Valorant Wiki
Valorant Wiki
v5.10 <<< >>> v5.12 <<<
List of all patch notes
v6.0 >>>


The following is a list with all the changes made in patch v5.12.

Last patch before the end of the year—and it'll be a long one (last until Patch 6.0 goes live in January). Check out what we've got going on in Patch 5.12 below.

Agent Updates[]

With pro play heading into the offseason after the completion of an amazing Game Changers Championship, we're taking the opportunity to hit some broad updates we've been looking to make along with individual Agent changes.

We've increased the point costs of the Agent Ultimates that have large, site-wide footprints. These changes should reduce their overall frequency and increase counterplay against them at the strategic level.

In addition to the Ult adjustments, we've also made a tuning pass on Agent ability economy. The areas targeted in this pass include: Total loadout cost outliers (for their respective role), Agents with lack of pistol round buy options, and unintended power relative to the cost of the ability.

To wrap up the broad updates, we've taken a pass at the HP of destructible objects in the game. Damage-over-time area abilities (like Brimstone's Incindiary and Viper's Snakebite) now damage enemy utility (read more in the Gameplay Systems Updates), so we've increased the health of 1hp destructibles so that they aren't instantly vaporized—but can still be destroyed by one-shot in most situations. Also, Killjoy's Lockdown gets a bigger health bump to reduce the number of abilities that can destroy it solo. Boombot and Prowlers on the other hand have felt like they require unloading too many bullets given their other strengths, so the health of those abilities have been reduced.

Breach icon Breach[]

Chamber icon Chamber[]

  • Trademark Trademark
    • The trap is now range restricted
      • Trademark will disable when Chamber moves out of range, and reactivate once he is inside.
    • Can now be recalled mid-round
      • Does not require line of sight
    • 30s cooldown on recall
      • Destruction remains permanent
    • Initial Arm Time increased 2s >>> 4s
    • Health Increased 1 >>> 20
  • Headhunter Headhunter
    • Updated Stability Curve
      • Spread increased after 2nd bullet, when spamming. This is explicitly meant to reduce low-precision body-shot spam as an effective combat measure.
  • Rendezvous Rendezvous
    • Chamber now places a single anchor that can be teleported to while inside its range
      • Radius increased 7.5m >>> 13m
    • Removed teleport activation height restriction
      • You can teleport to the Anchor while on different verticality so long as you are within its radius.
    • Increased weapon equip time after teleporting 0.4s >>> 0.7s
      • Headhunter is unaffected by this change
    • Destroying Rendezvous teleport anchor now disables it for the remainder of the round, instead of being placed on a cooldown.
    • Chamber no longer incurs an additional cooldown when recalling his Anchor after teleporting.
    • Health decreased 80 >>> 50
  • Slow
    • Reduced duration 6s >>> 4s

Cypher icon Cypher[]

Fade icon Fade[]

  • Prowler Prowler
    • Health decreased 100 >>> 60

Harbor icon Harbor[]

We're back again with small Harbor buffs. It is hard to learn a new Controller smoke style and we hope these changes make it easier for Harbor's vision block to last long enough to finish executing with their team, while also providing wall smoke duration that's on par with Viper. We'll continue to monitor Harbor's strength and see if we need to make any more waves. Chalo!

KAYO icon KAY/O[]

  • NULL-cmd NULL/cmd
    • Ultimate points increased 7 >>> 8

Killjoy icon Killjoy[]

Omen icon Omen[]

Phoenix icon Phoenix[]

  • Blaze Blaze
    • Cost decreased 200 >>> 150

Raze icon Raze[]

Sage icon Sage[]

We're looking to slightly refine Sage's strengths to be more about fortifying areas she controls and helping allies, rather than offense-focused with her utility. We're hoping the heal update will push her power and satisfaction when fully healing others while creating tradeoffs for playing Sage overly aggressive and relying on self-healing.

  • Healing Orb Healing Orb
    • Self heal total amount decreased 60HP >>> 30HP
    • Ally heal total amount increased 60HP >>> 100HP

Skye icon Skye[]

Sova icon Sova[]

Viper icon Viper[]

We're reeling in Viper's ability to play outside of her ultimate's smoke area. These changes will anchor Viper more to her ultimate and allow coordinated retakes against Viper's Pit to be more successful.

  • Viper's Pit Viper's Pit
    • Smoke integrity regen time 5.0 >>> 25.0
    • Max time out of smoke decreased 15.0 >>> 8.0
    • Ultimate points required 7 >>> 8

Yoru icon Yoru[]

  • Gatecrash Gatecrash
    • Health decreased 100 >>> 60
    • Cost decreased 200 >>> 150

General[]

  • What's that? Looks like several Agents are reviewing some important mission updates in The Range.

Gameplay Systems Updates[]

Assist tail tuning[]

Assist tails are the “grace period” duration after a debuff has expired where a player will still be awarded an assist for debuffing the killed target.


Damage Interaction Updates[]

  • Abilities that output damage will now universally damage enemy objects that can be damaged. Exceptions are made for Skye Trailblazer & Cypher Trapwire that only deal damage to players.
    • We want to ensure that abilities are interacting in a consistent manner across the board. We want you to spend time thinking about how to approach utility in-game, rather than wondering if you can in the first place.

Damage Multiplier Updates[]

With damage-over-time area abilities now universally damaging utility, we took a pass on damage multipliers. These area damage abilities cover a wide space and deal large amounts of damage over their duration. We've reduced their non-player output to 50% of base damage to prevent instant destruction of enemy utility and to ensure abilities with higher health, such as Sage Barrier Orb, retain their relevant impact.

Notice
For abilities that deal damage over time (marked with an asterisk), these modifiers do not affect all non-player objects. This also affects Blaze Blaze. See Health#Abilities for more details.


  • Raze icon Raze
    • Blast Pack Blast Pack now deals 1200% >>> 250% damage to non-players
    • Paint Shells Paint Shells now deals 100% >>> 250% damage to non-players
    • Boom Bot Boom Bot now deals 100% >>> 250% damage to non-players

Allied Ability Damage Immunity[]

The following abilities are now immune to allied damage.

Weapon Updates[]

Spectre[]

We felt the Spectre was overperforming at mid to long ranges and, as a result, was crowding out other options on partial buys.

  • Added a third damage range to the Spectre and updated distances. New distances and body shot damage are:
    • 0-15m, 26 damage.
    • 15m-30m, 22 damage.
    • 30m+, 20 damage.
  • For reference, the old ranges and damages were:
    • 0-20m, 26 damage.
    • 20m+, 22 damage.

Modes Updates[]

Swiftplay Beta[]

Swiftplay Beta is playable Dec. 6 through Jan. 10, 2023. Please jump in, help us test this new game mode, and give us your feedback!

  • Similar to the standard 5v5 Unrated mode, but condensed:
    • First to 5 rounds, 4-round half
    • Spike mode victory conditions
      • Single Spike carrier
    • Set Credit amounts granted at the start of the round
      • 800
      • 2400*
        • Not including 600c bonus for winning pistol
      • 4250
      • 4250
    • Weapon and Credit carryover supported
    • +600 credit bonus for winning pistol round
    • Standard Kill bonuses (+200c) and Spike Plant bonuses (+300c)
    • 2 Ult points granted at the start of each half
    • Sudden death overtime
    • Match time is approx. 15 minutes

Bug Fixes[]