recursal/Fanatic-Fandom huggingface dataset:
Lockdown

## Description

Deploy a Lockdown device that, after a long windup, detains all enemies caught in its radius.

## General

### Default Key

X

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

— In-game description

**Lockdown** is an ultimate ability for Killjoy.

## Description

Lockdown is a Crowd Control ability that Killjoy must equip before casting. Upon casting, she deploys a Lockdown device into the ground in front of her. Killjoy can rotate her body during deployment to position and plant the device in very specific locations either at her feet or within a small distance in front of her.

Once deployed, the device creates a spherical area of effect and begins to wind up. The sphere's center is positioned at the location where the device was planted. This means the AoE appears both above and below ground. Whilst this effect won't be seen when deployed on completely solid, horizontal ground, this becomes applicable when the device is planted near an area where the map's elevation changes and gets lower, be it a gradual slope or a steep vertical drop. Enemies within the sphere will hear warning sounds. Once the windup is complete, the device will emit a pulse that detains any enemy agent within the AoE.

Enemies can deal damage to the device and destroy it, though Killjoy and her team will be alerted if the device is destroyed.

Lockdown equippedLockdown castLockdown activatedLockdown within radius

## Update History

**v7.04**
* Ultimate points increased 8 >>> 9

**v6.08**

* Updated visuals for when being destroyed.
* Removed the yellow warning UI Indicator for enemies Killjoy’s Lockdown.

**v6.07**

* Warning indicator added to Lockdown
	+ **This is an undocumented change**

**v6.03**

* Point cost increased 7 >>> 8

**v6.0**

* Now properly takes damage from all abilities

**v5.12**

* Health increased 150 HP >>> 200 HP
* Now immune to all allied damage

**v5.01**

* Added voiceovers that inform allies when Lockdown is destroyed or if it detains any enemies or not, also stating exactly how many enemies have been detained
	+ **This is an undocumented change**

**v4.04**

* Improved the system used to place Lockdown at targeted ground locations

**v2.05**

* Can no longer place Lockdown off the ground by jumping and placing it on cosmetic pieces of geo on the walls

**v2.03**

* Can no longer be placed inside Sage's  Barrier Orb in some instances
	+ If Barrier Orb is placed on top of Lockdown, the section of the wall covering the ult will now be destroyed
Alarmbot

## Description

Deploy a bot that hunts down enemies that get in range and explodes, applying Vulnerable.

## General

### Default Key

Q

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

— In-game description

**Alarmbot** is a basic ability for Killjoy.

## Description

Alarmbot is an Intel ability that Killjoy must equip before casting. Once equipped, her crosshair will be replaced with an indicator for placing a bot. This will turn pink if it is placed on a viable position to be cast in, and will turn red for unviable positions. Upon casting, the bot will briefly deploy at the location before turning invisible. The bot can be recalled but will go on a short cooldown before it can be redeployed. Once deployed, the bot remains indefinitely. For it to remain active however, Killjoy must remain within a certain distance from the bot. Exceeding this distance will cause the bot to deactivate, becoming visible and not responding to any enemy agents that pass by it. Reentering the proximity range will reactivate the bot. The bot will also deactivate if Killjoy is killed or suppressed.

Enemy agents who approach it will be able to see it once they get within close enough proximity. Enemies can deal damage to the bot and destroy it, though Killjoy and her team will be alerted if the bot is destroyed.

If an enemy agent gets too close to the bot it will activate in three phases. First it will become alert, revealing itself to enemies. It will then travel from its location towards its target. If it is able to get into closer proximity to the target without being destroyed, it will then jump up and explode, applying Vulnerable to any agents in range.

Alarmbot equippedAlarmbot castAlarmbot activatedAlarmbot triggeredAlarmbot recalled
## 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

**v6.11**
* Fixed bug with Killjoy’s utility not fading back into stealth when recovering from a disabled state

**v6.08**

* Updated deactivate sounds to make them more distinct.

**v6.07**

* Yellow indicator removed from Alarmbot

**v5.12**

* Now immune to all allied damage

**v4.10**

* Voice lines relating to Alarmbot will now be heard globally by allies

**v4.04**

* Improved the system used to place Alarmbot at targeted ground locations

**v4.02**

* Fixed a bug where Alarmbot was unretrievable after being resurrected by Sage

**v3.0**

* Cooldown after pickup increased 7 >>> 20 seconds

**v2.07**

* Disbabled Alarmbots will no longer chase far away targets that ran by them when they are re-enabled

**v2.05**

* Fixed Killjoy not getting charges from Alarmbot back if it is recalled after she is resurrected

**v1.11**

* Alarmbot now deactivates if Killjoy is more than 40m away from it. Reentering the 40m range reactivates the ability
* Range at which Alarmbot can be detected decreased from 9m >>> 7m
* Cooldown after pickup reduced from 20 seconds >>> 7 seconds
Luxe Collection (Beta)

The **Beta Luxe Collection** was a set of weapon skins in *VALORANT* during its Closed Beta.

The collection was removed from all accounts upon *VALORANT*'s live release, but the Luxe theme was eventually re-released with updated models, though the variants were not included.

## Cosmetics

### Weapon Skins

The variants for the Melee were never released.
POLYfrog Collection

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

## Appearance

Player Cards
Ares

## Icon

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

**Head** - 67
**Body** - 28
**Leg** - 23

The **Ares** is a Machine gun that is a primary weapon in *VALORANT*.

## Summary

The Ares is a medium-cost machine gun. Unlike most other guns that gets less accurate as you continuously fire more bullets from them, the Ares is the only gun in the game that gets more accurate as it is continuously fired. As a machine gun, it is most effective as either a defensive tool to hold a site or when used to get wallbang kills due to its high penetration, rate of fire, and magazine capacity. Their lower mobility and longer equip speeds however make them less suited for peeking or entering sites, something better served by SMGs at the price of an Ares.

In comparison to the similarly-priced Spectre, the Ares is better at a distance due to its low damage falloff but cannot compete with a Spectre player who can hit their headshots at close range. The Ares is also less mobile and has much more initial spread.

Compared to the costlier Odin, the Ares is not completely outshone thanks to its unique reverse accuracy feature. However, the Odin's higher damage, fire rate, and initial accuracy far outweigh the benefits of the Ares, though a heavy price will need to be paid for the upgrade.

## Stats

* Headshot multiplier: x2.4
* Leg shot multiplier: x0.85
* 30+ m falloff multiplier: x0.933 (14/15)

### Spread values

 **Primary Fire** | 1
 **Alternate Fire** | 0.9

## Update History

**v4.01**
* Price increased from 1550 >>> 1600
* Pitch recoil increased
* Spread changed from .8 down to .7 after 10 bullets >>> 1.0 down to .7 after 13 bullets
* Crouch benefits spread and recoil reduced from 40% >>> 25%

**v4.0**

* Removed spin up
* Firing rate increased from 10 >>> 13

**v3.0**

* Price decreased 1600 >>> 1550
* Walking Inaccuracy changed from .5 >>> 2.4

**v0.50**

* Price reduced from 1700 >>> 1600
* Firing Error:
	+ Bullet 1: 1.0° >> 0.8°
	+ Bullet 5: 0.85° >> 0.75°
	+ Bullet 10: 0.75° >> 0.7°
* Reduced the amount and intensity of horizontal (Yaw) Recoil after the first 8 bullets.

## Trivia

* During the Beta, the weapon's full name was the **LSW-RF Ares** (Light Support Weapon Rapid Fire).
* The Ares's design has similarities to the HK21 with a Beta C-style double drum mag.
* Like the Odin, the Ares is named after a god of war, with Ares being from Greek mythology.

1. ↑ File:Weapon lengths.png
2. ↑ File:Weapon lengths.png
Joules

## Summary

**Joules** is the name of an agent scrapped in early development, similarly to Shatter and Crusader.  Three of her abilities had supposedly served as the prototype for other agent's abilities. Her Lockdown served as the prototype for Killjoy's Lockdown, her Drone Dart served as the prototype for Sova's Owl Drone, and her Blink served as the prototype for Jett's Tailwind. Additionally, she seemed to have prototype abilities called "Seaker Bolt" and "Shock Grenade". These made have served as the prototypes for an unreleased Seeker ability Killjoy was planned to have, but was ultimately scrapped, and Sova's Shock Bolt.
Neural Theft

## Description

Use an enemy corpse to reveal the location of all living enemy players two times.

## General

### Default Key

X

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

— In-game description

**Neural Theft** is an ultimate ability for Cypher.

## Description

Neural Theft is an Intel ability that Cypher can instantly use on the corpse of any dead enemy agent in his crosshairs that has died this round. Upon doing so, Cypher will throw his hat towards the body. Once the hat reaches the corpse it will windup before revealing the locations of all living enemies remaining on the map. After a short duration, the ability will reveal the locations of all living enemies a second time. Neural Theft uses still image silhouettes for its reveals.

Neural Theft castNeural Theft activationNeural Theft enemy reveal

## Update History

**v7.07**
* Neural Theft now completes even if Cypher dies after casting.

**v6.02**

* Fixed bug where Cypher’s Neural Theft (X) would only reveal one time if he had been killed or the round had changed during a previous cast
* Fixed a bug where Cypher’s Neural Theft (X) reveals would be interrupted when he was killed after it had been deployed

**v5.10**

* Improvements made to the yellow silhouette used for reveals
	+ Now disappears if the revealed enemy becomes visible to you to help reduce confusion of seeing two representations of the enemy in different places
	+ Now starts dimmer and fades faster to make it more distinguishable from an actual enemy
* Now reveals enemies two times
	+ 4 s delay between reveals
* Time restriction to cast on enemy corpses removed
* Maximum cast distance increased 12 m >>> 18 m

**v3.0**

* Ultimate points required decreased 7 >>> 6
Patch Notes/6.06

## Official Articles

Patch Notes

The following is a list with all the changes made in patch v6.06.

*Hello, Jo-Ellen here.*

*Short patch notes this time around. Check out changes we made to Gekko, Lotus, and Agent outlines below.*

## Agent Updates

###  Gekko

* Mosh Pit (C)
	+ *Mosh Pit’s damage to objects has been performing inconsistently with relative abilities such as KAY/O’s  FRAG/ment (C) and Breach’s  Aftershock (C).*
		- Damage to objects has reduced 2.5x >>> 1x
* Wingman (Q)
	+ Wingman will now always die if he is last alive.

## Map Updates

### Lotus

* Updated the destruction VFX for the destructible door located between A Link to A Main in order to make it easier to see through as it falls away.

## Gameplay Systems Updates

* Added the ability to hide Agent outlines and fresnel (the color outline on Agents)
	+ Go to Settings >> General >> Under “Other”, there is an option to toggle “Hide Outlines and Fresnel”.

## Bug Fixes

### Agents

* Wingman can no longer concuss intangible players.

### Gameplay Systems

* Fixed a bug where loading into a match resulted in an incorrect view of under the map.

### Social

* Fixed a bug preventing you from sending a whisper starting with a Circumflex Accent ^. You can now whisper cute emoticon faces to each other using ^w^.
* Fixed a bug causing ping icons to be displayed even when someone was muted. Muting someone will now properly suppress ping icons.
* Fixed a bug where the voice chat UI was obscured when your Agent was blinded. You can now see, even when your Agent can’t.
* Fixed a bug where the join party button would still be active even though the party invite was no longer valid.
* Fixed a bug where when searching your friends list, the number of people a friend is in a party with would not display correctly.
* Fixed a bug where scrolling the social panel would sometimes scroll other UI elements like the Agent carousel.
* Fixed a bug where the friends list was obscured when auto-reject friend requests was enabled.
Intergrade Collection

The **Intergrade 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.
Infantry Collection

The **Infantry 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

The Guardian skin has a unique sound effect that will cause it to 'ping' once its magazine is depleted.
Cosmetics

**Cosmetics** are items that modify the appearance of weapons or the player's account in *VALORANT*. There are 5 types of cosmetics; gunbuddies, cards, titles, sprays, and skins.

## Summary

Cosmetics can be changed and equipped in a player's Collection tab. Methods by which they can be obtained include Battle Passes, Gear, and the Store. Most types of cosmetics have some that are available for purchase using VALORANT Points. Others can be unlocked using Radianite Points, Kingdom Credits, or solely through game progression and Experience Points.

Most cosmetics are only available for a limited time, with the only consistent exception being cosmetics from Gear. Most weapon skins that are part of a Store bundle are available to appear in the Featured Store's daily Offers or a Night.Market after their initial release, but these methods are randomized and limit how many skins can appear at once. Past accessories from old act battle passes are also available to appear in the Accessory Store's weekly Offers, but likewise this method is also randomized and limited.

Players can filter their collection to show cosmetics that they do or don't own, as well as gun skins with a specific edition tier. Players can also mark specific cosmetics as favorites, which is also an option to use as a filter.

### Level Borders

Level borders surround a player's selected player card icon whenever it's displayed in game. Unlike other cosmetics, level borders are earned through progression only by increasing your account level, receiving a new one every 20 levels.

### Gunbuddies

Gunbuddies are weapon charms that attach to the side of weapons.

### Player Cards

Player Cards are images that change multiple parts of a player's account, from their icon to their loading screen banner and their background image seen by an enemy when they kill them.

### Player Titles

Player Titles are the titles shown beneath everyone's in-game name while in the lobby or while in the game loading screen.

### Sprays

Sprays are images that can be applied on any map surface. Players can equip up to four sprays to be used in game by accessing the spray wheel. Some sprays are animated and others also have sound effects.

### Weapon Skins

Weapon Skins modify the appearance of weapons. These can be as simple as recolors to as complex as turning the weapon into a dragon. They can also come with a variety of upgrades to include additional VFX, SFX, and animation changes.

In the Collection tab, players have the option to equip "Random Favorite" as a choice instead. For each new game that this option is equipped, a skin from the player's favorite skins for that weapon and one of its variants (if applicable) will be chosen at random to be used for that game.

## Collections

Some cosmetics share the same theme, allowing them to be grouped as a collection. Some collections are just made up of assorted cosmetics that share a theme, whilst others come in bundles that allow players to obtain all the cosmetics from that collection in one go.
NO LIMITS Collection

The **NO LIMITS 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

Each skin has a light theme and a dark theme, and which one it uses automatically changes whenever the player moves from a light area into a dark area, and vice versa. In light areas, the guns will use the light theme and in dark areas, they will use the dark theme.

## Appearance

Player Cards

## Gallery

City ArtCity Art (from model)Light theme textDark theme textTokyo 2023 Light themeTokyo 2023 Dark theme
Guardians

*This article is about the intercosmic group of beings in VALORANT's lore. For the rifle, see Guardian.*

## Additional Pages

 **Lore Wiki Article**

The **Guardians** are an intercosmic group of people known to defend reality from events and their consequences that threaten to severely affect it.

## Operations

The Guardians are a group present within the universes of the Alpha and Omega Earths. They are often depicted wearing hooded shawls. The group had its own language unlike anything used on Earth. Not much is known about the Guardians, who appear to no longer have an active presence as a group on either of the Earths, but one known guardian is Ghanaian Radiant Efia Danso, who is still learning much about the Guardians from what knowledge was left to her.

### Relics

The Guardians created multiple relics all colored in gold. These held immense power and have existed for centuries at least. More recently, some of them have been unearthed from hidden or stored locations and are now used by some agents of the VALORANT organizations:

### The City of Flowers

The Guardians built a city in the Western Ghats of India on each Earth, known as the "City of Flowers" or a "Nexus". The cities are powered by its lotuses and vines that have mutated as a result of being infused with radianite, causing them to grow to abnormally large sizes. By also absorbing large amounts of energy from the sun, they could be used as conduits to power the city, and also for power storage. Some Guardian relics could also be used as keys to enter the city or operate certain features within the city.

On Alpha, a map leading to the city was found lying in the Gulf of Khambhat off the Indian coast by REALM, but when Varun Batra traveled to the city he found it had been sabotaged, being unable to even get close to its decimated remains.

On Omega, the city was rediscovered by the VALORANT Legion. Legion's interest in the city alarmed agents of Alpha's VALORANT Protocol who, from their analysis, believed if Legion's intent was to power it back up, it could have catastrophic consequences back on Alpha due to its city being in ruins, potentially endangering the lives of millions of α-Indians living nearby. A small Protocol strike team was sent to prevent Legion from powering up the city. Though they were unable to prevent an initial activation, the team's rapid response was able to stop a full power up.

## Gallery

The ancient building in Mumbai where the Bracelet was foundThe room containing the Bracelet's pedestalThe City of Flowers' entrance reacts to Astra's gauntlet, opening an outer doorHarbor uses his bracelet to unlock the inner entrance door to the City of FlowersREVELATION -- Episode 6 Cinematic - VALORANTCity of Flowers -- Lotus Official Map Trailer - VALORANTThe Flower Blooms -- Lotus Story Trailer - VALORANTΩ-Astra activates an energy beam located in the city
## References

1. ↑ Astra Astral Form Use Reminder Quote
2. ↑ 2.0 2.1 Research Wing recording
3. ↑ Lotus: Unearthing VALORANT's Lost City
4. ↑ EP 5 Range Lore Updates
5. ↑ 6.0 Brimstone Email
Patch Notes/7.08

## Official Articles

Patch Notes

The following is a list with all the changes made in patch v7.08.

*Hiya! Jo-Ellen here.*

*We’ve got some updates under the Agent Updates section regarding smoke visuals and ability equipping audio. Also, your Level Border and Player Card collections are going to look a little different. You can read about these and more below.*

*And we always welcome your feedback so don’t hesitate to send it our way. Thank you!*

## General Updates

* We made a slight adjustment to the rows of Agents you can select from at the bottom of the screen in order to make room for future Agents.

## Agent Updates

* Smoke Visual Update
	+ Some of the key smokes can manipulate the play space for a good chunk of time and we feel it is important to be able to make the right decisions in the moment. We’ve added audio and visual cues at the end of our longer lasting smokes to give you a bit of a heads up for when the smoke will disappear.
		- Smokes play an audio and visual cue 1.5 seconds before they are about to fade. The following Agents’ smokes have been affected:
			* Astra
			* Brimstone
			* Omen
* Ability equipping sounds are no longer audible to your Allies.
	+ Previously, the sound of you equipping abilities as certain Agents could be heard by allies that were very close to you. Hearing this audio was inconsistent with equipping guns, which are silent to allies, and resulted in confusion around if enemies were able to hear these sounds. We hope this change will make the rules around equipping gun and ability audio more consistent and make what can be heard by enemies easier to learn and understand.

## Premier Updates

* Premier Playoffs Tournament Changes
	+ The Playoffs Tournament Queue is now only 15 minutes instead of 1 hour. If you don’t queue up and stay queued within the 15 minute window, your team will not be able to play in the Tournament.
	+ At the end of the waiting period, all teams that are still in the queue will be matched at one time into evenly distributed brackets seeded by Premier Score.
	+ This change ensures that having a better regular season record gives you a higher seeding in your tournament.

## Store Updates

* Your Level Borders and Player Card collection UI is getting an upgrade! You’ll now be able to search, navigate, and equip your Level Borders and Player Cards using our grid UI.

## Bug Fixes

### Agent

* Deadlock
	+ Annihilation (X) can no longer open Bind’s automatic doors from outside the teleporter rooms.
	+ Annihilation (X) can no longer open Breeze’s Mid Chute trapdoor from below.
* Neon
	+ Fast Lane (C) now more reliably fully extends through Fracture’s A Door when cast from the outside, behaving the same as when used from inside A Hall.

### General

* Fixed a bug where the music would hitch/skip while loading into a map or the Range.
* Fixed a bug where shooting range bots would not reset their hitbox position properly when respawning.

### Player Behavior

* Fixed a bug so that you’ll receive the correct Ranked Rating penalties for disruptive behavior.

### Weapon

* Fixed a bug where killbanner audio was playing too quietly.
Patch Notes/6.04

## Official Articles

Patch Notes
What's new in EP 06 Act 2

The following is a list with all the changes made in patch v6.04.

*Prepare your aim for the start of Episode 6 Act II. New Initiator Agent, the return of the Oni skinline, rank reset, and a fresh Battlepass. Check out the updates and bug fixes below.*

## Agent Updates

###  Gekko

* Gekko goes live!
	+ Learn his abilities on our Agents page.
	+ Watch the latest Initiator and his friends take on Los Angeles in the launch trailer.

## Performance Updates

* Updated thread synchronization to reduce input latency.
	+ Input latency has been improved by ~1 frame for players who meet all of the following criteria:
		- They do not have NVIDIA Reflex/AMD Anti-Lag available/enabled.
		- They have multithreaded rendering enabled.
		- They use VSYNC.

## Bugs

### Agents

* Fixed bug where if Sage's  Barrier Orb was damaged while fortifying, it would fortify to full health instead of going to max health minus the damage that was dealt during fortification.

### Gameplay Systems

* Fixed a bug where abilities, like Sova's  Owl Drone that are pushed by the Lotus doors into other players, could continue to push players even after the door stops or the players exited the doors area.

### Performance

* Fixed hitch where game mode related UI is loaded in a blocking manner on game startup.
Ghost

## Icon

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

The **Ghost** is a Sidearm in *VALORANT*.

## Summary

The Ghost is a low-cost semi-automatic pistol. Equipped with a large magazine and a silencer, it can be used to spam through vision blockers without much risk to the player's ammo count or positioning.

Whilst proficient at all ranges, it is especially good for picking off long-range enemies, though at shorter ranges it does not offer much more power than a Classic outside of pistol rounds. Compared to the costlier Sheriff, the Ghost is less powerful in pistol rounds but isn't too far behind in power when used against fully-shielded enemies unless you can hit your headshots. The Ghost's higher fire rate, larger magazine capacity, and lower max spread also make it more forgiving if the player misses some of their shots.

## Stats

* Headshot multiplier: x3.5
* Leg shot multiplier: x0.85
* 30+ m falloff multiplier: x0.833 (5/6)

## Update History

**v6.11**
* Min spread on ropes increased from .35 >>> .6

**v3.0**

* Walking inaccuracy increased from .25 >>> .92
* Running Inaccuracy increased from 1.85 >>> 2.3

## Trivia

* During the Beta, the weapon's full name was the **LP-15 Ghost** (Light Pistol).
* Like other silenced weapons, the Ghost is named after a type of supernatural entity.
* The Ghost has design similarities to both the Magnum Research Desert Eagle and the Hudson H9, with the slide being modeled after that of the Desert Eagle, the the lower frame/trigger guard being modeled after that of the H9.

1. ↑ File:Weapon lengths.png
2. ↑ File:Weapon lengths.png
Marshal

## Icon

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

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

## Summary

The Marshal is a low cost sniper rifle. As a sniper, it has a scope with a single zoom setting on its Alternate Fire mode that has perfect accuracy when standing still. Despite sniper rifles usually being extremely inaccurate when used in Primary Fire mode, the Marshal is surprisingly accurate in this case, meaning it can be used to take on multiple enemies at once so long as the user can hit their shots.

As a lever action sniper rifle, the Marshal is reloaded one bullet at a time. Because the Marshal's reload time is also shorter than it's fire rate, this means that a user can reload a bullet in between shots, effectively increasing the magazine's capacity to the entire available reserve.

Compared to the costlier Outlaw and Operator, the Marshal can be better overall at fighting multiple enemies with its higher fire rate and magazine capacity, but this would require exceptional aim from the user as they will need to hit headshots instead. The Operator meanwhile deals much more damage that allows it to instantly kill enemies with a body shot as well as headshots, whereas the Marshal can only do this against unshielded enemies.

## Stats

* Headshot multiplier: x2
* Leg shot multiplier: x0.85

### Spread values

 **Primary Fire** | 1
 **Alternate Fire** | 0

## Update History

**v6.03**
* Fixed a bug where rapidly spamming the Marshal’s zoom button could cause the scope to get stuck cycling in and out.

**v6.01**

* Fixed a bug preventing full reloading between shots if auto-scoping is enabled

**v3.0**

* Price decreased 1000 >>> 950

**v2.03**

* Movement speed when zoomed increased 76% >>> 90%
* Price decreased 1100 >>> 1000 credits
* Zoom magnification increased 2.5x >>> 3.5x

**v1.04**

* Fixed bug where the weapon maintained accuracy while walking

## Trivia

* During the Beta, the weapon's full name was the **LAR-1887 Marshal** (Lever Action Rifle).
* The Marshal's design appears to be a hybrid rendition of two firearms, based loosely upon both the Winchester 1873/1894 lever action rifle and the Steyr Scout.

## References

1. ↑ File:Weapon lengths.png
2. ↑ File:Weapon lengths.png
Patch Notes/4.01

## Official Articles

Patch Notes

The following is a list with all the changes made in patch v4.01.

## Social Updates

### **Muted Words List added to the settings**

* Muted Word List is a new section you will find in your settings where you can type in variations of words/phrases that you, personally, would not like to see appear in-game
	+ *We admit that some players are often smarter than our automated bad word detection* *system* *and continually find creative ways to type things we don’t want to in chat. This is why we need your help to make our detections better! Help us, help you :)*
	+ **For example**: Let’s say “Riot” is a bad word (scary, I know). Our detection may catch the word “Riot” as one that should be blocked and penalized, but there’s a variety of different ways to spell Riot that we may not be catching: R!ot, R!0t, Ri0t, etc.
	+ And no, you won't get "League of Legends" banned from chat
	+ *We’re hoping that we can leverage the lists that you and others create to make the chat less toxic by comparing them across regions, and using the data we collect to improve our own detections of bad words. Thanks in advance for all that are willing to lend a hand. Let’s make VALORANT a better place for everyone!*

## Weapon Updates

### **Ares**

*The Patch 4.0 changes to the Ares made the weapon noticeably stronger,* *and we were happy* *to see it show up more in-game. However, it's overall tuning made it too easy to control and the lack of spin up removed some of what made the weapon unique. We love the benefits that the adjusted fire rate provided in terms of how the Ares felt to use, so we want to keep that. However, the adjustments below should make the weapon more difficult to control and bring back some of the weapon’s character by including a more prominent inverse accuracy.*
* Price increased from 1550 >>> 1600
* Pitch recoil increased
* Spread changed from .8 >>> .7 after 10 bullets to 1.0 >>> .7 after 13 bullets
* Crouch benefits spread and recoil reduced from 40% >>> 25%

### **Melee (but for real this time)**

*The melee’s been too tricky to aim with, making it tough to rely on. So we’ve updated both left and right click melee attacks for more reliable Agent-whacking action.*
* Right click hitboxes are now 1.5x larger. Left click hitboxes are now larger than a right click and have a slightly longer range too.
* Targets closer to the center of your knife attacks will get hit first, so you still have precision if you need it.
* Bonus: Knifing walls now have instant feedback when slicing up walls (predicted on the client side)

## Bugs

### **Weapons**

* Fixed a bug where the Origin Collection idle Animations weren’t playing for some levels and variants in Spectator mode

### **Esports Features**

* Fixed an issue where observer player hotkeys would change after side-swap.

### **Performance**

* Fixed an issue where performance charts that require NVIDIA Reflex were displayed and could not be hidden
	+ Thanks to TowerofShadow for the report
Patch Notes/4.09

## Official Articles

Patch Notes

The following is a list with all the changes made in patch v4.09.

	+ You should now see a decreased amount of flickering textures on diagonal walls when casting Fade’s ultimate. Also added VFX for additional clarity and visual impact.

* **Seize**
	+ VFX change to the orb for a more dynamic presentation in 1p and Agent select

###  Chamber

*Right now, Chamber's Trademark outperforms other Sentinel tools in both reliability and power, which feels inappropriate given the amount of defensive combat tools Chamber has spread across the rest of his kit. We believe Chamber's identity is defined by his unique weapons and defensive combat mobility, so we are decreasing his level of global flank protection/information and increasing counterplay on a single premium trap. This means Chamber will have to make a choice based on if he wants to play selfishly around his Trademark, or place it to help his teammates instead.*

***A quick note about Sentinels**: When we think about the Sentinel role, we think about its overall ability to keep map control and defend space. We believe that Sentinels and Sentinel players should have many options and methods to control and defend, whether it’s through the use of Sage’s reactive slow abilities, Cypher’s flank-watching gadgets, or defensively-oriented combat and guns like Chamber. Like all our Agents, it’s important to carve out sharp strengths and weaknesses for Chamber in the roster. If you take him for his weapon arsenal and disengage, you should feel as if you're giving up a strength—like traps or stall—that his peers excel at. As usual, all eyes are now on Chamber changes, and we’ll adjust if we see him suffer disproportionately on defense relative to attack.* —Jay Watford, Lead Agent Designer, and Dan Hardison, Game Designer

* **Trademark**
	+ Cost increased 150>>>200
	+ Charges reduced 2>>>1
	+ Audio range increase

## Competitive Updates

* Party Lead Transfer — You can now change the lead of your party
	+ Current party leader can right click the player name they want to transfer the responsibility to, and choose “Make Leader” in the drop down menu.
* A number of small tweaks and updates made to the UI

## Esports Features

* Added Observer ability to toggle Scoreboard on/off

## Bugs

### Agents

* Fixed a bug where Jett’s  Tailwind would sometimes fail to cast when used immediately after curving a  Cloudburst smoke
* Fixed a bug where Jett’s  ultimate indicator would sometimes stay active after firing all kunai

### Gameplay Systems

* Fixed an issue where an unintended ‘use’ input could happen after abilities such as Skye’s  Trailblazer or Sova’s  Owl Drone is activated while using the ‘use’ key
Healing Orb

## Description

Target a damaged ally or yourself to activate a heal-over-time on them.

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

— In-game description

**Healing Orb** is a signature ability for Sage.

## Description

Healing Orb is a Sustain ability that Sage must equip before casting. Upon casting, Sage selects an ally agent who is damaged to receive a heal-over-time. Sage can use Primary and Alt Fire to choose who she targets. Primary Fire targets an ally in her crosshairs whilst Alt Fire targets herself with a weaker healing effect. To target an ally, they must be in Sage's line of sight. The healing effect is briefly paused if the target takes damage.

Healing Orb equippedHealing Orb primary fire castHealing Orb alt fire cast

## Update History

**v5.12**
* Ally heal total amount increased 60 HP >>> 100 HP
* Self heal total amount decreased 60 HP >>> 30 HP

**v1.07**

* Heal reduced from 100 over 5 seconds >>> 60 over 5 seconds
* Self heal reduced from 100 over 5 seconds >>> 60 over 10 seconds

**v1.0**

* Cooldown increased 35 >>> 45 seconds
First Light

## Additional Pages

 **Lore Wiki Article**

**First Light** was a mysterious event that spanned the entirety of the Alpha and Omega Earths.

## History

Known to have occurred not long after the discovery of radianite and around 10 years before the Venice Incident on Alpha, First Light was a supercharged radianite event that had effects on both Alpha and Omega. On Alpha, First Light caused a huge flash that consumed the globe, resulting in a worldwide blackout for a few hours before, just as suddenly as the blackout had occurred, all systems regained power. The events of that day would go on to create big transformations to life, technology, and how governments operated. Some people also started to gain hypernatural abilities stemming from this massive event, appearing to become the first known radiants in modern times. These radiants specifically would go on to be referred to as "Children of First Light".

On Alpha, a shadow organization founded the VALORANT Protocol in response to First Light, which pulled together agents from all over the world. These agents consist of radiants and other individuals equipped with radiant technology. Due to the backstories of these characters, the VALORANT team features interesting dynamics as the individuals not only sometimes know each other, but they also come from a wide spectrum of backgrounds ranging from crime to the military.

## References

1. ↑ Lore Discord First Light details
2. ↑ 6.07 Sage Email
3. ↑ Game Informer's VALORANT preview exclusive
Luna Collection

The **Luna 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

 * For each weapon,  10 per upgrade level.

### Accessories

This buddy will become "angry" whilst the gun it is equipped to is being fired, switching to having glaring eyes and a bluer glow.

## Upgrades

### Upgrade Effects

 2
	+ Engraving on blade now glows in periodic pulses
* New slash VFX

Lvl 2 Melee modelPrimary SlashAlt Slash
## Appearance

Player Cards

## Trivia

* The Luna Collection is the only  Deluxe-Edition collection to cost  3,550 for melee skin instead of the usual  2,550.
Minima Collection

The **Minima 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/3.09

## Official Articles

Patch Notes
What's new in EP 03 Act 3

The following is a list with all the changes made in patch v3.09.

*Along with the new VALORANT Act III Battlepass and Competitive refresh (there’s also that new Agent arriving later), we put the Classic through some honing and rearranged some furniture on Fracture.*
*Read the rest below.*

## Weapon Updates

### Classic (Right Click)

*The Classic has been over-performing in close to mid-range encounters when used while jumping or on the move. So we’ve reduced the weapon’s effective accuracy while jumping, running, and walking, with the intent of narrowing it’s ideal use case to only really close ranges.*
* Walking firing error changed .05 >>> .6 (total error is 2.5 when walking, up from 1.95)
* Running firing error changed .2 >>> 1.3 (total error is 3.2 when running, up from 2.1)
* Jumping firing error changed from 1.1 >>> 2.1 (total error is 4.0 when jumping, up from 3.0)

## Map Updates

### Fracture

* The B Arcade attacker barrier is shifted back towards Attacker Side Bridge, to allow defenders to more easily contest the area
* Defender barrier at A Rope moved up to the top of ropes to make it easier for Sentinels to prepare.
* A Hall orb shifted into more neutral space, making it less favorable for attackers
* New piece of cover in Attacker spawn added to break the long sightline from Hall entrance to B Main, which should relieve some pressure from attackers when defenders fast flank

### Range

* **UNDOCUMENTED**: Opened and furnished the room in the main hall basement, revealed to be an office belonging to Brimstone.
	+ Added interactive lore elements that will be updated on a per patch basis.

## Game System Updates

* Smoother Ropes/Ziplines
	+ Fixed jittery movement that could occur when stopping or changing directions on a zipline or rope. This was most noticeable when repeatedly moving a small amount and stopping.

### Esports Features

* Observers using gamepad controllers are no longer locked out of the X/Y axes when speeding up with the right bumper (R1).
	+ *Free Cam observers rejoice!*
* Observers now have the option to set handedness for teams
	+ When this option is toggled, observers will see players that start the match on attacker as right-handed, and players that start the match on defender will be left-handed.

### General

* One path for all traffic into game servers
	+ For those of you particular to a preferred server, you may notice a previously preferred location is no longer there. Don’t worry, we simply consolidated what was two paths into the game servers into one—we did not remove any servers.

## Bug Fixes

### Competitive

* Fixed a bug that was causing the default Act Rank badge to display on Unrated game loading screens

### Agents

* Cypher can no longer place Spycam on the Breeze door in order to destroy or see through the door when it's lowered.
	+ Similarly, fixed random spots where Cypher could not place Spycam in the same area.
* Fixed bug that displayed Jett’s 1P Updraft visuals incorrectly
Judge

## Icon

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

The **Judge** is a Shotgun that is a primary weapon in *VALORANT*.

## Summary

The Judge is a moderately-priced automatic shotgun. It is best used in situations that put the user in close range against multiple enemies, being able to wipe them out quickly should they risk not clearing such small areas beforehand. As with all shotguns, the Judge has pellet spread that can be reduced by crouching, though the spread still makes it effectively useless at long ranges no matter what. Unlike the other shotguns however, the Judge does not have a distance cap on its pellets and can hit enemies beyond 50 meters.

As a more expensive shotgun and expected upgrade to the Bucky, the Judge's higher rate of fire makes it a better option for taking on multiple enemies at once. However, the Judge's lower effective magazine capacity and lower damage makes the Bucky a more suitable choice in sustained firefights or for taking out individual targets.

## Stats

* Headshot multiplier: x2
* Leg shot multiplier: x0.85
* 10–15 m falloff multiplier: x0.588 (10/17)
* 15+ m falloff multiplier: x0.412 (7/17)

## Update History

**v7.09**
* Reduced max mag size from 7 >>> 5
	+ Reserve magazines also affected, reducing total reserve ammo from 21 >>> 15
* Increased Jumping spread from 1.25 >>> 2.25
* Increased Running spread from .10 >>> .75

**v3.0**

* Price increased 1600 >>> 1850
* Damage falloff at 10m reduced from 13 >>> 10 per pellet
* Damage falloff at 15m reduced from 10 >>> 7 per pellet

**v1.07**

* Headshot aimpunch decreased
* Hitting an enemy past 10 meters will apply a different tagging value instead of standard tagging
	+ New tagging: 30% slow for .5s on a smooth curve going back to normal speed
* Price increased 1500 >>> 1600 credits

**v1.06**

* Spread penalty when in air increased .5 >>> 1.25

## Trivia

* During the Beta, the weapon's full name was the **ACS-12 Judge** (Automatic Combat Shotgun).
* The Judge's design has similarities to the Fostech Origin-12.
* Despite the Operator's and the Odin's heavy physical appearance, the Bucky and Judge are the weapons slowest to run with.

1. ↑ File:Weapon lengths.png
2. ↑ File:Weapon lengths.png
Gravity Well

## Description

Activate a Star to form a Gravity Well that pulls agents towards the center, then explodes to make agents within vulnerable.

## General

### Default Key

C

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

— In-game description

Gravity Well is a basic ability for Astra.

## Description

Gravity Well is a Crowd Control ability that Astra can instantly activate by targeting a Star that she has placed on the map. A Gravity Well will form on activation, pulling any agents within its radius towards the center. The pull effect can be resisted by inputting movement commands to move away from the well's center. The pull can interrupt spike defuse attempts if it pulls the defuser out of defuse range.

After a short duration, the well will then explode. Any agents still within its radius at this point will be made Vulnerable.

Gravity Well castGravity Well 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

**v7.04**
* Startup time increased .6 >>> 1.25
* Gravity time duration decreased 2.75 >>> 2.0

**v4.04**

* Cooldown Increased 25 >>> 45
* Gravity Well Size Decreased 525 >>> 475
* Gravity Well no longer affects anyone fully underneath the Gravity Well.

**v3.03**

* Can no longer pull people while they are attached to ascenders

**v3.0**

* Cooldown time increased 12 >>> 25

**v2.07**

* Now pulls Agents that are defusing the Spike
	+ If they are pulled out of defuse range, the defuse will be interrupted
Gridcrash Collection

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

## Artwork

Player Cards