
- This means players will go up in rank, if they are below Ascendant.
- To align with our expectations of what it means to be in the highest ranks of VALORANT, Immortal+ players will find it harder to climb back to their previous episode rank. This means Immortal will also have a smaller leaderboard population in all regions.
- Due to the seasonal reset, you may not see a rank increase at the start of the Episode without putting in some work; but the reset will be “less harsh” compared to the last Episode reset. So because we are pushing the player base upwards to fill Ascendant, the reset will not hit you as hard.
- Next time we reset ranks it will probably push you down more than this Episode’s reset. Please remember that the “less harsh” reset is unique to this Episode because of the introduction of Ascendant.
- Grouping restrictions for Ascendant are 3 ranks above or below the Ascendant ranked player
- This fits in with our Platinum+ rule set for grouping.
- The highest placement allowed has increased to Ascendant 1 (previously Diamond 1)
- Five stacking 25% RR penalty now starts at Immortal 1 (previously Diamond 3)
- Solo/Duo/5-stack restriction now starts at Immortal 1 (previously Diamond 3)
- Remember, Diamond 3 and above could previously only solo, duo, and 5-stack. This restriction now begins at Immortal 1.
- By adding another rank we were able to push the Five Stack penalty and Solo/Duo restrictions into Immortal. This makes it more straight forward, Immortal is where the leaderboard starts and because of this we try to hold players more accountable for their standings.
- Due to a naming clash with the new rank, we’ve renamed Sage’s tier 8 Agent Contract unlock—the new Sage title is “Dauntless”
- Renaming this title was not something we chose lightly, but after talking about the title we felt like it was a chance to give the title more meaning to Sage and her personality/theme.
BUGS
MAPS
- Fixed a bug on Haven that was preventing players from using their spray on a wall in A Garden
AGENTS
- Fixed a bug where Jett could equip a weapon during Tailwind
- Fixed a bug where Agents revealed by Sova’s Recon Bolt or Fade’s Haunt would sometimes briefly appear in an incorrect location on the minimap
- Fixed a bug where the scope visual effect would sometimes disappear when aiming with Chamber’s Tour De Force
GAME SYSTEMS
- Fixed a bug where using an Ultimate point orb or defusing the Spike at maximum range could cause channeling and progress bar animations to flicker
- Fixed a bug where the use channeling progression bar does not update if the player disconnects and reconnects during the match
- Fixed a bug where some weapon equips could play the wrong equip speed animation, which could visually misrepresent when you were able to fire. Some situations impacted by this bug were:
- Cypher exiting Spycam
- Capturing Ultimate point Orbs
- Canceling and completing Spike plant