VALORANT Patch 11.08 is scheduled to arrive on October 15 as part of V25 Act VI. Riot has posted a broad set of changes that touch almost every role, several weapons, and two maps. These are not minor tune-ups; they change basic ability timings and how specific agents play, so players will need to learn slightly different reads and fights.
Patch Notes – VALORANT Patch 11.08
Overview
The update aims to raise the skill ceiling by standardizing several effects and shifting how abilities interact in fights. Riot announced the set of changes on social media; the post is linked below.
Patch 11.08 Gameplay Updates // S25 Act 6 Trailer pic.twitter.com/IIkEalxJ9A
— VALORANT (@VALORANT) October 12, 2025
Controllers
Across all Controller agents: nearsighted vision range has been increased, making it easier to counter area-denial abilities at the edge of their effects. Stim effects were slightly reduced to give opponents a clearer chance during engagements.
- Concussion durations have been made uniform across agents.
- Astra’s Gravity Pull fragile effect reduced from 5 seconds to 2.5 seconds.
- Rechargeable ability cooldowns are now 60 seconds for all agents.
- Omen’s Paranoia covers a smaller area but travels faster.
- Players moving through Viper’s Pit, Poison Cloud or Toxic Screen suffer less instant HP decay.
Initiators
Nearsighted vision is increased to seven metres for Initiators. Stun durations have been standardized, except when ultimates are involved.
- When KAY/O’s ultimate is active, gunfire behaves similarly to other stim-type effects such as Brimstone’s Stim Beacon or Reyna’s Empress.
- Rechargeable ability cooldowns are 60 seconds.
- All flash durations standardised to 2.25 seconds.
- Gekko: increased cooldown after reclaiming abilities; Wingman and Thrash have lower HP.
- Breach: faster wind-up on his stun; ultimate now requires eight points instead of the previous cost.
Sentinels
- Vyse’s Razorvines now have reduced HP for better counterplay; ultimate covers a smaller area and takes longer to activate. Her flash will no longer play a hit confirmation sound.
- Sentinel barriers have reduced HP and cost.
- Killjoy: turret HP lowered and reactivation delay increased when re-entering its range; turret now slows enemies more effectively.
- Cypher: tripwires no longer concuss enemies and now only slow them.
Duelists
- Concuss and stim effects are standardized.
- Yoru: Gatecrash HP reduced; a sound cue now indicates whether a teleport is real or fake; teleport use limited to his ultimate; maximum flash duration reduced to 1.5 seconds.
- Neon: sprint duration increased but fuel recharges more slowly.
- Waylay and Iso: nerfs to durations and areas of effect. Waylay’s ultimate winds up faster but grants a smaller movement speed buff.
We're shaving power off of Yoru & Neon to let other Agents shine. AOE Ultimate sizes and debuff durations are also being adjusted to match the roster-wide changes this update. pic.twitter.com/PkriXkvBEX
— VALORANT (@VALORANT) October 12, 2025
Weapons
Protected bullets are being adjusted to make shooting more predictable across most weapons. Recoil and spray patterns have been tweaked to make control marginally easier.
- All weapons except the Guardian receive protected-bullet adjustments.
- Spectre: tap fire improved.
- Stinger: spray pattern now kicks in sooner.
Pearl and Abyss map changes
Abyss’ B Site and Mid receive layout updates, and Pearl’s B Site is also changed.
VALORANT Patch 11.08 in Pro Play
If you have thoughts on how these adjustments might change your play, leave a comment or chat with us over on X, Bluesky or our YouTube channel.