VALORANT 11.08 PATCH NOTES

TL;DR – Adjustments across gameplay aim to create a healthy dialogue in combat with clear ways to respond and adapt to the enemy team round over round.
The goal is to maintain balance between sharp gunplay and the unique abilities that define VALORANT’s tactical flavor. These changes affect agents, weapons, and maps, all focused on rewarding strategic decision-making.
All Platforms
General Updates
The end-of-year balance patch adjusts how maps, weapons, and agents work together. This tuning pass reinforces “the competitive dialogue”—the round-to-round exchange between attackers and defenders that rewards adaptation and strategy.
Over time, as player skill and ability impact have grown, uncoordinated utility has sometimes felt as impactful as well-executed plays.
This reduced meaningful counterplay and strategic depth. These changes seek a healthy balance between gunplay and the abilities that make VALORANT unique.
Agent Updates
General
This patch focuses on supporting higher mastery around ability usage. Gunplay should be the main form of combat expression, while abilities serve as tools for gaining advantages. The changes reward strategic and intentional ability usage and reduce the size of some large ultimate abilities.
Consistency has also been improved across debuffs like Nearsight, Concuss, and Stims, making gameplay more intuitive.
Nearsights
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Fade's Prowler, Omen's Paranoia, Reyna's Leer, Skye's Seeker
→ Nearsight radius increased from 5m → 7m
Concuss
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Breach’s Fault Line, Gekko’s Wingman, Neon’s Relay Bolt, Astra’s Nova Pulse
→ Concuss duration decreased to 2.5s
Stim Unification
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Brimstone's Stim Beacon, KAY/O's NULL/CMD, Reyna's Empress
→ Faster reload time modifier: 90%
→ Increased firing rate modifier: 10%
→ Weapon draw time modifier: 90%
→ Weapon recovery speed modifier: 10%
Initiators
Initiators remain key for breaking angles and opening fights. Their signature abilities now have longer cooldowns to encourage coordination and timing. Flash power has been slightly increased to maintain reliability.
Breach
Fault Line
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Cooldown: 40s → 60s
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Windup: 1.2s → 1.1s
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Concuss duration: 3.5s → 2.5s
Flashpoint
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Flash duration: 2s → 2.25s
Rolling Thunder
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Width: 23m → 18m
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Concuss duration: 6s → 4s
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Ult points: 9 → 8
Fade
Haunt
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Cooldown: 40s → 60s
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Active duration: 2s → 1.5s
Prowler
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Visibility in Nearsight: 5m → 7m
Nightfall
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Deafen/Marked: 12s → 8s
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Width: 24m → 20m
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Decay now consistent 80 damage over time
Gekko
General
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Cooldown on reclaim: 10s → 20s
Wingman
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Health: 80 → 60
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Concuss duration: 3.5s → 2.5s
Thrash
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Health: 200 → 180
KAY/O
ZERO/POINT
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Cooldown: 40s → 60s
FLASH/DRIVE
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Underhand max flash: 1.5s → 2.25s
NULL/CMD
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Updated to Stim standardization
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Fire rate: 15% → 10%
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Weapon draw speed +10%
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Weapon recovery speed +10%
Sova
Recon Bolt
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Cooldown: 40s → 60s
Duelists
Duelists are in a generally healthy state. Minor tunings were made to improve reward for coordinated ability use.
Iso
Kill Contract
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Length: 48m → 36m
Neon
High Gear
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Recharge time: 20s → 60s
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Sprint time: 12s → 16s
Relay Bolt
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Concuss duration: 3.5s → 2.5s
Reyna
Leer
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Health: 80 → 60
Empress
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Stim-standardized stats reduced to 10% bonuses
Waylay
Saturate
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Hindered duration: 4s → 3s
Convergent Paths
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Removed afterimage
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New restricted aim/movement during cast
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Windup: 2s → 1s
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Width: 18m → 13.5m
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Movement speed buff: 15% → 10%
Yoru
Gatecrash
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Health: 60 → 20
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Teleport/fake now plays local audio
Fakeout
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Flash duration: 3s → 2s
Blindside
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Flash duration: 1.75s → 1.5s
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Adjusted flash falloff
Dimensional Drift
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No longer allows Blindside/Fakeout casting during drift
Raze
Blast Pack
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Slows now affect midair movement
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Blast force reduced when slowed
Controllers
Controllers needed minimal changes. Updates align cooldowns and effects with other classes.
Astra
Gravity Well
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Fragile duration: 5s → 2.5s
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Cooldown: 45s → 60s
Nova Pulse
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Concuss duration: 3.5s → 2.5s
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Cooldown: 45s → 60s
Nebula
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Cooldown: 25s → 35s
Brimstone
Stim Beacon
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Adjusted to Stim standardization
Omen
Dark Cover
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Cooldown: 30s → 40s
Paranoia
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Speed: 16m/s → 20m/s
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Range: 32.5m → 25m
Viper
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Initial decay: 30 → 10
Sentinels
Sentinels remain strong at territory control. Updates promote counterplay and distinct identity.
Vyse
Arc Rose
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Now destructible post-windup
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Removed ally alert after successful flash
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Flash duration: 2.25s → 2s
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Cooldown: 45s → 60s
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Recall cooldown: 20s
Shear
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Trigger logic reworked for easier baiting
Razorvine
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Health: 40 → 20
Steel Garden
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Windup: 3.4s → 4.4s
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Radius: 32.5m → 26m
Cypher
Spycam
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Reveals within 8m radius
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Audio cue added
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Destroyed cooldown: 45s → 60s
Trapwire
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Activation time reduced
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PC: 1.5s → 0.9s
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Console: 2.5s → 1.9s
-
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Removed Concuss/Tether; now applies Slow then Reveal
Killjoy
Turret
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Destroyed cooldown: 45s → 60s
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Reactivation: 0.5s → 2s
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Movement tagging: 29.5% → 50%
Alarmbot
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Health: 50 → 20
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Reactivation: 1s → 2s
Deadlock
GravNet
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Cooldown: 40s → 60s
Barrier Mesh
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Cost: 400 → 300
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Node health: 570 → 480
Sonic Sensor
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Concuss duration: 3.5s → 2.5s
Sage
Barrier Orb
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Cost: 400 → 300
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Fortify delay: 3.3s → 2s
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Health per segment: 800 → 600
Map Updates
General
Goal: Encourage more on-site play and reduce predictability of “plant for main” strategies.
Pearl
B-Site
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Removed deep sightline from B Long
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Adjusted cover positions for closer engagements
Abyss
B-Site
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Improved site play for both teams
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Post-plant from main made riskier
Mid
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Adjusted hallway toward B Main for smoother rotations
Weapons Update
Goal
Gunplay should remain rewarding and varied. Each weapon should have distinct advantages depending on economy and engagement range.
PC Only
Rifles
Tap strafing has dominated. Adjustments make spraying more viable at close to mid-range.
Bulldog
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Yaw switch time: 0.37s → 0.6s
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Yaw switch chance: 6% → 10%
Phantom
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Yaw switch time: 0.37s → 0.6s
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Yaw switch chance: 6% → 10%
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Protected bullets: 6 → 8
Vandal
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Yaw switch time: 0.37s → 0.6s
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Yaw switch chance: 6% → 10%
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Protected bullets: 4 → 6
Submachine Guns
Spectre
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Spread: 1.5 → 1.4
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Tap efficiency: 2 → 3
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Yaw switch time: 0.18s → 0.28s
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Protected bullets: 4 → 5
Stinger
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Spread: 1.5 → 1.4
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Spread accrues faster (7 → 6 bullets)
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Vertical recoil more aggressive
Console Only
Spectre
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Yaw switch time: 0.20s → 0.28s
Stinger
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More aggressive vertical recoil
Bulldog
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Yaw switch time: 0.50s → 0.60s
Phantom
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Yaw switch time: 0.50s → 0.6s
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Protected bullets: 5 → 8
Vandal
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Yaw switch time: 0.50s → 0.6s
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Protected bullets: 5 → 6
Competitive Updates
Beginning in Patch 11.09, accounts flagged for account sharing must enable Riot Mobile MFA to access Competitive queue. Other modes remain unaffected.
For 11.08, players can view details via the Competitive lobby banner or linked article.
Gameplay Systems Updates
Improved preview accuracy for placeable abilities like Cypher's Spycam and Deadlock's Sound Sensor. No placement options were added or removed—previews now better match actual placement.
Player Behavior Updates
Added “Rank Manipulation” as a new reporting category for behaviors such as smurfing, wintrading, and boosting.
Premier Updates (PC Only)
Welcome to Stage V25A6!
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Top 16 teams in Invite remain; others demoted next Stage.
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Demoted teams re-seed into previous zones.
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Team Owners may change zones before first match.
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Lower divisions still follow standard promotion rules.
Contender Eligibility (2026)
To remain eligible:
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Play a Weekly or Playoff match in Contender or Invite
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Reach Immortal 3+
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Play a Playoff match in Elite 5
Eligibility expires end of 2026.
VCT Team Tags
Pros will now display official team tags in the client, lobby, killfeed, and leaderboards.
Tags are reserved for VCT partnered teams.
Premier teams using these tags will be prompted to rename.