Valorant Premier V26A5: the threshold drops to 450 points, but the phase loses two weeks — the required pace increases
In brief
VALORANT patch 13.04 lowers the Premier qualification threshold to 450 points, but shortens the phase from seven to five weeks. The counterintuitive result: the required weekly pace rises to 90 points per week instead of 86. Abyss replaces Breeze in Competitive, a structurally very different map that demands immediate tactical adaptation.
VALORANT patch 13.04 landed on August 18 and opens Act 5. Two changes really matter: Abyss replaces Breeze in the Competitive queue, and the new Premier V26A5 phase shortens the schedule by lowering the qualification bar.
On paper, dropping from 600 to 450 points looks like a gift. Do the math, and it's the opposite.
Premier V26A5: 450 points, but five weeks instead of seven
Riot announces the phase in three lines: matches start on August 18, "this phase will run for five weeks instead of the usual seven," and "teams with a Premier score of at least 450 will qualify for the September 20 playoffs."
Let's compare with the previous phase, whose numbers are likewise public:
| Phase | Start | Qualification threshold | Duration | Required pace |
|---|---|---|---|---|
| V26A4 | July 1st | 600 points | 7 weeks | ≈ 86 points/week |
| V26A5 | August 18 | 450 points | 5 weeks | 90 points/week |
The threshold drops by 25%. The duration drops by 29%. The result: the required weekly pace doesn't go down, it rises by about 5%. A team that struggled to reach 600 points in July-August has no reason to feel comfortable with 450 — it has two fewer weeks to earn them.
The practical consequence is clear: skipping a week costs a lot more than in the previous phase. Over seven weeks, you could absorb a weekend without playing. Over five, a blank week represents 20% of the schedule.
Two qualification systems, and two different schedules
Be careful not to mix up two separate blocks of the announcement, because they don't concern the same teams.
For most divisions, the rule is the score: "teams with a Premier score of at least 450 will qualify for the September 20 playoffs."
For the Contender and Invited divisions, Riot states plainly that "qualification is still based on your ranking": there's no score floor, it goes through the leaderboard. And it's these two divisions that the following paragraph addresses: "The playoffs will be played over two days! The first round of the playoffs will take place on September 19. Teams that qualify in the first round will return on September 20 for the final."
In other words, if you play in Contender or Invited, your competitive weekend starts on Saturday, September 19, not Sunday. This is exactly the trap that costs forfeits every season: a team that blocks off its Sunday but not its Saturday doesn't play.
One last useful reminder, carried over from the previous phase: round start times vary by region, and the schedule displayed in the client is the one that counts. No global schedule is published.
Abyss comes in, Breeze goes out
This is the official TLDR of the patch: "Goodbye Breeze and welcome to Abyss!"
Abyss joins the Competitive and Deathmatch queues, Breeze leaves them. A small translation quirk worth noting to avoid confusion: Riot writes "Match à mort" in the patch summary and "Combat à mort" in the body text, referring to the same queue.

The swap isn't neutral for a Premier team. Breeze is known for its wide open spaces and long sightlines, which reward precision rifles and space control. Abyss stands apart on a well-known structural point: it's the map with no boundary walls, where you can fall into the void and die without any opponent having fired a shot.
For a team preparing for five weeks of Premier, that means reviewing two things: the push points where a fall is possible, and the forced-movement abilities that become lethal on this kind of terrain. A team well-drilled on Breeze doesn't simply carry over its game plan as is.
The agent fixes that actually matter
Patch 13.04 is deliberately light on balance changes — Emily "ghoulies" Hu, who signs off on the notes, talks about "a few fixes to ensure consistency in your Competitive progression." Four fixes are still worth paying attention to:
- Cypher — the Spycam icon on the minimap was incorrectly oriented. A detail that isn't really a small one: that orientation is what tells you where the camera is looking.
- Viper — the equip animation for Snake Bite displayed incorrectly from an enemy's point of view. In other words, the opponent couldn't correctly read what Viper was setting up.
- Deadlock — the third-person visual effects for GravNet could disappear after disconnecting and reconnecting. An invisible GravNet is a GravNet you can't dodge.
- Clove — rapidly and repeatedly switching between Meddle and Ruse could cause a freeze followed by a disconnect. This is the only fix in the patch classified as "Stability," and the one with the heaviest consequences in ranked play.
On the cosmetic side, an inspect bug affected all transforming melee weapons — the notes cite Kuronami 2.0 and Nocturnum: the transform animation wasn't playing. That's been fixed.
What Riot is teasing for September
The patch notes' author closes with an explicit tease: "stay tuned for more news coming in September. I'm sensing a new Dev Update on the horizon, along with other news about the game that we're excited to share with you."
A "Dev Update" is the format Riot reserves for major announcements — new agents, system overhauls, changes to the competitive format. Nothing is dated, and nothing is described. Any list of September content circulating right now is speculation, not an announcement.
The plan for the next five weeks
If you play Premier, here are three decisions to make this week rather than next week.
If you're in Contenders or Invite, block off Saturday, September 19, not just Sunday the 20th: that's half of your playoff weekend.
Set a pace of 90 points per week and stick to it from week one, because there's no room left to catch up over five weeks. Check the schedule in the client: match times depend on your region.
Move your practice sessions to Abyss. It enters the Competitive queue today, and a team that discovers its fall risks in an official match will discover them at the worst possible moment.
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Five weeks instead of seven with 450 points: do you feel the pressure increasing or decreasing?
Frequently asked questions
450 points instead of 600, is it really easier?
I play Competitive. When do the playoffs actually start?
Breeze is gone, Abyss is here. Do we really need to change our prep?
Which agents got patched for September?
Riot is announcing a 'dev update' in September. What is it?
Key takeaways
- 450 points in five weeks is faster-paced than 600 points in seven: the compressed schedule increases the pressure every week.
- A single missed week now represents 20% of the Premier schedule, versus 14% before — being absent costs far more.
- Competitive and Invitational: playoffs start Saturday, September 19, not Sunday. Checking the schedule in the client remains critical.
- Abyss is not Breeze. Fall damage without an opponent involved and the absence of boundary walls require a complete tactical overhaul.
- Four agent fixes deserve attention: Cypher, Viper, Deadlock, and Clove receive fixes that change readability and stability.
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