recursal/Fanatic-Fandom huggingface dataset:
Orbital Strike

## Description

Launch a laser at the selected location, dealing high damage-over-time.

For Ultimate costs or Ability cooldowns in Team Deathmatch, see here.

— In-game description

**Orbital Strike** is an ultimate ability for Brimstone.

## Description

Orbital Strike is a Deterrent ability that Brimstone has to equip before casting. Upon doing so, a tactical display of the map he is on will appear. This display is centered on Brimstone's location and will adjust as he moves but it has a maximum radius and will not display the entire map. Once the display is set up, Brimstone can select a location instantly cast the ability at the selected location.

Upon activation, the laser will begin to charge up for a brief duration. During this time, all players will see a visual indicator of the position the laser will cover and they will hear an audio cue of the laser winding up. If they are within the targeted area both during the windup and whilst the laser is active, warning VFX will also appear on their screen.

Once charged up, the laser will instantly cover the entire targeted area and begin dealing damage to anyone within it. It also acts as a vision blocker, blocking line of sight and preventing abilities that require line of sight from affecting targets through the laser. Towards the end of its duration the laser will fade away, receding from its maximum radius towards the center but continuing to deal damage in any area that it is still covering. The laser will always deal damage to agents at the same rate, but they will take more total damage over the ability's full duration if they are at its center compared to an agent who is closer to the edge of the area as it recedes.

Orbital Strike equippedOrbital Strike castOrbital Strike windupOrbital Strike activated
## Stats

a Verified using the Range's training dummy

b Inferred from tick rate and total damage values

## Update History

**v7.04**
* Ultimate points increased 7 >>> 8

**v7.02**

* Fixed issue where Orbital Strike did not damage the cocoon of  Deadlock’s  Annihilation.

**v6.10**

* Updated the size of targeting reticles so that they match their size before the update that shipped in patch 6.08.
* Removed the mouse cursor that was displayed

**Undocumented (6.08-7.04)**

* Now damages map objects

**v6.08**

* Updated targeting visuals to help players with precision placement on the map.

**v6.0**

* Now properly damages Harbor's  Cove

**v5.12**

* Now deals damage to Chamber's  Rendezvous

**v4.04**

* Fixed Yoru's  Gatecrash icon showing up as a big white circle on Brimstone's targeting map

**v4.03**

* Now properly blocks gameplay visibility while active
	+ Can no longer see enemies on the minimap through the ultimate
	+ Abilities that require line of sight (flashes, Sova recon pulses) will no longer apply through the ultimate

**v3.05**

* Now deals damage to the following:
	+ Killjoy's  Nanoswarm
	+ Cypher's  Trapwire
	+ Sage's  Barrier Orb
	+ Sova's  Recon Bolt
	+ KAY/O's  ZERO/point

**v1.04**

* Cost changed 6 >>> 7 Ult points
Oni Collection

* EP 6
* EP 1

## Video(s)

Mischief and Corruption -- Oni Skin Reveal Trailer - VALORANTEP 6 trailer

The **Oni Collection** is a collection of cosmetics in *VALORANT*. The contents of each of its bundles have been available to be obtained when they have been released in the Store for a limited time. After this, only the collection's weapon skins can be obtained whenever they become available in a player's daily Featured Store Offers.

## Upgrades

A downloadable folder containing all the audio files on this page can be found here.

### Kill Banner

 Kill banner and audio are only available when the gun skin is upgraded to Level 4 or using other variants.

### Upgrade Effects

 2
 3
	+ Additional lighting
* New equip VFX and SFX
* New inspect SFX
 4
* Final kill of the round plays a finisher animation
	+ Victim becomes a ghost that wears an Oni mask and is chained to the ground using samurai blades
 Level
 2
	+ Additional lighting
* New equip VFX and SFX
 Sound Effects
	+ Additional lighting
* New equip VFX and SFX
* New inspect VFX and SFX
* New slash VFX and SFX

Muzzle FlashLvl 3 Gun modelReloadFinisherClaw equipLvl 2 Claw modelClaw Primary SlashClaw Alt SlashKatana equipLvl 2 Katana modelKatana inspectKatana Primary SlashKatana Alt Slash
## Appearance

Player Cards

## Trivia

* If  Yoru's chosen melee skin is the Onimaru Kunitsuna, during the equip action for his ultimate,  Dimensional Drift, the mask Yoru prepares to take out of the rift will be an Oni mask instead of his own mask.
* Prior to the release of EP 6's Oni Collection, EP 1's names of the variants Kumo, Hana and Tsubame were Black, Green and White respectively.
* The Oni EP 6 Onimaru Kunitsuna is the only  Premium-Edition melee to cost  5,350 instead of the standard  3,550.

Dimensional Drift equipped with Onimaru KunitsunaDimensional Drift cast with Onimaru Kunitsuna
### Development

* The Oni EP 6 Onimaru Kunitsuna slashing SFX is voiced by the sound designer, Drew Olsen.
* Initially for Oni EP 6 bundle, Sheriff was supposedly part of the bundle, but the devs did not feel appropriate to release it due to the pulling of the nose of the Oni mask from the equip animation, and was eventually replaced with the Frenzy.

## References

1. ↑ The secret voice of the Oni Katana
2. ↑ What they didn’t tell you about Oni 1.1
GravNet

## Description

Throw a grenade that detonates upon landing, forcing agents within to crouch while inflicting them with increased gravity and decreased mobility.

## General

### Default Key

C

For Ultimate costs or Ability cooldowns in Team Deathmatch, see here.

— In-game description

**GravNet** is a basic ability for Deadlock.

## Description

GravNet is a Crowd Control ability that Deadlock has to equip before casting. Upon casting she will throw a grenade that detonates on contact with horizontal terrain. Deadlock can use Primary and Alt Fire to control the length of the throw; Primary Fire throws the grenade at long range whilst Alt Fire throws it at short range.

After a brief windup the grenade sends out a wave of nets from its location in a circular area of effect field that pierces through terrain. The wave of nets embeds itself onto any agent it hits, forcing them to crouch. The net will also cause victims to be inflicted with increased gravity and decreased mobility. The victims must channel for a brief moment to remove the net, giving off an audio cue.

GravNet equippedGravNet primary fire castGravNet alt fire castGravNet activatedGravNet slowing effect

## Update History

**v7.10**
* Increased slow at AoE edge removed
* Anyone caught by GravNet will now be affected by increased gravity and a reduction in mobility
* Max duration increased 6 seconds >>> Indefinite
* Removal time increased 0.85s >>> 1.5s
* Radius increased 6m >>> 8m
Lycan's Bane Collection

The **Lycan's Bane Collection** is a collection of cosmetics in *VALORANT*. Its contents were available to be obtained using the DISRUPTION: Act 2 Battle Pass. After this, only its accessories can be obtained whenever they become eligible to appear in a player's weekly Accessory Store Offers.

## Cosmetics

### Weapon Skins

 All weapon skins of this collection are in Premium track.

### Accessories

 For other appearances of the player card, see this section.

## Appearance

Player Cards
Oran McEneff

## Additional Pages

 **Lore Wiki Article**

Oran McEneff is an engineer from Alpha Earth. Having worked at the Everett-Linde Research Facility before its destruction, he is now on the run from Omega authorities after he illegally crossed over from Alpha with the help of a colleague of his from Everett-Linde, Rúben Pontes.

## History

Working as an engineer for Kingdom Corporation, McEneff was employed to work at the top-secret Everett-Linde Research Facility on Alpha Earth around 9 AFL. He was assigned to partner up with an Omega engineer for his work, and it was from this that he would meet Rúben Pontes.

McEneff and Pontes mostly worked on the construction of the Large Radian Collider, including structural integrity. McEneff was confident in their ability but still felt the need to double-check things at times, and such concerns would end up revealing issues and preventing major setbacks with their work. Gaining security approval to work in the core alongside Pontes at the same time within a month of starting, the two would share information about their own Earths with each other. McEneff marveled at the fact that Omega Earth had city-wide geo-domes and that Pontes lived in one. Pontes said he hoped he could be able to show the domes to him in person one day. Around this time, McEneff also crossed paths with someone he referred to as "tie guy", who gave him a business card that, in McEneff's words, looked more expensive than his whole wardrobe.

When the lab's chief engineer went missing, McEneff was called in for a security screening. He tried to discuss the events on the day with Pontes, but found the Omega engineer was on routine furlough at the time and not due back for another 11 days.

The day before the Large Radian Collider was set to be launched, McEneff shared in Pontes' excitement for the completion of the project, also looking forward to being able to celebrate with him in person at the lab's observation deck. On the day of the launch however, the collider was destroyed by two snipers. The resulting explosion killed most of the lab's workers, but both McEneff and Pontes were able to escape.

After the destruction of Everett-Linde, McEneff crossed over from Alpha to Omega with the help of Pontes. McEneff was finally able to see the Omega geo-domes for himself, and took the trams connecting the domes along with Pontes. When Omega authorities such as ATLAS discovered McEneff's illegal crossover however, the two were forced to go on the run. A wanted poster was issued for McEneff, describing him as an "illegal foreigner".

## References

1. ↑ 3.05 K/SEC email
2. ↑ 2.0 2.1 2.2 Fracture Lore
Capítulo 199

## Epíteto

**Epíteto** (仇名, *Adana*?) es el nombre del centésimo nonagésimo noveno capítulo de la serie manga *Jujutsu Kaisen*, escrita e ilustrada por Gege Akutami.

Fue lanzado el 03 de Octubre de 2022 en la Edición Nº 44/2022 de la revista *Weekly Shōnen Jump* de Shueisha. Se encuentra incluido en el Volumen 22 del manga.

## Resumen

Maki luego de derrotar a Naoya habla con Noritoshi para preguntarle cómo está. Discuten un poco sobre sus clanes haciendo que este último recuerde a su madre explicando por qué le puso un nombre tan tabú para el Clan Kamo.

Volvemos a la colonia de Tokio Nº1 donde se encuentran en una habitación de hotel Megumi, Itadori, Tabaka y Kurusu, quien resulta ser la portadora de Ángel, el personaje que estaban buscando nuestros protagonistas para romper el sello de la prisión confinadora.

Kurusu explica cómo salvó a Megumi y se reencontró con los demás, quedándose dormido dos días en en hotel. Itadori explica que Hakari posee 100 puntos y Okkotsu otros 190, por lo que su plan para salvar a Tsumiki está por completarse. Ángel explica que quiere eliminar a todos los hechiceros reencarnados y necesita la ayuda de los protagonistas para acabar con uno, quien es el "Ángel caído". En ese momento, Sukuna se comunica con Itadori para decirle que él es a quien Ángel busca eliminar.

## Personajes

* Maki Zenin
* Naoya Zenin *(Versión Maldición)*
* Noritoshi Kamo
* Madre de Noritoshi
* Hermanastro/a de Noritoshi
* Hana Kurusu *(Debut)*
* Megumi Fushiguro
* Yuji Itadori
* Fumihiko Takaba
* Kinji Hakari *(Mención)*
* Yuta Okkotsu *(Mención)*
* Tsumiki Fushiguro
* Dios *(Mención)*
* Sukuna

## Elementos Introducidos

* Terminologías
* Técnicas
* Batallas
* Eventos
* Lugares
* Elementos

**Terminologías**

* *Terminologías nuevas no introducidas.*

**Técnicas**

* *Técnicas nuevas no introducidas.*

**Batallas**

* *Batallas nuevas no introducidas.*

**Eventos**

* *Eventos nuevos no introducidos.*

**Lugares**

* *Lugares nuevos no introducidos.*

**Elementos**

* *Elementos nuevos no introducidos.*
Orbs

**Orbs** are objects that can be picked up by agents by either interacting with them or coming into contact with them, depending on the type of orb.

## Types of Orbs

Depending on the game mode, this is a list of orbs that may appear in game.

### Capture type orbs

For orbs that must be captured, an agent must interact with it, automatically making them unequip and weapons or abilities, crouch, and channel for 2 seconds whilst they hold down the hotkey. If they complete the channel, they will capture the orb.

Unique audio cues will be given when an agent initiates a capture attempt and when an agent captures an orb.

Once captured, the orb disappears for the rest of the round. They will also disappear when a spike is planted or when a round enters its end phase.

#### Ultimate Orbs

Ultimate Orbs are the primary type of orbs that can be found in most Plant/Defuse game modes such as Unrated, Competitive, Swiftplay and Replication.

These orbs appear at fixed locations every round on each map in an area of neutral ground to give both attackers and defenders an equal chance of obtaining the orb from round start. Most maps contain two orbs, each one positioned in passageways just outside the A and B spike sites. The exceptions are:

* Haven, where the B Orb is located outside C Site instead
* Fracture, which has an extra orb for each site to bring the total amount of available orbs on that map to 4.
* Compensation of one ultimate orb per missing player in their team at their spawn (including Spike Rush). The enemy team can still capture the ultimate orb if none of the players on the player team captures the ultimate orb during buy phase.

Once captured, an ultimate orb grants the agent one point towards being able to use their Ultimate. An agent can still capture an ultimate orb even if their ultimate is already available.

#### Spike Rush Orbs

*Main article: Spike Rush → Powerup Orbs*
Orbs in Spike Rush appear at fixed locations every round on each map. The amount spawned each round is random, being anywhere between 1-5 orbs in a round. Capturing any Powerup orb grants the agent one point towards being able to use their Ultimate.

### In-contact type orbs

These orbs do not require any channeling and will not force the agent to unequip their current weapon. The Agent has to come into contact with the orbs to receive the effect.

#### Team Deathmatch Orbs

*Main article: Team Deathmatch → Orbs*
Each Team Deathmatch map contains several orbs that players can come in contact with to gain their effects for themselves and their team by generating a zone that allies can enter to also receive its effects. An audio cue will be played for their teammates upon contact.

#### Snowball Fight Orbs

*Main article: Snowball Fight → Orbs*
Orbs in Snowball Fight are dropped randomly across the map in presents that can be opened by shooting them, revealing an orb inside. The agent will capture the orb once they come into contact with it. Orbs can also drop from dead agents who had their effects active before they were killed.
Ion Collection

* EP 5
* EP 1

## Video(s)

Wield your fate -- Ion Skin Reveal Trailer - VALORANTEP 1 Reveal TrailerThe New Era -- 2022 Ion Skin Reveal - VALORANTEP 5 Reveal Trailer

The **Ion Collection** is a collection of cosmetics in *VALORANT*. The contents of each of its bundles have been available to be obtained when they have been released in the Store for a limited time. After this, only the collection's weapon skins can be obtained whenever they become available in a player's daily Featured Store Offers.

## Upgrades

A downloadable folder containing all the audio files on this page can be found here.

### Kill Banner

 Kill banner and audio are only available when the gun skin is upgraded to Level 4 or using other variants.

### Upgrade Effects

 2
 3
	+ Transparent chambers revealing the gun's power source
* New equip VFX and SFX
* New inspect SFX
* Any visible motor will become active during gunfire
* New reload VFX and SFX
 4
* Final kill of the round plays a finisher animation
	+ Victim is contained within an orb that shrinks down, then explodes
 Level
 2
	+ Transparent blades
	+ Exposed energy source on karambit
* New equip VFX and SFX
* New inspect SFX
	+ Additional VFX for the karambit
* New slash VFX and SFX

Muzzle FlashGun equipLvl 3 Gun modelReloadFinisherMelee equipLvl 2 Melee modelPrimary SlashAlt Slash
## Appearance

Player Cards
Libretto Collection

The **Libretto Collection** is a collection of cosmetics in *VALORANT*. Its contents were available to be obtained using the EVOLUTION: Act 3 Battle Pass. After this, only its accessories can be obtained whenever they become eligible to appear in a player's weekly Accessory Store Offers.

## Cosmetics

### Weapon Skins

 All weapon skins of this collection are in Premium track.

### Accessories

 For other appearances of the player card, see this section.

## Appearance

Player Cards
Golden Gun

## Icon

The **Golden Gun** is a Sidearm in *VALORANT*.

The Golden Gun is a one-shot, one-kill sidearm that can only be found in the Spike Rush game mode by capturing the Golden Gun Orb.

The Golden Gun is a very unique gun as it takes a single bullet to kill enemies, no matter where the bullet hits. The Golden Gun also has no spread, making it's best use over long range distances. Extra ammo is granted upon a successful kill with the Golden Gun.

Switching to the Golden Gun increases the player's speed to 7.4m/s, allowing the player to move around 12% faster when compared to switching to the Tactical Knife.

If a Golden Gun wielder is killed, the fragger will instantly receive the Golden Gun.

## Trivia/Tips

* If you are low on health and you don't want to risk enemies taking your Golden Gun, you could dispose it somewhere out of map bounds or give it to a nearby teammate.
* The Golden Gun takes heavy inspiration from the weapon of the same name from the 007 franchise which debuted in the movie “The man with the golden gun” and firstly used within the game GoldenEye 007 and other following titles. It sports the same mechanics as well, with one bullet in the chamber and one shot insta-kill regardless where the bullet hit.
* Visually, the Golden Gun appears to be a default Ghost with the suppressor removed and painted gold.

1. ↑ File:Weapon lengths.png
2. ↑ File:Weapon lengths.png
Magepunk Collection

* EP 6
* EP 3
* EP 2

The **Magepunk Collection** is a collection of cosmetics in *VALORANT*. Its contents were initially available to be obtained when the collection was first released as a bundle in the Store. After this, only its weapon skins can be obtained whenever they become available in a player's daily Featured Store Offers.

## Cosmetics

### EP 6

#### Weapon Skins

* Variants must be used with the fully upgraded weapon skin set.

## Upgrades

A downloadable folder containing all the audio files on this page can be found here.

### Kill Banner

 Kill banner and audio are only available when the gun skin is upgraded to Level 4 or using other variants.

### Upgrade Effects

 2
 3
	+ Visible gauges and electrified parts
* New equip VFX and SFX
* New inspect SFX
	+ EP 6 guns have additional VFX
* New gunfire animations
	+ Moving parts on gun model
 4
	+ For the EP 6 skins, the kill banner's colors match the variant color of the skin used
* Final kill of the round plays a finisher animation
 Level
 2
	+ Electrified parts
* New equip animation and SFX
	+ Pop-out blade animation
* New slash VFX and SFX
 Animation
	+ Electrified parts
* New equip animation and SFX
* New slash VFX and SFX
	+ Alt slash additionally has a new animation
* New post-slash animations
* New inspect animation and SFX

Muzzle FlashGun EquipLvl 3 Gun modelGun Inspect (EP 6 only)ReloadFinisherBlade EquipLvl 2 BladeBlade Primary SlashBlade Alt SlashGauntlet EquipLvl 2 GauntletGauntlet Primary SlashGauntlet Alt SlashSparkswitch EquipLvl 2 SparkswitchSparkswitch InspectSparkswitch Primary SlashSparkswitch Alt Slash
## Appearance

Player Cards

## Trivia

* The Magepunk Collection is the only:
	+ Premium-Edition collection to cost  6,167 due to having only 2 gun skins and 1 melee skin, which in this case discounts all contents in the bundle upon purchase.
	+ Non-event collection with a bundle to contain 2 gun skins instead of the standard 4 or 5.
	+ Collection in Store to have a third series of bundle with new weapon skins.
	+ Collection with 3 melee weapon skins.
Patch Notes/1.12

## Official Articles

Patch Notes

The following is a list with all the changes made in patch v1.12.

*As mentioned in the recent Ask VALORANT, the problematic release of Patch 1.11 is forcing us to reevaluate what it takes to raise the quality bar for patch days going forward. So, while we're not skipping Patch 1.12, we're giving it a light touch.*
*Updates to the Observer and the social panel are the stars this time around, along with some bug fixes. The in-match display of Act Rank Badges will continue to be suspended while we figure out what's contributing to the performance hitches.*
*As a head's up, it's very likely we'll skip the next patch and get back in the swing of things on or around Dec. 8.*

## Competitive Updates

* Act Rank Badges are disabled in-game while we investigate a potential issue where they may be causing performance hitches in-game. Your Act Rank Badge will still display in Competitive lobbies, map load in, and on the end-of-game screen.
	+ The Competitive team will continue to investigate the system to work towards a holistic fix in a future patch.

## Game Systems Updates

### Observer

* Observers no longer hear ping audio.
* Improved sightline visibility in well-lit areas.
* Added Game State Modification cheat to allow moderators to adjust various aspects of the game (player stats, money, etc.) in a tournament setting.
* Rolled back fixed team colors change from 1.11.
	+ This was causing some confusion as people have started to associate red with attack, and green with defense.
	+ There were a couple bugs causing certain UI elements to display in the wrong color.
	+ *We plan to bring this feature back in the future, when we finish adding support for custom team colors.*

## Social Updates

* We have redesigned the Open/Close Party toggle to make it easier for players to understand whether they are in an open or closed party.
* Observers will now appear as “in game” in the social panel.
* Observers can now view and type in /all chat in custom games.

## Quality of Life

* Added a new user interface for custom game observers during character select.

## Bug Fixes

* Fixed a bug where leaving/disconnecting from a Custom Game would result in a VAL-51 error, requiring the game to be remade in order for the player to rejoin.
* Fixed a bug in the end-of-game screen after an Icebox match that displayed Haven's map, and would incorrectly display timeline markers.
* Fixed issue where players could target mid-air (dropped) weapons with some abilities.
* Left handed mode: fixed recoil animation being incorrectly mirrored. (mismatching actual weapon recoil)
* Fixed overlapping Observer UI when a player is planting/defusing.
* Fixed inconsistent team coloring on minimap pings.
* Fixed rare issue where Observer camera transition visuals could get stuck when swapping between player views.
Patch Notes/5.05

## Official Articles

Patch Notes

The following is a list with all the changes made in patch v5.05.

*Keeping this one on the lighter side again while we watch the best VCT teams exchange blows over the VALORANT Champions 2022 crown. Still some important bug work from our Social & Player Dynamics team below!*

## Social Updates

* Fixed an issue that allowed you to report yourself
* Fixed an issue where some of you did not receive a notification when attempting to join a party you’ve been kicked from
* Fixed an issue where a blank user would appear in the Social Panel when joining a party where players are in-game
* Fixed and issue where you could not successfully report a player in Agent Select after the game has been running for 30 minutes
* Fixed an issue where players with non-English characters in their Riot IDs could not be found via Invite by Riot ID
* Fixed an issue that caused the Context Menu and Friend Note text fields to close when a Friend's status updated in the Social Panel
* Fixed an issue that caused the Party Leader's matchmaking lobby selection to affect in-game Party Members' status in the Social Panel
Max Bot

## Additional Pages

• Announcer
 **Lore Wiki Article**

— Killjoy

**Max Bot (or Maxbot)** is a modified robot created by Killjoy and Raze. Originally a cleaning bot at VALORANT Protocol headquarters, he was modified and augmented to give the organization's agents a better challenge in the base's training room. Now named "Max Bot", he proved to be much more of a difficult opponent than anticipated, easily defeating any agents that went up against him, and was only finally defeated himself when the agents went up against him as one big team.

After his defeat, Max Bot returned to cleaning duties at HQ, but he went on to begin displaying an increased amount of awareness and independence, before enacting his revenge by taking over the Protocol's teleporter and sending agents into simulated environments to fight for their lives.

## History

During a discussion between VALORANT Protocol agents one day at HQ about how easy their current training activities were, KAY/O suggested to do something where the bots would shoot back. Attention soon turned to a cleaning bot that was active in the common room, giving Killjoy and Raze an idea. The two got to work modifying and augmenting the bot to have increased size and utilize weapons and abilities. Being given the name "Max Bot" on completion, he had become the perfect blend of tactics and firepower, able to replicate the abilities of the agents he went up against.

Expectations on how the agents would fare against him were initially mixed, but it soon became clear the agents had very much underestimated just how hard of a challenge Max Bot would be. He was able to defeat any individual or duo that went up against him, using a combination of weapons, agent abilities, and even his own unique tricks such as the ability to override the programming of the agents' own bots (such as Killjoy's turret and Raze's Boom Bot) and turn them against their creators. Only after it was suggested that a tactic involving sacrifice would be needed did the agents finally form one big team, where they were finally able to gain a victory over Max Bot.

After his first defeat, Max Bot was kept active and stored in a lab at HQ, returning to cleaning duties. Later on however, Max Bot developed the ability to activate on his own and deviate from his usual pathing. He also began to observe the agents' training and routines (including those of Omen's during the middle of the night, which greatly unsettled the agent), and he would also go missing. Eventually, Max Bot was able to gain access to the Protocol's portal systems and data files in order to initiate a revenge program, luring agents into the HQ's teleporter to make them fight in simulated environments of Max Bot's making, which he referred to as the "Danger Dome".

## Gallery

WARM UP -- Episode 4 Cinematic - VALORANTMax Bot prepares to activate a copy of KAY/O's NULL/cmd*Warm Up // Maxbot* Card*Best Served Cold* CardExecute R.V.N.G. Program -- (Y-N)? - VALORANT
## References

1. ↑ Max Bot's VA
2. ↑ 2.0 2.1 WARM UP
3. ↑ EP 6 Range Lore: 6.07-6.10 voicemails
4. ↑ THE GAMES BEGIN
Infinity Collection

The **Infinity Collection** is a collection of cosmetics in *VALORANT*. Its contents were available to be obtained using the FORMATION: Act 1 Battle Pass. After this, only its accessories can be obtained whenever they become eligible to appear in a player's weekly Accessory Store Offers.

## Cosmetics

### Accessories

 For other appearances of the player cards, see this section.

## Appearance

Player Cards
Kingdom Credits

**Kingdom Credits** (**KC**) are a form of currency in *VALORANT* introduced in Episode 07: EVOLUTION.

## Acquisition

Kingdom Credits can be obtained by:

* Playing any match-made game mode
	+ No KC is received if the player is penalized for disruptive behavior

* Completing Checkpoints:  150 for each checkpoint completed; up to 4 checkpoints per day
* Unlocking specific Agents' Gear:  2,000 from Tier 5 of every Agent's Gear,except for Brimstone, Jett, Phoenix, Sage, and Sova

Unlike other currencies, there is a cap on how many Kingdom Credits a player can hold, set at  10,000.

A one-time grant of  5,000 was also given to all players on the launch of Kingdom Credits.

## Uses

Kingdom Credits can be used for the following:

* Agent Gear for unlocked Agents
* Store
	+ 8,000 to unlock an Agent after their release recruitment event has ended from Agent Store
		- 1,000 can also be used to unlock an agent while their release recruitment event is still ongoing
	+ Previous Battle Pass accessories from Accessory Store
		- 4,000 - 7,500 (in denominations of 500) for Gunbuddies, Player Cards and Sprays.
		- 2,500 for Player Titles

## Lore

Kingdom Credits are a currency used on Alpha Earth, containing the branding of Kingdom Corporation. They come in the form of small, rectangular tokens, with known denominations of 10, 100, and 500 credits.

So far, the only people seen to have been using Kingdom Credits are agents of the VALORANT Protocol.
Moondash Collection

The **Moondash Collection** is a collection of cosmetics in *VALORANT*. Its contents were available to be obtained using the REVELATION: Act 3 Battle Pass. After this, only its accessories can be obtained whenever they become eligible to appear in a player's weekly Accessory Store Offers.

## Cosmetics

### Weapon Skins

 All weapon skins of this collection are in Premium track.

### Accessories

 For other appearances of the player card, see this section.

## Appearance

Player Cards
High Gear

## Description

Gain increased speed, gaining the ability to make an electric slide

For Ultimate costs or Ability cooldowns in Team Deathmatch, see here.

— In-game description

**High Gear** is a signature ability for Neon.

## Description

High Gear is a Mobility ability that Neon can instantly activate to increase her movement speed and jump distance. Neon can deactivate and reactivate High Gear's speed boost any time she wants, though she must always have enough **Energy** to activate the ability, which will be consumed as long as it is active. Neon can use her other abilities during High Gear, but cannot equip any weapons. High Gear will last as long as Neon keeps it active and its effects will end once her Energy pool has been depleted.

Whilst sprinting, Neon gives off distinct run SFX and will leave fluorescent footprints on the surfaces she runs over that last for a short duration.

During High Gear, Neon can use Alt Fire to consume a charge and trigger a slide. The slide can only be activated as long as Neon is moving forwards or sideways. Activating the slide will immediately deactivate High Gear, and Neon will reduce herself to crouch height during the slide.

### Energy

Neon has a Resource Bar of 100 Energy. Activating High Gear requires Neon to consume Energy at a rate of 1 every 0.1 seconds (10/sec). Neon will say a warning if her energy drops below 20. When not active, Neon will replenish Energy at a rate of 1 every 0.6 seconds (1.667/sec) and will be able to reactivate High Gear once she has at least 2 Energy. Whenever Neon kills an enemy agent, she will instantly refill her Energy.

High Gear castHigh Gear activated
## Stats

See above for **Energy** stats that are relevant to this ability.

\* Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate.

## Update History

**Note: Updates to Energy may also be relevant to this ability.**

**v5.10**
* Can no longer use slide to boost upwards in specific map locations

**v4.10**

* Fixed a bug where High Gear would automatically stop after using  Fast Lane or  Relay Bolt

**v4.08**

* Velocity restriction to cast slide removed
	+ Slide cannot be cast during equip delay
* Can now slide sideways and forward, only requiring Neon to be moving
* Energy drain increased 6.7/s >>> 10/s
Patch Notes/7.07

## Official Articles

Patch Notes

The following is a list with all the changes made in patch v7.07.

*Hi, everyone! Jo-Ellen here.*

*Episode 7 Act 2 ends in just a couple of weeks, but we’ve still got Patch 7.07 until then. Below, you’ll find a Haven update, Performance update, and a few bug fixes.*

*And again, we’re always listening to your feedback so please send it our way!*

## Competitive Updates

After listening to your feedback, we have decided to remove the recent rank restriction made to 5 stacks that was implemented in Patch 7.06. We know how important it is to play with your friends and your need for flexibility in order to do that.

Initially, the rank restriction was made to prevent people from illegitimately boosting to the highest ranks like Radiant. In the end, we realized that your ability to have flexibility with your 5 stack was more important than the very small number of people who abuse this exploit. However, we still recognize that boosting is a risk to competitive integrity and are working on an appropriate long term solution that doesn't impact your ability to play with friends in a 5 stack.

## Map Updates

### Haven

* Updated the destruction VFX for the destructible door panels located at Mid Doors/Garage in order to make it easier to see through as it falls away.

## Performance Updates

* Enabled multithreaded rendering for discrete Intel GPUs and lowered required CPU core count.

## Bug Fixes

**General:**

In Patch 7.06, we fixed a bug that allowed the game to output surround sound when certain conditions were met, but the surround mix was untested and unsupported. VALORANT currently only supports stereo and mono sound output.

* To simulate surround sound on headphones, we offer an HRTF setting. We do not recommend combining the HRTF setting in game with other surround sound virtualization software at the same time since this will result in double processing.
* Note that other surround sound virtualization software cannot derive surround sound information from the stereo mix.

**Agent:**

* Cypher
	+ Neural Theft (X) now completes even if Cypher dies after casting.
	+ Fixed an issue where you could remain blinded if spectating a flash through Cypher’s  Spycam (E) as the round ended.
* Gekko
	+ Dizzy’s (E) enemy detection range is now correctly reduced while inside of  Viper's Pit (X) ability.

**Premier:**

* Fixed an issue where the Attacker team takes priority over the Defender team in the Overtime vote.
* Fixed a bug where a second timer bar would appear after the “Choose Side” vote had already ended.
* Fixed a bug where certain scenarios would cause subsequent Overtime Priority votes to occur in the following round.
Patch Notes/5.04

## Official Articles

Patch Notes
What's new in EP 05 Act 2

The following is a list with all the changes made in patch v5.04.

*Don't forget! **It's the start of Episode 5 Act II**, so keep an eye out for all the updates not reflected below, like a fresh Battlepass, Competitive reset, a totally free Event Pass that celebrates Champions 2022, and then there's a new limited skinline…maybe you've seen that trailer? The one that makes you feel like you're shooting esports at people.*

## Game System

*We've added a few quality of life improvements to crosshairs and are excited to share them with you!*

* Added the ability to select a custom crosshair color.
	+ Go to Settings >> Crosshair >> Primary, Aim Down Sights, or Sniper Scope
	+ On the drop down menu for color, select Custom and input the Hex Code (6-digit RGB) value of desired color
	+ If a non-Hex code is entered, crosshair will revert to the previous color.
* Added the ability to independently tune horizontal and vertical crosshair lines.
	+ Go to Settings >> Crosshair >> Primary or Aim Down Sights >> Inner/Outer Length
		- Disabling the middle “chain” icon enables independent tuning.
		- Left slider is for horizontal line and the right slider is for the vertical line.
* Added the ability to copy spectating player's crosshair settings
	+ When spectating another player, type “/crosshair copy” or “/cc” to import the crosshair of the player you are spectating and save it as a new crosshair profile
* Increased the number of crosshair profiles available from 10 to 15

## Bugs

* Fixed a bug where Yoru's  Gatecrash would sometimes leave floor markers in incorrect locations
Night.Market

The **Night.Market** is a periodic store extension that gives players another way of obtaining weapon skins besides the usual daily offers and store bundle introduced in v1.14.

Whenever a new Night.Market is opened, players will receive offers for six random weapon skins that will be randomly discounted ranging at 10%-49%. These offers are unique for each player. Players only receive one set of offers per Night.Market, and each set only available for a limited time.

## Eligible skins

The skins eligible to appear are any gun skins that are classed as  Select,  Deluxe, or  Premium edition, as well as most knife skins that are associated with these edition tiers. Eligible skins must also have been released in the Store at least two acts prior to the one the Night.Market was opened in.

The following skins will not appear in the Night.Market:

* Gear skins
* Battle Pass skins
* Any Tactical Knife skins priced above  3,550
* Any gun skins classed as  Exclusive or  Ultra Edition, as well as any knives that are part of a skin collection classed as one of these editions

At least two of the offers will be either knife skins or  Premium Edition gun skins. A Night.Market cannot offer more than two skins for the same type of weapon unless this condition would prevent the player from getting six offers.

### Eligible collections

Each skin that will appear in the latest Night.Market will be from one of the following collections, as of EP 08 Act 1:

####  Select Edition

* Convex
* Daydreams
* Endeavour
* Galleria
* Infantry
* Intergrade
* Luxe
* Prism II
* Reverie
* Rush
* Sensation
* Smite

####  Deluxe Edition

* Abyssal
* Altitude
* Aristocrat
* Avalanche
* Horizon
* Kohaku & Matsuba
* Luna
* Minima
* NO LIMITS
* Nunca Olvidados
* Orion
* Prism (EP 1)
* Sakura
* Sarmad
* Silvanus
* Snowfall
* Team Ace
* Tigris
* Titanmail
* Wasteland
* Winterwunderland

####  Premium Edition

* Black.Market
* Celestial
* Crimsonbeast
* Cryostasis
* Doodle Buds
* Ego (EP 1)
* Forsaken
* Gaia's Vengeance
* Gravitational Uranium Neuroblaster
* Ion\*
* Magepunk\*
* Nebula
* Neptune
* Oni\*
* Origin
* Prime
* Prime//2.0
* Radiant Crisis 001
* Reaver\*
* Recon
* Soulstrife
* Sovereign
* Spline
* Tethered Realms
* Undercity
* VALORANT Go! Vol. 1
* VALORANT Go! Vol. 2
* Xenohunter

\**Tactical Knife skin that costs  4,350 or up not included in the pool.*

#### Upcoming additions

The following collections will be added to the Night.Market pool at the start of the next act, EP 08 Act 2:

* Valiant Hero (Gun skins)
* Chromedek

The following collections have been released in the current act, and will only be added to the Night.Market pool once the next act has also completed i.e. EP 08 Act 3:

* Ego (EP 8 Outlaw skin)
* Prism (EP 8 Outlaw skin)
* Emberclad

## Trivia

* Night.Market is similar to League of Legends' Your Shop, which also gives six discounts on common champion skins
* Night.Market usually put teasers for upcoming content in images advertising an open market. They have included teasers for upcoming agents, maps and cosmetics.
Fault Line

## Description

Set off a seismic blast, dazing all players in its zone

For Ultimate costs or Ability cooldowns in Team Deathmatch, see here.

— In-game description

**Fault Line** is a signature ability for Breach.

## Description

Fault Line is a Crowd Control ability that Breach has to equip before casting. Upon doing so, he will see an area of effect in front of him. Breach can increase the length of this area by charging the ability for a brief duration. The longer he charges for, the larger the ability's length becomes. Upon activation the quake will instantly appear, winding up briefly before exploding to concuss any player within its area.

The area of effect spawns several meters in front of Breach.

Fault Line equippedFault Line castFault Line activated
## Stats

\* Values that are not marked as confirmed (i.e. values not provided explicitly in game or from patch notes) are only estimates. Whilst they may not be the true value, they have been tested so that they should be very accurate.

## Update History

**v3.0**
* Full charge time decreased 1.5 >>> 1 second
* Width increased 600 >>> 750
* Telegraph windup time decreased 1.3 >>> 1
* Concussion duration increased 3 >>> 3.5
* Unequip time after firing decreased 1 >>> .7
* Cooldown time increased 35 >>> 40

**v1.11**

* Spawn location from Breach increased 0 >>> 8 meters
* Full charge time reduced 2 >>> 1.5 seconds
Patch Notes/3.01

## Official Articles

Patch Notes

The following is a list with all the changes made in patch v3.01.

*Patch 3.0 was like an over-sized meal, where now we sit and let the food settle.*
*As we hope you can tell from the bug fixes below, we’re still tackling a few issues, and letting the major Patch 3.0 changes play out while we spot some potential future changes.*

## Bug Fixes

### Agents

* Sage can no longer place Barrier Orb on some projectiles while they’re in the air
* Fixed bug where Skye was able to activate the flash of Guiding Light while suppressed
* Fixed the ability to heal KAY/O while downed in NULL/cmd
* Fixed Sova’s Recon Bolt projectile from looking deployed for enemies when flying through the air

### Social

* Fixed a bug where you were able to abuse text chat colors to impersonate system messages
* Fixed a bug where the invite button UI overlapped with Defender Coach UI in Custom Games
* Fixed bug where names were appearing as question marks if you had the “Use Generic Names for Players Outside my Party” setting turned on

### Progression

* Fixed alignment issues in Observer view
* Fixed Account Leveling issue where some of you got a lower level than intended
	+ If impacted, you will receive your correct Account Level and will keep the AP gained while playing at the incorrect level.
* Fixed visual issues affecting Account Leveling at the End of Game screen
Paranoia

*This article is about Omen's ability. For the status effect, see Status Effect → Paranoia.*

## Description

Throw a blinding orb that passes through walls to nearsight all players it touches.

## General

### Default Key

Q

For Ultimate costs or Ability cooldowns in Team Deathmatch, see here.

— In-game description

**Paranoia** is a basic ability for Omen.

## Description

Paranoia is a Blind ability that Omen must equip before casting. Upon casting, he throws forward a blinding orb that passes through any terrain.

Any agent or deployed ability with a field of vision that is hit by the orb will be nearsighted. Agents will see warning VFX appear on their screen if they are standing in an area the orb will pass through.

Paranoia equippedParanoia castParanoia activatedParanoia warning VFXParanoia nearsighted

## Update History

**v7.04**
* Movement velocity no longer imparted when casting
* Base speed decreased from 20 >>> 16 meters per second
	+ **This is an undocumented change**

**v5.12**

* Cost decreased 300 >>> 250

**v4.04**

* Added forward spawn offset, so players adjacent to Omen are not hit

**v3.0**

* Cost decreased 400 >>> 300

**v2.0**

* Cost increased 200 >>> 400 credits

**v1.09**

* Updated projectile VFX to better represent hitbox, especially when it is traveling towards enemies' POV

**v1.0**

* Now equipped instead of quickcast
* Hit detection improved, especially at close range
Patch Notes/7.05

## Official Articles

Patch Notes

The following is a list with all the changes made in patch v7.05.

*Hi, everyone. Jo-Ellen here.*

*It’s been a week—ready for Sunset in Competitive mode, yet?*

## Agent Updates

###  Astra

Going in and out of Astral form is a complex mechanical task that leaves Astra vulnerable to attackers by denying her information about her surroundings. The change we’ve made to her Astral Form (X) gives Astra back some agency and information, allowing you to react to enemy footsteps and utility you may have missed while in Astral Form.

* Astral Form (X)
	+ Astra will now be able to hear everything happening around her physical body while in Astral form.

## Map Updates

### Sunset

* Sunset will now be in the map rotation for Competitive mode.
* Competitive map rotation includes: Sunset, Breeze, Ascent, Haven, Bind, Split, and Lotus

## Bug Fixes

### General

* Fixed a bug where the SFX volume would default back to 100% volume when Alt-Tab-ing out of game.

### Agents

* Fixed a bug where there was a small audio deadzone in Astra’s  Cosmic Divide (X).
* Fixed a bug where Deadlock’s  Sonic Sensor (Q) would trigger when Gekko’s  Wingman (Q) walks near it.
* Fixed a bug where other Agents were not animating when they moved through Omen’s  Dark Cover (E) ability.
* Fixed a bug where Cypher’s  Trapwire (C) would sometimes fail to activate when placed on stairs.

### Player Behavior

* Fixed an issue where people who were chat restricted by Real-Time Interventions were also disconnected from the text chat instead of just muted from text chat.
* Fixed an issue where there was no warning message when you had a conflicting keybind for team or party voice chat.
* Fixed an issue where switching between Unrated and Competitive queues would cause the restriction timer for the queue delay to replace the ranked restriction timer.
* Fixed an issue where creating an Agent Profile reverted Push-to-Talk keybinds back to their defaults.