Valorant Patch Notes

Patch 13.01 July 14, 2026

  • Adjustments to Iso, Yoru, and Outlaw
  • Punishing rank manipulators

Patch 13.00 June 23, 2026

  • Act 4 starts now

Patch 12.11 June 9, 2026

  • Light patch to end Act 3

Patch 12.10 May 27, 2026

  • New Skirmish maps and Masters London Pick'Ems

Patch 12.09 May 12, 2026

## What changed **Neon** — Jumping with High Gear active no longer grants speed bonuses while airborne; air sprint speed now matches melee speed instead **Neon** — Fuel regeneration on kills only occurs when her ultimate is active; passive fuel regeneration remains unchanged **Neon** — Improved visual effects for her slide to clarify direction and origin **Neon** — Fixed exploit involving Fast Lane and NVIDIA graphics settings that affected competitive integrity **Chamber** — Fixed animation bug where ADS-ing while firing Headhunter covered too much of the screen **Jett** — Fixed Tailwind first-person animations not playing correctly with left-handed setting enabled **Jett** — Fixed performance drops caused by using Drift **Sage** — Fixed bug allowing full health Sage to use Healing Orb on herself while affected by Decay, which would waste the ability **Sova** — Fixed Recon Bolt and Chamber's Trademark not being affected by nearsightedness in Viper's Pit **Vyse** — Fixed possessable drones (Sova's Owl Drone, Skye's Trailblazer, Tejo's Stealth Drone) triggering arming audio on her wall **Omen** — Updated Harmonize tooltip description **Gekko** — Fixed ultimate preview cone not displaying unless ability was fully equipped **Chamber** — Fixed Guided Salvo equip idle sound playing indefinitely after cast **Chamber** — Updated Curveball tooltip description ## Balance **All shotguns** — Accuracy significantly reduced while moving (run, walk, crouch-walk, jump now standardized across all shotguns) **All shotguns** — Crouch now provides
  • Jumping with High Gear active no longer provides any speed bonus while Neon is airborne. Instead, Neon’s air speed while sprinting will match melee speed.
  • Fuel will only regenerate with a kill when Neon's ultimate is active
  • Fuel will still regenerate passively
  • Improved VFX to more clearly communicate the direction and origin of her slide
  • We’re testing MMR changes for modes other than Competitive, Unrated, and Swiftplay. These changes should result in better, more consistent matches. We’ll use what we learn to improve Competitive, Unrated, and Swiftplay in the future.
  • Fixed a bug where ADS-ing while firing Chamber’s Headhunter created an animation that covers too much of the screen
  • Fixed a visual bug where Jett's Tailwind was not playing the intended first-person animations when left-handed setting is enabled
  • Fixed a bug where using Jett's Drift caused performance drops
  • Updated tooltip description of Harmonize.
  • Fixed bug where the preview cone for his ultimate would not show unless the ability was fully equipped
  • Fixed an issue where a full health Sage could use Healing Orb on herself while affected by Decay, because she is not actually losing any health. This would consume the ability needlessly, since her health returns to normal once Decay wears off.
  • Fixed issue where the Guided Salvo’s equip idle sound kept playing long after cast.
  • Fixed a bug where Sova's Recon Bolt and Chamber's Trademark were not affected by nearsightedness in Viper's Pit
  • Fixed a bug where possessable drones (Sova's Owl Drone, Skye's Trailblazer, Tejo's Stealth Drone) would trigger the arming audio of Vyse's wall
  • We've improved our Riot Text Evaluation system to better detect and apply penalties for text comms abuse in the following languages: Arabic, German, English, Spanish, French, Italian, Japanese, Polish, Portuguese, Russian, Turkish, Chinese.
  • All shotguns are now less accurate when moving
  • Run, walk, crouch-walk, and jump accuracy has been standardized across all shotguns
  • Crouching now provides a 15% accuracy multiplier for shotguns, matching rifles
  • Bucky: crouch accuracy modifier increased from 10 >>> 15%
  • Judge/Shorty: crouch accuracy modifier decreased from 25 >>> 15%
  • Shotguns are now much less accurate while using ropes
  • Your shotgun spread will increase significantly when you're on a rope, especially if you're moving:
  • Standing still: Accuracy reduced (spread increased from 0.075 >>> 0.75)
  • Walking: Accuracy reduced (spread increased from 0.09 >>> 1.5)
  • Running: Accuracy reduced (spread increased from 0.1 >>> 3.0)
  • Bucky pellet damage in the 0-8m range decreased
  • Minimum spread increased from 2.6 >>> 3.0
  • Walking spread increased from 0.075 >>> 1
  • Running spread increased from .1 >>> 2
  • Crouch-walk spread increased from .05 >>> .5
  • Jump spread increased from 1.25 >>> 4
  • Minimum spread increased from 2.25 >>> 2.5
  • Note: this will only apply to PC for now- this spread change will apply to console in Patch 12.11
  • Walking spread increased from .075 >>> 1
  • Running spread increased from 0.75 >>> 2
  • Crouch-walk spread increased from .05 >>> .5
  • Jump spread increased from 2.25 >>> 4
  • Fire rate decreased from 3.33 >>> 3.0
  • Walking spread increased from .075 >>> 1
  • Running spread increased from 0.1 >>> 2
  • Crouch-walk spread increased from .05 >>> .5
  • Jump spread increased from 1.25 >>> 4
  • Fixed an exploit with her Fast Lane where using specific NVIDIA graphics settings impacted competitive integrity. Neon has returned to the game.
  • Fixed issue where dailies shown while hovering over the icon did not match the dailies in the End of Game screen.
  • Updated tooltip description of Curveball
  • Skirmish 2v2: Ascension and Skirmish 1v1: Ascension - Timer is stuck at 00.50 sec in Overtime phase
  • Skirmish 2v2: Ascension and Skirmish 1v1: Ascension - Agent abilities do not show up on the Combat Report in the following round after affecting enemies
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