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VALORANT 11.08 PATCH NOTES

VALORANT 11.08 PATCH NOTES
Written by: Wei
-
14/10/2025

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

  • Fade's Prowler, Omen's Paranoia, Reyna's Leer, Skye's Seeker
    → Nearsight radius increased from 5m → 7m

Concuss

  • Breach’s Fault Line, Gekko’s Wingman, Neon’s Relay Bolt, Astra’s Nova Pulse
    → Concuss duration decreased to 2.5s

Stim Unification

  • 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

  • Cooldown: 40s → 60s

  • Windup: 1.2s → 1.1s

  • Concuss duration: 3.5s → 2.5s

Flashpoint

  • Flash duration: 2s → 2.25s

Rolling Thunder

  • Width: 23m → 18m

  • Concuss duration: 6s → 4s

  • Ult points: 9 → 8

 

 

Fade

 

Haunt

  • Cooldown: 40s → 60s

  • Active duration: 2s → 1.5s

Prowler

  • Visibility in Nearsight: 5m → 7m

Nightfall

  • Deafen/Marked: 12s → 8s

  • Width: 24m → 20m

  • Decay now consistent 80 damage over time

 

Gekko

 

General

  • Cooldown on reclaim: 10s → 20s

Wingman

  • Health: 80 → 60

  • Concuss duration: 3.5s → 2.5s

Thrash

  • Health: 200 → 180

 

 

KAY/O

 

ZERO/POINT

  • Cooldown: 40s → 60s

FLASH/DRIVE

  • Underhand max flash: 1.5s → 2.25s

NULL/CMD

  • Updated to Stim standardization

  • Fire rate: 15% → 10%

  • Weapon draw speed +10%

  • Weapon recovery speed +10%

 

Sova

 

Recon Bolt

  • 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

  • Length: 48m → 36m

 

Neon

 

High Gear

  • Recharge time: 20s → 60s

  • Sprint time: 12s → 16s

Relay Bolt

  • Concuss duration: 3.5s → 2.5s

 

Reyna

 

Leer

  • Health: 80 → 60

Empress

  • Stim-standardized stats reduced to 10% bonuses

 

Waylay

 

Saturate

  • Hindered duration: 4s → 3s

Convergent Paths

  • Removed afterimage

  • New restricted aim/movement during cast

  • Windup: 2s → 1s

  • Width: 18m → 13.5m

  • Movement speed buff: 15% → 10%

 

Yoru

 

Gatecrash

  • Health: 60 → 20

  • Teleport/fake now plays local audio

Fakeout

  • Flash duration: 3s → 2s

Blindside

  • Flash duration: 1.75s → 1.5s

  • Adjusted flash falloff

Dimensional Drift

  • No longer allows Blindside/Fakeout casting during drift

 

Raze

 

Blast Pack

  • Slows now affect midair movement

  • Blast force reduced when slowed

 

Controllers

 

Controllers needed minimal changes. Updates align cooldowns and effects with other classes.

 

Astra

 

Gravity Well

  • Fragile duration: 5s → 2.5s

  • Cooldown: 45s → 60s

Nova Pulse

  • Concuss duration: 3.5s → 2.5s

  • Cooldown: 45s → 60s

Nebula

  • Cooldown: 25s → 35s

 

Brimstone

 

Stim Beacon

  • Adjusted to Stim standardization

 

Omen

 

Dark Cover

  • Cooldown: 30s → 40s

Paranoia

  • Speed: 16m/s → 20m/s

  • Range: 32.5m → 25m

Viper

  • Initial decay: 30 → 10

 

Sentinels

 

Sentinels remain strong at territory control. Updates promote counterplay and distinct identity.

 

Vyse

 

Arc Rose

  • Now destructible post-windup

  • Removed ally alert after successful flash

  • Flash duration: 2.25s → 2s

  • Cooldown: 45s → 60s

  • Recall cooldown: 20s

Shear

  • Trigger logic reworked for easier baiting

Razorvine

  • Health: 40 → 20

Steel Garden

  • Windup: 3.4s → 4.4s

  • Radius: 32.5m → 26m

 

Cypher

 

Spycam

  • Reveals within 8m radius

  • Audio cue added

  • Destroyed cooldown: 45s → 60s

Trapwire

  • Activation time reduced

    • PC: 1.5s → 0.9s

    • Console: 2.5s → 1.9s

  • Removed Concuss/Tether; now applies Slow then Reveal

 

 

Killjoy

 

Turret

  • Destroyed cooldown: 45s → 60s

  • Reactivation: 0.5s → 2s

  • Movement tagging: 29.5% → 50%

Alarmbot

  • Health: 50 → 20

  • Reactivation: 1s → 2s

 

Deadlock

 

GravNet

  • Cooldown: 40s → 60s

Barrier Mesh

  • Cost: 400 → 300

  • Node health: 570 → 480

Sonic Sensor

  • Concuss duration: 3.5s → 2.5s

 

Sage

 

Barrier Orb

  • Cost: 400 → 300

  • Fortify delay: 3.3s → 2s

  • 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

  • Removed deep sightline from B Long

  • Adjusted cover positions for closer engagements

 

Abyss

 

B-Site

  • Improved site play for both teams

  • Post-plant from main made riskier

Mid

  • 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

  • Yaw switch time: 0.37s → 0.6s

  • Yaw switch chance: 6% → 10%

 

Phantom

  • Yaw switch time: 0.37s → 0.6s

  • Yaw switch chance: 6% → 10%

  • Protected bullets: 6 → 8

 

Vandal

  • Yaw switch time: 0.37s → 0.6s

  • Yaw switch chance: 6% → 10%

  • Protected bullets: 4 → 6

 

Submachine Guns

 

Spectre

  • Spread: 1.5 → 1.4

  • Tap efficiency: 2 → 3

  • Yaw switch time: 0.18s → 0.28s

  • Protected bullets: 4 → 5

 

Stinger

  • Spread: 1.5 → 1.4

  • Spread accrues faster (7 → 6 bullets)

  • Vertical recoil more aggressive

 

 

Console Only

 

Spectre

  • Yaw switch time: 0.20s → 0.28s

Stinger

  • More aggressive vertical recoil

Bulldog

  • Yaw switch time: 0.50s → 0.60s

Phantom

  • Yaw switch time: 0.50s → 0.6s

  • Protected bullets: 5 → 8

Vandal

  • Yaw switch time: 0.50s → 0.6s

  • 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!

 

  • Top 16 teams in Invite remain; others demoted next Stage.

  • Demoted teams re-seed into previous zones.

  • Team Owners may change zones before first match.

  • Lower divisions still follow standard promotion rules.

 

Contender Eligibility (2026)


To remain eligible:

  • Play a Weekly or Playoff match in Contender or Invite

  • Reach Immortal 3+

  • 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.

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