Valorant is about to experience its biggest shakeup yet! Patch 11.08 rolls out this week with massive agent changes that will completely transform how you play the game. Whether you main a controller, duelist, or sentinel, you need to know what’s changing. Let’s break down everything you need to know about this game-altering update.
Valorant Universal Changes That Affect Everyone
Before diving into individual agent adjustments, Riot Games introduced sweeping mechanical changes affecting all roles. These universal tweaks aim to make gunplay more prominent and utility more strategic.
Nearsight Expansion
The visibility range for nearsight effects has jumped from 2.5 meters to 5 meters across all abilities. This makes nearsight effects from Omen, Reyna, and Fade much more impactful and distinct from flash effects. Players now have clearer counterplay options during engagements.

Standardized Concuss & Stun Effects
All non-ultimate concuss abilities now share a uniform 2.5-second duration. This includes Breach’s Fault Line and Astra’s Nova Pulse, improving consistency and helping players develop better muscle memory.
Combat Stims Get Balanced
Stimulant effects from Brimstone, Reyna (Empress), and KAY/O (Overdrive) have been standardized with slightly reduced effectiveness. The trade-off? They now provide identical fire-rate and movement bonuses, making combat more predictable.
Rechargeable Abilities: The 60-Second Rule
Agents like Sova, Fade, Breach, and Gekko now share a 60-second cooldown after using or destroying rechargeable abilities. This encourages more strategic utility planning and deliberate ability cycles.
Agent-by-Agent Breakdown: Who Got Buffed and Nerfed?
| Agent | Changes | Impact |
|---|---|---|
| Yoru | Multiple nerfs including reduced clone duration and gatecrash restrictions | Balanced but requires more mechanical skill |
| Sage | Wall HP down to 600, costs 300 instead of 400 | More affordable but less durable wall coverage |
| Neon | Sprint duration increased, but regenerates slower | Better aggression, more tactical choices |
| Omen | Smoke cooldown increased, nearsight adjustments | Requires smarter utility management |
| Breach | Flash reduced to 2.25s, but windup faster and ult cheaper | More viable in coordinated plays |
| Killjoy | Alarmbot HP nerfed to 20, turret slows more | Repositioning needed for this sentinel main |
| Viper | Instant decay reduced from 30 to 10 | Less oppressive in chokes |
For a comprehensive comparison, check out the official Valorant patch notes for every detail.
What This Means for Your Gameplay
This patch prioritizes gunplay over utility spam. Expect more raw aim duels and less reliance on ability-heavy plays. Controllers like Omen face tougher utility management, while duelists need to adapt to reduced ability durations. The meta is shifting toward more mechanically skilled players who can win fights without overpowering utility.
Agent main? Consider diversifying your agent pool this patch. The nerfs hit nearly every agent, so flexibility will be your greatest asset in climbing rank this act.

Quick Tips for Adapting
- Practice your crosshair placement—gunplay matters more now
- Learn multiple agents across different roles
- Pay attention to the new cooldown timings for coordinated plays
- Test changes in custom games before ranked grinding
Want to master the new meta? Check out our Valorant agent guides and stay updated with latest Valorant news.
Pokemon GO Reuniclus: Best Moveset, Counters & Complete Guide
FAQs
Q1: When does Valorant Patch 11.08 go live?
The patch rolls out this Wednesday, bringing the biggest agent balancing update ever. Mark your calendars and prepare for ranked chaos!
Q2: Which agents got the hardest nerfs?
Vyse took major hits with reduced ult radius (32.5m to 26m) and increased activation time (3.4s to 4.4s). Gekko also faced significant nerfs with increased Wingman cooldown and reduced HP across abilities. However, Breach received compensatory buffs with faster windups and cheaper ultimates, making him more viable despite flash duration reductions.


