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Y11S1 DESIGNER'S NOTES

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Y11S1 Designer’s Notes
[p]In this latest edition of Designer's Notes, we'll go into detail about the balancing changes that'll come with the Y11S1 update and give you some insight into the reasons behind them.[/p]
BALANCING MATRIX AND TOP OPERATOR BANS
[p][/p][h2]WIN DELTA VS. PRESENCE[/h2][h3]ATTACK[/h3][p][/p][p][/p][p][/p][h3]DEFENCE[/h3][p][/p][p][/p][p][/p][h2]OPERATOR BAN RATE[/h2][h3]ATTACK[/h3][p][/p][p][/p][p][/p][h3]DEFENCE[/h3][p][/p][p][/p][p][/p][h2]OPERATOR BALANCING[/h2][hr][/hr][h2]SKOPÓS[/h2][p]We are sharpening Skopós' identity by reducing the Shells' health while increasing their speed, pushing her further into a fast-but-fragile playstyle. This shift rewards good positioning and tactical movement. The goal is to make her feel distinct, dynamic, and more reliant on smart decision-making rather than just killing potential.[/p][p]To improve the fluidity of her kit, we are reducing both the shell transfer time, and the cooldown between shell swaps. These changes remove unnecessary friction, allowing players to access the right tool more quickly and adapt on the fly. By streamlining these interactions, Skopós' Shells become more responsible and better suited to rapid tactical shifts during engagements.[/p][p]Finally, we are adding Aruni's punch to give Skopós more agency in soft destruction and map interactions. This allows her to contribute more meaningfully during prep phase and mid-round rotations, and it pairs naturally with the increased mobility.[/p][p]Overall, these adjustments aim to make Skopós more flexible, expressive, and rewarding to paly without compromising the counterplay.[/p][h3]BASE STATS[/h3]
  • [p]Speed: 3 (from 2)[/p]
  • [p]Health: 1 (from 2)[/p]
[h3]V10 PANTHEON SHELLS[/h3]
  • [p]Transfer time: Reduced to 1.3 seconds (from 1.5)[/p]
  • [p]Activation time: Reduced to 1.3 seconds (from 1.5)[/p]
  • [p]Swap cooldown: Reduced to 0.5 seconds (from 3)[/p]
[h3]LOADOUT[/h3]
  • [p]Melee: Creates a bigger hole and destroys wood studs (same behavior as Aruni)[/p]
[h2]FLORES[/h2][p]With the introduction of the T-95 to Flores' loadout, we're aiming to broaden his gameplay depth and give players more meaningful choices. While Flores isn't underperforming, his kit has remained unchanged for quite some time. He sits in a healthy spot, but not one that demands immediate attention or raises his presence in the meta.[/p][p]The addition of the T-95 provides new flexibility, opens fresh tactical approaches, and shines a bit of light on an operator who has largely avoided adjustments over the years. Overall, this is a positive, optional expansion to his toolkit.[/p][h3]LOADOUT[/h3]
  • [p]Primary weapons: Added T-95 LSW[/p]
[h2]F2[/h2][p]The F2 is an iconic weapon, but it has lived too long in a state where many players find it difficult to use, despite its high pick rate across every rank and platform. Introducing the Grip attachments allows us to smooth out its handling and bring the weapon back into a place where it feels rewarding rather than punishing.[/p][p]We are aware this is a powerful weapon and that improving its usability may have a noticeable impact on the meta.[/p][h3]ATTACHMENTS[/h3]
  • [p]Grips: Added Vertical, Angled, and Horizontal[/p]
[h3]OPERATORS AFFECTED[/h3]
  • [p]Twitch[/p]
  • [p]Solid Snake[/p]
[h2]BALLISTIC SHIELDS[/h2][p]We are removing the ability for Ballistic Shield operators to break through full-HP barricades by simply pushing through them. This change is intended to slow down the momentum of shield users and create more opportunities for defenders to react, reposition, or counter their approach.[/p][p]By requiring deliberate action to open barricades, we're enhancing interaction and counterplay on both sides, ensuring that shield advances feel less automatic and more thoughtfully earned.[/p][h3]MOVEMENT[/h3]
  • [p]Cannot break through full health barricades[/p]
[h3]OPERATORS AFFECTED[/h3]
  • [p]Blackbeard[/p]
  • [p]Blitz[/p]
  • [p]Fuze[/p]
  • [p]Montagne[/p]
  • [p]Clash[/p]
REFINEMENT CHANGES
[p]These are small adjustments that don't aim to alter an operator's overall power level or flexibility. Instead, they focus on polishing gameplay details, improving consistency, and enhancing quality-of-life without shifting the meta. Our goal is to maintain a steady stream of these refinements alongside major updates, helping the game evolve and improve at a constant pace.[/p][h2]ALIBI[/h2][p]A longer tracking period means that precise trigger control becomes even more rewarding.[/p][h3]PRISMA[/h3]
  • [p]Tracking: The last ping is not removed when the debuff finishes[/p]
[h2]AMARU[/h2][p]Adding an extra charge gives Amaru even more freedom to move around the map.[/p][h3]GARRA HOOK[/h3]
  • [p]Max resources: Increased to 5 (from 4)[/p]
[h2]ELA[/h2][p]A longer concussion effect gives Ela more time to capitalize and secure the takedown.[/p][h3]GRZMOT MINE[/h3]
  • [p]Concussion: Increased duration to 9 seconds (from 7)[/p]
[h2]YING[/h2][p]A longer flash duration gives Ying extra time to exploit the advantage and finish the takedown.[/p][h3]CANDELA[/h3]
  • [p]Cluster Flash: Increased flash duration to 1.6 seconds (from 1.4)[/p]
[h2]OBSERVATION BLOCKER[/h2][p]The Observation Blocker is intended to be placed with a clear tactical purpose. Its ideal use involves covering specific drone lines of sight, protecting valuable utility, and securing key chokepoints. This encourages defenders to plan ahead during the preparation phase, coordinate with teammates to cover blind spots, and shape attacker behavior by forcing drone reroutes or risking utility loss. At its core, the gadget is meant to be proactive, offering defenders a way to control drone vision and create safe zones for rotations or anchoring.[/p][p]If the gadget were throwable, it might be used more reactively, often under pressure after being spotted, leading to less precise placements and not fulfilling its main role of not getting spotted in the first place. This could reduce its strategic impact and shift its role from deliberate intel denial to emergency concealment.[/p][p]Additionally, throwable gadgets often land in unpredictable or unintended locations, on top of props or gadgets, inside map geometry, tilted surfaces, or behind objects. For the Observation Blocker, this is particularly problematic, as it requires clear space to expand and function properly. Poor placement could result in activation failures, visual clipping, or unintended bugs, introducing technical risks and inconsistent gameplay, both of which are serious concerns in a competitive environment like Rainbow Six Siege.[/p][h3]BASE STATS[/h3]
  • [p]Deployment time: Reduced to 1 second (from 2.5)[/p]
[h3]OPERATORS AFFECTED[/h3]
  • [p]Alibi[/p]
  • [p]Caveira[/p]
  • [p]Denari[/p]
  • [p]Fenrir[/p]
  • [p]Jager[/p]
  • [p]Kaid[/p]
  • [p]Lesion[/p]
  • [p]Maestro[/p]
  • [p]Pulse[/p]
  • [p]Sentry[/p]
  • [p]Warden[/p]
[p][/p]
RANK DISTRIBUTION
[hr][/hr][p][/p][hr][/hr][p]Follow us and share your feedback on X and Reddit.[/p][p][/p][p][/p]

Solid Snake joins Rainbow!

[h2]KEPT YOU WAITING, HUH?[/h2]
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A legend joins Siege as Operation Silent Hunt begins. A man shrouded in mystery, the new Operator is none other than Solid Snake. Striking from the shadows, and with his gadget, the Soliton Radar Mk. III, he tracks threats before they ever see him coming.

[h2]DISCOVER THE NEW SEASON[/h2]
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Aside from Solid Snake, Operation Silent Hunt brings tons of new features, including a new in-game event inspired by the Metal Gear Solid universe, balancing updates, a 1v1 Arcade mode, new modernized maps and more!

[h2]Y11 IS PACKED WITH NEW FEATURES[/h2]

Y11 delivers major updates throughout the year, including Ranked 3.0, a new map, a Dokkaebi remaster, a new Defender, and a full Hostage mode rework. And that’s not all: Y11 also introduces 'Legend Division', a new tier beyond Champion designed for the highest‑skill competitors.

On top of that, Player Protection takes a big step forward with Secure Boot for top ranks, adding a deeper system‑level anti‑cheat layer.

Y11 is already shaping up to be one of our most impactful years yet, with regular balancing updates and new Ranked map rotations each season to keep the experience evolving and competitive.

Discover more

Rainbow Six Siege unveils its Year 11 roadmap, featuring Solid Snake, and an iconic face and map from R6 Vegas

Ubisoft has lifted the lid on its Rainbow Six Siege Year 11 roadmap, and it's promising to be one of the biggest years ever for the tactical FPS. The opening story trailer reveals that, two years after the shutdown of Rainbow, a new threat calls an old face back into action - Bishop, the protagonist of Tom Clancy's Rainbow Six Vegas 2. There's plenty more besides that to look forward to as new creative director Joshua Mills, his predecessor Alex Karpazis, and live content director Christopher Budgen share everything coming in 2026, including the arrival of Solid Snake and a trip to the legendary Calypso Casino.


Read the rest of the story...


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Rainbow Six Siege just launched some truly groundbreaking announcements regarding Year 11 of the popular title. Whether you’re a casual player, an esports player or even a Metal Gear Solid fan, there is something to be excited about during the next year of Rainbow Six Siege.





Ahead of the major announcement at the Six Invitational in Paris, France, CGM was not only able to pick the brains of the Ubisoft team behind Rainbow Six Seige esports, go hands-on with Metal Gear Solid’s Solid Snake, the newest Operator to join Rainbow Six Siege, see sneak peeks of what is coming to Rainbow Six Mobile’s global release, and even get a look at the new Calypso map, but we also sat down with the brand-new Creative Director, Joshua Mills, who was able to walk us through a lot of the changes coming to Year 11.





Mills gushed about the Konami collaboration, gave us some insight into how the Metal Gear Solid partnership worked, and even chatted with us about Rainbow Six Siege... Read more

Rainbow Six Vegas’s Calypso Casino Finds a New Home in Latest Siege Ranked Map


Rainbow Six Siege fans will be getting a blast from the past, with the Calypso Casino making its way to the multiplayer shooter later this year.





Rainbow Six: Vegas was one of the most popular Tom Clancy games for the seventh generation of consoles. It brought the classic tactical shooter to life in a new way, showcasing the system’s power, graphics and multiplayer abilities. Now, one of the most iconic locations, the Calypso Casino, is making its way to Rainbow Six Siege in the form of a new map, and from the looks of things, fans will be very happy with the results.





The new Calypso Casino map is built with modern play in mind, while paying homage to the classic title in the Rainbow Six series. It will be available in Ranked mode when it’s released. According to the team at Ubisoft, the new Calypso Casino map will bring all the subtle touches that players loved, with a modern twist, meaning you will get to walk the casino floor, with all the table games and window... Read more