Valorant FantasyChampions edition
How to play

Rules

Everything the draft enforces and the scorer counts. Numbers on this page come straight from the live event config.

Valorant Champions 2026
The one rule

Free re-draft whenever the field shrinks. Inside a phase, a fixed number of transfers.

A knockout event cuts the field between rounds, so the squad you drafted in week one can't survive to the final. Every gameweek that opens after a bracket cut is a re-draft — rebuild freely under the budget. Between cuts your squad carries over and you get a small transfer cap. No points hits, ever.

Squad & budget

Budget

100 CR

for the whole squad

Squad

7

5 starters + 2 bench

Max per team

2

relaxed in late rounds

Price range

5–20

Creds — set by career form

Only your 5 starters score by default; the bench scores through auto-subs or Bench Boost. Prices are fixed for the event, so the squad you lock is the squad that counts.

How prices are set

No one picks these by hand. Every player's price comes from their own record on vlr.gg, run through the same formula, so you can check any of them yourself. The inputs are printed on each card in the player market.

  1. 1Career form

    Take the player's rating and average combat score from their vlr.gg career page, weighted by the rounds they played on each agent. A hundred rounds on Jett counts ten times as much as ten rounds on Sova.

  2. 2Reliability

    Pull each player toward the field average by how much we've actually seen of them. At 400 career rounds a player's own numbers carry half the weight; a stand-in with almost no record sits near the middle rather than at an extreme.

  3. 3One number

    Convert both to standard deviations from this field's average, then blend: 65% rating, 35% combat score. Rating carries more because it already accounts for impact beyond raw frags.

  4. 4Creds

    Place that on the price range: the field average costs 12.5 CR, and every standard deviation moves the price 3.75 CR, capped at 5–20 and rounded to the nearest 0.5.

The formula

price = 12.5 + 3.75 × ( 0.65 × z(rating) + 0.35 × z(ACS) )

where z(x) is how many standard deviations above or below this field's average a player sits.

Measured across the 79 players in this event with a career record:

Avg rating
1.03
σ rating
0.05
Avg ACS
201
σ ACS
12

Prices are fixed once the event opens. They do not rise or fall with form, so a player who catches fire stays cheap all the way to the final — which is the whole point of scouting early.

Gameweeks & phases

Each gameweek locks when its first map starts. The rule for each one is set in advance:

  1. 1

    Gameweek 1

    24 Sept – 27 Sept

    Week 1

    Initial draft
  2. 2

    Gameweek 2

    29 Sept – 4 Oct

    Week 2

    1 transfers
  3. 3

    Gameweek 3

    7 Oct – 11 Oct

    Week 3

    1 transfers
  4. 4

    Gameweek 4

    16 Oct – 18 Oct

    Week 4

    1 transfers

Why max-per-team relaxes late: with 4 teams left, a legal 7-man squad at max 2 would force everyone into the same four teams.

Captain & vice

  • Captain scores ×2.
  • Vice-captain takes the multiplier if your captain's team doesn't play that gameweek.
  • Both must be starters, and different players.

Bench & auto-subs

  • If a starter's team doesn't play, the first bench player in your order subs in automatically.
  • You set the bench order in the draft.
  • Bench never scores otherwise — unless you play Bench Boost.

Transfers

  • Your squad carries over from gameweek to gameweek. Miss a week and it still plays.
  • A transfer is any player who wasn't in last gameweek's squad. It's measured against that squad, not your last save — editing before lock is free.
  • Inside a phase you get a hard cap (1 by default). Over the cap, the save is refused. There are no points hits and no banking.
  • Re-draft gameweeks have no cap — rebuild the whole squad. Your first-ever draft has no cap either.

Chips

One chip per gameweek. Each can be played once per event. There is no Wildcard — re-drafts cover that.

Triple Captain ×1

Your captain scores ×3 instead of ×2 this gameweek.

Bench Boost ×1

All 7 players score this gameweek, bench included.

Scoring

Points are computed per player, per map, and summed across every map their team plays in the gameweek.

Per action
Kill+2
Assist+1
First kill+1
Death−1
First death−1
Map win+5
Per-map bonuses
ACS ≥ 250+3
Rating ≥ 1.3+3
KAST ≥ 80%+2
40+ kills on a map+3
Worked example — one map

20K / 14D / 5A, 4 first kills, map win, ACS 265, rating 1.35:

20×2 −14 +5 +4 +5 +3 +3 = 46

As captain (×2): 92. With Triple Captain (×3): 138.

  1. Sum each scoring player's per-map points.
  2. Apply auto-subs for starters whose team didn't play.
  3. Apply the captain multiplier (vice covers if needed).
  4. Add bench points only if Bench Boost is active.

Lock

  • Your lineup, captain, transfers and chip lock when the gameweek's first map starts. Until then, edit as often as you like.
  • Stats arrive from vlr.gg within a couple of hours of each match; scores and the leaderboard update automatically.
  • Scores can be corrected if the source data changes — the last sync before the next lock is final.

Something unclear? Ask in #help on Discord · Draft your squad

Fan project. Not affiliated with Riot Games. Stats via vlr.gg.