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5.4.3 Patch

From Liquipedia Rainbow Six Wiki
[e][h]5.4.3 Patch
Patch Information
Release Date:
  • Balances Changes
  • Bug fixes


Y5S4.3 will release the week of Janurary 26th on all platforms. For additional information and further details on the changes listed below, please see our Y5S4.3 Designer's Notes

Y5S4.3 Patch Size[edit]

Below you will find the download sizes for each platform.

  • Ubisoft Connect: 1.09 GB
  • Steam: 868.62 MB
  • Xbox One: 1.57 GB
  • Xbox Series X: 1.82 GB
  • PS4: 1.31 GB
  • PS5: 1.10 GB


Ash Ash[edit]

  • Reduced Breaching Round explosive damage range to 2 meters (from 3.5 meters)

Population targeted by this change: Casual, Top Ranked and Pros.

According to the Balancing Matrix, Ash continues to be the Attacker with the highest presence, owing to her strong versatility.

Specifically, the explosion range on her Breaching Round has made her an effective utility denier from below, destroying gadgets in the top floor ceiling, like Kaid's Electroclaws. By reducing this range, this will bring her versatility more in line with other Attackers.

Buck Buck[edit]

  • Increased shotgun's total ammo to 30+1 (from 26)
  • Added Hard Breach Charge (Removed Claymore)

Population targeted by this change: Pros.

Further differentiating Buck from Sledge and highlighting his unique strategies as a master of destruction, we are increasing his utility with a Hard Breach Charge and additional shotgun ammo.

Combined with his Stun Grenades, we expect the Hard Breach Charge to offer additional versatility and increase his presence in matches.

As his shotgun is less reliable than Sledge's trusty hammer, the extra ammo will ensure Buck brings value to team compositions while accounting for the additional shots required (i.e. two shots required to destroy both layers of the floor).

Echo Echo[edit]

  • Reduced Yokai drone jump cooldown to 2s (from 3s)
  • Reduced drone time-out failing to stick to the ceiling to 0.5s (from 2s)
  • Reduced Sonic Burst cooldown to 16s (from 20s)

Population targeted by this change: Casual, Top Ranked and Pros.

With this patch, we wanted to improve the way Echo's Yokai drone feels to use, focusing on quality of life changes.

Compensating for the removal of invisibility, players will find that the Yokai is more reactive to their commands and has a snappier feel. This empowers Echo to be more aggressive with his drone use.

Ela Ela[edit]

  • Removed resistance to Concussion effects
  • Removed "extra" mine while in DBNO

Population targeted by this change: Casual, Top Ranked and Pros.

With this patch, we intend to remove some of the ""hidden"" mechanics that are not explicitly explained and are based on the character's lore, rather than their balance.

During the Tachanka tests on the TS, the community was very vocal about these kinds of mechanics. The work we did removing these exceptions on Echo last year (i.e. vulnerable to Dokkaebi's Logic Bomb and hacking, allowing IQ to detect his cellphone with the scanner) was mentioned as a step in a positive direction.

We have decided to approach Ela in a similar manner, removing her Concussion resistance and ""extra"" mine. We do not believe these changes will affect her current viability and presence.

Additionally, we feel that removing these ""hidden"" mechanics helps make the game easier to understand and learn for new players while retaining the qualities players pick Ela for.

Kali Kali[edit]

  • Removed 1-shot-DBNO from CSRX300.
    • CSRX300 now has base damage of 122 for 25 meters.
    • 100% damage until 25 meters and linearly falls to 80% (97.6) at 35 meters
    • Damage to the limbs has not changed.

Population targeted by this change: Casual, Top Ranked and Pros.

Looking at our Balancing Matrix, Kali's low presence is due in part to a weapon that is considered underperforming.

We have noticed that the 1-shot-DBNO mechanic has been mentioned several times in balancing surveys as a frustration for players. We understand that the exceptions to this rule (i.e. headshot, limb hit, the target is extremely far away) can cause confusion.

With this in mind, we will remove this rule and turn her sniper into a normal weapon, increasing its base damage in the process. This means that damage will function the same as any other weapon against the armor and health of the target (good news for Rook, as his armor is now useful against her):

  • 1 body shot will kill a 3-speed operator
  • 1 body shot will down a 2-speed operator
  • 1 body shot will damage a 1-speed operator

It is worth noting that we will keep one of the exceptions noted above—the damage to limbs—as we do not want to reward inaccurate shots now that the base damage is higher. We feel this fits with the logic of the weapon and is unlikely to generate the same confusion.

Lesion Lesion[edit]

  • Removed 1.5x scope from the T-5

Population targeted by this change: Top Ranked.

Looking at his place on the Balancing Matrix, Lesion brings a lot to teams, making him one of the top roamers.

From a primary gadget that offers strong map control by slowing Attackers and providing intel, to an effective weapon, he has a great deal of utility without factoring in his scope. Since this was already the case before giving him the 1.5x, we have decided to remove this scope from his kit.

Reducing his killing potential slightly, we want to make space for other Operators to find their footing in the roamer role, while also encouraging interesting roaming pairings to emerge.

Lion Lion[edit]

  • Added Claymore (Removed Hard Breach Charge)

Population targeted by this change: Casual and Top Ranked.

Trading part of his gadget loadout with Buck, Lion is now the proud owner a Claymore. Given his role a roamer focused on control, this shift better fits with his playstyle.

Given the option, players were less likely to choose the Hard Breach Charge. We feel this change will be a more appealing option to Lion players.

Melusi Melusi[edit]

  • Removed Angled Grip from the MP5

Population targeted by this change: Ranked.

Melusi continues to have a high presence in matches per the Balancing Matrix, combined with a strong win-delta.

By removing the Angled Grip, her presence is expected to see a reduction back to previous values. She is a valuable asset to teams, but the effectiveness of her MP5 made it possible to outpace roamers at their own game.

We also intend to make adjustments to Melusi's gadget in the future. As gadget changes require more iteration and testing, this will come later on. This Angled Grip change is more immediate, however, as we do want to have something in the short term to address Melusi's current performance.

Mira Mira[edit]

  • Removed 1.5x scope from the Vector .45 ACP

Population targeted by this change: Top Ranked.

As a result of her perceived ability to hold longer angles with the 1.5x sight, Mira's ban rates have become disproportionately high.

Removing this sight will reduce her killing potential back to previous values, while still maintaining her strong utility in matches. We hope to see a decrease in bans, giving her more chances to see active play.

Zofia Zofia[edit]

  • Removed resistance to Concussion effects
  • Removed Withstand
  • Reduced impact grenade explosive damage range to 2m (was 3m)

Population targeted by this change: Casual, Top Ranked and Pros.

Zofia is considered a strong pick with the second highest Attacker presence, as you can see in the Balancing Matrix above.

Similar to Ela, we are removing some of the ""hidden"" mechanics that are not explicitly explained in the game and instead stem from the character's lore. For Zofia, this means removing her Concussion resistance and Withstand effect, which we do not see affecting her power or presence. We have also observed Zofia's ability to destroy gadgets placed in the top floor ceiling with impact grenades. To balance her currently high presence, we are decreasing their explosive range, slightly reducing her versatility as a utility denier from below.

Ballistic Shield[edit]

  • Removed (set to 0) the camera penalization during the Guard Break animation

Population targeted by this change: Top Ranked and Pros.

We introduced this mechanic to counter shield Operators' quick rotation during the Guard Break animation. We initially viewed this quick rotation as a source of frustration and sought to reduce the feeling of putting yourself in danger to engage a shield Operator and not getting anything from it. We've all had that one run-in with a skilled Clash…

But over time observing our community's evolving strategies, this interaction feels more in line with how a skilled shield player uses them.

As a result, we have removed this aspect of ballistic shields, as it wasn't our intention to remove a key component of shield play which created frustration for the player using the shield. Shields should now feel more comfortable to play.

Hard Breach Charges[edit]

  • Reduced deployment time to 2s (from 3s)
  • Reduced activation time to 5s (from 6s)

Population targeted by this change: Top Ranked and Pros.

Since the introduction of Hard Breach Charges as a secondary gadget, they have been a useful part of Attackers' kits, albeit not quite as reliable as we had intended.

By reducing deployment and activation time, they will become an even more viable option for Attackers, leaving them less exposed and giving Defenders less time to react to their tactics.

Recoil (Controller Only)[edit]

  • Improved recoil for: ARX, C8, M1014, and TCSG12

Population targeted by this change: Console.

As part of our continued efforts to improve controller game feel on console, specifically while aiming down sight, you will notice tighter recoil on a number of guns, making them more viable options when using a controller.

You will notice that successive shots for both the M1014 and C8 will land closer to one another. Similarly, it should be easier to chain shots with the TCSG12 now. As for the ARX, we have reworked the recoil pattern to keep shots more centered instead of spiking to the side.

Since this is an ongoing topic of discussion and experimentation, these changes reflect a part of the bigger picture. We are continuing to look into the console controller experience and how we can further improve the feel of your loadout.

Tweaks & Improvements[edit]

Game Health[edit]

Ranked Match Cancellation

  • Timer has been extended to allow disconnected player more time to rejoin a match in progress.
  • Fixing known abuses occurring when players end the first round prematurely, preventing the opposing team from cancelling the match.

Bug Fixes[edit]


  • Fixed - Disabling Hostage in matchmaking preferences prevents users from matchmaking into a Road to S.I. match.
  • Fixed - Players are having loadouts reset after playing an Event.

Level Design[edit]

  • Fixed - Various LOD issues present on Bank and Stadium maps.
  • Fixed - Zero's ARGUS Camera can pass through an indestructible floor at EXT Construction Site on Clubhouse map.
  • Fixed - Shooting the bottles and spinning a player character around quickly in a specific location at 1F Pantry can cause FPS drops for everyone in the match on Skyscraper map.
  • Fixed - Multiple collision issues present across various maps.
  • Fixed - Exploitable line of sight present in gaps visible across various maps.
  • Fixed - Desk panels in INT Office on Skyscraper map are not currently breakable.
  • Fixed - Various gadget deployment and clipping issues present across maps.
  • Fixed - The light source on the south-west wall of 2F Penthouse can be seen on the bottom of the north-east wall in 2F VIP Lounge on Stadium map.
  • Fixed - Unnecessary vault prompts are currently present on exterior garage roof near EXT Garage of Kafe Dostoyevsky map and on a police truck at the main entrance of Coastline map.
  • Fixed - A container in 1F Bedroom on Skyscraper map appears positioned off of the ground.
  • Fixed - Defenders that stay in the doorway at 1F Back Stairs will be detected by Attackers and receive a "You are detected" message on Villa map.
  • Fixed - Breach Charges will sometimes not destroy the floor in 2F Master Bathroom on Villa map.
  • Fixed - The defuser can get stuck in 2F Front Office on Consulate map after destroying the floor or if it's dropped between the electrical generator and metal pole in EXT West Spawn on Stadium map.
  • Fixed - Players can go out of bounds after climbing the ventilation units and dropping near EXT Ventilation Stairs or when fast rappelling down a particular tree on Skyscraper map.
  • Fixed - Grills above the AC unit on the 3rd floor in the Cigar Room on Kafe Dostoyevsky map are unable to be pinged.
  • Fixed - Attackers can be knocked back by Oryx's Remah Dash through the bulletproof transparent glass in 1F Main Lobby on Stadium map.
  • Fixed - Bullets can penetrate through the blue barrel located at 4F Tractor Storage on Hereford Base map.
  • Fixed - Under specific circumstances, Operators can float above the ground in EXT Main Entrance on Bank map.
  • Fixed - The Secure Area objective clips with nearby furniture in Kids Room on Hereford Base map.
  • Fixed - Operators can spawn with their back to the house at EXT Side Street on House map.


  • Fixed - The Bailiff .410's crosshair elements are clipping while Operator is crouching or prone.
  • Fixed - Audio sounds muffled when deploying a secondary Hard Breach Charge while crouching on barricades.

Caveira Caveira[edit]

  • Fixed - Improper hand animation is visible after Caveira activates Silent Step and performs a melee attack.

Maestro Maestro[edit]

  • Fixed - Maestro's Evil Eye turret used in quick succession is occasionally causing issues with gameplay.
  • Fixed - Maestro's Evil Eye can be deployed midair by placing it on Goyo's Volcan Shield and then removing the Volcan Shield.

Tachanka Tachanka[edit]

  • Fixed - Melee butting with Tachanka's Shumikha Launcher causes both hands to clip into the grenade launcher.
  • Fixed - Tachanka's DP-27 LMG will only destroy one layer of destructible walls that have multiple layers.

Warden Warden[edit]

  • Fixed - Sprinting with Warden does not leave footsteps for Jackal's EyeNox.

Zofia Zofia[edit]

  • Fixed - Zofia has additional resistance to her concussion projectile and Ela's GRZMOT Mine in Road to S.I. 2021 sessions.

User Experience[edit]

  • Fixed - Weapons customized during the Operator Selection Phase are not visually updated in the menu.
  • Fixed - The "Cosplay Guide: Operation Void Edge" Reward is currently displaying a placeholder image in the Ubisoft Connect launcher.
  • Fixed - A pop-up will appear after each game session when the player returns to the main menu.
  • Fixed - Minor visual issues are present in relation to the "Road to S.I. 2021" event.
  • Fixed - Risen Headgear syringe glows intensively.
  • Fixed - Welcome pop-up message for users is not always displaying consistent messaging.
  • Fixed - The hands on Mute's Swamp Trek uniform have a visual issue while holding a weapon.
  • Fixed - Inviting players to a Custom Online Game creates a Squad instead of adding players to the Custom Online Lobby.
  • Fixed - Several Renown Booster packs are missing the R6 Credits button in the purchase confirmation side panel.
  • Fixed - Players are reporting that despite winning a match, it is counting as a loss and the player can be de-Ranked.
  • Fixed - If a player leaves a Road to S.I. session, the Dynamic Play button from the Player Hub will instead initiate a new search for the event.
  • Fixed - During the MVP screen on Stadium map, minor flickering and visual issues are present.
  • Fixed - The playlist name is missing when a player attempts to reconnect to a previous match.
  • Fixed - When hovering on 1F, the icons of the Operators, objective markers, and bomb sites are visible from 2F as a Caster on Stadium map.
  • Fixed - The Ubisoft Connect weekly challenges are not updated from "Terrorist Hunt" to the current title of "Training Grounds".

External Links[edit]