Valorant Patch Notes Breakdown (Patch 2.03)

Valorant Patch Notes Breakdown (Patch 2.03)

Patch Notes Breakdown 2.02

Welcome to our Valorant patch breakdown! We’ll be discussing all the buffs, nerfs, and adjustments related to agents, guns, maps, and more for every patch.

Our goal is to help make your transition to new patches as smooth as possible so you can ahead of the competition.

We suggest following along with the official patch notes for more insight on their explanations related to game design.

Lastly, this breakdown is written by an Immortal 3+ player, so valuations and opinions on the commented patches are viewed from a highly skilled player’s perspective.

Patch 2.03

Valorant Patch 2.03 highlights

You’re almost there, Rito!

Two out of three very much asked for weapon changes were implemented in this newest patch 2.03. The highly criticized Stinger was humbled by adding a degree of mastery to the weapon and the price of the Frenzy was also slightly adjusted.

“But where are the Bucky changes?” you may ask…rightfully. Well, instead of fixing the ridiculous range behavior of the Bucky, the developers decided to prioritize a cost decrease of the Marshal to give players an alternative for the Stinger in this price area.

So, two out of three. But I’m sure the community feedback regarding the Bucky was heard by the developers and we’ll see a significant change to it in another future patch.

Oh, and don’t forget the newest game mode, Escalation. You can read all about it in detail in this story which was published by Riot earlier this week because in this breakdown we’re not going to go further into the matter than mentioning it.

Agent Updates


Reyna received a dual nerf and buff in this update.

Overall, the adjusted new balance of the agent is supposed to favor coordinated play and a team environment rather than solely Ranked ladder usage alias selfish play.

Until now, the distribution was pretty much the other way around: Very popular in Valorant solo queue but not so much in official team-based matchups and tournaments.

  • Maximum Devour (Q) and Dismiss (E) charges reduced: 4 >>> 2

The overall agility and her really annoying playstyle was capped to single use only.

Constant re-aggression with Reyna now is significantly more dangerous since she only can escape tricky situations once and also can heal herself only one time.

  • Slain enemies that Reyna has damaged in the last 3 seconds now drop Soul Orbs, even if Reyna does not land the killing shot

A change that favors good teamplay. Now Reyna doesn’t necessarily has to get the kill to utilize her abilities.

Double-peeking and well-planned setups with teammates pay off even more so. A solid buff.

  • Cost of Devour and Dismiss charges increased: 100 >>> 200

A simple price increase which surely isn’t welcomed by Reyna Mains but actually shouldn’t have that much of an impact.

Since the overall number of charges of her Devour and Dismiss were reduced also, the bank management while playing Reyna is pretty much going to be the same going forward.


Yoru’s ability Gatecrash, better known as his teleport orb, and his Ultimate Dimensional Drift both were victim to Yoru’s first changes after the initial release of the agent.

However, Valorant’s developers assured us these changes aren’t going to the only ones. Adjustments included in this patch are only supposed to slightly improve his use today – as a provisional fix so to speak.

  • Gatecrash now displays the range at which the tether can be seen by enemies while moving on the minimap
  • The range that enemies are able to hear the audio of a Gatecrash teleport is now displayed on the minimap

Nothing regarding the effectiveness of Yoru’s Gatecrash changed with this patch. Just the ranges of vision and sound onto the Gatecrash are easier to retrace from now on.

Nothing big but maybe this will prevent any potential uncertainty about its functionality on part of the players.

  • While in Dimensional Drift, Yoru’s minimap is now visible

Pure quality of life improvement for all Yoru players – if there are any nowadays. Being able to maneuver based on the minimap can really be useful while in the Ult.

  • Enemies within Yoru’s vision range, while in Dimensional Drift, are now revealed to ally minimaps, as well

This could become a huge selling point for Yoru’s Ult. Communicating the enemies you see and their positions while using your Ult is too much to ask from most Yoru players in Ranked.

With this patch the spotted enemies automatically pop up on the minimap and you have the information while Yoru can concentrate on his own game.

  • Dimensional Drift can no longer body block enemies

Fast! Carefully archive the Reddit clips in which Yoru blocks enemies into a corner and waits for his allies to arrive because that’s history now. With this patch you just glide straight through other player models when trying to run in each other.

  • The audio of the Incendiary’s lingering fire zone will be easier to hear when other actions and sounds occur nearby

In some situations it was nearly impossible to notice an exploded Brimstone molotov on the Spike while there are for example an additional Jett smoke, Killjoy’s Nanoswarms and another Omen Smoke placed.

Distinguishing the sounds from each other should now be a lot easier and maybe next time you don’t burn yourself while trying to defuse.

  • The audio of the Hot Hands lingering fire zone will be easier to hear when other actions and sounds occur nearby

The same principle explained for Brimstone’s Incendiary update goes for Phoenix’s Hot Hands. Making it more easy to distinguish sounds from each other is the main target of this and also Brimstone’s change.

Weapon Updates

  • Movement speed when zoomed is now at 90% of unzoomed movement speed (previously, zoomed movement speed was 76% of unzoomed)

Whether this change is a huge improvement for you personally is highly depending on your playstyle with Snipers.

Are you more of an agile player who quickly repositions after firing one shot and re-peeks? Great! This probably is a beloved change for you.

But if you are someone that most of the time only holds angles and withdraws after enemy contact, it’s not a huge deal for your kind.

  • Price decrease 1100 >>> 1000
  • Zoom magnification increased 2.5x >>> 3.5x

In addition to the movement speed there are little changes to the price point of the Marshal and the zoom.

Both updated features are going to show their full effect in the coming weeks but in general it’s safe to say that the Marshal is more viable than ever and maybe has the potential to replace the popular Stinger purchases in Eco rounds for the future.


Both Full Auto Fire and Burst Fire of the Stinger received many changes. In the following I’m going to view the Stinger update as a whole instead of commenting on every single change individually.

  • Price increased from 1000 >>> 1100
  • Full auto fire rate reduced from 18 >>> 16
  • Full auto fire now reaches max spread at bullet 4, instead of bullet 6
  • Adjusted pitch (vertical) recoil curve for full auto, recoil climbs more aggressively past the 3rd bullet
  • Decreased yaw switch bullet protection at full auto count from 4 >>> 3 on Full-Auto
  • Adjusted pitch (vertical) recoil to be more aggressive after the first burst
  • Added more error on bursts after the first one
  • Improved recovery time on burst mode from .45 >>> .4

In summary, fire rate was reduced, spread and fire error was increased and the recoil of the Stinger is more aggressive i.e. hard to control from now on.

It really sounds like the Stinger is not an effective gun. But the stats of the Stinger never sounded that nice, to begin with, nonetheless, it absolutely ruled in close range encounters.

I really hope this update represents the fatal blow to the Stinger and the strength of this gun now resembles the small price point a bit more.

  • Price Increased from 400 >>> 500

To round it off, the Frenzy also received a price increase of ¤ 100 credits so that players can’t afford both a Frenzy and small kevlar (¤ 400 credits) in pistol rounds anymore.

Quality of Life

  • All sprays will now be destroyed on round start

As the name of the section states, this is a nice quality of life change. To properly comment on the update regarding sprays I’m just going to leave a community clip right here.

I hope you didn’t get fooled by this while it was still possible but if you did you’re surely going to be pleased by this change.

That concludes our Valorant patch breakdown for 2.03! Be sure to check out to see how these changes affected our Valorant agent tier list.