VALORANT Patch Notes 4.08

The Agent of your dreams is here, ready to turn them into nightmares. Patch 4.08 introduces the next Initiator Agent, Fade, to the roster, you get new tiers of exclusives in the Battlepass, and access to a skinline that pops.

You know about Jett, and now it’s time to learn about mix ups with Sova and Neon that should round out the last few months of impactful Agent balance. Competitive 5-stacks also get some love.






The team loves what Jett has continually brought to the fight, but as the game has evolved, some of her impacts have pushed beyond what we think is healthy for the tactical promise of VALORANT. Our update to Tailwind aims to address these concerns while maintaining the aggressive site takes and awe inspiring highlight plays Jett should bring to the roster. Check out our full article on the Jett update here for a complete breakdown of our approach and the philosophies that drove this update. We expect this change to have ripple effects on the Agents around Jett and the ecosystem overall, so we’ll keep a close eye not only on Jett, but any cascading impacts on the entire roster.

Tailwind Upon pressing E, Jett consumes her Tailwind charge and after a .75 second delay, activates a 12-second window where she’s able to dash on next key pressJett’s Tailwind charge can still be regained with 2 killsTo keep parity with the changes to Jett dash, the functionality for Dash during Knife rounds in Escalation will be adjusted


We’ve been keeping an eye on Neon and wanted to make some quality of life changes to help remove some friction when playing as, or with, Neon.

GeneralBattery energy received upon killing an enemy increased 25%>>>100%
High Gear We’ve noticed Neon has faced some friction when using movement to lead into combat, specifically failed inputs due to the velocity restriction. We hope these changes help with making her slide a lot more natural when engaging in fights. Slide cannot be cast during equip delayVelocity restriction removedNeon can now slide sideways and forward, and only requires that she is movingEnergy drain increased 6.7/s>>>10/s
Fast LaneWall damage removedThis change is intended to push Fast Lane into a more attractive option for Neon, or for an ally by preventing the disruptive portion of doing incidental damage and by adding a bit of safety moving forward.


At high-level ranked or pro play, Sova’s been a staple for quite some time. While his power has not been felt as viscerally as Jett’s, his impact in coordinated settings is nearly unmatched. We wanted to focus on addressing the amount of space that the Owl Drone practically guaranteed, and introduce additional counter play opportunities for opponents. A reduced Drone duration means Sova has to incur more risk in his positioning to clear deeper angles, and the adjustments to ping reveal (below) give opponents more opportunity to mix up their repositioning without feeling forced to completely exit the area. Shock Dart has also taken a hit as we continue to sharpen damage outputs on non-ultimate abilities, so that they kill less frequently

Owl DroneDuration reduced 10s >>> 7sHealth reduced 125 >>> 100Dart RevealNumber of reveal pings reduced 3 >>> 2Initial delay before first ping reveals increased 1.2s >>> 1.6s**Delay between the first and second ping remains 1.2s Quality of LifeChanged crosshair color to green to better stand out against the white HUDRemoved delay on [Target Hit] confirmation text[Target Hit] confirmation text now remains on the player HUD when transitioning out of Owl Drone.[Target Hit] confirmation text now remains on screen for 2s, previously 1sAdjusted audio on drone dart hits for both Sova, and the player hit, to make confirmations more noticeableFixed a bug with Owl Drone, where the Dart Cooldown UI element would not properly update after tagging an opponent.
Shock DartMax Damage decreased 90 >>> 75Radial damage has been scaled in accordance with new max damage.


  • Jett’s Bladestorm, Raze’s Showstopper, and Sova’s Hunter’s Fury will now show how much ammo they have left when equipped


5-Stack Queues

  • Reduced Rank Rating gain/loss penalty for different 5-stack configurations
    • If EVERYONE in your party is Iron–Diamond 2:
      • No RR penalty if within normal grouping
      • 25% RR penalty for all players if any player falls outside of normal grouping
    • If ANYONE in your party is Diamond 3–Immortal 3 (but no one in your party is Radiant)
      • 25% RR penalty for all players
    • If ANYONE in your party is Radiant
      • 75% RR penalty for all players
  • Tuned matchmaking to reduce wait time for 5-stacks
  • You can read the basics on how Rank Rating penalties work for 5-stacks in our previous patch notes.



  • Fixed a bug where Jett could find herself unable to use abilities or weapons when using Tailwind immediately after depleting her Bladestorm daggers
  • Fixed a bug where Yoru could teleport out of bounds when using Gatecrash
  • Fixed various exploits allowing Yoru to use weapons before fully decloaking at the end of his ultimate


  • Fixed a bug in the Shooting Range where bots would respawn unarmed

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