Valorant update 6.11 patch notes: Chamber buff, Viper & weapon nerfs, more

Patch 6.11 is the latest update ofValorantand it brings many changes to the Pearl map and to Agents like Chamber, Viper, and more. Here’s everything new included with the new Valorant 6.11 patch notes.

Valorant’s patch 6.11 is much bigger than the last one and includes many changes to a couple of Agents, weapons, and the Pearl map.Chamber, who was earliernerfedto a great extent, has been buffed, while Viper has been slightly nerfed.

an image of Chamber and Viper from Valorant 6.11 patch notes

Pearl’s B Sitehas gone through some subtle changes, which will now give the defenders a bit more headroom. Weapons like the Frenzy andShortyhave also been nerfed, and the ammo reserve on certain weapons has been adjusted.

With that said, here’s a rundown of all the changes and balances in update 6.11 for Valorant.

some highlights from Valorant patch 6.11 update

Valorant patch 6.11 update: Chamber buff, Viper nerf, weapon balances

Valorant’s patch 6.11 brings a lot of changes for players, including a major buff to Chamber. Players can now equip weapons instantly after using Chamber’s Rendezvousability. Trademark’s disable range has also been increased to 5000 from 4000, while his Trap Arm speed is increased from 4 seconds to 2 seconds. The firing rate of his ultimate ability, Tour De Force, is also increased by 15%.

On the other end of the spectrum, Viper has been slightly nerfed. Her Fuel Regenerationabilityis now reduced from 5% to 3.3% and the max fuel once empty is increased from 20 seconds to 30 seconds.

Chamber next to Valorant logo and patch 11.04 text

Breach’s Rolling Thunder has been updated to give a clearer edge to the ultimate’s area of effect. This means it’ll be easier to understand when you will and will not be hit by the ultimate.

Weapon accuracy on Ascenders, Ziplines, or Ropes has also been adjusted, with the spread of weapons now larger on while a player is using the ropeways.

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TheFrenzyand Shorty are also nerfed. The Shorty has become more expensive ($150 to $300) and the reserve ammo is adjusted from 10 to 6. On the other hand, Frenzy’s minimum spread has been increased from 0.45 to 0.65 and the maximum recoil will now be reached in 5 bullets instead of the usual 6.

Phantom and Vandal’s ammo reserve has been hit to lower spamming of bullets in matches.Phantomwill now have 60 reserve ammo (down from 90) whileVandalwill have 50 reserve ammo (down from 75). The devs have also adjusted the Error Power, which means the accuracy will be reduced when firing while moving.

Here are the full Valorant 6.11 patch notes according to the official release fromRiot Games.

Agent Updates

Chamber has taken a backseat in overall pick-rate after the last round of changes in Patch 5.12. At the time, we reduced Chamber’s sphere of influence significantly. We’re looking to put more power into his ability to lurk, and give him more flexibility within his setups.

The Viper change below is meant to both create more explicit downtimes when playing around her utility and address the multiplicative effects of Viper and Harbor’s vision block.

We want to ensure Viper and Harbor can be competitive independently, while also allowing room for teams to explore strategies that can counter them. This change retains Viper’s power moments while her utility is active but asks you to be more precise on when to use it—giving attackers more agency and value in baiting out her fuel, and defenders a larger window to play around it during retakes. It also creates some moments of downtime when Harbor and Viper cycle their walls.

As always, we will be watching how these changes play out in the coming months and evaluating if any further changes are needed.

Gameplay Systems Updates

Map Updates

We’ve felt that Pearl’s B Site has been problematic due to how difficult the site is to hold as a defender in conjunction with the amount of strong post-plant options available to attackers. With that in mind, we wanted to get a smaller scale update out before Champions to address those concerns.

Weapon Updates

Weapon Accuracy on Ascenders / Ziplines (Ropes)

We’ve adjusted the weapon spread on ropes across most weapons to make combat efficacy while on ropes a touch more difficult. This should allow combat on ropes to be viable in close range scenarios, which we feel is important to make them a viable map traversal tool, but much less often will it be a good choice in medium to long range engagements.

We like that the Shorty has found a viable role in thegamethough it has proven to be too reliable and accessible. We’re increasing the price to make purchasing the Shorty a more thoughtful decision throughout the course of the game while the damage adjustments require more accuracy to get one shot kills against fully armoured opponents.

The Frenzy has been more potent at long ranges than we’d like. The spread (error) and recoil changes will make long range fights tougher while retaining much of the Frenzy’s short range power.

Error Power

Error Power (also known as Centre Biasing for us) is a tool we utilize to reward accuracy by biasing shots toward the centre of the crosshair.

While this system is functioning as intended for stationary firing, it’s been unintentionally aiding firing while on the move. We’ve significantly reduced centre biasing in these movement states: shots fired while moving are now almost uniformly random within their spread cone, meaning that fewer of these shots will precisely land on target.

Even so, Run-and-gun (and jump shooting) kills will still happen – and we think these kills are healthy in close range contexts with the right weapons – but this error power adjustment should help to reduce their frequency a moderate amount, particularly at longer ranges.

Recoil Adjustments

For a handful of weapons, we’ve increased vertical recoil while firing on the run. This makes the weapons feel less controllable in this state, and should reduce the number of incidental run-and-gun kills.

Phantom/Vandal Ammo Reserve

We wanted to inject more decision making when wall penning common spots or blind firing through smokes with the Phantom and Vandal. We’ll keep a close eye on the adjusted ammo reserves for these guns to make sure these weapons are still able to deal with shootables like Sage’s Barrier Orb (C) and Harbor’s Cove (Q).

Gameplay Systems

So, there you have it — that’s everything included in Valorant update 6.11 patch notes. For more about the game, verify to check some of our other Valorant content:

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