UPDATE: This patch rolled back and delayed by VALORANT Devs due to complicated technical problems.
Real talk: 1.11 has been a technical nightmare.
— VALORANT (@PlayVALORANT) October 27, 2020
In 30 minutes, we'll be rolling back the patch for North America, Brazil, and LATAM (one at a time). We're also delaying all other regions until we get a fix. We know we've said this every patch, but thanks for sticking by. [1/2]
Hello Agents! VALORANT 1.11 Patch is live. New agent Skye joins us in this patch. There are also some champion and competition updates. Let’s take a look.
This patch Skye enters the fray, Initiators and most Sentinel Agents get balanced, and the Economy ruleset is tuned. And those are just the highlights.
— VALORANT (@PlayVALORANT) October 27, 2020
Read all about it: https://t.co/OgamZwFKuH pic.twitter.com/vdqLUCnemV
Agent Updates
Available with patch 1.11

SKYE joins the VALORANT roster!
After spending two weeks in competitive ranks, Skye will be playable in official esports competitions (eg First Strike). |
Max Grossman, the Principal Character Designer of VALORANT, said that in order not to disturb the balance in the game as First Strike is approaching, there will be no major changes that deeply affect team strategies for this patch. He added, however, that minor balance changes could occur in the early days of First Strike.
INITIATORS
Flash Tuning: The fade out of the flash debuff remains the same duration but now fades slower at the start |
- VALORANT increased the duration of the debuff effects of some Initiator abilities so that Initiators make their entry easier.
- This way, Initiators will have the chance to provide more time for their teammates’ entries This will also add more value to the difference between Duelists and Initiators.

BREACH
Full flash time increased from 1.75 >>> 2 |
SENTINELS
- It was a bit difficult to outplay Sentinels. With debuffs to abilities such as Cypher’s Trapwire and Spycam, you will now have the chance to create more opportunities against them. These trap abilities will now be disabled when the player who set the trap dies, so Sentinels will think twice when placing their abilities.

CYPHER
Trapwire | Disabled and revealed upon death |
Spy Camera | Disabled and revealed upon death |

KILLJOY
- Killjoy is a Sentinel preferred by many VALORANT players since her debut. The latest Sentinel will now need to be near her toys in order keep them active. With this debuff, Killjoy’s ability to observe the entire map will decrease, but it is still necessary to maintain balance in the game. Calm down, calm down… No one take Killjoy down easily with those gadgets.
Deactivation Range | Alarmbot and Turret now deactivate if she is more than 40m away from them—reentering the 40m range reactivates her little friends. |
Turret | Cooldown after pickup reduced from 20 seconds >>> 10 seconds |
Alarmbot | Range at which Alarmbot can be detected decreased from 9m >>> 7m Cooldown after pickup reduced from 20 seconds >>> 7 seconds |
Nanoswarm | Range at which Nanoswarm can be detected decreased from 5m >>> 3.5m Damage increased from 40/s >>> 45/s Damage now ticks smoother and faster while in Nanoswarm, instead of in chunks of 10 every ¼ of a second |
Competitive Updates
Available with patch 1.11
Icebox enters the Competitive map rotation ◦ Icebox will be available for use in official esports competition (e.g., First Strike) after four weeks in Competitive queue (November 29, barring any issues) |
Shorter Unrated queue times for the highest-rank players |
Added location of the current gamepod to the loading screen for all modes |
Adjusted Combat Score to factor in non-damaging assists |
- High-tier players will now wait less when they want to play competitive games. Also, abilities that no longer deal damage (such as crowd control effects) will be reflected in the combat score as assists.
Game Mode Updates
Available with patch 1.11
“Play Out All Rounds” option now available in custom game lobby options, |
Games Systems
Available with patch 1.11
Updates to Economy Ruleset
Attackers who lose but survive the entire round without planting the Spike receive a reduced number of credits (1,000) |
Defenders who lose but survive the entire round after the Spike has detonated also receive reduced credits (1,000) |
Dying to the Spike will no longer count as a death in KDA statistics |
Additional economic information added as a tooltip when hovering over the exclamation mark next to “Min Next Round” in the shop |

Context: These changes are intended to increase richness in decision making regarding when it is worthwhile to save your gear vs. go for the round win. Additionally, this will allow teams that can secure round wins to more effectively chip away at the economy of opponents that opt to save out expensive weapons on a round loss.
Other Changes
Minor improvements to observer flashed indicator |
New setting for observers: ‘Show Player Keybinds on Map’ |
New Custom Game Option: ‘Play Out All Rounds’ ◦ Both teams play a full 12 rounds on both attacker & defender sides, followed by overtime/endgame (if applicable) |
Quality of Life
Available with patch 1.11

LEFT-HAND MODE IS ON!
Left-handed view model is now available for players. Players can swap their first person view-model to left handed by going to the settings menu and swapping their view model to “Left-Handed”. Changing this will also show all other players as left-handed when spectating. |
You can now send a direct message by clicking a friend’s name in chat instead of having to type their name out. Thank god. |
Players that have been AFK or alt-tabbed for more than 5 minutes will now appear as ‘Away’ in the Social Panel |
Adjusted team colors to remain fixed for the full duration of a game for observers instead of having the Attacking side always appear as red, and the defending side always appear as green ◦The experience of having teams switch colors at the half from a viewer perspective was a bit confusing, and also led to some difficulties for broadcasters to match their overlays to this behavior. This change will allow the viewers and tournament organizers to have a more consistent experience for the entirety of a game. |
Bug Fixes
Available with patch 1.11
Fixed one source of combat hitches we’ve seen from player reports |
Jett now can’t rope dash lel (lel is not an addition by us… we know.. amusing.) |
Fixed a bug where incoming Party invites would remain active in the Social Panel after being declined |
Players no longer see the spike location when reconnecting to a game |
Fixed issue where player corpses could cause collision issues |
Sage wall segments no longer breaks if a player dies on top of them |
Fixed a bug that would disable queueing for any mode if a player closed the client during the Match Found countdown. |
Fixed a bug that was displaying Act Rank badge on the MVP screen outside of Competitive Queue. |
This is the end of the VALORANT 1.11 Patch Notes! Do you like new agent Skye? Stay tuned for the next series of VALORANT updates!
Check out our VALORANT Guides covering all Agents, Weapons & Maps below!
- Agents Guide – All Agents and Their Abilities
- Weapons Guide – All Weapons and Stats
- Maps Guide – All Maps and Tactics
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