

Valorant 9.10 Patch
The latest update in VALORANT, patch 9.10, has introduced significant enhancements and features that promise to impact gameplay notably. This update has captivated anticipation among players, with the arrival of the Regen Shield adding a new dynamic to armor choices. Significant alterations to character classes, especially the strengthening of Phoenix, aim to balance his abilities with those of other Duelists.
The patch also brings comprehensive modifications to Controllers and Sentinels, highlighting efforts to refine gameplay strategy and character interactions. As players explore these updates, the new features provide a refreshed experience in the ever-evolving world of this first-person shooter game.
Changes in VALORANT 9.10: Introduction of the Regen Shield
The VALORANT 9.10 update introduces significant gameplay enhancements, notably the Regen Shield. This new shield, priced at 650 Credits, offers innovative tactical options to players. It can absorb up to 25 HP of damage initially and is equipped with a 50 HP regeneration pool. Unlike previous armor types, it completely mitigates damage to health until its capacity is depleted. After absorbing damage, the shield regenerates by using remaining points in the regeneration pool, following a brief delay. This addition encourages players to adapt their strategies and might alter purchasing trends in matches.
Phoenix Enhancements in VALORANT Patch 9.10
VALORANT 9.10 introduces significant improvements to Phoenix, aimed at boosting his presence in matches. Healing has been enhanced: Phoenix now receives healing over time whenever he makes contact with his flames, and this healing effect remains even after stepping away from the flames. This change offers Phoenix greater offensive potential.
Abilities have been revamped: Phoenix's Curve Ball is now a signature ability, making it more accessible, as players receive a free charge at the start of each round. Additionally, securing two kills provides an extra charge. Meanwhile, Hot Hands has transitioned from a signature ability to one that now costs 200 credits. Blaze has been updated to enable the initial fireball to travel through obstacles, enhancing strategic possibilities on the battlefield.
Updates for Various Agents in the Recently Released Patch
Recent changes to Phoenix have drawn much attention, but several other agents have been adjusted in the latest patch. These changes introduce strategic shifts in the game dynamics and ensure a more balanced play experience. Here's an overview of the updates:
- Cypher
- Trap Wire: The device now has a windup time of 5 seconds before revealing trapped targets. The minimap icon was updated to show connections more clearly.
- Neural Theft: The ultimate cost has been adjusted from 6 to 7 points.
- Sage
- Healing Orb: The self-heal amount has increased from 30 HP to 50 HP, providing the same healing duration as ally healing.
- Slowing Orb: This ability decreases dash speed by 50% for enemies within its area.
- Resurrection: The ultimate ability cost has decreased from 8 to 7 points.
- Deadlock
- Annihilation: This ability will now ensure the elimination of targets when time expires, releasing them is no longer an option. Visual elements have been improved for clarity.
- Omen
- Dark Cover: Smoke now settles on solid surfaces where players can stand.
- Clove
- Ruse: Improved clarity for teammates and enemies, making smokes more distinguishable with red hues for hostile ones.
- Not Dead Yet: Time required to secure a kill reduced from 12 seconds to 10 seconds.
- Jett
- Drift (Passive): This floating ability is disabled when Jett is suppressed or detained.
Updates to Weapon Accuracy in VALORANT Patch 9.10
Pistol Adjustments
In this update, adjustments in inaccuracy were applied across several weapon categories, starting with pistols. The modification affects all pistols, except the Shorty. Notably, moving while crouched now generates greater inaccuracy, changing from 0.1 to 0.5. For the Classic, several aspects were revised: right-click inaccuracy while running grew from 1.3 to 1.5, and while jumping, inaccuracy increased from 2.1 to 2.25. Walking and running inaccuracies also saw increases, elevating to 1.1 and 2.3, respectively. The Ghost pistol’s walking inaccuracy was adjusted from 0.84 to 1.1, and running inaccuracy from 2 to 2.23.
Rifles and Machine Guns
For rifles, moving inaccuracies increased slightly. Both walking and run inaccuracy values advanced from 2 to 3 and from 5 to 6, respectively. Machine guns followed a similar trend, with walking inaccuracy upgraded from 2.4 to 3 and running inaccuracy from 6 to 6.5.
Bullet Capacity and Damage Adjustments
Bullet count alterations were also implemented. The Frenzy now features an expanded bullet count, rising from 13 to 15. Conversely, the Ghost had its bullet count decreased from 15 to 13. Meanwhile, the Phantom experienced changes in its damage beyond certain ranges, dealing 39 damage up to 20 meters and 35 damage at distances beyond 20 meters.