VALORANT Patch 9.10 introduces Phantom Buffs and major gameplay updates
The upcoming VALORANT Patch 9.10 is arguably the biggest patch in terms of the changes it introduces. The patch not only introduces changes to multiple agents, it introduces significant gameplay changes, changes to overall movement inaccuracy and a major update to phantom.
While these changes are overwhelming, they can be separated into gameplay changes and agent changes. This article tackles all the gameplay changes coming with the patch, what they entail and how they will affect the game itself.
Major Gameplay Updates coming with Patch 9.10
A new shield - Regen Shield
The new patch introduces a new type of defensive option - the Regen Shield. Now the game features Light Shields, Regen Shields, and Full Shields.
The new shield costs 650 credits and will function as a light shield with a 50-point regeneration pool. The initial shield will tank up to 25-point of damage before player health points are affected.
To use the shield points from the regeneration pool, the player has to disengage from the fight. The regeneration pool does not regenerate health but will regenerate shield points after a short delay.
- Cost: 650 Credits
- Damage Absorption: 25 HP
- Regeneration Pool: 50 HP
- Absorbs 100% of incoming damage taken before damage to health occurs.
- After a brief delay, the shield regenerates by draining any remaining points left in the Regeneration Pool.
Weapon Changes:
Phantom Buffs
The patch changes Phantom’s damage fall-off. The weapon’s damage fall off will only be divided into two ranges viz. 0-20m and 20m+. This increases the minimum damage from 31 to 35, increasing phantom’s efficiency at long range dueling.
The changes are to counter the falling pick rate of Phantom as compared to Vandal, while keeping the individual weapon identity intact.
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Movement Inaccuracy Changes
The patch also affects movement accuracies across all weapons. The movement inaccuracy changes affect all weapon categories excluding SMGs and Sniper Rifles.
- Pistol Inaccuracy Change (All Except Shorty)
- Moving while crouching Inaccuracy: .1 >>> .5
- Classic
- Right Click Running Inaccuracy: 1.3 >>> 1.5
- Right Click Burst Jumping Inaccuracy: 2.1 >>> 2.25
- Walking Inaccuracy: 0.84 >>> 1.1
- Run Inaccuracy: 2 >>> 2.3
- Ghost
- Walking Inaccuracy: 0.84 >>> 1.1
- Run Inaccuracy: 2 >>> 2.3
- Rifles (All)
- Walk Inaccuracy: 2 >>> 3
- Run Inaccuracy: 5 >> 6
- Machine Guns (All)
- Walk Inaccuracy: 2.4 >>> 3
- Run Inaccuracy: 6 >>> 6.5
These movement inaccuracy changes do not affect Sheriff and Frenzy.
Bullet Count Changes (Ghost & Frenzy)
Lastly, the patch changes the bullet capacity of Ghost and Frenzy. According to the patch notes, “The Ghost having more bullets than the Frenzy didn’t make intuitive sense given their unique strength and weakness profiles amongst the pistols.” Thus the Ghost will now have 13 bullets per magazine, while frenzy will have 15 bullets.
- Frenzy
- Bullet Count Increased 13 >>> 15
- Ghost
- Bullet Count Reduced 15 >>> 13
Gameplay System Updates:
These updates are much smaller but can still affect the game in a big way, especially on the highest level of play. Additionally some of these changes improve the overall QoL for the game.
- Utility Usage Statistics will now appear only after the round ends instead of immediately after death
- The change aims to remove post death information leakage from combat reports.
- For e.g. On Bind B site, if a Skye flashes B long and dies immediately after from hookah, the combat report immediately reports the number of enemies flashed which the Skye had no way of knowing, especially behind a smoke.
- The concusses now slow down the enemy dashes i.e Jett’s tailwind and Neon’s slide by 50%
- Improved visual cues for smoke dissipation when inside a smoke.
Additionally, the patch introduces a plethora of agent changes, Strafe will be covering the changes in a separate article, so stay tuned on Strafe for the agent changes article.
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Featured Image Credits: VALORANT // Riot Game
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