22 Jun 2021 1:09 PM +00:00 UTC

VALORANT Patch Notes 3.0 Reveals Weapon Price Changes, Major Agent Nerfs & More

VALORANT Episode 3: Reflection, Act 1 is finally arriving today, introducing a new robotic agent named KAY/O along while shaking up the game with major changes in weapon prices and the cost of agent abilities.

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Credit: Riot Games
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Here are highlights of the major changes coming with the release of Episode 3, Act 1 of VALORANT:


New Robot Agent: KAY/O

The sixteenth VALORANT agent, KAYO/O, is set to release as part of the game's patch 3.0 update. The initiator has the unique ability to supress enemy abilities in addiiton to its grenade and flash kit.

The killer robot's ultimate NULL/cmd lets him instantly overload with polarized energy, empowering him and causing large energy pulses to emit from his location. Enemies hit with the pulses are suppressed for a short duration.

You can get a closer look at his abilities here.

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Credit: Riot Games

Patch 3.0 Weapon Price Changes

As previously revealed, Patch 3.0 is bringing some impressive price changes with most weapons getting their prices reduced by 100-200 credits. The powerful Operator gets a 300 credits price decrease, but the cost of the Judge was raised from 1,600 to 1,850.


Patch 3.0 Agent Ability Changes

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Credit: Riot Games

Almost every VALORANT agent across the board have their ability prices increased, and it looks like Jett is getting the biggest hit. The cost of her Cloudburst, Updraft, and Blade Storm ultimate were increased, and her Tailwind dash no longer breaks Cypher trapwires.

Ultimately, the latest update means that there will be more focused on gunplay and less on abilities.


VALORANT Patch Notes 3.0

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Credit: Riot Games

All Agents

  • Signature abilities now only provide a minimum of one charge per round instead of accumulating a charge every round.
    • For example, if you have a two charge signature ability and you end the round with one charge remaining, you will not gain an additional charge
  • Charges gained from cooldowns are now always temporary
  • Visibility returns faster during the fadeout period of all flashes


Astra is incredibly popular at higher levels of play and we felt that a few of her play patterns are difficult to respond to round over round. We want Astra to be potent at applying map-wide pressure, but she's able to do that much too frequently and without much counterplay or cost. These changes aim to add more counterplay on barrier drop, and provide much longer and clearer cooldown windows after Astra uses or recalls her Stars.

Nova Pulse (Q) Cooldown time increased 12 >>> 25
Gravity Well (C) Cooldown time increased 12 >>> 25
Stars/Astral Form (X) Stars are now inactive when placed during the buy phase When the barriers drop, her Stars charge for 1.4 seconds before becoming active and usable. On Attack, Astra can now see the Spike's location in Astral form This representation does not animate so it will not provide additional info on the status of the Spike. Recall cooldown increased 8 >>> 15 Granted signature charges decreased 2 >>> 1 Star cost decreased 200 >>>150


Flashpoint (Q) Total charges reduced 3 >>> 2 Cost increased 200 >>> 250 Projectile speed decreased 2500 >>>2000
Fault Line (E) Full charge time decreased 1.5 >>> 1 second Width increased 600 >>> 750 Telegraph windup time decreased 1.3 >>> 1 Concussion duration increased 3 >>> 3.5 Unequip time after firing decreased 1 >>> .7 Cooldown time increased 35 >>> 40
After Shock (C) Now explodes 3 times with each blast dealing 60 damage with no fall off, blasts are .6 seconds apart Explosion radius increased 260 >>> 300 Unuequip time after firing decreased 1.1 >>> .9 seconds Cost increased 100 >>> 200
Rolling Thunder (X) Width of all explosions increased to 2300, which was the previous width of the final explosion


Incendiary (Q)

  • Cost increased 200 >>> 250


Neural Theft (X)

  • Ultimate points required decreased 7 >>> 6


We've reverted the Jett/Cypher trapwire interaction. When we initially made this change, there was a strong sentiment about Jett feeling weak and Cypher feeling oppressive to play against.As players have gotten better at dealing with Cypher's traps and Jett has carved out strong value in the game, we think that Jett should have to play and plan around Cypher's deliberate setup instead of being able to bust through it without thought.

Updraft (Q) Cost increased 100 >>> 150
Tailwind (E) No longer breaks Cypher's Trapwire
Cloudburst (C) Cost increased 100 >>> 200
Bladestorm (X) Ultimate points required increased 6 >>> 7


Alarmbot (Q) Cooldown after pickup increased 7 >>> 20
Turret (E) Cooldown after pickup increased 10 >>> 20


Paranoia (Q) Cost decreased 400 >>> 300
Dark Cover (E) Granted signature charges reduced 2 >>> 1 Omen now must buy his second smoke for 100 Cooldown time increased 35 >>> 40
Shrouded Step (C) Cost increased 100 >>> 150


Curveball (Q)

  • Cost increased 200 >>> 250


Model Update Model has been updated with a polish pass
Boombot (C) Cost increased 200 >>> 400
Showstopper (X) Ultimate points required increased 7 >>> 8


Leer (C)

  • Cost increased 200 >>> 250


Slow Orb (Q) Cost increased 100 >>> 200
Barrier Orb (C) Cost increased 300 >>> 400
Resurrection (X) Ultimate points required increased 7 >>> 8


Skye will lose her third flash charge, but she'll now regain charges on a cooldown for her signature. We've made it so Skye no longer needs to put her gun down to activate Guiding Light and made some quality of life improvements when guiding the projectile or letting it fly free. We've felt Trailblazer's vision radius has been slightly too small to clear the medium size rooms—where it should excel—and that the concuss could use a little more bite given how difficult it is to land. We hope these changes will help push Skye's viability in solo queue and help her carve out a competitive spot in organized play.

Trailblazer (Q) Vision radius increased 1750 >>> 2250 Max concussion duration increased 3 >>> 4 Cost increased 200 >>> 250
Guiding Light (E) Charges reduced 3 >>> 2 Charges are now replenished on a 40-second cooldown Skye no longer needs to re-equip to trigger her flash Guiding Light's projectile now goes around corners tighter when free flying and is more responsive to guiding Audio attenuation when cast reduced 3250 >>> 1250 Cost of charges increased 100 >>> 250


Shock Dart (Q) Cost increased 100 >>> 150
Recon Bolt (E) Cooldown time increased 35 >>> 40
Owl Drone (C) Cost increased 300 >>> 400
Hunter's Fury (X) Ultimate points required increased 7 >>> 8


Snakebite (C)

  • Duration reduced 8 >>> 6.5
  • Outer edges of Viper's acid patch form faster to ensure it is lethal if an enemy sits in the entire duration
  • Cost increased 100 >>> 200
    • We've seen a massive resurgence in Viper's popularity and power, especially at stalling opponents and preventing defuses. We hope to slightly reduce some of this stalling power.


Blindside (Q) Cost increased 200 >>> 250
Gatecrash (E) Cooldown time increased 35 >>> 40


Since launch, run-and-gun has been a hot topic. While we believe that there are certain situations that moving and shooting should be powerful, it is currently more potent than we'd like. This patch targets a piece of the puzzle that we haven't touched before which is what we call "tag into accuracy."


"Tag into accuracy" is our internal name for a phenomenon where a fully running player starts firing at you without slowing down; then, you shoot and hit them, applying the tagging debuff and slowing them down. This inadvertently drops their speed enough to make their bullets more accurate, even if they aren't trying to come to a stop. This behavior is a root cause of a lot of the run and gun clips we see and the changes this patch should mitigate the effectiveness of this, particularly at longer ranges. All in all, our aim is to better reward proactive and precise movement.

With slightly reduced tagging, tighter deadzones and overall less accuracy in movement states, we aim to tighten up combat while trying to maintain as much intuition and muscle memory as possible.

Walk Shooting (not Run Shooting) has been reasonably accurate in VALORANT, allowing players to get off semi-accurate shots even at mid-range. With the changes to walk accuracy, shooting while walking will be significantly less effective at medium ranges, rewarding players who proactively stop before they shoot.

We've also reduced the running accuracy of Sidearms and SMGs in an attempt to tighten up engagements with those weapons while maintaining some of their identity in terms of mobility by being able to to move and shoot somewhat accurately at shorter ranges.


  • Bullet tagging changed from 75% slow >>> 72.5% slow
    • "Tagging" is the slowing effect you feel when hit by bullets
  • Weapon Deadzones changed from 30% >>> 27.5%
    • "Deadzone" in VALORANT refers to the movement speed a player becomes inaccurate


  • Walking inaccuracy changed from 1.3 >>> 2.0
  • Running unchanged at 5.0


  • Walking Inaccuracy changed from .5 >>> 2.4
  • Running unchanged at 6.0


  • Walking inaccuracy changed from .3 >>> 1.0
  • Running inaccuracy changed from 2.0 >>> 2.5


  • Walking inaccuracy changed from .25 >>> .84
  • Running inaccuracy changed from 1.5 >>> 2.1


  • Price decreased 500 >>> 450
  • Walking inaccuracy changed from .25 >>> .8
  • Running inaccuracy changed from 1.0 >>> 2.0


  • Walking inaccuracy changed from .25 >>> .92
  • Running Inaccuracy changed from 1.85 >>> 2.3


  • Walking inaccuracy changed from .25 >>> 1.2
  • Running inaccuracy changed from 2.0 >>> 3.0


  • Price increased 1600 >>> 1850
  • Damage falloff at 10m changed from 13 per pellet >>> 10 per pellet
  • Damage falloff at 15m changed from 10 per pellet >>> 7 per pellet
    • We want the Judge to be a devastating, multi-fragging, close range option and believe it's a bit more premium than we had previously given it credit for. It was also performing better than expected at range so we're taking that down a notch.


  • Hip-fire (full auto mode) firing rate increased from 9.15 RPS >>> 9.5 RPS
  • Price decreased 2100 >>> 2050
    • The bulldog was feeling just slightly underpowered in close/mid range situations where hip fire was the go-to. So we're giving it a bit more of a firing rate to compete, and lowering the price to make it more enticing to buy.


  • Price decreased 200 >>> 150


  • Price decreased 1100 >>> 950


  • Price decreased 900 >>> 850


  • Price decreased 1000 >>> 950


  • Price decreased 1600 >>> 1550


  • Price decreased from 5000 >>> 4700


For Episode 3, our major focus for Ranked is matchmaking accuracy and fairness. We've evaluated our system and have made a few significant changes that should improve these key areas across a wide range of players. Without getting too much into the secret sauce of things, we want to share some of what you can expect in Episode 3.

Here's our primary player experience goals:

  • We want winning games to matter most—at all skill levels.
  • We want to improve individual performance evaluation because we believe it helps identify more fair and balanced matches.
  • We want you to see their rank as an accurate representation of your current skill level.
  • We want you to have fewer motivations for playing on different accounts and to get to their proper rank faster.

Here's some of what you can expect from our changes:

  • Reduced the possibility of feeling "hard stuck" on older accounts. If your skill improves, your rank should properly reflect that, regardless of account age.
  • Matchmaking accuracy will improve across all ranks, which should lead to a smoother ranked climb and reduce how hard you may swing up and down in rank
  • While winning games is still the most important factor, individual performance will also be accounted for to improve matchmaking at Immortal+
    • This should result in better matches at the highest levels.
  • Close games will have a smaller effect on rank rating gains and losses
  • Adjusted our Rank Rating curves, so climbing (or falling) should feel less volatile
  • Updated Rank distribution
  • Placements raised to Diamond 1
    • This should help reduce the grind for our players at the top

Our plan is to continue to monitor these changes after they've reached our live servers, and we'll certainly make more adjustments where appropriate. We're looking forward to getting these changes into your hands, and please continue to provide us with feedback on your experiences throughout Episode 3!


We're excited to deliver major improvements with 3.0! This work is the culmination of significant effort and collaboration over the last several months involving many teams across VALORANT. Performance is a war won in the margins, and we're generally able to provide small, incremental changes. This time, however, many of our smaller items came together all at once.

Players with medium to high spec machines (CPU bound systems) may see up to 6% performance improvements as a result of the following work:

  • Improved clipping plane calculations using multithreading
  • Improved thread utilization across multiple cores for distributed tasks
  • Optimized camera calculations
  • Optimized ambient audio for each map
  • General optimizations for all ability animations


  • Hover Cards have been added to the social panel
    • Hover over your friends list to quickly learn more about the players you have added.
  • You can now invite to party with Riot ID in custom game


  • This feature allows you to set the game back to the start of a previous round and re-play the game starting from there
  • To enable the feature, go to "Options" while setting up a Custom Game and toggle "On" Tournament Mode
    • Moderators can activate a rollback
    • If Cheats are enabled as a Custom Game option, all players can activate a rollback.
  • During the match, the Round Rollback feature can be found in the "Cheats" section of the Menu.
  • Added the ability to toggle on and off the outer crosshair lines!
  • Adjusted assist timings and thresholds for utility-based assists to make them more consistent across different Agent abilities.


  • Happy anniversary VALORANT! To celebrate we have added a new Year One Event Pass—this is similar to a Battlepass but it's completely free and has some really cool goodies.
    • This will be active for the duration of Patch 3.0 and will only last till 3.01 goes live. So remember to get your goodie bag before the party ends.
  • What's a party without friends? We've also added a Squad Boost: You will get extra XP when you play in a premade group.
    • +8% boost for one additional player, +12% for two, +16% for three, and +20% for a full squad.
    • This will also be active for the duration of 3.0.
  • We're also permanently adding Account Leveling: A new way to recognize and reward you for your time playing in all VALORANT game modes.
    • Your account Player Card will now display a numeric level based on how much you play.
    • In addition to that, you will also be boosted to a certain level based on how many games you've played before Patch 3.0.



  • Characters blocked by Sage's Barrier Orb when resurrected now break the wall to ensure they don't get pushed inside map geo
  • Fixed Skye's Seekers showing up on the minimap even when they aren't visible to an enemy
  • Fixed Viper's ultimate not showing as active on the team UI when Viper's Pit is up
  • Fixed bug where Cypher's Spy Camera could be placed inside the map on mid Icebox
  • Fixed a bug where Reyna's Dismiss ability could not be rebought if the Buy Menu is closed and reopened during the same Buy Phase
  • Fixed a bug where cancelling Sova's Hunter's Fury while charging the shot allows player to skip unequip animation by equipping a weapon, ability, or Spike
  • Fixed a bug where picking up Cypher's TrapWires/Cages and Killjoy's Nano Swarms during the Buy phase would prevent you from purchasing a second charge


  • Fixed a bug that was causing a delay in recent Competitive game's Ranked Rating updates in Match History
  • Fixed a Career screen visual bug that would show up for those who dropped out of Immortal
  • Fixed a bug that caused a friend's career to infinitely load


Fixed a bug where friends' names were merging together in the social panel when interacting with them, jumbling them together at times. Word scramble no longer!


  • Fixed an issue causing a hitch when viewing skins in the Collection


  • Fixed a bug where the inner crosshair toggle feature wasn't working
  • Fixed a bug where AOE kills were not rewarding the appropriate character if the enemy was in a debuffed state
  • Fixed a bug where the Spike icon pulse and beeping sound were not in sync
  • Fixed a bug where Ally defuse progress bar sometimes fails to appear
  • Fixed a bug where Observer's Killfeed has no team colors
  • Reverted our fix for the "swirly arms" in the last patch, since it was causing significant animation snapping

Related: New VALORANT Map & Agent Teased in Year One Anthem Video