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Dot Esports
Dot Esports
Sharmila Ganguly

All agent changes in VALORANT Patch 11.08

VALORANT Patch 11.08 aims to fine tune the shooter title as a whole to make it more gunplay-centric, but no aspect has been hit harder than our beloved roster of agents.

From global ability adjustments to agent-specific tweaks, Patch 11.08 has it all, making it one of the most impactful meta updates we’ve seen in VALORANT since 2020. According to Riot Games, the update aims to promote high mastery with ability usage, while bringing gunplay to the forefront.

If you’re wondering whether your main was nerfed in this update, the answer’s likely yes—but don’t worry. Almost every agent shares the same fate, so your opponent is probably in the same boat. Below, we’ve listed every VALORANT agent change included in Patch 11.08 for you to review before Act Six goes live.

All ability changes in VALORANT Patch 11.08

Nearsight, Combat Stim, and Concuss effects have globally changed for all agents in VALORANT. This has been done to help players “build muscle memory when playing with or against effects like Nearsight, Concuss, and Stims.”

  • Nearsights
    • Affects Fade’s Prowler, Omen’s Paranoia, Reyna’s Leer, Skye’s Seekers
    • Nearsight radius increased from five to seven meters.
  • Concuss
    • Affects Breach’s Fault Line, Gekko’s Wingman, Neon’s Relay Bolt, Astra’s Nova Pulse
    • Concuss duration decreased to 2.5 seconds.
  • Stim Unification
    • Affects Brimstone’s Stim Beacon, KAY/O’s NULL/CMD, Reyna’s Empress 
    • Faster reload time modifier: 90 percent
    • Increased firing rate modifier: 10 percent
    • Weapon draw time modifier: 90 percent
    • Weapon recovery speed modifier: 10 percent

You can know more details on how these changes have affected agents in the sections below.

All duelist changes in VALORANT Patch 11.08

VALORANT agents: Phoenix, Yoru, Neon, Killjoy
Lot of changes to cover. Image via Riot Games

While most duelists are in a “healthy state” right now, dominant ones like Yoru and Neon needed to be slightly clipped to let their peers shine too. Riot has also tuned some duelist abilities and ultimates to balance them with the rest of the update.

Iso

  • Kill Contract (ultimate)
    • Length decreased from 48 to 36 meters.

Neon

  • High Gear
    • Battery recharge decreased, time to recharge to full battery increased from 20 to 60 seconds.
    • Battery drain of High Gear and Overdrive reduced, increasing sprint time with full battery from 12 to 16 seconds.
  • Relay Bolt
    • Concuss duration decreased from 3.5 to 2.5 seconds.

Reyna

  • Leer
    • Health decreased from 80 to 60.
  • Empress: Updated to match stim standardization
    • Faster reload time reduced from 25 to 10 percent.
    • Increased fire rate reduced from 15 to 10 percent.
    • Increased weapon draw speed reduced from 25 to 10 percent.
    • Increased weapon recovery speed reduced from 25 to 10 percent.

Waylay 

  • Saturate’s Hindered duration decreased from four to three seconds.
  • Convergent Paths (ultimate) no longer spawns an afterimage of Waylay, and there’s no push back when casting.
    • Ultimate now briefly restricts aim rotation and movement speed similar to Breach’s Rolling Thunder when casting.
    • Hindered duration decreased from seven to six seconds.
    • Initial windup decreased from two to one second.
    • Width decreased from 18 to 13.5 meters.
    • Decreased movement speed buff on ult from 15 to 10 percent.

Yoru

Yoru has been specially tweaked to increase his selfishness and make him more of a duelist than a pseudo-initiator who can support his team with flashes and excellent intel. 

  • Gatecrash
    • Health decreased from 60 to 20 HP.
    • Audio now plays from Yoru’s location when Yoru teleports or fakes it.
  • Fakeout’s Flash duration decreased from three to two seconds.
  • Blindside
    • Flash duration decreased from 1.75 to 1.5 seconds.
    • Flash now follows the standard flash falloff curves as other agents.
  • Yoru can no longer cast Blindside, or set up his fakeout during Dimensional Drift (ultimate). He can still cast the initial Gatecrash and reactivation, as well as reactivation of Fakeouts.

Raze

Raze is now affected by the slow debuff while midair with Blast Pack, similar to how slows affect other dashes in VALORANT.

All initiator changes in VALORANT Patch 11.08

Breach, VALORANT agent
Breach is getting multiple changes. Image via Riot Games

Breach

  • Fault Line
    • Cooldown increased from 40 to 60 seconds.
    • Initial windup decreased from 1.2 to 1.1 seconds.
    • Concuss duration decreased from 3.5 to 2.5 seconds.
  • Flashpoint
    • Flash duration increased up from 2 to 2.25 seconds.
  • Rolling Thunder
    • Width decreased from 23 to 18 meters.
    • Concuss duration decreased from six to four seconds.
    • Ult points decreased from nine to eight.

Fade

  • Haunt
    • Cooldown increased from 40 to 60 seconds.
    • Haunt active duration decreased from two to 1.5 seconds.
  • Prowler
    • Visibility in Nearsight increased from five to seven meters.
  • Nightfall
    • Deafen and Marked duration decreased from 12 to eight seconds.
    • Width decreased from 24 to 20 meters.
    • Decay now remains a consistent 80 damage over its duration instead of decreasing over time.

Gekko

  • Cooldown upon reclaim of Globules increased from 10 to 20 seconds.
  • Wingman
    • Health decreased from 80 to 60 HP.
    • Concuss duration decreased from 3.5 to 2.5 seconds.
  • Thrash
    • Health decreased from 200 to 180 HP.

KAY/O

  • ZERO/POINT: Cooldown increased from 40 to 60 seconds.
  • FLASH/DRIVE: Underhand maximum flash duration increased from 1.5 to 2.25 seconds.
  • NULL/CMD (ultimate): Updated to match Stim standardization
    • Increased fire rate reduced from 15 to 10 percent.
    • Added standardized weapon draw time for stims.
    • Increased weapon draw speed by 10 percent.
    • Added weapon recovery speed for stims.
    • Weapon recovery speed increased by 10 percent.

Sova

  • Recon Bolt
    • Cooldown increased from 40 to 60 seconds.

All controller changes in VALORANT Patch 11.08

For controllers, Patch 11.08 focuses on adjustments “to align with recent roster-wide updates.” Astra has taken the worst of it, while Harbor and Clove remain untouched.

Astra

  • Gravity Well
    • Fragile duration decreased from five to 2.5 seconds.
    • Cooldown increased from 45 to 60 seconds.
  • Nova Pulse
    • Concuss duration decreased from 3.5 to 2.5 seconds.
    • Cooldown increased from 45 to 60 seconds.
  • Nebula
    •  Cooldown increased 25 to 35 seconds.

Brimstone

  • Stim Beacon: Updated to match stim standardization
    • Increased fire rate reduced from 15 to 10 percent.
    • Increased movement speed reduced from 15 to 10 percent.

Omen

  • Dark Cover
    • Cooldown increased from 30 to 40 seconds.
  • Paranoia
    • Projectile speed increased from 16 to 20 meters per second.
    • Travel distance reduced from 32.5 to 25 meters.
    • Visibility in Nearsight increased from five to seven meters.

Viper

  • Initial contact with the wall, orb, and ultimate now inflicts 10 instant HP decay instead of 30.

All sentinel changes in Patch 11.08

Vyse, VALORANT agent
Vyse is getting major nerfs. Image via Riot Games

While Patch 11.08 impacts every agent class in VALORANT, the sentinels seem to have taken the hardest hit of all. These changes aim to make “more room for dialogue between attackers and defensive sentinel utilities.” Players will find it easier to take advantage of every sentinel’s intended counterplay going forward.

Vyse and Cypher have received significant nerfs to their kits to increase counterplay. Killjoy, Sage, and Deadlock have received balancing updates too. Chamber and Veto, however, are safe—for now.

Vyse

  • Arc Rose
    • Arc Rose is now destructible after the flash windup starts.
    • Audio cue and voiceline alerting Vyse and her allies about enemy flashed has been removed.
    • Flash duration decreased from 2.25 to two seconds.
    • Cooldown increased from 45 to 60 seconds after destruction.
    • Recalling the ability will now always incur a 20 seconds cooldown.
  • Shear
    • You can now bait out the wall trap easily. 
    • The wall now spawns immediately when an enemy enters and then leaves its trigger zone.
    • Enemies hear an audio cue when they enter the trigger zone.
  • Razorvine
    • Health decreased from 40 to 20 HP.
  • Steel Garden
    • Initial windup increased from 3.4 to 4.4 seconds.
    • Radius decreased from 32.5 to 26 meters.

Cypher

  • Spycam
    • Inactive camera will be revealed to enemies when you are within eight meter radius of the camera, and will also have an accompanying audio tell.
    • When the camera is active, there will be a louder persistent camera audio for enemies with a 12 meters range.
    • Cooldown when destroyed is increased from 45 to 60 seconds.
  • Trapwire
    • Previously, players were Tethered and Revealed after 0.5 seconds. Trapwire would then activate after 1.5 seconds and Concuss players if it was not destroyed. All of this has been reworked to force more activity out of Cypher players if they want a kill.
    • Trapwire activation windup decreased; PC: 1.5 to 0.9 seconds, Console: 2.5 to 1.9 seconds.
    • Trapwires no longer activate to offer the Concuss and Tether debuffs. Instead, it slows and reveals enemies after the windup.
    • Going forward, players crossing a Trapwire will be immediately slowed. Trapwire will now activate after 0.9 seconds (down from 1.5 seconds) and reveal players if not destroyed. Players can also nullify its effect by moving four meters away from the attached location.  

Killjoy

Killjoy’s Turret now slows enemies by 50 percent, but she also has to endure a lot of nerfs at the same time.

  • Turret
    • Cooldown when destroyed increased from 45 to 60 seconds.
    • Reactivation time for turret increased from 0.5 to two seconds.
    • Turret movement tagging per bullet increased from 29.5 to 50 percent. Enemies are now slowed by 50 percent.
    • Added a “windup” effect when Killjoy first re-enters the activation range.
  • Alarmbot
    • Health decreased from 50 to 20 HP.
    • Reactivation time increased from one to two seconds.
    • Added a “windup” effect when Killjoy first re-enters the activation range.

Deadlock

  • GravNet
    • Cooldown increased from 40 to 60 seconds.
  • Barrier Mesh
    • Cost reduced from 400 to 300 HP.
    • Health of smaller nodes decreased from 570 to 480 HP.
  • Sonic Sensor
    • Concuss duration reduced from 3.5 to 2.5 seconds.

Sage

  • Barrier Orb
    • Cost reduced from 400 to 300.
    • Now fortifies faster, from 3.3 to two seconds.
    • Health of Barrier segments decreased from 800 to 600 HP.

You can check out the full notes for VALORANT Patch 11.08 here. All changes go live on Oct. 15.


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