recursal/Fanatic-Fandom huggingface dataset:
Hot Hands

## Description

Throw a fireball that explodes after a set amount of time or upon hitting the ground, creating a lingering fire zone that damages enemies.

## General

### Default Key

E

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

— In-game description

**Hot Hands** is a signature ability for Phoenix.

## Description

Hot Hands is a Deterrent ability that Phoenix must equip before casting. Upon casting he will throw a fireball that detonates as soon as it comes into contact with horizontal terrain. Phoenix can use Primary and Alt Fire to control the length of the throw; Primary Fire throws the fireball at long range whilst Alt Fire throws it at short range. Unlike most thrown projectiles that will naturally arc through the air when thrown until they hit terrain, Hot Hands has a set timer. If the fireball is still in the air after this time, it will immediately drop down vertically instead until it hits horizontal terrain.

Upon detonation, the fireball will create a damaging zone that quickly spreads out from the point of detonation in a circular area of effect. Agents will begin to take damage as soon as the zone spreads to an area they are standing on. The zone will always deal damage to agents at the same rate, but agents will take more total damage over the ability's full duration if they were at the center of the zone on detonation compared to a player who was closer to the edge of the zone on detonation. Once the zone reaches its maximum radius, it will continue damaging any player it touches until it expires, at which point the whole zone will instantly dissipate.

Phoenix is affected by **Heating Up** if he comes into contact with the zone.

### Heating Up

Phoenix will heal himself instead of taking damage if he comes into contact with Hot Hands, for a total of 50 HP over its full duration. Healing is applied with 1 HP ticks spread out evenly at a rate of 1 every 0.08 seconds (12.5 HP/sec).

Hot Hands equippedHot Hands primary fire castHot Hands alt fire castHot Hands 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.

a Verified using the Range's training dummy

## Update History

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

**v6.0**
* Now properly deals damage to  Rendezvous and  Trademark

**v5.12**

* Now deals damage to all enemy objects
* Damage multiplier against specific enemy abilities set to 50%
	+ **The correct functionality is undocumented, instead officially being documented as affecting any non-player object (see Health#Abilities)**

**v2.03**

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

**v0.50**

* Height required to jump out of Hot Hands increased 80 >> 120
* Damage tick speed increased (total damage per second unchanged)
Guardrail Collection

The **Guardrail Collection** is a collection of cosmetics in *VALORANT*. Its contents were available to be obtained using the DEFIANCE: 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

### Weapon Skins

 All weapon skins of this collection are in Premium track.

## Appearance

Player Cards
Flashpoint

## Description

Fire a blinding charge to set a fast-acting burst through a wall. The charge detonates to blind all players looking at it

## General

### Default Key

Q

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

— In-game description

**Flashpoint** is a basic ability for Breach.

## Description

Flashpoint is a Blind ability that Breach has to equip before casting. To cast, Breach must take aim at a wall using a custom crosshair. This crosshair will turn yellow if it is placed on a viable position to be cast in, and will turn red if it is placed on a position where the charge cannot pass through to the other side. On activation, Breach will fire a charge that travels from his location to the targeted position on the wall, then through the section of wall until it reaches the other side. Once the charge reaches the other side of the wall it will briefly windup before detonating. Any agent or object in line of sight of the detonation will then be flashed.

Flashpoint equippedFlashpoint castFlashpoint windupFlashpoint activated

## Update History

**v3.0**
* Total charges reduced 3 >>> 2
* Cost increased 200 >>> 250
* Projectile speed decreased 2500 >>> 2000

**v1.11**

* Full flash time increased from 1.75 seconds >>> 2 seconds

**v1.07**

* 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

**v1.06**

* The audio and visuals for Flashpoint should better indicate when to turn away, and when it's safe to look again
Neptune Collection

The **Neptune 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.

## 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 3 or using other variants.

### Upgrade Effects

 2
	+ Gun converted into an aquarium containing animated fishes
* New equip SFX
* New inspect SFX
* New muzzle flash + gunfire VFX and SFX
 3
 Level
 2
* New slash VFX and SFX

Lvl 2 GunMuzzle FlashMelee equipPrimary SlashAlt Slash
Capítulo 74

## Inventario Oculto, Parte 10

**Inventario Oculto, Parte 10** (壊玉 ー拾ー, *Kaigyoku -jū-*?) es el nombre del septuagésimo cuarto capítulo de la serie manga *Jujutsu Kaisen*, escrita e ilustrada por Gege Akutami.

Fue lanzado el 09 de septiembre de 2019 en la Edición Nº 41/2019 de la revista *Weekly Shōnen Jump* de Shueisha. Se encuentra incluido en el volumen 9 del manga.

## Resumen

Toji Fushiguro le entrega el cadáver de Riko Amanai a la Asociación de Vasijas del Tiempo.

Al salir de la sede de la asociación, se enfrenta a Gojo, quien revela haber sobrevivido gracias a que aprendió a utilizar la técnica de maldición inversa por primera vez para curarse a sí mismo. Toji ataca a Gojo, quien lo esquiva e hiere a Toji con su técnica maldita de reversión.

## Personajes

* Riko Amanai
* Toji Fushiguro
* Shigeru Sonoda
* Shiu Kong
* Tengen *(Mención)*
* Misato Kuroi *(Recuerdo)*
* Suguru Geto *(Recuerdo)*
* Satoru Gojo
* Shoko Ieiri *(Recuerdo)*

## Elementos Introducidos

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

**Terminologías**

* *Terminologías nuevas no introducidas.*

**Técnicas de Satoru Gojo**

* Técnica de Maldición Inversa

**Batallas**

* Satoru Gojo vs. Toji Fushiguro (Ronda 2)

**Eventos**

* *Eventos nuevos no introducidos.*

**Lugares**

* Sede de la Asociación de Vasijas del Tiempo

**Elementos**

* *Elementos nuevos no introducidos.*
Give Back 2023 Collection

The **Give Back // 2023 Collection** is a collection of cosmetics in *VALORANT*. Featuring weapon skins from other collections, its other unique contents were available to be obtained for a limited time when the collection was released as a bundle in the Store.

The bundle was created in collaboration with the *VALORANT* playerbase, who got to vote on which weapon skins would be included. Unlike the skins, the accessories (gunbuddy, card, and spray) were brand new releases, with the theme of Gekko and Brimstone shaking hands. 50% of the proceeds from weapon skins and 100% from accessories went to the Riot Games Social Impact Fund, in partnership with Impact Assets, and raised over $4.3 million.

## Voting

Before the bundle was released, players were given the opportunity to vote for what previously-released skins should be in the bundle. The winning skin is stylized in green background.

Phantom/Vandal

SMG

Sidearm

Bulldog/Guardian

## Appearance

Player Cards

## References

1. ↑ Give Back 2023 Charity results
2. ↑ Twitter voting thread
Gravitational Uranium Neuroblaster Collection

The **Gravitational Uranium Neuroblaster 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.

## Upgrades

### Upgrade Effects

 2
 Level
 2
	+ Baton extends from collapsed position
* New slash VFX and SFX

Muzzle FlashPrimary SlashAlt Slash
## Appearance

Player Cards
Imperium Collection

## Video(s)

RISE OF THE DRAGON KINGS -- Imperium Skin Reveal Trailer - VALORANT

The **Imperium 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

### Accessories

If the buddy is equipped on a weapon using an Imperium skin, the buddy's colors will change to match with the skin

## 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
* New model VFX during gunfire
 3
* New inspect VFX and SFX
 4
	+ A dragon and several crystals rise from the ground underneath the victim. The dragon flies around overhead while the crystals float around the victim, before the dragon stop to glare at the victim, causing the crystals to collapse in and fully encase them.
 Level
 2
* New equip animation and SFX
* New inspect animation and SFX
* New slash SFX and animations utilizing both melees

Muzzle Flash + additional VFXGun equipGun inspectReloadFinisherLvl 1 MeleeMelee equipLvl 2 MeleesMelee inspectPrimary SlashAlt Slash
## Appearance

Player Cards
Outlaw

## Icon

See here for more stats about multipliers, TTK, spread, and accuracy penalties

The **Outlaw** is a Sniper rifle that is a primary weapon in *VALORANT* introduced in Episode 08: DEFIANCE.

It is the first weapon to be added to the standard arsenal since the game's launch.

## Summary

The Outlaw is a moderately-priced sniper rifle. As a sniper, it has a scope with a single setting on its Alternate Fire mode that has perfect accuracy when standing still. The Outlaw's Primary Fire accuracy on the other hand is very inaccurate.

As a double-barreled, break-action rifle, the Outlaw has two different reload options depending on whether the player needs to reload bullets into one or both of its barrels. When reloading one barrel, the player will firstly remove the empty cartridge remaining before quickly reloading the barrel. When reloading both barrels, the player will remove each empty cartridge one after the other before reloading both barrels simultaneously. The duration of reloading one barrel is on par with many other weapon reload times, but the duration of reloading both barrels is one of the longest in the game. The audio cues for these reloads are also distinct from each other, allowing nearby enemies to tell the difference between when an Outlaw user is reloading with one bullet still remaining or not.

In comparison to *VALORANT'*s other sniper rifles, the Outlaw fits between the cheaper Marshal and the costlier Operator. As with the other snipers, headshots with the Outlaw will always be rewarded with an instant kill. For body shots however, the Outlaw can kill an enemy with light shields in one shot (something the Marshal doesn't have the damage to do) but cannot do the same for an enemy with full heavy shields (something the Operator can do).

## Stats

* Headshot multiplier: x1.7
* Leg shot multiplier: x0.85

### Spread values

 **Primary Fire** | 3.5
 **Alternate Fire** | 0

## Update History

**v8.01**
* Fixed an issue when transitioning from inspect to scope
* Team Deathmatch only:
	+ Fixed Outlaws from weapon spawners not having any reserve ammunition

**v8.0**

* Added

## Navigation

1. ↑ File:Weapon lengths.png
2. ↑ File:Weapon lengths.png
Patch Notes/2.11

## Official Articles

Patch Notes

The following is a list with all the changes made in patch v2.11.

*I know, after skipping Patch 2.10 you expected fireworks. Just look at this patch as the quiet before the Episode 3 storm.*
*Not for nothing, Patch 2.11 should improve your framerate by 1% on average if you’re on a medium–high spec machine.*

## Competitive Updates

* Added a Leaderboard search bar to help you find players by name

## Modes Updates

* Replication is back as part of our modes rotation and will replace Escalation for now

## Performance Updates

* Improved Client framerate by 1% on average for medium to high spec machines by optimizing abilities, equipment, and weapons in your inventory
* Optimized Agent and Environment mesh clipping calculations

## Game System Updates

* Fixed fonts for various regional languages to improve readability
* Updated ping wheel and radio wheel to ignore non-movement inputs while the wheel is displayed
* Fixed an animation issue with abnormal hand positions while equipping weapons

## Bug Fixes

### Agents

* Fixed an issue where Reyna couldn’t sell then rebuy Dismiss ability during Buy Phase

### Competitive

* Fixed a bug that was causing an infinite load symbol while viewing a friend’s career.
* Fixed several Leaderboard UI bugs.

## Known Issues

* In the model viewer, a hitch is caused by the Sharpening setting interacting with MSAA
	+ If you encounter this, we advise that you toggle off the Sharpening setting until we can ship a fix.
Hue Shift Collection

The **Hue Shift Collection** is a collection of cosmetics in *VALORANT*. Its contents were available to be obtained using the DISRUPTION: 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.
High Tide

## Description

Create a path of water that moves forward, creating a water wall that blocks vision

## General

### Function

Slow
Wall

### Default Key

E

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

— In-game description

**High Tide** is a signature ability for Harbor.

## Description

High Tide is a Vision Blocker ability that Harbor must equip before casting. Upon casting, he sends a sphere forward that can pierce through terrain. As it travels, it leaves a path on the ground directly below it. The direction and altitude of the sphere can be controlled by holding fire and moving your crosshair in the direction you want it to go.

Once the sphere reaches its maximum distance, or upon alt firing while holding fire, a wall of water will start to rise from Harbor's location, spreading across the length of the path until it reaches its end. Any agent who come into contact with the wave at any point will be briefly slowed. Once the wall's duration expires, the whole wall will slowly fall to ground.

High Tide equippedHigh Tide castHigh Tide 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

**v5.12**
* Duration increased 12s >>> 15s

**v5.09**

* Fixed a bug where High Tide would have large gaps when cast in specific map locations.
Patch Notes/5.08

## Official Articles

Patch Notes
What's new in EP 05 Act 3

The following is a list with all the changes made in patch v5.08.

*Reminder: this is the start of Episode 5 Act III and that means there’s a number of new things that aren’t featured below: the return of the Ion skinline, a whole new Battlepass and a reset of ranks.*

## Agent Updates

**Harbor goes live!**

* Learn his abilities on our Agents page.
* Watch the newest Controller in action in his debut trailer.

## Bugs

### Agents

* Fixed an issue where friendly versions of area-damage abilities could overwrite enemy versions of those abilities to deal less damage
* Fixed a bug where Viper's  Toxic Screen could have small gaps around ground level in specific map locations

### Gameplay Systems

* Fixed various minimap bugs:
	+ Ally position indicators would persist on the edge of minimap even after ally came back into view
	+ In some cases, KAY/O's  Suppression Blade position indicator could appear twice on the minimap
	+ Opening the larger map (defaulted to Caps Lock and ‘M’) during round transition could cause spawn barriers to appear as a single pixel
	+ "Recently Seen Enemy" icon indicators could sometimes update their position without the enemy being visible

## Maps

### Pearl

* Fixed a sliver line of sight from A Main to A Link
Overdrive

*This article is about Neon's ultimate ability. For the cosmetic collection, see Overdrive Collection.*

## Description

Gain full power and speed for a short duration whilst being able to fire a deadly lightning beam

## General

### Default Key

X

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

— In-game description

**Overdrive** is an ultimate ability for Neon.

## Description

Overdrive is an Empowerment ability that Neon can instantly use. Upon activation, she refills her **Energy** (if not already full) and equips herself with a damaging lightning beam. She will simultaneously activate High Gear whenever Overdrive is equipped. During Overdrive, Neon can use all her abilities and equip other weapons, being able to reequip the lightning beam, but her Energy will continuously drain until it is depleted no matter what tools Neon currently has equipped. Overdrive will last as long as Neon is consuming Energy and its effects will end once the pool has been depleted.

Overdrive's lightning beam fires in a straight line with infinite range, penetrating through enemy agents but not through terrain. It is perfectly accurate both standing still and in most cases whilst moving, with the exception of being airborne. The beam has a ammo count that acts as its "magazine", and this will (after a brief delay) automatically and rapidly reload one by one if Neon is not firing or when Neon runs out of ammo. Neon is able to fire the beam whilst it is in the process of replenishing without waiting for the "magazine" to completely fill up, interrupting the reload. The "reserve" for this lightning beam is infinite.

Neon can Alt Fire with the lightning beam equipped to consume a charge from High Gear and trigger its slide, so long as there is a charge available. The slide cannot be activated whilst Neon is already firing her beam, but the beam can be fired immediately after activating the slide.

### Energy

Neon has a Resource Bar of 100 Energy. Overdrive consumes Energy at a rate of 1 every 0.2 seconds (5/sec). Whenever Neon kills an enemy agent, she will instantly refill her Energy. Neon will say a warning if her energy drops below 20 and Overdrive will deactivate if her energy runs out.

Summoning OverdriveOverdrive equippedOverdrive fireOverdrive when out of ammo
## 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.**

**v5.03**
* Damage per shot reduced 22 >>> 18
* Leg shot multiplier reduced 1.0 >>> 0.85
* Killzone increased 15m >>> 20m
* Headshot multiplier increased 1 >>> 3

**v4.07**

* Can now be input-queued to equip after the current action
Kingdom Industries

*This article is about the organization from Omega Earth. For other uses, see Kingdom.*

## Information

### Location(s)

* Santa Fe County, USA, Alpha Earth
* Lisbon, Portugal

## Additional Pages

 **Lore Wiki Article**

**Kingdom Industries** (also known as **Kingdom Ind.**) is an organization in the world of *VALORANT* from Omega Earth.

## History

An organization with the technology to travel to other Earths, Kingdom Industries were able to make contact with an alternate version of themselves from Alpha Earth, Kingdom Corporation. The two organizations soon decided to set up the Everett-Linde Research Lab together in Santa Fe County, USA, Alpha Earth. Whilst the lab was running, Kingdom sent employees over to Alpha to collaborate with Kingdom Co. partners on scientific advancements, the largest of which was a Radian Collider situated underneath the main building. Their venture appeared to have ended after the Radian Collider was destroyed by snipers, resulting in an explosion that killed many of the facility's workers.

On Omega, the company has a large presence in Lisbon. Along with the VALORANT Legion, they worked to encase several settlements there in geo-domes when Lisbon was being threatened by rising sea levels. With reality distortions also affecting the city, Kingdom can be seen working on reality restoration projects, including one on the ruins of a cathedral. Kingdom also operates a metro line used to connect the geo-domes to each other, and they also sponsor the Multiverse Museum. In the center of the city is a statue holding up a large sphere, representing Kingdom saving the city and also holding up the world.

## Members

 Rúben Pontes | Everett-Linde engineer
 Santos

## References

1. ↑ Reddit Pearl AMA: Meaning of the statue + sphere
Patch Notes/7.03

## Official Articles

Patch Notes

The following is a list with all the changes made in patch v7.03.

*Hey, everyone. It's Jo-Ellen here.*

*In this patch: an update to muting people, some quality of life changes when purchasing or unlocking items after a game, and more.*

## General Updates

* We have restructured the rendering system with the goal of making the system more maintainable in the future.

## Play Behavior Updates

* We added party text mutes for people who have received team text mutes.
* We added formatting changes to our behavioral warning messaging system in order to improve visibility and readability.

## Store Updates

**Favoriting After Purchase and End-Of-Game Unlock**

* After purchasing or unlocking Battlepass or event pass items at the end of a game, you will now have the ability to immediately Favorite your newly purchased/unlocked weapon or accessory item (titles not included) on the confirmation screen.

**Navigation to Sprays Collection**

* After purchasing or unlocking a Battlepass or event pass Spray at the end of a game, you will now be able to directly navigate to that newly acquired Spray in the Collections tab from the confirmation screen.

## Bug Fixes

* Fixed a bug where a white line appeared on Player Portraits when an Ultimate was used.
* Fixed an issue where a shield's number value appears red in the shop upon damage and then when buying it back again.
* Fixed a font issue where Greek Tonos was not rendering for Account Names.
* Fixed a bug where VOIP Ducks Flavor VO (a setting that, when turned on, makes in-game sounds slightly lower in order to prioritize party/team comms) was not functioning as intended.
* Fixed a bug in the Esports Hub that was causing the Schedule to show incorrect Time/Days due to UTC time conversion.
Haunt

## Description

Throw a watcher that lashes out on impact with the ground, revealing enemies in its line of sight and creating trails to them.

## General

### Default Key

E

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

— In-game description

**Haunt** is a signature ability for Fade.

## Description

Haunt is an Intel ability that Fade must equip before casting. Upon casting she will throw a watcher that activates as soon as it comes into contact with horizontal terrain. Unlike most thrown projectiles that will naturally arc through the air when thrown until they hit terrain, Haunt has a set timer. If the watcher is still in the air after this time, it will immediately drop down vertically instead until it hits horizontal terrain. Fade can reactivate the ability to cause this drop to happen on command.

Upon contact with the ground, the watcher will rise back up and lash out. Any enemies seen by the watcher within a set radius will become revealed with a real-time silhouette and marked with a **Terror Trail**. Enemies can deal damage to the watcher and destroy it.

### Terror Trail

Haunt will mark enemies with a Terror Trail, creating a black trail on the ground between the watcher's position and the affected agent, that Fade and her allies can follow. For the duration of the mark, Terror Trail will track the affected agent's movements, extending their current trail. The trail can only be broken by teleports (the trail will begin again from the agent's new position as long as they are still marked but will not connect to the original trail) or cleansed by Yoru's Dimensional Drift. When the agent's mark debuff expires, the trail will disappear.

Haunt equippedHaunt castHaunt activatedHaunt enemy reveal
## 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

**v6.0**
* Will no longer take damage from allied  Hunter's Fury

**v5.12**

* Now immune to all allied damage

**v5.09**

* Can no longer reactive Haunt if it is still airborne whilst Fade is suppressed

**v5.01**

* Fixed issue causing Haunt to sometimes reveal enemies that were on the other side of a thin wall

**v5.0**

* Fixed a bug where revealed agents would sometimes briefly appear in an incorrect location on the minimap
Nebula Collection

The **Nebula 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.
Patch Notes/6.01

## Official Articles

Patch Notes

The following is a list with all the changes made in patch v6.01.

## Map Updates

### Lotus

* The volume for the rotating doors has been reduced while rotating. Please let us know what you think.
* The Lotus-only queue has been removed.
* Lotus will now be included in the map rotation for Unrated and Competitive.

## Modes Updates

### Replication

* Replication has been removed from Modes queue.
	+ Although we are shelving Replication temporarily, it is still available via the custom game option.

## Bug Fixes

### Agents

* Killjoy’s  Nanoswarm (C) will no longer deal more damage to destructible objects than intended.

### Gameplay systems

* Fixed a bug where occasionally the third-person flashed visual indicator on an Agent’s head wasn’t in sync with the actual flash duration. (i.e. Omen’s  Paranoia [Q], Phoenix’s  Curveball [Q]).
* Fixed a bug where the Spike would be invisible and attempting to equip the Spike would fail after changing from Defender to Attacker in a Custom Game and picking up the Spike.
* Fixed a bug where you were unable to plant the Spike after reconnecting to a match where you died while disconnected.
* Fixed a bug that, while using the Marshal, prevented full reloading between shots if auto-scoping is enabled. Thanks for all the reports on this!

### Maps

#### Lotus

* There are several bug fixes for Lotus. Thanks to everyone who reported issues! Here are a few highlights:
	+ Boost exploit in the back of B Site has been removed.
	+ You can no longer get yourself stuck in the rotating doors (we're pretty sure anyway, let us know if you find a way—also, you’re all very creative!)
	+ Breach can now use abilities on both rotating doors.
	+ The destructible door located at A Link now has working vision cones.
	+ The Spike can no longer get lost in the back of A Site.
	+ Fixed a broken Spike plant spot on A Site.
Patch Notes/4.11

## Official Articles

Patch Notes

The following is a list with all the changes made in patch v4.11.

## Social Updates

* **Clutch Mute** - You now have the option to mass mute your teammates and/or party members so you can focus during clutch moments!
	+ Go to Settings (Esc) > Controls > Communication
	+ Set keybinds for Party and Team Voice Clutch Mute Keys
	+ Press the keybind while in-game to Toggle "ON" the Party and/or Team Voice Clutch Mute and then again to Toggle "OFF"
	+ When “ON,” you can toggle the mute any time during your match when you hit the assigned keybind. An icon will appear so you know when it's enabled.

## Bugs

### Agents

* Fixed a bug where Skye would sometimes make an unintended pose, seen in third-person, when holding a gun
* Fixed a bug where Jett could reach very faster than intended speeds by using  Tailwind in specific locations (aka. “superdash”)
* Fixed a bug where Yoru could use weapons earlier than intended when exiting  Dimensional Drift (...again)
	+ *Some of you creative types continue to find new ways to trigger variants of this bug since the last few patches. Fixing these loopholes is intended to improve systems that are used by all abilities in the game. Because of this (in addition to the bad experience of getting shot by invisible Yoru), we are keeping a close eye on the results of these changes.*
* Fixed a bug where Yoru's mask would flicker while running forward during Dimensional Drift
* Fixed a bug where you would sometimes see the location of enemy Astra  Stars
* Fixed a bug where you were unable to re-stabilize KAY/O after being themselves resurrected by Sage
* Fixed a bug where the following abilities would sometimes disappear from the minimap:
	+ Viper's  Toxic Screen and  Poison Cloud
	+ Killjoy's  Nanoswarm
	+ Cypher's  Cyber Cage
* Fixed a bug where after switching Agents in the range or in custom game, the buy menu would sometimes show invalid items
* Fixed a bug where Chamber's model would still teleport if killed mid-teleport
* Fixed a bug where Skye's  Seekers and Fade's  Prowler and trails would not navigate down the chute on Breeze
* Fixed Sova's trick shot VO line so that it plays when he kills an enemy with a 1 or 2 bounce  Shock Bolt
	+ *It was never intended for these VO lines to play when destroying an enemy trap. This provided information that wasn't readily available to Sova and his team through other means. We've added this back, but restricted it to play only when Sova kills an enemy player with a bouncing Shock Bolt.*
* Fixed a bug where Killjoy's  Alarmbot and Chamber's  Trademark created large white circles on Brimstone's  Sky Smoke targeting map
* Fixed a bug where Chamber's  Rendezvous range indicator does not disappear when far enough away to be off of the minimap
* Fixed an issue where our spawn point scoring system in Deathmatch wasn't updating correctly.
	+ You should now consistently spawn farther from where you died and experience fewer "revenge" kills.
	+ *We're aware the spawn system could be better and we'll continue to make changes that improve the experience.*
Patch Notes/1.06

## Official Articles

Patch Notes

The following is a list of all the changes made in patch v1.06.

*We're back and we hope you've clocked many hours into Act II, are showing off your Act Rank and clicking heads with Killjoy.*
*Consider this the "Air Shotgun" patch. Some bug fixes below, too.*

## Agent Updates

* The audio and visuals for blinding effects (Phoenix Curveball and Breach Flashpoint) should better indicate when to turn away, and when it's safe to look again.

## Weapon Updates

* All shotguns updated to be less accurate when fired while in the air
	+ Spread penalty when in air increased .5 >>> 1.25

*While shotguns are doing well in situations they are supposed to, there's been overly frustrating moments where people are accurate with these weapons while in the air. We hope to curb some of those encounters while still making them possible if you catch an opponent at a short distance. We’ll also be investigating more potential changes to shotguns now that we’re rested.*

## Quality of Life

* In Collection menu screens, the "Show Owned Only" toggle now persists between screens and client restarts.

## Bug Fixes

* Potential fix for the bug where the player's HUD sometimes disappears.
* Fixed a bug in deathmatch match history & match details where ties between 3 or more players were not displaying as a tie, instead showing the lowest rank as if they were not tied (so a 3 way tie for 2nd would show 4TH PLACE instead of 2ND PLACE (TIED)).
* Fixed a bug that allowed progress towards competitive matchmaking for new players by forfeiting unrated games.
* Forfeited games will not count towards the Competitive requirement for the team who forfeited.
* Fixed a bug where "<Missing String Table>" would appear in the chat log.
* Fixed a bug where strange player names could appear in chat when managing party invites
* Fixed a bug where some players were missing rewards after reaching the end of Agent Contracts or the Act Battlepass. Playing a game should grant the missing rewards, including missing rewards from Act 1.
Paint Shells

## Description

Throw a cluster grenade which deals damage and creates sub-munitions, each doing damage to anyone in their range.

## General

### Affects map objects?

*Inconsistent, see Health for more details*

### Default Key

E

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

— In-game description

**Paint Shells** is a signature ability for Raze.

## Description

Paint Shells is a Deterrent ability that Raze must equip before casting. Upon casting she will throw a cluster grenade that explodes after a set amount of time. Raze 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.

Upon detonation, the grenade will deal damage that falls off from the center towards the edge to anything in range. It will then release 4 more grenades that will detonate once they have fallen to ground after a brief delay, each dealing the same damage as the original grenade. Each explosion has an outer radius and an inner radius, with the sub-munitions having slightly lower explosion radii than the initial grenade. Anything within the inner radius of a grenade will take full damage. Once in the outer radius, the amount of damage begins to fall off to a minimum at the very edge.

Paint Shells equippedPaint Shells primary fire castPaint Shells alt fire castPaint Shells activated
## Stats

  Radii

\* 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.

a Verified using the Range's training dummy

## Update History

**v7.09**
* Primary grenade explosion radius 6m >>> 5.5m.
* Secondary grenades explosion radius 6m >>> 5.25m.
* Primary grenade explosion minimum damage 15 >>> 1.
* Secondary grenades explosion minimum damage 15 >>> 1.
* Damage multiplier to enemy utility 250% >>> 100%.

**v5.12**

* Now deals damage to Fade's  Prowler
* Damage modifier to non-players increased 100% >>> 250%

**v0.47+**

* Tuned and adjusted audio so that Paint Shells will be easier to hear in hectic scenarios
* Reduced number of charges 2 >>> 1
* Now has a kill reset, requiring players to get 2 kills to refresh charge
* Fixed an edge case where the secondary cluster would explode quicker than intended. They now have a minimum duration before exploding
Patch Notes/6.03

## Official Articles

Patch Notes

The following is a list with all the changes made in patch v6.03.

*Hello! Jo-Ellen here. Thank you for all your feedback on Swiftplay. We’re happy to hear how much you love this mode. Additionally, we’ve got a Killjoy and Raze update—and even more bug fixes.*

## Agent Updates

###  Killjoy

With Chamber’s recent balance and the increased reliability of Killjoy’s Lockdown ult, she has recently sprung up as the premier Sentinel Agent in the game. When we took on systemic damage and health interactions in Patch 5.12, we decided not to reduce Killjoy’s Turret health given her place in the ecosystem at the time. Given her place today, we are making the changes below.

* Turret (E) health decreased 125 >>> 100
	+ Reducing the total health of the Turret will allow for opponents to have an easier time destroying it, particularly with weaker weapons.
* Lockdown (X) point cost increased 7 >>> 8
	+ We're happy with Killjoy's Ult being powerful when opponents don't have a plan to push or contest it, but feel the frequency is too high for the reliability it now offers.

###  Raze

We feel the duration of Boom Bot has led to a larger recon footprint than we felt was healthy, in regards to the ability’s secondary output. We are decreasing the amount of space the ability can cover in order to sharpen Boom Bot as a tool Raze and her team can use to follow up around angles.

* Boom Bot (C) duration decreased 10s >>> 5s

## Gameplay Systems Updates

* Adjusted the Firing Error graph to use worst case error represented as degrees from the aim direction. The graph now reports the worst case error degrees of a possible bullet vector—before it didn't account for the generation of the actual error vector.
* Introduced a new setting “Operator (Hold)” which allows those of you in Toggle Mode to hold Secondary Fire to go to Level 2 zoom. (Pre-Patch 6.0 zoom behavior).
* Restored weapon zoom to pre-Patch 6.0 behavior when transitioning from weapon equip to Zoom/Aim Down Sights.

## Modes Updates

### Swiftplay

* Remember when we told you the Swiftplay Beta would end in January. We sorta lied. Everyone decided to just keep it on. Please keep sending us your feedback, though

## Social Updates

* Added Real Time Text Evaluation (NA only to start) to the Agent Select screen.

## Bug Fixes

* Adjusted Sage, Neon, Jett, and Yoru’s hair heights to fit within our standardized vertical range
* AI (such as Skye’s  Seekers [X]) will now travel through the crouch-only connection on Pearl near the Defender’s spawn area
* Fixed a bug where KAY/O would sometimes be able to move after being downed during  NULL/cmd (X)
* Fixed a bug on Fracture where a player could fall off and die if two players ride the zipline at the same time. Thanks for the report on Reddit!
* Fixed a bug where disconnecting and reconnecting multiple times in a round could cause a door on any map to incorrectly appear open or shut.
* Fixed a bug where rapidly spamming the Marshal’s zoom button could cause the scope to get stuck cycling in and out.
Hydrodip Collection

The **Hydrodip Collection** is a collection of cosmetics in *VALORANT*. Its contents were available to be obtained using the DISRUPTION: 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

### 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
Horizon Collection

The **Horizon 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.
Nunca Olvidados Collection

The **Nunca Olvidados 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

### Weapon Skins

By default, each skin has a different theme that automatically changes whenever the player moves from a light area into a dark area, and vice versa. In light areas, the guns will have a light, "Living" theme and in dark areas they will use a darker, "Eternal" theme. When the weapon is inspected, the theme on one side (the further side from the player's perspective) will briefly switch to the opposite theme to the one currently being used.

The skins can be upgraded with variants to keep the skin using a singular theme at all times, depending on if they equip the Living variant or the Eternal variant.

## Appearance

Player Cards

## Trivia

* The collection is inspired by the Mexican holiday "Día de los Muertos" (Day of the Dead) and its name translates to "Never Forgotten" from Mexican-Spanish.

## Gallery

Art used on Living variantsArt used on Eternal variants
## References

1. ↑ The Origins of *VALORANT*’s Nunca Olvidados
Operator

## Icon

See here for more stats about multipliers, TTK, spread, and accuracy penalties

The **Operator** is a Sniper rifle that is a primary weapon in *VALORANT*.

## Summary

The Operator is a high-cost sniper rifle and the most expensive gun in the game. As a sniper, it has a scope with two zoom settings on its Alternate Fire mode that has perfect accuracy when standing still. The Operator's Primary Fire accuracy on the other hand is extremely inaccurate.

The Operator's power comes from its high-damage bullets, being able to instantly kill any enemy with a single shot to the body, though with its low rate of fire every missed shot comes with a cost. Compared to the Marshal and the Outlaw, both of which cannot kill fully shielded enemies with a single body shot, the Operator is also better at picking off enemies with a wallbang shot than the Marshal due to its higher penetration, though the Outlaw's higher fire rate can make it a better choice instead for this if an additional shot is needed.

## Stats

* Headshot multiplier: x1.7
* Leg shot multiplier: x0.8

### Spread values

 **Primary Fire** | 5
 **Alternate Fire** | 0

## Update History

**v8.01**
* Fixed bullet tracers with the Operator when penetrating through corners.

**v3.0**

* Price decreased from 5000 >>> 4700

**v1.09**

* Increased price from 4500 >>> 5000
* Decreased scoped movement speed from 76% >>> 72%
* Adjusted weapon deadzone from becoming inaccurate at 30% movement speed >>> 15% (become inaccurate sooner, become accurate later when stopping)
* Firing rate reduced from .75 >>> .6
* Instant/Fast equip time increased from 0.3 >>> 0.5
* Leg shot damage decreased from 127 >>> 120

## Trivia

* During the Beta, the weapon's full name was the **BSW-460 Operator** (Ballistic Sniper Weapon).
	+ The 460 implied the Operator used cartridges like a .460 Steyr.
* On the default skin, the weapon's name is printed **OPR47R**.
* The Operator's design has similarities to the Accuracy International AX50, Barrett M107 (magazine well and trigger guard), and Barrett M98B (pistol grip).
* Despite the Operator's and the Odin's heavy physical appearance, the Bucky and Judge are the weapons slowest to run with.
* The Operator is the only purchasable gun in the game that does not currently use a x0.85 leg shot multiplier, as is otherwise standard across the rest of VALORANT's armory. It previously used to be consistent with other weapons but this changed upon the Operator's leg damage being directly nerfed in 1.09.

1. ↑ File:Weapon lengths.png
2. ↑ File:Weapon lengths.png
Iridian Thorn Collection

The **Iridian Thorn Collection** is a collection of cosmetics in *VALORANT*. Its contents were available to be obtained using the DIMENSION: 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
Panoramic Collection

The **Panoramic Collection** is a collection of cosmetics in *VALORANT*. Its contents were available to be obtained using the EVOLUTION: 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
Goldwing Collection

The **Goldwing Collection** is a collection of cosmetics in *VALORANT*. Its contents were available to be obtained using the REFLECTION: 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
Champions 2023 Collection

* Skins
* Bundle
* Drops

## Video(s)

Champions 2023 Skin Reveal Trailer -- VALORANT Champions Los AngelesTicking Away ft. Grabbitz & bbno$ (Official Music Video) -- VALORANT Champions 2023 Anthem

The **Champions 2023 Collection** is a collection of cosmetics in *VALORANT* celebrating the 2023 VCT Champions event. Its contents were available for a limited time on initial release from multiple sources, including the Champions 2023 bundle, broadcast drops, and event pass.

## Collection Bundle

From August 4th - 29th 2023, 50% of net proceeds from the Champions 2023 Bundle went to participating teams. By August 24th, the collection had raised more than $20 million USD. The items are unable to appear in the Featured Store's daily 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 3.

#### Upgrade Effects

 2
	+ An instrumental of *Ticking Away* will play:
* New muzzle flash + gunfire VFX and SFX
 3
	+ Kill SFX sounds like different parts of *Ticking Away*
* Final kill of the round plays a finisher animation
	+ Victim becomes encased in golden glow as they reach for the sky for the trophy, in addition to having multiple screens around the victim showing the agent that killed them.
	+ An instrumental of *Ticking Away* can be heard:
	+ The finisher can also be augmented by walking onto the victim which will, after a small delay, cause the map to darken and will surround the player what it seems to be like a stadium
		- The music will also transition to an instrumental part from *Ticking Away*:
 4
* If the player is currently the last player standing, the Champions logo starts beating.
 Level
 2
 3
* If the player is currently match MVP in the game, the kunai will receive a golden aura.

Gun InspectMuzzle FlashKill EffectInitial FinisherAugmented Finisher in sphereGun AuraLvl 4 gun at 3 killsLvl 4 gun at 30 killsMelee EquipPrimary SlashAlt SlashMelee AuraLvl 3 melee at 6 killsLvl 3 melee at 30 kills
## Champions 2023 Pass

*See also: Episode 07: EVOLUTION: Act 1 → Champions 2023 Pass*

## Broadcast Drops

The following cosmetics were obtained by viewers who tuned into official broadcasts or selected co-streamers on Twitch and Youtube.

## Appearance

Player Cards

## Trivia

### Development

* Initially, there were three other weapon variants ("EMEA", "Pacific" and "Americas" - identical to VCT LOCK//IN Collection's variants) for the Vandal skin shown in concept art made by Denis Lakhanov, but it was ultimately scrapped before its final release.
* There were at least 9 iterations for the Melee skin before its final release.

## References

1. ↑ Watch, Play and Earn during Champions 2023
2. ↑ Total contributions to teams: Over $20M USD
3. ↑ VALORANT Champions 2023 skin concept art shows off different variants fans missed out on
4. ↑ Artstation - Valorant - Champions 2023