Rainbow Six Siege Tier List: Best Operators After Y11S3.2
Y11S3.2 buffs Noor's Horus Lance into a shield-breaking powerhouse while Solid Snake gets reined in. Here's the tier list for every operator Ubisoft changed.
Patch Y11S3.2 landed on Rainbow Six Siege on October 15, 2026, and it quietly reshuffles the meta more than its "mid-season balancing" label suggests. Seven operators got direct changes, plus a flat damage increase to fire that touches half a dozen more. This is our opinion tier list for where each affected pick lands now, built from Ubisoft's own patch notes and Designer's Notes rather than guesswork.
Mid-season patches like this one rarely headline a season the way a new operator reveal does, but they tend to matter more for ranked play precisely because they're smaller and easier to overlook. A single number change to equip speed or guard-break strength can flip a pick from situational to contested without anyone noticing until they're staring down a Horus Lance round after round. That's the case with Y11S3.2: nothing here adds a new operator to the roster, but the Noor rework in particular is significant enough to change ban priority on several competitive maps.
01What changed in Y11S3.2
The patch's headline is Noor, whose Horus Lance Launcher was underwhelming since her Operation Split Fire release. Per Ubisoft's official Y11S3.2 patch notes, drilling time on ballistic shields, soft surfaces, and solid surfaces dropped from 2 seconds to 1.5 seconds, the launcher's guard-break strength against ballistic shields rose from 30% to 100%, and the equip animation was nearly halved, from 0.9 seconds to 0.4 seconds, by switching to Quickdraw animations. Impact damage against operators jumped from 50 to 80, and the Horus Lance can now damage ballistic shield carriers mid-removal-animation, which it previously could not do.
Solid Snake took the patch's clearest nerf: his Soliton Radar MK III drops from four precision-mode charges to three, a deliberate attempt to make each scan cost more. Tachanka gained an impact-triggered firing mode for the Shumikha Launcher that detonates Incendiary Grenades on contact, alongside the existing bounce mode. Valkyrie picked up a new secondary, the Glaive-12, meant to help her reposition cameras into sightlines faster. Capitão's Fire Bolt expansion delay shrank from 1 second to 0.9 seconds, Clash's CCE Shield MK2 now slows retreating enemies by 10% instead of 5%, and Osa's Talon-8 Clear Shield lost some of its placement restrictions. On top of those individual changes, fire damage rose from 12 HP to 14 HP across the board, which matters for Capitão, Dokkaebi, Goyo, Noor, Tachanka, and gas pipes alike.
02S-Tier: Noor
Noor goes from a middling anti-gadget pick to one of the strongest answers to shield-stacked defenses in the game. An 80-damage impact hit plus a guard-break jump to 100% means a single, faster-equipped Horus Lance shot now strips a ballistic shield's protection outright instead of chipping it. The ability to hit shield operators during their removal animation closes off a dodge players relied on, and the quicker drilling time makes her useful for both intel and straight damage in the same push. If your team struggles against shield-heavy defenses like Castle or Mozzie stacks, Noor is the pick this patch rewards.
What makes this more than a numbers buff is how the changes stack together. Before Y11S3.2, a Noor player had to land a drill, wait out a slow equip, then follow up before the window closed. Now the 0.4-second Quickdraw-style equip means she can flick onto a target almost as fast as swapping weapons, and the 1.5-second drilling time on ballistic shields gets her information back before most attackers can reposition. Pair her with a frag-heavy entry operator and the Horus Lance becomes a pick-and-push tool rather than a pure utility gadget. Expect her pick rate on Attack-heavy maps like Bank and Clubhouse to climb fast as players discover how much faster she punishes a passive shield hold.
03A-Tier: Tachanka, Capitão, Clash
Tachanka's new impact-triggered Incendiary mode is a real quality-of-life upgrade rather than a pure numbers buff: bouncing projectiles around corners was always inconsistent, and giving players a direct-hit option means the Shumikha Launcher is finally reliable when you need fire now rather than three bounces from now. Capitão's trimmed Fire Bolt delay (1s to 0.9s) sounds small but compounds with the fire-damage increase to 14 HP, making his bolts punish crossings harder and faster than before. Clash benefits from the same logic on defense: a CCE Shield that slows retreating enemies by 10% instead of 5% keeps her relevant in the late-round holds where she previously lost all her pressure the moment attackers backed off.

04B-Tier: Valkyrie, Osa
Valkyrie's Glaive-12 secondary is a genuine utility gain for a hero whose core kit, cameras, hasn't changed. It gets you into position for a camera plant faster and with less exposure, but it doesn't change what Valkyrie fundamentally does, so she moves up only modestly. Osa's loosened Talon-8 Clear Shield placement restrictions remove some of the friction that made her shields awkward to set up on certain site layouts, which is a welcome fix rather than a power spike. Both operators are safer, more comfortable picks after Y11S3.2, without becoming must-bans.
Neither change is the kind of thing that shows up prominently in a highlight reel, but both are the sort of fix experienced players notice immediately in practice. A Valkyrie who can equip a real secondary weapon instead of a pistol is less of a liability if a push goes wrong mid-camera-plant, and an Osa who isn't fighting the environment to place a Clear Shield spends less time exposed while setting up. If you already play either operator, this patch is a reason to keep doing so rather than a reason to switch.
05C-Tier: Solid Snake
Dropping Soliton Radar MK III from four precision charges to three is the only straightforward nerf in this patch, and it lands on an operator who was already a borderline must-pick for the intel he generates almost risk-free. The cut doesn't remove Solid Snake from competitive play, but it does mean players need to be more selective about when they burn a precision scan instead of firing them off reflexively. Expect pick rates to dip slightly while players recalibrate, and expect coordinated teams to start communicating scan priority before the round rather than letting Solid Snake freelance his charges on autopilot.
06What this means for ranked bans
Noor is the operator to watch heading into your next ranked session. A defender who can reliably remove a ballistic shield's protection in one hit and follow up with 80 damage is the kind of pick that pushes teams toward a ban, especially on maps where Castle, Blitz, or Montagne already see heavy use. If your group doesn't have a ban reserved for her yet, this patch is the moment to start practicing against her in customs so you're not learning the new equip speed and guard-break numbers for the first time in a ranked match.
On the flip side, Solid Snake's nerf likely won't move him off the ban list by itself. One fewer precision charge reduces how often he can double-check a site uncontested, but his base Radar utility is untouched, so he stays a strong pick even if he's slightly less oppressive. Treat this patch as a reshuffle rather than a full-on power swing: Noor climbs into contested-ban territory, and everything else moves up or down by smaller, more situational margins.

07The fire-damage ripple effect
The jump from 12 HP to 14 HP per tick of fire damage is easy to overlook next to the operator-specific changes, but it affects every fire source in the game: Capitão's bolts, Dokkaebi's Jammer-adjacent kit interactions, Goyo's Volcán canisters, Noor and Tachanka's Incendiary options, and gas pipes on maps that have them. Across a full burn duration that's a meaningful increase in total damage output, and it's worth factoring into the risk calculation any time you're tempted to cross a fire line to save a second of rotation. Ubisoft also tweaked Barbed Wire so it now entangles and self-destructs BU-GI drones, giving defenders a reliable counter they didn't have before.
Every change above comes directly from Ubisoft's official Y11S3.2 patch notes and the accompanying Designer's Notes for the Y11S3 mid-season update, both published on ubisoft.com. Tier placement itself is our editorial read of how much each change shifts an operator's power level and reliability in ranked and casual play; it is opinion, not a balance-team statement, and operators with marginal or quality-of-life-only changes are ranked more conservatively than ones with direct numeric buffs to damage or utility.
08Adjusting your loadout this patch
Adjusting your loadout this patch
- 1If your roster allows it, slot Noor into shield-heavy matchups. The faster equip and 100% guard-break let her remove a ballistic shield's protection in a single hit, something she could not reliably do before Y11S3.2.Before the round
- 2On maps where shield operators like Castle, Blitz, or Montagne see heavy play, treat Noor as a contested pick. Decide with your team whether to ban or counter-pick her before the draft, not during it.Draft phase
- 3With Soliton Radar MK III down to three precision charges, save them for confirmed site pushes instead of firing them reflexively at round start.Early round
- 4Use the impact-triggered Incendiary mode on the Shumikha Launcher for direct hits through doorways, and fall back to the bounce mode for indirect angles.Mid-round
- 5Fire now deals 14 HP per tick instead of 12. Avoid crossing Capitão bolts, Goyo canisters, or gas pipes even briefly, since the extra damage adds up faster than before.Throughout the round
FAQ
What is the single biggest change in Rainbow Six Siege patch Y11S3.2?
Noor's Horus Lance Launcher rework. Impact damage against operators rose from 50 to 80, guard-break strength against ballistic shields jumped from 30% to 100%, and the equip animation was cut from 0.9 seconds to 0.4 seconds, according to Ubisoft's official patch notes.
When did Y11S3.2 go live?
Ubisoft published the Y11S3.2 patch notes on October 13, 2026, with the update deploying shortly after as the Y11S3 mid-season balancing pass.
Is Solid Snake still worth playing after the nerf?
Yes. Soliton Radar MK III dropping from four precision charges to three makes each scan more valuable, but his base Radar utility is untouched, so he remains a strong intel pick with slightly less margin for error.
Does the fire damage increase affect every operator with fire gadgets?
Yes. Capitão, Dokkaebi, Goyo, Noor, Tachanka, and map gas pipes all deal 14 HP of fire damage per tick instead of 12, per Ubisoft's Y11S3.2 notes.

