On Tuesday, Riot Games announced the details of the
VALORANT Patch 12.05. It
introduces Miks, a new Controller from Croatia whose kit is built around direct interactions with teammates through buffs, crowd control, and smokes deployed via a targeter. His release is scheduled for March 18 at 10:00 AM PST, and it reflects a clear design direction: to encourage more coordinated play while slightly reducing the power of agents considered overly self-sufficient.
In keeping with that philosophy,
Riot Games is also revising the UX/UI for ally-targeting.
Sage is receiving
an update to the targeting interface for her Healing Orb to align it with the experience introduced for Miks, featuring a widget above the targeted ally and an additional highlight around the character model.
From a balance perspective, Skye regains a 60-second cooldown on Guiding Light to make its use more deliberate and to limit the systematic scouting that often occurs at the start of every round. Yoru is being adjusted around his most impactful tools, with Gatecrash seeing its active duration reduced and Blindside lowered from 2 charges to 1, forcing more costly decisions and helping preserve composition diversity.
Clove is also being targeted, particularly in relation to the agent’s ability to influence rounds after death. The duration of Ruse smokes cast while dead has been significantly reduced, while the area of effect of Meddle has been decreased, in an effort to open up more space within the
Controller role with Miks entering the roster.
Lotus updated, and Knockout replaces the previous new modes
Patch 12.05 is also expected to improve combat readability by introducing assist banners, which appear when your damage or utility contributes to an elimination, with a clearer indication of your involvement. The killfeed has likewise been updated to display the icon of the assisting agent, along with the ability or damage source that enabled the kill. At the same time, status effect tags have been reorganized to be more coherent and easier to read in combat. At the same time, observers and spectators can now see ability targeters on the map, including in replays, which improves execution and utility tracking.
On the content side, the competitive map pool is changing: Lotus and Fracture are entering Competitive and Deathmatch, while Abyss and Corrode are being removed. Lotus is also receiving several adjustments on the A site aimed at limiting wallbangs and spam as barriers drop, improving attacker exits from the lobby, and refining several key areas, including the plant zone. Finally, Knockout becomes the new limited-time mode, a round-based format in which every elimination revives an ally, featuring territories, orbs, and tiered weapon progression, while All Random One Site and Skirmish: 2v2 are leaving the queue.
All platforms
Agent updates
“Straight from Croatia, Miks takes the stage channeling pure sound energy. With his infectious passion and sonic powers, he rallies his squad to move as one as they set the tempo on the battlefield together. Our newest Controller will start rolling out to all regions at 10:00AM PST on 3/18.
Miks
- Abilities:
- Harmonize
- EQUIP Harmonize. Target an ally and FIRE to activate a Combat Stim on yourself and the ally that refreshes with each kill. ALT-FIRE to grant Combat Stim to yourself.
- M-pulse
- EQUIP M-pulse. ALT-FIRE to toggle between Concuss and Healing outputs. FIRE to throw the device. Upon landing, M-pulse sends out sound waves, either Concussing or Healing players.
- Waveform
- EQUIP a Map Targeter. FIRE to set locations. ALT-FIRE to spawn Smokes at selected locations.
- Bassquake
- EQUIP Bassquake. FIRE to build up and unleash Sonic Radiance forward, knocking back, Deafening, and Slowing players.
- You can also learn more about Miks on his Agent page, as well as his gameplay trailer and Dev Diary on our YouTube channel.
Sage
- Healing Orb - Ally Targeting
- With the release of Miks, we have updated our Ally Targeting UI/UX and brought those updates to Sage. You’ll see a new widget above the targeted allies head, and an additional highlight around the agent's model.
BEFORE
AFTER
- Crystal Model Update
- We’ve added crystal growths to Sage’s model and key art to show the price she is paying for repeatedly pushing the limits of her power.
With the change to initiator utility cooldowns at the end of last year, we started reevaluating the removal of Guiding’s Light recharge. At 45s, there was little downside to using this ability right at round start for soft scouting - and we wanted her to be more intentional and deliberate in utility usage. At 60s, this tradeoff became much sharper.
Skye
Yoru
Yoru is crowding out the viability of flash Initiators and sometimes even Sentinels, especially in higher ranks and Pro play. He has the strongest map-wide rotation ability on the roster, can take forward space extremely well, and has one of the strongest general use flashes in the game. In general, we think Yoru is too strong and is starting to bleed into other roles at the cost of comp diversity. So we’re adjusting his strongest abilities, Gatecrash and Blindside, so that Yoru has to make more meaningful tradeoffs when he decides to use them.
- Gatecrash
- Duration beacon is active reduced 30s >> 15s
- Blindside
- Charges reduced from 2 >> 1.
Clove
Clove has been an ever-present pick in ranked since launch and also has much higher winrate than other agents. Our hope is that with some adjustments of their power and the addition of Miks that there will be more options in the Controller space.These changes specifically target Clove’s outsized ability to help their team win even after death.
- Ruse
- Smoke duration 14s >> 6s (when casted while dead)
- Meddle
- Area of effect reduced 6m >> 4m
Breach
Gameplay systems updates
- Assist Banners
- Assists have always been a huge part of winning rounds, but they've never gotten the recognition they deserve. Now they do!
- When your utility or damage contributes to a teammate's kill, you'll see an assist banner on the bottom of your screen
- The banner shows your specific contribution to the elimination and is accompanied by an audio cue
Killfeed Updates
- Your team's killfeed now displays the assisting player's agent icon and the ability or damage that set up the kill
- This info is visible to your team only
- Status Effect Tags
We’ve updated how and where status effects appear on your HUD to improve clarity and consistency. When multiple effects are active, you can quickly see what’s affecting you and how long it lasts in predictable areas of the screen, with buffs on the left and debuffs on the right for cleaner organization during combat.
BEFORE
AFTER
Observers and spectators can now see Ability Map Targeters like Clove’s Ruse, Brim’s Sky Smoke, Tejo’s Guided Salvo, etc. Ability Map Targeters will also show up in Replays.
Map updates
Map Pool Updates
- LOTUS and FRACTURE are IN the Competitive and Deathmatch queues.
- ABYSS and CORRODE are OUT of Competitive and Deathmatch queues.
Overall we are happy where Lotus is at as a map in the pool. But as part of our effort across all maps to reduce weapon spam when the barrier drops, we have changed some walls on A side of the map. We also have been seeing consistent ability usage towards the A-lobby choke when barriers go down. We don't want to stop this completely, but feel moving the jump up to vines will give attackers a better chance to fight for rubble.
Lotus:
- Attacker lobby wall thickened to remove wall penetration off barrier drop.
BEFORE
AFTER

Jump up to Vines moved to help attackers get out of Lobby and avoid utility dump.

BEFORE
AFTER

Wall outside of Tree room has been reinforced to remove wall penetration.

BEFORE
AFTER

Extra room added outside of A-site stairs to help hold A-site and let defenders play further back from rubble

BEFORE
AFTER

A-site plant zone has changed so you canno longer plant for breakable/link

BEFORE
AFTER
Modes updates
New Limited Time Mode
Introducing Knockout, a round-based tactical elimination mode where every kill resurrects a fallen teammate. Teams stage at a center-line and coordinate pushes into enemy territory across escalating weapon stages to wipe each other out. Stick with your team, trade for each other, and ride the momentum swings as your squad rebuilds kill after kill.
1. Resurrection System
- Eliminating an enemy brings back a fallen teammate
- Resurrection delay scales with round length, from near-instant early in the round to several seconds later on
2. Team Territories
- A center-line barrier divides the map into team territories
- Capture orbs to shift the line toward the enemy, expanding your territory and compressing theirs
- Orbs also heal you and grant you an ultimate charge
- Crossing into enemy territory applies a debuff, forcing the pushing team to coordinate their timing
- "Threat Detected" notification alerts the enemy team when a player crosses into your territory
- Crossing into enemy territory also obfuscates your minimap, reducing your ability to track enemy positions while in their territory
3. Loadouts
- No economy - select your loadout each round
- Weapon offerings escalate through stages as the match progresses
4. Round Structure
- 5v5 on TDM maps
- Rounds last 3 minutes
- Overtime respawns and healing are disabled and damage over time forces a final fight
- Eliminate all enemies to win the round
- First team to 4 rounds wins the match
5. Agents & Abilities
- Standard agent select with TDM ability recharge rates
- Earn your ultimate with kills or orb captures
- Ultimate charge resets on death and at the start of each round
6. Match Length
Leaving Limited Time Modes
All Random One Site and Skirmish: 2v2 are heading out. Thanks for playing!
BUG FIXES
- Agents
- Fixed a bug where a floating gun may briefly appear when a suppression effect interrupts Gekko's Thrash, Sova's Owl Drone, or Astra's Astral Form.
- Fixed a bug where Veto’s Interceptor would detect a stealthed Cypher Spycam.
- Fixed a bug where Harbor’s relic was not glowing when equipping Storm Surge in Left Handed Mode.
- Fixed a bug where picking up a dead player’s weapon would cause you to auto-equip it when they were resurrected.
- Fixed a bug where Brimstone’s Sky Smoke equip pose was displaying unintended VFX when viewed far away.
- Fixed a bug where Deadlock’s Barrier Mesh could be used to float into the air by completely blocking the ziplines at Attacker spawn on Fracture
- General
- Fixed multiple localization issues on the End of Game (EOG) Scoreboard screen.
- Fixed an issue where a friend’s most recent match was not always updating in the Career view.
- Fixed an issue where the progression bar could overlap with the top tabs in the EOG Progression tab.
- Fixed an issue where the focus highlight could be delayed on the EOG Timeline screen.
PC Only
PREMIER UPDATES
- Welcome to Stage V26A2! Matches start on March 18.
- This Stage will run for six weeks of matches instead of the usual seven.
- Teams with a Premier Score of at least 500 qualify for Playoffs on April 26.
- In Contender and Invite, qualification is still based on your placement - check out the standings page for more info
- Your awards hub will temporarily display that you haven't unlocked any rewards. This will be fixed in patch 12.06.
Competitive updates
- We're adjusting the Ranked Rating thresholds to hit Immortal 2, 3 and Radiant to bring parity to leaderboard requirements across all of our regions.
- We're not adjusting any of the underlying MMR systems, so we expect the same players to show up on the leaderboard.
- We made a QoL update to the new Rank summary screen that we implemented in patch 12.04.
- You can now access the Social Panel and select Play Now directly from that screen.
BUG FIXES
- Battlepass
- Fixed a bug that caused the scroll wheel to not work when navigating between the tiers on the battlepass and/or event pass.”