Valorant Patch Notes Breakdown (Patch 1.08)

Valorant Patch Notes Breakdown (Patch 1.08)

Valorant Patch Rundown (Patch 1.08)

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 created in collaboration with Immortal+ players from our team from both NA and EU.

Patch 1.08 didn’t have many changes so we’ve kept the notes for Patch 1.07 as a reference to give you more context.

Patch 1.08

valorant patch 1.08

Agent Updates

Raze (nerfed)
  • Blast Pack
    • Initial damage reduced to 15 with a .2 meter inner radius, falling off to 5 minimum damage
    • Once the satchel lands, it arms after .5 seconds, increasing its max damage to 50
    • Shooting the blast pack causes it to detonate, dealing its current damage amount
    • Satchel no longer does damage to allies

This change has been widely requested for a long time – the TLDR is that it makes Raze’s Blast Pack more tuned towards utility and away from damage.

The Blast Pack can still deal damage, but it won’t be as bursty since it requires a .5 second delay for it to deal the max damage of 50.

It may seem like a small amount of time but seconds matter in Valorant and every little bit helps when it comes to consistency.

If her enemies are ready to react, they may be able to avoid taking the full amount of damage or force the Raze to only deal the 15.

Overall, it won’t change her place in the meta too much and it will be nice for Raze and her teammates to not have to worry about friendly fire when she’s jumping all over the map.

Gun Updates

Guardian (buffed)
  • Price reduced from 2500 >>> 2400
  • Improved Rate of fire from 4.75 >>> 5.25 RPS (rounds per second)
  • Improved weapon recovery from .35 after 3 bullets to .2925 after 3 bullets

Guardian has been receiving gradual buffs over time and it has been seeing slightly more play but it’s still a rare sight.

These buffs will make it slightly more attractive as a mid-price option but it’s still going to be pretty niche since one-tap players will either want to eco with Sheriff or just save for the Vandal.

Patch 1.07

valorant patch 1.07

Agent Updates

Breach (buffed)
  • Concussion
    • Concuss now de-scopes players and prevents re-scoping
  • Flashpoint
    • Off-screen flashes now match behavior of other flashes in the game and apply a minimum amount of flash more aggressively
    • Charges increased from 2 >>> 3
    • Reduced windup time from 0.6 seconds >>> 0.5 seconds
  • Rolling Thunder
    • Detonation delay between blasts decreased from 0.3 >>> 0.255

With three of his four abilities seeing impactful buffs, Breach’s stock is rising like crazy this patch. The major change that is seeing the most discussion is the change to his E, which now de-scopes players and prevents re-scoping.

This gives Breach a unique and valuable tool in a meta where Operators have felt dominant. Teams will now have more options besides smokes as counterplay against OPers.

Additionally, Breach is getting some upgrades to his Flashpoint with an additional charge (now he’s the only agent with more than two flashes) and a reduced windup time to make it harder for his enemies to react to it.

Lastly, his ultimate, Rolling Thunder, will also be more effective with a decreased delay between its blasts. Expect to see a lot more Breach in your matches!

Sova (buffed)
  • Updated the physics on Sova’s cape so that it should wiggle outside his hitbox less frequently
  • Polish work on Sova’s 1P hands to bring them up to the fidelity bar of the rest of our agents

Nothing major here but having a cape that doesn’t reveal your location as often may save your life occasionally.

Viper (buffed)
  • Decay
    • Decay on all smoke abilities no longer affects allies
  • Toxic Screen
    • Can now be placed during the buy phase of rounds, through spawn barriers
    • Toxic Screen now goes up faster along it’s full length, once it starts to form
  • Viper’s Pit
    • The area of Viper’s Pit is now shown on her team’s minimap when deployed

Viper received a lot of buffs in Patch 1.02 that were definitely good but weren’t enough to move the needle significantly for her. She was just too committal, a bit clunky, and it could be difficult for her teammates to play around her unique kit.

This new round of buffs will make her a lot easier to use and simpler for her team to play around.

For example, now that Viper’s allies no longer have to worry about Decay, they don’t need to think twice about entering her smoke. They’ll even be able to lurk inside her ultimate.

Secondly, with the buffs to Toxic Screen, Viper now opens up new creative possibilities, such as being able to set up an aggressive rush where a Site is split from the beginning of the round

Lastly, being able to see the area of Viper’s Pit on the minimap isn’t that big of a deal but it may help in understanding how the enemies may maneuver around it in relation to the rest of the map.

Killjoy (nerfed)
  • Nanoswarm
    • Added a brief windup before damage begins
    • DPS reduced from 60 >>> 40
    • Visual effects have been added to make it easier to spot the grenade on the ground Stealth audio range has been slightly increased
  • Turret
    • No longer revealed by Sova’s Recon Bolt
    • More effectively shoots at an enemy’s last known location

Killjoy has taken a hit to one of the strongest parts of her kit, the Nanoswarm remote molly. It’ll deal less damage, easier to jump out of, and will be easier to notice and destroy.

A big thing to note here is that she’ll still be able to stick her Nanoswarm into parts of the terrain so overall, she will still be fine if you know her ability lineups.

She’ll be less consistent in getting as many free kills but she’ll still do a good job of doing delaying duties as a Sentinel.

Her Turret changes are nice but won’t make that much of a difference.

Sage (nerfed)
  • Barrier Orb
    • Cost reduced from 400 >>> 300
    • Fortifying Barrier: Wall forms at 400 HP—after a 3 second delay, the wall becomes fortified to 800 HP
  • Heal
    • Heal reduced from 100 over 5 seconds >>> 60 over 5 seconds
    • Self heal reduced from 100 over 5 seconds >>> 60 over 10 seconds
  • Slow Orb
    • Size reduced by 30%

Sorry Sage mains, this is going to be rough. Sage was already falling out of favor in pro play as more Sageless comps began to see action.

With this round of nerfs, she’s losing effectiveness as a healer and a delayer, two aspects that are supposed to be her strengths.

Now that her Barrier Orb has a 3 second delay where it has halved health, Sage will be much worse on offense since it’ll melt like butter if you try to split a site for a spike plant.

A common example of this would be on Haven where Sages would wall off by the truck to plant toward U-hall and A Short.

Next up, her heal is much worse as it no longer restores 100 health, but only 60. The heal was already on a very long cooldown and now, when you do heal, it doesn’t even bring you back to full.

She also loses self-sufficiency as battle Sages are nerfed even more since self-healing for 60 takes 10 seconds instead of 5 seconds (the rate that she heals her allies).

The cherry on top is that the area of effect for her Slow Orb has been reduced by 30%, reducing her overall delaying capabilities and increasing her need for precision.

Weapon Updates

Vandal (buffed)
  • Increased firing rate from 9.25 >>> 9.75
  • Increased damage from 39 >>> 40

These changes will make the Vandal more forgiving if you find yourself in situations where you have to spray or you’re missing your headshots.

It will still be outmatched by the Phantom as closer ranges but now you don’t need to be a one-tap god to consider using it.

Shotguns (nerfed)
  • All Shotguns
    • When getting headshot by a shotgun, the aimpunch will be lower than all the other weapons
    • Hitting an enemy past 10 meters will apply a different tagging value to them instead of the standard tagging
      • New tagging: 30% slow for .5s on a smooth curve going back to normal speed
  • Judge
    • Price increased from 1500 >>> 1600
  • Shorty
    • 1st falloff range reduced from 9m >>> 7m
    • Updated headshot multiplier from 3x >>> 2x (now the same as Judge and Bucky)

Shotguns could sometimes feel unfair or against your expectations so these changes will make them feel more “realistic”. Overall, if you’re in closer range as they’re intended, they will still do their intended job. This could be seen as a slight nerf to Jett/Raze players but shotguns can definitely still be viable for them, you’ll just need a bit more precision.

That concludes our Valorant patch breakdown for 1.07! Be sure to check out to see how these changes affected our Valorant agent tier list.