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The core premise is elegantly simple: every round assigns players a random agent from the entire roster, regardless of ownership, with no duplicate agents per team. Players then fight over a single randomly selected bomb site, with barriers blocking off unused portions of the map. The active site changes each round and is revealed during the buy phase, forcing teams to quickly adjust their positioning and strategy. Eight maps support the mode: Abyss, Ascent, Breeze, Corrode, Pearl, Icebox, Sunset, and Split.
What truly sets All Random One Site apart from standard Valorant is its aggressive pacing. The economy system vanishes entirely, allowing players to select any loadout each round as weapon offerings escalate throughout the match. All abilities come fully charged at no cost and continuously recharge during rounds, enabling aggressive ability usage without the usual resource management concerns. Ultimate abilities follow a different path: players start each round at zero percent charge but can capture Ultimate Orbs scattered across the map for fifty percent charge each. Kills also grant fifty percent charge, while eliminated players drop Ground Orbs containing their accumulated ultimate charge for either team to collect.
League of Legends players will immediately recognize the DNA of All Random All Mid in this new mode. ARAM’s defining characteristics—random champion selection, condensed battlefield, constant action, and reduced downtime—translate remarkably well to Valorant’s tactical shooter framework. Both modes eliminate the preparation phase that defines their respective base games, whether that’s League’s laning phase or Valorant’s economic buildup. The result is the same: players jump straight into teamfights with full resources, creating a playground for experimentation and pure mechanical expression.
The single-site focus mirrors ARAM’s single-lane structure by funneling all ten players into concentrated engagements. There’s no room for elaborate site executes, lurking strategies, or economic saves. Every round becomes a teamfight laboratory where the chaos demands quick thinking rather than methodical planning.
The stage is set. Alpha vs Omega. Brimstone vs Viper. Breeze’s long-awaited return, a new weapon, more VCT roadshows, MMR system changes, a new mode, and more.
This is VALORANT Season 2026. pic.twitter.com/1V1sx0jcD7
— VALORANT (@VALORANT) January 6, 2026
All Random One Site offers surprising value for players looking to improve specific aspects of their game. The random agent assignment forces players outside their comfort zones, and learning how different abilities function, their cooldowns, and their limitations becomes experiential rather than theoretical. This broad agent knowledge pays dividends in standard matches when predicting enemy capabilities or filling roles your team needs.
The condensed, high-frequency teamfights provide intensive practice for gunfights and crosshair placement. Without economic penalties for dying, players can take aggressive angles and fights they might normally avoid, building confidence and mechanical skill. The constant ability regeneration encourages players to use utility proactively rather than hoarding it, developing better ability timing and creative combinations, especially with the random agents being chosen.

Players need to read the developing situation, coordinate with teammates playing unfamiliar agents, and make real-time decisions about ultimate orb control and ability usage. These skills translate directly to clutch situations in competitive play. The ultimate orb system introduces a secondary objective that teaches map control fundamentals. All Random One Site arrives as a refreshing departure from Valorant’s typically methodical pace, offering a space where experimentation carries no consequences and chaos becomes the teacher. Whether it earns a permanent spot in the rotation remains to be seen, but the mode’s arrival signals Riot’s willingness to explore different expressions of their tactical shooter foundation.
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