The final patch for the end of 2022 is finally here in Valorant and the full patch notes have been announced.
With changes to agents, update to gameplay systems, and damage changes, this will be a big patch.
However, the lead-up to patches 6 and onwards will be even bigger for the game.
Additionally, there is also a brand new game mode beta coming in this patch which may be implemented in 2023.
Any advice for the Riot Games Swiftplay Beta team can be submitted to them directly for improvements.
So, let's look at the full patch notes for Valorant patch 5.12!
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Patch Notes Highlights
Valorant Patch 5.12 Full Patch Notes
Valorant 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 Valorant 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 a 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 Incendiary and Viper’s Snakebite) now damage enemy utility (read more in the Gameplay Systems Updates), so we’ve increased the health of 1hp destructible 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 has been reduced.
Breach
Rolling Thunder (X)
- Ultimate Points increased 7 >>> 8
Chamber
Headhunter (Q)
- 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 at range.
Rendezvous (E)
- 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 verticals 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 by 80 >>> 50
- Trademark (C)
- 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 without a line of sight
- 30s cooldown on recall
- Destruction remains permanent
- Initial Arm Time increased 2s >>> 4s
- Health Increased 1 >>> 20
- Tour De Force (X)
- The fire rate decreased by 57.5%
- Slow
- This applies to both Trademark and Tour De Force
- Reduced duration 6s >>> 4s
Cypher
Trapwire (C)
- Health increased 1 >>> 20
Fade
Prowler (C)
- Health decreased 100 >>> 60
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!
- High Tide (E)
- Duration increased 12s >>> 15s
- Cascade (C)
- Duration increased 5s >>> 7s
KAY/O
- ZERO/POINT (E)
- Health increased 1 >>> 20
- NULL/cmd (C)
- Ultimate points increased 7 >>> 8
Killjoy
- Lockdown (X)
- Health increased by 150 >>> 200
- Nanoswarm (C)
- Health increased 1 >>> 20
Omen
- Paranoia (Q)
- Cost decreased by 300 >>> 250
Phoenix
- Blaze (C)
- Cost decreased by 200 >>> 150
Raze
- Boom Bot (C)
- Health decreased by 100 >>> 60
- Blast Pack (Q)
- Health increased 1 >>> 20
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.
- Barrier Orb (C)
- Fortify delay increased 3.0s >>> 3.3s
- Healing Orb (E)
- Self-heal total amount decreased60HP >>> 30HP
- Ally heal total amount increased 60HP>>> 100HP
Sova
- Recon Bolt (E)
- Health increased 1 >>> 20
Skye
- Trailblazer (Q)
- Cost increased 250 >>> 300
- Regrowth (C)
- Cost decreased by 200 >>> 150
Viper
We’re reeling in Viper’s Valorant 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 (X)
- Smoke integrity regen time 5.0 >>> 25.0
- Max time out of smoke decreased by 15.0 >>> 8.0
- Ultimate points required 7 >>> 8
Yoru
- Gatecrash (E)
- Health decreased by 100 >>> 60
- Cost decreased by 200 >>> 150
What’s that? Looks like several Agents are reviewing some important mission updates in The Range.
Valorant Gameplay System 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.
- Concuss, Nearsight, Detained
- Assist tail increased 2s >>> 3s
- Exiting Smokes
- Assist tail increased 1s >>> 2s
- Slow
- Assist tail increased 1s >>> 2s
- Suppression
- Added new 3s assist tail
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.
Brimstone
Incendiary now damages:
- Killjoy Nanoswarm
- Killjoy Alarmbot
- Killjoy Lockdown
- Cypher Trapwire
- Raze Blast Pack
- Sova Recon Bolt
- Reyna Leer
- Sage Barrier Orb
- KAY/O Knife
- Chamber Trademark
- Chamber Rendezvous
- Fade Prowler
Orbital Strike now damages:
- Chamber Rendezvous
Phoenix
Hothands bow damages:
- Cypher Trapwire
- Killjoy Nanoswarm
- Killjoy Alarmbot
- Killjoy Lockdown
- Raze Blast Pack
- Reyna Leer
- Sage Barrier Orb
- Sova Recon Bolt
- Fade Prowler
- KAY/O Knife
- Chamber Trademark
- Chamber Rendezvous
Blaze now damages:
- Cypher Trapwire
- Killjoy Nanoswarm
- Killjoy Alarmbot
- Killjoy Lockdown
- Raze Blast Pack
- Reyna Leer
- Sage Barrier Orb
- Sova Recon Bolt
- Fade Prowler
- KAY/O Knife
- Yoru Fakeout
- Chamber Trademark
- Chamber Rendezvouszero
KAY/O
FRAG/MENT: KAY/O now has a voiceover that tells his allies the number of enemies suppressed when the knife hits.
ZERO/POINT now damages:
- Fade Prowler
Killjoy
Nanoswarm now damages:
- Cypher Trapwire
- Killjoy Nanoswarm
- Killjoy Alarmbot
- Killjoy lockdown
- Raze Blast Pack
- Reyna Leer
- Sage Barrier Orb
- Sova Recon Bolt
- Chamber Trademark
- Chamber Rendezvous
- Fade Prowler
- KAY/O Knife
Raze
Blast Pack
Now damages:
- Fade Prowler
- Paint Shells
- Now damages:
- Fade Prowler
Sova
Shock Bolt
Now damages:
- Fade Prowler
- Hunters Fury
- Now damages:
- Raze Satchel
- Reyna Leer
- Fade Prowler
- Chamber Rendezvous
Viper
Snakebite
Now damages:
- Cypher Trapwire
- Killjoy Nanoswarm
- Killjoy Alarmbot
- Killjoy lockdown
- Raze Blast Pack
- Reyna Leer
- Sage Barrier Orb
- Skye Seekers
- Sova Recon Bolt
- Chamber Trademark
- Chamber Rendezvous
- Fade Prowler
- KAY/O Knife
Damage Multiplier Updates
With damage-over-time area abilities now universally damaging utility, we took a pass on damage multipliers. These 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.
Breach
- Aftershock now deals 250% >>> 100% damage to non-players
Brimstone
- Incendiary now deals 100% >>> 50% damage to non-players
KAY/O
- Fragment now deals 250% >>> 100% damage to non-players
Killjoy
- Nanoswarm now deals 100% >>> 50% damage to non-players
Phoenix
- Hot Hands now deals 100% >>> 50% damage to non-players
Raze
- Blast Pack now deals 1200% >>> 250% damage to non-players
- Paint Shells now deals 100% >>> 250% damage to non-players
- Boom Bot now deals 100% >>> 250% damage to non-players
Viper
- Snake Bite now deals 100% >>> 50% damage to non-player
Allied Ability Damage Immunity
The following abilities are now immune to allied damage.
Chamber
- Rendezvous
- Trademark
Cypher
- Spycam
Fade
- Prowler
- Haunt
KAY/O
- ZERO/POINT
Killjoy
- Alarmbot
- Lockdown
Raze
- Blastpack
- Boom Bot
Skye
- Seekers
- Trailblazer
Sova
- Owl Drone
- Recon Bolt
- Yoru
- Gatecrash
- Fakeout
Weapons 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 is:
- 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 from 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 the 600c bonus for winning a pistol
- 4250
- 4250
- Weapon and Credit carryover supported
- +600 credit bonus for winning the pistol round
- Standard Kill bonuses (+200c) and Spike Plant bonuses (+300c)
- 2 Ult points are granted at the start of each half
- Sudden death overtime
- The match time is approx. 15 minutes
Bug Fixes
- Fixed an issue where Phoenix would not be decayed by Viper for a short period after dying during Run It Back while decayed. (Thanks for the report Iyerfire)
- Fixed an issue where Cypher wasn’t able to place Trapwires on the glass panels by the yellow crate on Icebox.
- Fixed a bug where enemy Spycams or Turrets could trigger Cypher’s Trapwires.
- Fixed a bug where enemy knives could not damage Chamber’s Rendezvous teleport anchor.
- Fixed a bug where Boombot would explode on contact with Yoru’s Gatecrash beacons.