Every ability rework and deletion in Valorant: 8 Abilities Lost To Time

ability rework

Valorant features over 100 abilities, and as Riot Games refined the game, Riot decided that some needed ability rework or straight up removed to improve balance. These changes have significantly impacted gameplay, influencing player strategies across ranks.

If you want to learn more about the current ability changed instead, check out this article for the latest changes in Patch 9.10

Jet’s dash rework: A shift to strategy

Originally, Jet’s dash activated instantly, allowing players to escape or reposition without planning. This enabled aggressive, reactive playstyles that dominated matches. Riot added an ability rework that changed the dash, adding a 12-second activation window, making it more strategic and less overpowered.

Raina’s orb reduction: Taming the snowball effect

Raina’s initial design allowed her to gain four orbs per kill, making her nearly unstoppable when chaining kills. Riot reduced this to two orbs, limiting her ability to dominate rounds and forcing more thoughtful use of abilities. While still a strong duelist, her potential is now more balanced.

Chamber’s teleport: Balancing mobility

Chamber’s teleport previously allowed instant repositioning, giving him a tactical advantage. Riot increased the cooldown, reduced anchor range, and made anchors more visible. These changes make his movement riskier and more strategic.

Viper’s cooldown adjustments: Controlled utility

Viper’s poison cloud cooldown now begins after the cloud dissipates, and her snake bite duration was shortened. These adjustments require players to use her abilities with precision and coordinate with teammates.

Flash meta changes: Fewer, smarter flashes

Breach and Skye were reduced from three flashes to two, limiting their control over matches. Players must now think carefully about how and when to use their flashes, creating a more balanced experience.

Yoru’s rework: Master of deception

Yoru’s fake-out ability evolved from footsteps to a decoy that mimics him. When destroyed, it blinds enemies, adding depth to his kit. The rework made Yoru more attractive to players who enjoy deceptive gameplay.

Cypher’s cage slow removal: A return to fundamentals

Cypher’s cyber cage initially slowed enemies, granting him excessive map control. Riot removed this feature, focusing on his role as a sentinel reliant on traps and intelligence gathering, rather than area denial.

Raze’s blast pack adjustments: Mobility over damage

Raze’s blast packs no longer deal explosive damage, encouraging their use for mobility and utility instead of direct aggression. This change aligns with her chaotic, movement-based playstyle.

Removing visible ranks: Fostering a better team dynamic

Riot removed visible ranks in pre-game lobbies to prevent toxic behavior and preconceived notions about teammates’ skills. This decision aimed to create a healthier team environment.

Frequently Asked Questions about Valorant Ability Rework:

Why was Jet’s dash ability reworked?

Jet’s dash was reworked to add a strategic element. Previously, it allowed for instant escapes and highly aggressive playstyles. The rework requires activation before use, encouraging planning over reaction.

What was the impact of reducing Raina’s orbs from 4 to 2?

Reducing Raina’s orbs limited her snowballing ability, making her less dominant in matches. It forced players to use her abilities more thoughtfully and balanced her performance across ranks.

How did Chamber’s teleport changes affect gameplay?

Chamber’s teleport cooldown was increased, anchor range reduced, and visibility improved. These changes require more strategic use, reducing his map control dominance.

What were the major changes to Viper’s abilities?

Viper’s poison cloud cooldown now starts after it dissipates, and snake bite duration was reduced. These changes encourage strategic use and team coordination.

Why did Riot reduce Breach and Skye’s flashes?

Breach and Skye’s flash count was reduced to two to balance their ability to control matches. This forces players to think more strategically about flash usage.

What was the reasoning behind removing visible ranks?

Riot removed visible ranks in pre-game lobbies to reduce toxic behavior, improve team dynamics, and prevent preconceived judgments about teammates’ skills.

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