Valorant patch notes – what’s new in the latest update?

Here are the latest Valorant patch notes, updates, and changes

Five Valorant agents standing in front of an orb

Valorant is a tactical shooter that requires you to stay on top of the ever developing meta. With frequent changes detailed by Valorant patch notes, players find that they’ll need to constantly adapt their in-game tactics in order to climb the Valorant ranks.

Riot Games usually pushes out a handful of updates during an Episode’s Act, which in turn alters our Valorant tier list. The best agents to play one week might be Jett and Viper and in the next, it could be Sage and Phoenix. Even if there aren’t meta-changing updates to be found, the latest Valorant patch notes could contain some handy information about new quality-of-life updates worth your time.

So, if you’re looking to get up to speed with the game’s latest changes or work out why your favourite agent is suddenly underperforming, here are the last couple of Valorant patch notes for your perusal.

Valorant patch notes 4.01

Good news, anti-Ares squad, the unruly LMG is being brought into check on Valorant patch 4.01. We know some choice phrases have been aimed at the slightly-overtuned gun, but you can always add them to the Muted Words List Riot is also implementing this time around.

Social updates

  • Muted Words List added to the settings
  • Muted Word List is a new section you will find in your settings where you can type in variations of words/phrases that you, personally, would not like to see appear in-game
  • We admit that some players are often smarter than our automated bad word detection system and continually find creative ways to type things we don’t want to in chat. This is why we need your help to make our detections better! Help us, help you 🙂
  • For example: Let’s say “Riot” is a bad word (scary, I know). Our detection may catch the word “Riot” as one that should be blocked and penalized, but there’s a variety of different ways to spell Riot that we may not be catching: R!ot, R!0t, Ri0t, etc.
  • And no, you won’t get “League of Legends” banned from chat
  • We’re hoping that we can leverage the lists that you and others create to make the chat less toxic by comparing them across regions, and using the data we collect to improve our own detections of bad words. Thanks in advance for all that are willing to lend a hand. Let’s make VALORANT a better place for everyone!

Weapon updates

  • Ares
  • Price increased from 1550 >>> 1600
  • Pitch recoil increased
  • Spread changed from .8 >>> .7 after 10 bullets to 1.0 >>> .7 after 13 bullets
  • Crouch benefits spread and recoil reduced from 40% >>> 25%
  • Melee (but for real this time)
  • The melee’s been too tricky to aim with, making it tough to rely on. So we’ve updated both left and right click melee attacks for more reliable Agent-whacking action.
  • Right click hitboxes are now 1.5x larger. Left click hitboxes are now larger than a right click and have a slightly longer range too.
  • Targets closer to the center of your knife attacks will get hit first, so you still have precision if you need it.
  • Bonus: Knifing walls now have instant feedback when slicing up walls (predicted on the client side)


  • Weapons
  • Fixed a bug where the Origin collection idle animations weren’t playing for some levels and variants in Spectator mode
  • Esports Features
  • Fixed an issue where observer player hotkeys would change after side-swap.
  • Performance
  • Fixed an issue where performance charts that require NVIDIA Reflex were displayed and could not be hidden
  • Thanks to TowerofShadow for the report

Valorant patch notes 4.0

Valorant Act 4 has finally arrived, and with it come a whole host of changes. From weapon tweaks, to map rejigs, to gating competitive for new accounts behind a level wall, there’s a lot going on. Oh, and of course there’s a brand new agent, Neon, for players to zip around with.

Agent Updates

  • Neon goes live!

Weapon Updates

  • Melee
  • The melee’s been too tricky to aim with, making it tough to rely on. So we’ve updated both left and right click melee attacks for more reliable Agent-whacking action.
  • Right click hitboxes are now 1.5x larger. Left click hitboxes are now larger than a right click and have a slightly longer range too
  • Targets closer to the center of your knife attacks will get hit first, so you still have precision if you need it
  • Bonus: Knifing walls now have instant feedback when slicing up walls (predicted on the client side)
  • Spectre
  • The Spectre’s versatility makes us happy, but it was over-performing in long range engagements and was too powerful even within its intended close range and mobile scenarios. By making the accuracy error come in a bit earlier and switching yaws more often, we hope it will make it more difficult to get kills when spraying over a long range. Likewise, the close range sprays will require more control to be effective.
  • Firing error occurs at earlier bullet stages
  • For example, instead of errors occurring at bullets 4, 7, 10 (in terms of firing order) they will instead happen at bullets 3, 6, 8
  • Increased pitch and yaw (vertical and horizontal) recoil multipliers when running/jumping/on ascender from 1.25 >>> 1.5
  • Protected bullet count from yaw (horizontal) switching while spraying, decreased 8 >>> 5 bullets
  • Lowering time to switch yaw from .24 >>> .18 seconds
  • While spraying, the time you have until you could switch yaws (horizontal movement) again is lower, meaning it can happen more often
  • Ares
  • Alongside changes to the Spectre, we hope to improve the feel and power of the Ares and take it out of the shadow of other weapons in its price tier.
  • Removed spin up
  • Firing rate increased from 10 >>> 13
  • Guardian
  • The Guardian didn’t need the fire rate penalty compared to its fully-automatic counterparts, so we’re removing it. Adding another bullet before it starts to get unstable should make the weapon feel much more proficient at tapping shots, and improve its overall effectiveness in a fight.
  • Removed firing rate penalty on ADS (Aiming Down Sight)
  • Added an extra bullet before it enters a recovery curve
  • Bulldog
  • We’re giving the Bulldog some love to help make it feel like a better buy in those situations when you might need a cheaper but versatile rifle option.
  • Hip fire rate increased 9.5 >>> 10
  • Recovery on burst fire improved from .4 >>> .35
  • Inaccuracy is accrued any time the weapon is re-fired prior to a complete duration of a weapon’s respective Gun Recovery Time. Lower recovery time should improve burst fire efficiency

Map Updates

  • Bind
  • The double stack of cover at short A has been changed to remove a very powerful one-way smoke location that made the area a little too difficult for Attackers to approach
  • Sentinels will still be able to clog the space, but the new layout should open a few options for attackers pushing in
  • There’s also a small, new bench for a mix up when taking that first peek
  • Breeze
  • Increased the width of the A Main choke and removed 50/50s (where you must choose one of two locations an opponent may be located)
  • This should give defenders more options when playing around A Main. It also removes the 50/50 when both entering or exiting the cave, allowing you to be more methodical when pushing.
  • Added a stack of two crates in cave
  • This provides some cover for attackers pushing the cave while also giving defenders more options for contesting the space.
  • Adjusted cover on the back of A Site and extended the pool to the far wall
  • The cover changes should give defenders both a safe place to fall back to and more cover on retakes. Extending the pool should make playing in this space more comfortable
  • Plant site extension is also to match the new shape of the pool
  • Adjusted curved wall in mid
  • This change simplifies the space and removes the extra pocket.
  • Added cover to the pillar on B Site, blocked off the back site with a new wall, and added a stack of crates to B Wall
  • The new cover on the pillar allows for new pre and post plant opportunities
  • The adjusted back site breaks the head peek to B Main while also giving players new cover to work with. This new cover should be useful when falling back and retaking
  • The new stack of crates limits some angles from B Main, gives you new options when holding or retaking, and should break up some awkward fights that can occur on thin walls
  • Door on A can no longer be reactivated until it is finished opening or closing


  • As the map and Agent pool has increased, it’s become increasingly difficult for new players to effectively learn and play VALORANT. However, we haven’t made any changes to when players are able to access our most competitive experience.
  • We believe everyone should take time to learn the ins and outs of core gameplay, and have ample exposure to all the maps and Agents VALORANT will throw at you before competing in our ranked experience. To force this learning period, we’ve decided to add an Account Level requirement to play in Competitive.
  • Starting with Patch 4.0, accounts that have yet to play in Ranked are required to reach account level 20 level before they are able to enter the Competitive queue
  • For those that have not yet reached account level 20, but have already played in Competitive queue, you will still be able to play in ranked.

Game Systems

  • Fixed an issue where the Signature Kill Counter was not updating visually

Esports Features

  • Coaches should no longer experience the issue where swapping targets with number keys and + mouse clicks occasionally fails.
  • Thanks RobWiz for the report!


Valorant update 3.12 is the game’s latest patch and comes with some key new features, including agent-specific keybinds. Competitive play has also seen a nice new addition with the ability to report disruptive players during agent selection as you are chasing Valorant ranks. You can see the full patch notes below.



  • We heard you loud and clear. You can now go to the Settings Menu and set different keybinds for each Agent!
  • Go to Settings >> Controls >> Actions to get started
  • Added ability to create, delete, and search for keybind profiles for each Agent. You cannot create more than one profile per Agent.
  • Added ability to copy your default keybindings to a single profile or all profiles at once.
  • Now when your keybinds are in conflict, you can see what other items the binding is assigned to.
  • You can revert individual changes made to bindings in each keybind profile. Reverting will reset the keybind to what it was at the time the profile was created.


  • Report in Agent Select is now live!
    • You can now report disruptive players during the pregame. Just hover over the name and click REPORT.
    • You can also add players to your friends list if you have a positive experience.
  • Friendly Fire detection
    • You Better stop purposely blasting grenades on your teammates cause we’re tracking them and will be punishing excessive damage to allies!


  • Wide Player Cards
    • After community feedback we are bringing back the Wide Player cards that are shown during the Loading Screens and in the kill banners.


  • Integrated select changes and bug fixes for Slate/UI from Unreal Engine 4.26 and 4.27



  • Fixed a bug that caused abilities that consist of a held object to display incorrectly in third person. You’ll notice this fix on Skye, Sage, Jett, Yoru, and Reyna.


  • Fixed a bug where players were able to spam invite others to party


After what seems like a lifetime of waiting, Chamber has finally arrived in Valorant with update 3.10.

The French agent joins the game’s line-up, alongside a patch which makes five stacks for all Valorant ranks possible. There are a few caveats though, so you’re going to want to read the full patch notes in full below.

Here we go:


  • Chamber, the latest sentinel agent, is now live

Competitive updates

In a bid to reduce smurfing, limitations on five-stacks are being removed so players can squad up with their friends, regardless of rank. However, there are some small ruleset changes for this to mitigate competitive integrity changes.

  • If everyone is Diamond 2 and below: Expect increased queue times as teams will be matched up against other five stacks with similar MMR, rank ratings and losses will be reduced depending on your squad’s ranked disparity.
  • If one or more members are Diamond 3 and above: expect varied queue times as you will wait indefinitely for another five stack of similar MMR to play against. A minimum of 50% RR will be applied and this can increase to 90%
  • If one or more members are Radiant: expect varied queue times as you will wait indefinitely for another similar rated five-stack. A minimum of 75% RR reduction will be applied.

To combat competitive integrity issues, four-stack queues are being removed as it negatively affects the performance of the soloq player. Riot hopes this option will reduce toxicity in game.


  • Observer Agent icons will no longer all get stuck on the same Agent when using the Minimal Broadcast HUD
  • Observers now have different HUD colors for attackers and defenders.
    Attacker abilities will show as red and defender abilities will show as teal
  • There is now a yellow outline on player icons on the minimap to showcase which player is the active target of an observer



  • Fixed a net/sim-tick aliasing issue where running above 128 frames per second could cause packet send rates to drop below the 128fps cap
  • This may have caused up to a few milliseconds of additional delay before the server processed player input when running at high client framerates.


  • Fixed issues where you were able to re-invite players in lobby that were already invited


  • Fixed a bug where the Observer’s minimap zoom setting did not function
  • Fixed a bug where coaches could not use the hotkeys to spectate a player inside a deployed piece of utility (Cypher’s Spy Camera, Skye’s Trailblazer, or Sova’s Owl Drone)
  • Fixed a bug where pressing shift plus a player number would not go to the proper cinematic camera for that player, if that player was being actively spectated.

Valorant Patch notes 3.09

Valorant patch 3.09 is relatively small, but makes a couple of major changes. The most notable is that the Classic’s run-and-gun capabilities have been nerfed.

Here are the full Valorant 3.09 patch notes:

Classic (Right-click)

The Classic has been over-performing in close to mid-range encounters when used while jumping or on the move. So we’ve reduced the weapon’s effective accuracy while jumping, running, and walking, with the intent of narrowing it’s ideal use case to only really close ranges.

  • Walking firing error changed .05 >>> .6 (total error is 2.5 when walking, up from 1.95)
  • Running firing error changed .2 >>> 1.3 (total error is 3.2 when running, up from 2.1)
  • Jumping firing error changed from 1.1 >>> 2.1 (total error is 4.0 when jumping, up from 3.0)



  • The B Arcade attacker barrier is shifted back towards Attacker Side Bridge, to allow defenders to more easily contest the area
  • Defender barrier at A Rope moved up to the top of ropes to make it easier for Sentinels to prepare.
  • A Hall orb shifted into more neutral space, making it less favorable for attackers
  • New piece of cover in Attacker spawn added to break the long sightline from Hall entrance to B Main, which should relieve some pressure from attackers when defenders fast flank


Smoother Ropes/Ziplines

  • Fixed jittery movement that could occur when stopping or changing directions on a zipline or rope. This was most noticeable when repeatedly moving a small amount and stopping.


  • Observers using gamepad controllers are no longer locked out of the X/Y axes when speeding up with the right bumper (R1). Free Cam observers rejoice!
  • Observers now have the option to set handedness for teams. When this option is toggled, observers will see players that start the match on attacker as right-handed, and players that start the match on defender will be left-handed.


  • One path for all traffic into game servers – For those of you particular to a preferred server, you may notice a previously preferred location is no longer there. Don’t worry, we simply consolidated what was two paths into the game servers into one—we did not remove any servers.



  • Fixed a bug that was causing the default Act Rank badge to display on Unrated game loading screens


  • Cypher can no longer place Spycam on the Breeze door in order to destroy or see through the door when it’s lowered.
  • Similarly, fixed random spots where Cypher could not place Spycam in the same area.
  • Fixed bug that displayed Jett’s 1P Updraft visuals incorrectly


Another patch has arrived and it’s another small update. No agents have been tinkered with in Valorant patch 3.08, but a whole load of bugs have been fixed. It also comes at the same time as Riot’s Vanguard team say cheating reports in Valorant are at an all-time low.

Here are the full Valorant 3.08 patch notes:

Social updates

  • You’ll now be notified if action has been taken on one of your reports, whether you’re offline or not

Progression updates

  • You can now equip any Account Level Border you’ve unlocked, regardless of your level
  • The ability to hide your Account Level from players who are not your friends has been made possible

Store updates

  • You can now equip any skin level you want, except on variant, which are always defaulted to the max skin level

Performance updates

  • The amount of times the UI needs to update has been reduced, saving on performance costs
  • Optimised weapon and ability clipping plane calculations
  • Optimised Viper’s Poison Cloud and Pit by 1P HUD

Esports features

  • Coaches have the ability to swap to players with pre-set key binds (1-5)
  • Coaches will see a visual Picture-In-Picture on the top player HUD to indicate who they’re spectating
  • Coaches can see player key bindings on the mini map, similar to observers


  • The valves on Viper’s Gloves now appear on the correct side of her hands in Left Hand Mode
  • Weapon skins should appear correctly in-game
  • Attackers at A Lobby in Split could hear gunshots from A ramps during the buy phase – this has been fixed
  • Viper’s ultimate will no longer spawn incorrectly when placed on top of the shipping crates on Icebox’s B site
  • The blinding orbs coming out of walls recently shot have been removed
  • Observers can now see player outlines through barriers
  • Fixed performance hitches related to Barrier Orbs and inputs
  • Fixed a bug where using Ping could stop you from defusing

Valorant Patch notes 3.07

Valorant update 3.07 is only a small one, with only a couple of minor agent changes. The biggest change is the removal of leaving penalties in Deathmatch mode.

Here are the full Valorant 3.07 patch notes:

Agent Updates


  • Passing through the highest portion of Viper’s wall now correctly applies instant decay to high-flying Agents.


  • Jett’s Blade Storm kunai will now recharge after killing a training dummy or defuse practice bot.

Social updates

  • Penalties removed for leaving Deathmatch early
  • Full game participation is required to earn XP.
  • Many of you use Deathmatch to warm up, and its drop-in-drop-out nature makes that work great. Which is why we’ll now support DM as a drop-in-drop-out mode with no penalties for leaving a game early.

Performance updates

  • New setting, in Beta, “Raw Input Buffer” improves performance of input device processing
  • Valorant has used Raw Input for devices since launch. Enabling “Raw Input Buffer” will adjust which APIs are used for processing Raw Input. Should result in minor performance improvement and identical input latency when used with standard input devices and gaming mice.
  • Major performance improvement when used with 8000hz polling rate mice.
  • 8000hz polling rate mice are supported with this feature enabled.

Game system updates

  • A slew of fixes for some common crashes as reported by players
  • Fixed a bug where the text cursor would relocate to the right when editing text in the Report A Player menu
  • Fixed a bug where Team Ace could be awarded in scenarios where it wasn’t earned by the team (we still respect teamwork!).


A new Valorant update dropped on September 21 and with it comes a round of balancing changes to Skye, KAY/O, and Jett.

Riot says Skye’s flash has become “too effective”, so the unequip time has been increased to make it more difficult to capitalise on Guiding Light flashes than before. This means enemies will have more time to react. Her ultimate, Seekers, has also been made more expensive. KAY/O’s flash, on the other hand, has been buffed – rewarding players who throw innovative pop flashes. Jett’s kit has also been tweaked so that she has one less smoke and her ultimate is more predictable.

Radianite crates on Fracture, Icebox, Haven, Ascent, and Bind have all been made stronger, giving defenders more room to dig in.

Here’s what’s changed in Valorant patch 3.06: 


  • Unequip time after using Guiding Light (E) increased from 0.5 to 0.75
  • Windup time after activation before flash goes off increased from 0.25 to 0.3
  • Seekers (X) cost increased from six to seven


  • FLASH/drive (Q) windup telegraph reduced from 0.5 to 0.3
  • Duration of windup telegraph reduced on right click from 1 to 0.3. The audio attached to the in-flight projectile has also been removed
  • NULL/cmd (x) does not stop pulsing after being downed


  • Cloudburst charges reduced from three to two
  • Bladestorm (X) right-click/alternate fire kills no longer recharge her Kunai
  • Bladestorm (X) right-click/alternate fire damage changes reverted, meaning damage and multipliers now reflect the left-click


  • Tunnel to Generator/Canteen areas can no longer be wallbanged.
  • One crate on B is no longer pennable


  • The crate stack on B site is no longer pennable


  • One stack of crates on C site is no longer pennable


  • One crate on A site is no longer pennable


  • One stack of crates on A site is no longer pennable

A series of small bug fixes were also made in this patch. You can find them here.

A site on a Valorant map

Valorant patch notes 3.05

This patch brings Episode 3, Act 2 to the fore, introducing the likes of Fracture to the Valorant maps selection, as well as a new battle pass, and a new option for the ever-growing Valorant skins line.

It also sees the return of the Immortal ranks (I, II, III) return to competitive for the first time in months and a rank distribution alteration.

This major Valorant update isn’t just jam-packed full of new content – it also contains some pretty hefty agent changes to the likes of Brimstone, Sova, and Breach.

Here’s what’s changed:


Breach’s Aftershock (C) ability now deals damage to the following:

  • Killjoy Alarm Bot
  • Killjoy Nanoswarm
  • Killjoy Lockdown
  • Cypher Tripwire
  • Reyna Leer
  • Sage Barrier Orb
  • Sova Recon Bolt
  • KAY/O Zero/Point


Brimstone’s Orbital Strike (X) now deals damage to the following:

  • Killjoy Nanoswarm
  • Cypher Trapwire
  • Sage Barrier Orb
  • Sova Recon Bolt
  • KAY/O Zero/Poin


Sova’s Huter Fury (X) now deals damage to the following:

  • Killjoy Nanoswarm
  • Cypher Trapwire
  • Sage Barrier Orb
  • Sova Recon Bolt
  • KAY/O Zero/Point


Killjoy’s turret not only deals damage to over-confident enemies, it also provides intel. To nerf the turret’s abilities ever so slightly for pistol rounds, Riot Games has altered its bullet tagging from 72.5% to 29.5%.


Similar to Killjoy’s turret, Raze’s Boom Bots have also been nerfed with low economy rounds in mind. As a result the max damage of the bot is being reduced from 125 to 80 and the min damage of the bot is being reduced from 50 to 30.

The bots will now cost 100 less to reflect this change.

You can find the full patch notes here.

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