Valorant 12.09 Patch: The Neon and Shotgun Nerfs Are Here

Valorant GCC 2025 music video Neon

Valorant GCC 2025 music video Neon
  • Primary Subject: Valorant Patch 12.09
  • Key Update: Patch 12.09 of Valorant is now rolling out, and the patch notes have been revealed.
  • Status: Confirmed
  • Last Verified: May 12, 2026
  • Quick Answer: The patch notes for Valorant version 12.09 detail the Neon and shotgun nerfs, bug fixes, and more.

Patch 12.09 is next for Valorant players, and this could be the update many were looking for. This will be the first update since the start of Season 2026 Act 3, and Riot has already confirmed that it will implement changes to one of the most controversial Duelists.

While we wait for the patch notes for a complete list of changes, here is everything we know about the upcoming new version.

When Does Valorant Patch 12.09 Come Out?

Patch 12.09 of Valorant is scheduled to come out on Tuesday, May 12, or Wednesday, May 13, depending on your region.

Valorant-12.06-Patch-neon-gcc-trailer
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Credit: Riot Games

The patch will roll out on Tuesday at 6:00 AM PT for North America, LATAM, and Brazil servers. European players will have to wait a little bit longer, as the patch's rollout usually starts at 4:00 AM BST.

Patch Notes

Here are the complete patch notes for version 12.09 of Valorant that were posted on the game's official website:

All Platforms

Agent Updates

Neon

  • High Gear
    1. Jumping with High Gear active no longer provides any speed bonus while Neon is airborne. Instead, Neon’s air speed while sprinting will match melee speed.
    2. Fuel will only regenerate with a kill when Neon's ultimate is active
      • Fuel will still regenerate passively
    3. Improved VFX to more clearly communicate the direction and origin of her slide

Competitive Updates

  • We’re testing MMR changes for modes other than Competitive, Unrated, and Swiftplay. These changes should result in better, more consistent matches. We’ll use what we learn to improve Competitive, Unrated, and Swiftplay in the future.

Bug Fixes

  • Agents
    • Chamber
      • Fixed a bug where ADS-ing while firing Chamber’s Headhunter created an animation that covers too much of the screen
    • Jett
      • Fixed a visual bug where Jett's Tailwind was not playing the intended first-person animations when left-handed setting is enabled
      • Fixed a bug where using Jett's Drift caused performance drops
    • Miks
      • Updated tooltip description of Harmonize.
      • Fixed bug where the preview cone for his ultimate would not show unless the ability was fully equipped
    • Sage
      • Fixed an issue where a full health Sage could use Healing Orb on herself while affected by Decay, because she is not actually losing any health. This would consume the ability needlessly, since her health returns to normal once Decay wears off. 
    • Tejo
      • Fixed issue where the Guided Salvo’s equip idle sound kept playing long after cast.
    • Viper
      • Fixed a bug where Sova's Recon Bolt and Chamber's Trademark were not affected by nearsightedness in Viper's Pit
    • Vyse
      • Fixed a bug where possessable drones (Sova's Owl Drone, Skye's Trailblazer, Tejo's Stealth Drone) would trigger the arming audio of Vyse's wall

Player Behavior Updates

We've improved our Riot Text Evaluation system to better detect and apply penalties for text comms abuse in the following languages: Arabic, German, English, Spanish, French, Italian, Japanese, Polish, Portuguese, Russian, Turkish, and Chinese.

Weapons Updates

All shotguns:

  • All shotguns are now less accurate when moving
    • Run, walk, crouch-walk, and jump accuracy has been standardized across all shotguns
    • Crouching now provides a 15% accuracy multiplier for shotguns, matching rifles
      • Bucky: crouch accuracy modifier increased from 10 >>> 15%
      • Judge/Shorty: crouch accuracy modifier decreased from 25 >>> 15%
  • Shotguns are now much less accurate while using ropes
    • Your shotgun spread will increase significantly when you're on a rope, especially if you're moving:
  • Standing still: Accuracy reduced (spread increased from 0.075 >>> 0.75)
  • Walking: Accuracy reduced (spread increased from 0.09 >>> 1.5)
  • Running: Accuracy reduced (spread increased from 0.1 >>> 3.0)

Bucky

  • Bucky pellet damage in the 0-8m range decreased
    • Head 40 >>> 34
    • Body 20 >>> 17
    • Legs 17 >>> 14
  • Minimum spread increased from 2.6 >>> 3.0
  • Walking spread increased from 0.075 >>> 1
  • Running spread increased from .1 >>> 2
  • Crouch-walk spread increased from .05 >>> .5
  • Jump spread increased from 1.25 >>> 4

Judge

  • Minimum spread increased from 2.25 >>> 2.5
    • Note: this will only apply to PC for now- this spread change will apply to console in Patch 12.11
  • Walking spread increased from .075 >>> 1
  • Running spread increased from 0.75 >>> 2
  • Crouch-walk spread increased from .05 >>> .5
  • Jump spread increased from 2.25 >>> 4

Shorty

  • Fire rate decreased from 3.33 >>> 3.0
  • Walking spread increased from .075 >>> 1
  • Running spread increased from 0.1 >>> 2
  • Crouch-walk spread increased from .05 >>> .5
  • Jump spread increased from 1.25 >>> 4

PC Only

Performance Updates

  • Added support for AMD Anti-Lag 2, which reduces input latency in certain GPU-bound scenarios. In order to use AMD Anti-Lag 2, you need compatible hardware, with updated drivers from March 9th, 2026 or later.

Bug Fixes

  • Agents
    • Neon
      • Fixed an exploit with her Fast Lane where using specific NVIDIA graphics settings impacted competitive integrity. Neon has returned to the game. 
  • Progression
    • Fixed issue where dailies shown while hovering over the icon did not match the dailies in the End of Game screen.

Console Only

Bug Fixes

  • Agents
    • Phoenix
      • Updated tooltip description of Curveball

Known Issues

  • Modes
    • Skirmish 2v2: Ascension and Skirmish 1v1: Ascension - Timer is stuck at 00.50 sec in Overtime phase
    • Skirmish 2v2: Ascension and Skirmish 1v1: Ascension - Agent abilities do not show up on the Combat Report in the following round after affecting enemies

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