{"id":38014,"date":"2026-03-24T22:51:05","date_gmt":"2026-03-24T22:51:05","guid":{"rendered":"https:\/\/epiccarry.com\/blogs\/?p=38014"},"modified":"2026-03-24T22:51:08","modified_gmt":"2026-03-24T22:51:08","slug":"valorant-season-2026-act-2","status":"publish","type":"post","link":"https:\/\/epiccarry.com\/blogs\/valorant-season-2026-act-2\/","title":{"rendered":"Valorant Season 2026 Act 2 Overview \u2014 Miks, Knockout, Map Pool, and Patch 12.05"},"content":{"rendered":"\n<p>Valorant Season 2026 Act 2, released with Patch 12.05, is less about adding raw power and more about reshaping how the game is played. Instead of introducing sweeping overhauls, Riot has focused on tightening the relationship between agents, maps, and teamplay \u2014 trimming down self-sufficient picks while reinforcing coordinated utility and structured execution.<\/p>\n\n\n\n<p>The result is a patch that subtly shifts the pace and priorities of matches. Solo impact is still important, but it\u2019s no longer as forgiving as before, while players who trade effectively, communicate, and play around their team gain more consistent value. Between the arrival of Miks, targeted agent nerfs, a new game mode, and map pool adjustments, Act 2 changes how both casual and ranked games unfold without completely redefining the core experience.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">What This Guide Covers<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Full breakdown of Patch 12.05 and what changed<\/li>\n\n\n\n<li>Miks abilities explained and how he fits into the current meta<\/li>\n\n\n\n<li>Knockout mode rules, mechanics, and best use cases<\/li>\n\n\n\n<li>Map pool updates and Lotus A-site changes explained<\/li>\n\n\n\n<li>All agent balance changes (Yoru, Clove, Skye) and what they mean<\/li>\n\n\n\n<li>HUD and system updates, including assist tracking and UI improvements<\/li>\n\n\n\n<li>Ranked impact \u2014 how the patch affects gameplay and player performance<\/li>\n\n\n\n<li>Battle Pass rewards and new cosmetic bundles<\/li>\n<\/ul>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"1071\" height=\"600\" src=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-16.webp\" alt=\"New Controller Agent Guide: Best Gun Buddies, Weapon Skins &amp; Battlepass Rewards Explained\" class=\"wp-image-38015\" title=\"Epiccarry\" srcset=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-16.webp 1071w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-16-780x437.webp 780w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-16-768x430.webp 768w\" sizes=\"(max-width: 1071px) 100vw, 1071px\" \/><figcaption><\/figcaption><\/figure>\n\n\n\n<div class=\"text-block-prize\">\r\n    Dive deeper into the article to find a special <span>promo code<\/span> for a discount to save on all your boosts.\r\n<\/div>\n\n\n\n<h2 class=\"wp-block-heading\">Everything New in Patch 12.05<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Act 2 <\/strong>launched <strong>March 17\u201318, 2026<\/strong> with patch 12.05.<\/li>\n\n\n\n<li><strong>New agent: Miks<\/strong>, a Croatian Controller \u2014 smokes, healing, concuss, and team Combat Stims; the first Controller explicitly designed with direct ally-healing in his kit.<\/li>\n\n\n\n<li><strong>New mode: Knockout<\/strong> \u2014 limited-time 5v5 tactical elimination (3-minute rounds) where every kill revives a fallen teammate; matches run 8\u201315 minutes, first to 4 rounds wins. No economy; uses preset escalating loadouts.<\/li>\n\n\n\n<li><strong>Map pool:<\/strong> Lotus and Fracture return, Abyss and Corrode removed.<\/li>\n\n\n\n<li><strong>Lotus A-site <\/strong>reworked, specifically thickening the lobby wall to block barrier-drop spam and repositioning the Vines jump to clean up attacker entry.<\/li>\n\n\n\n<li><strong>Agent nerfs:<\/strong> <strong>Yoru<\/strong> (one less Blindside charge, Gatecrash halved to 15s), <strong>Clove<\/strong> (smoke duration while dead cut from 14s to 6s, Meddle radius shrunk), <strong>Skye<\/strong> (Guiding Light now has a 60s cooldown).<\/li>\n\n\n\n<li><strong>New HUD:<\/strong> Assist Banners, updated killfeed, and cleaner Status Effect Tags; these are feedback improvements and do not change how RR is calculated.<\/li>\n\n\n\n<li><strong>Riot&#8217;s stated patch theme:<\/strong> reward coordinated teamplay, reduce &#8220;selfish&#8221; solo carry potential, and increase pick diversity by trimming agents that carry rounds alone.<\/li>\n\n\n\n<li><strong>AROS and Skirmish:<\/strong> 2v2 removed from the queue.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">What Is Valorant Season 2026 Act 2?<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"1071\" height=\"600\" src=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-2.webp\" alt=\"Valorant New Controller Agent Breakdown \u2013 Gun Buddies, Skins &amp; Latest Balance Updates\" class=\"wp-image-38017\" title=\"Epiccarry\" srcset=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-2.webp 1071w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-2-780x437.webp 780w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-2-768x430.webp 768w\" sizes=\"(max-width: 1071px) 100vw, 1071px\" \/><figcaption><\/figcaption><\/figure>\n\n\n\n<p>Patch 12.05 is one of the broader Act-start patches in recent memory. While it isn\u2019t a full season-launch overhaul on the scale of 12.00, it touches agents, maps, mode rotation, UI, and competitive structure all at once. The patch philosophy is unusually direct: Riot explicitly said this act targets agents who are too strong on their own and rewards players who build around their team. That means nerfs to Yoru and Clove \u2014 both historically strong solo-carry agents \u2014 and the arrival of Miks, who is designed from the ground up as a team-first pick.<\/p>\n\n\n\n<p>Riot is clearly steering the patch toward coordinated utility play rather than solo-round takeover potential. The Agent updates are intended to take power away from Agents who are a bit too selfish and strong on their own, while adding Miks to the roster as the &#8220;team-first enabler.&#8221; Every part of this patch feeds that direction \u2014 the new Knockout mode rewards trading kills over individual skill, the HUD changes surface assist value, and the Lotus rework cleans up angles that punished coordination rather than mechanical play.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Miks \u2014 Complete Ability Breakdown<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"900\" height=\"600\" src=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2.webp\" alt=\"Unlock the Newest Controller Agent: Gun Buddies, Cards, Skins &amp; Battlepass Guide\" class=\"wp-image-38016\" title=\"Epiccarry\" srcset=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2.webp 900w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-660x440.webp 660w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-768x512.webp 768w\" sizes=\"(max-width: 900px) 100vw, 900px\" \/><figcaption><\/figcaption><\/figure>\n\n\n\n<p>Miks is Agent 30 in Valorant&#8217;s roster and the first Controller explicitly designed with direct ally-healing in his kit. His arrival adds a fresh support dimension to Valorant, blending utility, team amplification, and crowd control into a single, music-themed agent. He was revealed at the VCT Masters Santiago Grand Final on March 15 and rolled out globally March 18 at 10:00 AM PST.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Full Kit<\/h3>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Ability<\/strong><\/td><td><strong>Type<\/strong><\/td><td><strong>What It Does<\/strong><\/td><\/tr><tr><td><strong>Harmonize<\/strong><\/td><td>Signature<\/td><td>Target an ally and activate Combat Stim on yourself and them; refreshes on kills. Alt-fire grants it to yourself only.<\/td><\/tr><tr><td><strong>M-Pulse<\/strong><\/td><td>Basic<\/td><td>Throw a device that sends out sound waves on landing; toggle between Concuss (enemies) and Heal (allies) with alt-fire.<\/td><\/tr><tr><td><strong>Waveform<\/strong><\/td><td>Basic<\/td><td>Place smokes via Map Targeter \u2014 fire to set locations, alt-fire to deploy.<\/td><\/tr><tr><td><strong>Bassquake<\/strong><\/td><td>Ultimate<\/td><td>Unleash Sonic Radiance forward, knocking back, Deafening, and Slowing all players hit.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Harmonize<\/strong> is Miks&#8217;s defining ability and the source of his team-first identity. The Combat Stim lasts about 8 seconds and refreshes whenever the buffed teammate gets a kill, emphasizing Miks&#8217;s role as a team amplifier. Using Harmonize on himself provides the buffs as well, but only teammates can extend the duration. The practical implication is clear: Miks is strongest when he&#8217;s enabling a player who is already winning duels, not self-sufficient.<\/li>\n\n\n\n<li><strong>M-Pulse<\/strong> is the dual-output grenade that makes Miks genuinely novel in the Controller slot. The ability to toggle between a Concuss output (disrupting enemies) and a Healing output (restoring ally health) \u2014 including potentially through walls \u2014 gives Miks a mid-round flexibility that no other Controller in the game has.<\/li>\n\n\n\n<li><strong>Waveform<\/strong> operates like a standard controller smoke via Map Targeter, comparable to Brimstone or Astra in execution. It provides the foundation that lets the rest of his kit function by setting smokes at targeted locations.<\/li>\n\n\n\n<li><strong>Bassquake<\/strong> is an area-denial ultimate that combines knockback, Deafening, and Slow in a forward cone. It is effective for disrupting enemy formations, securing objectives, or forcing enemies to reposition. It won&#8217;t delete enemies on its own, but a well-timed Bassquake into a site execute or retake is a free trade for your squad.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">How Does Miks Fit the Meta?<\/h3>\n\n\n\n<p>Miks rewards players who think about team synergy and timing, making him a standout addition for those who enjoy playing a supportive yet impactful role. Because Miks keeps full smoke utility while adding ally healing and buffs, he looks more like a team-enabler Controller than a pure solo-carry pick.<\/p>\n\n\n\n<p><strong>Early read:<\/strong> Miks looks more like a coordination pick than a hard solo-queue takeover agent. On paper, that makes him easier to justify in organized duos, stacks, or structured executes than in low-comms ranked games. He is a pick for teams that communicate \u2014 where the Combat Stim chain, the heals, and the smoke placement are all coordinated around a game plan rather than improvised.<\/p>\n\n\n\n<p><strong>Early player-type read:<\/strong> Miks should be strongest in duos, trios, and full-stack play where teammates can actually cash in on his buff timing and healing windows. In pure solo queue, his value is less guaranteed, because a large part of his kit depends on teammates converting the setup rather than just receiving it. This is an early projection based on Riot\u2019s stated design goals, not a long-settled ladder result yet.<\/p>\n\n\n\n<p>His release comes with an updated Ally Targeting UI that also carries over to Sage. A new widget above the targeted ally&#8217;s head and an additional highlight around the agent&#8217;s model makes the targeting experience clearer for both players involved.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Knockout \u2014 How the New Mode Works<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"900\" height=\"600\" src=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-6.webp\" alt=\"Best Gun Buddies &amp; Weapon Skins for the New Controller Agent (Full Riot Games Guide)\" class=\"wp-image-38021\" title=\"Epiccarry\" srcset=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-6.webp 900w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-6-660x440.webp 660w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-6-768x512.webp 768w\" sizes=\"(max-width: 900px) 100vw, 900px\" \/><figcaption><\/figcaption><\/figure>\n\n\n\n<p>Knockout is a round-based team elimination mode that takes the bones of Team Deathmatch and rebuilds them around coordinated pushes, territory control, and a kill-to-resurrect loop designed to keep momentum swinging constantly.<\/p>\n\n\n\n<p>The structure is simple: five vs five, no Spike, and <strong>no player economy<\/strong>. Rounds last 3 minutes, and matches run roughly 8 to 15 minutes, making it a mode built for players with limited time who still want something with tactical texture. The first team to win four rounds takes the match.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">The Kill-Revive System<\/h3>\n\n\n\n<p>This is what makes Knockout genuinely different. Every kill counts twice: it depletes the enemy and rebuilds you. Kill an opponent, and a dead teammate comes back. The total number of alive players on each side swings constantly, and a 3v5 can flip to a 4v4 inside seconds if your squad trades correctly.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">What Does It Reward?<\/h3>\n\n\n\n<p>Trading kills rather than trying to win every individual duel. Players who move without teammates often get eliminated quickly because enemies can focus fire on isolated targets. <strong>Instead of an economy, players choose from preset escalating weapon loadouts<\/strong> that improve through tiers each round, removing early-round pistol disadvantages.<\/p>\n\n\n\n<p><strong>Best Use Case:<\/strong><br>Knockout looks best framed as a quick, low-stakes teamplay mode rather than a pure aim trainer. Because its core rule is trading kills to restore teammates, it teaches collapse timing, spacing, and follow-up pressure more than isolated duel repetition. For pure mechanical warmup, players who only want repetition may still prefer Deathmatch or other stripped-down modes.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Map Pool Changes \u2014 Lotus and Fracture Return<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"900\" height=\"600\" src=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-4.webp\" alt=\"Valorant New Battlepass Guide \u2013 Gun Buddies, Cards, Skins &amp; XP Fast Track Tips\" class=\"wp-image-38020\" title=\"Epiccarry\" srcset=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-4.webp 900w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-4-660x440.webp 660w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-4-768x512.webp 768w\" sizes=\"(max-width: 900px) 100vw, 900px\" \/><figcaption><\/figcaption><\/figure>\n\n\n\n<p>Fracture and Lotus return to the Competitive and Deathmatch map pool for Act 2, replacing Abyss and Corrode.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Act 2 Competitive Map Pool:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Bind<\/li>\n\n\n\n<li>Breeze<\/li>\n\n\n\n<li>Fracture<\/li>\n\n\n\n<li>Haven<\/li>\n\n\n\n<li>Lotus<\/li>\n\n\n\n<li>Pearl<\/li>\n\n\n\n<li>Split<\/li>\n<\/ul>\n\n\n\n<p>The return of Lotus and Fracture matters because Riot has been rotating maps every Act since patch 10.00, which keeps the ranked and competitive environment shifting faster than in earlier years. Fracture re-enters the pool in 12.05 after being rotated out in patch 10.08 (it was previously brought back in 10.00).<\/p>\n\n\n\n<p>Fracture also fits the patch\u2019s broader philosophy unusually well. Riot still describes it as a map built around split pressure and unusual flanking options, so bringing it back in the same patch as a teamplay push rewards coordinated pressure and timing more than straightforward defaulting.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Lotus A-Site Changes<\/h3>\n\n\n\n<p>As part of Riot&#8217;s effort to reduce weapon spam when the barrier drops, they changed some walls on the A-side of the map. Consistent ability usage toward the A-lobby choke when barriers go down was also addressed.<\/p>\n\n\n\n<p><strong>The specific changes:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Attacker lobby wall thickened<\/strong> \u2014 wall penetration off the barrier drop is fully removed, cutting a popular spam angle that punished attackers early.<\/li>\n\n\n\n<li><strong>Jump-up to Vines repositioned<\/strong> \u2014 moved to give attackers a better path out of A-Lobby and a fairer contest for rubble control.<\/li>\n\n\n\n<li><strong>Tree room wall reinforced<\/strong> \u2014 wall penetration removed from this angle as well.<\/li>\n\n\n\n<li><strong>Extra space added outside A-site stairs<\/strong> \u2014 gives defenders room to hold further back from rubble without being forced up.<\/li>\n\n\n\n<li><strong>A-site plant zone adjusted<\/strong> \u2014 planting for Breakable\/Link is no longer possible.<\/li>\n<\/ul>\n\n\n\n<p><strong>What this means in practice:<\/strong><br>Lotus is not being redefined; it is being cleaned up. The A-site edits specifically reduce the most punishing pre-fight spam and make first-contact space around A-Lobby more contestable, which should make attacker entry less &#8220;coin-flippy&#8221; without changing the whole identity of the map.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Agent Balance Changes \u2014 Patch 12.05<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"900\" height=\"600\" src=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-2.webp\" alt=\"New Controller Agent Guide: How to Unlock Gun Buddies, Skins &amp; Battlepass Rewards Fast\" class=\"wp-image-38018\" title=\"Epiccarry\" srcset=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-2.webp 900w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-2-660x440.webp 660w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-2-768x512.webp 768w\" sizes=\"(max-width: 900px) 100vw, 900px\" \/><figcaption><\/figcaption><\/figure>\n\n\n\n<h3 class=\"wp-block-heading\">Yoru \u2014 Less Flash Pressure, Shorter Gatecrash<\/h3>\n\n\n\n<p>Riot noted that Yoru had become strong enough to crowd out flash Initiators and even some Sentinels in high ranks and pro play. These nerfs target his two strongest tools to force more deliberate utility usage:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Blindside<\/strong> \u2014 reduced from 2 charges to 1.<\/li>\n\n\n\n<li><strong>Gatecrash<\/strong> \u2014 beacon active duration cut from 30 seconds to 15 seconds.<\/li>\n<\/ul>\n\n\n\n<p>One charge forces a real decision about when to commit a flash. The Gatecrash duration change tightens his rotation window and makes fake teleport setups significantly harder to sustain across a long round.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Clove \u2014 Post-Death Power Trimmed:<\/h3>\n\n\n\n<p>Clove has been an ever-present pick in ranked with a much higher win rate than other agents. Riot noted as early as 11.10 that Clove was dominating competitive queue pick rates and suppressing other controller choices. These changes target Clove&#8217;s outsized ability to win after death:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Ruse<\/strong> \u2014 smoke duration <strong>while dead<\/strong> cut from 14 seconds to 6 seconds.<\/li>\n\n\n\n<li><strong>Meddle<\/strong> \u2014 radius reduced from 6 meters to 4 meters.<\/li>\n<\/ul>\n\n\n\n<p>Riot is not just trimming Clove in isolation; it is continuing a longer-running effort to stop Clove from crowding out the rest of the Controller class, especially with the arrival of Miks.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Skye \u2014 Guiding Light Gets a Cooldown:<\/h3>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"900\" height=\"600\" src=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-3.webp\" alt=\"Riot Games New Controller Agent \u2013 Full Guide to Gun Buddies, Skins &amp; Balance Changes\" class=\"wp-image-38019\" title=\"Epiccarry\" srcset=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-3.webp 900w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-3-660x440.webp 660w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-season-2026-act-2-3-768x512.webp 768w\" sizes=\"(max-width: 900px) 100vw, 900px\" \/><figcaption><\/figcaption><\/figure>\n\n\n\n<p>Skye&#8217;s Guiding Light has received a new 60-second cooldown. Riot says the prior 45-second state (where applicable) offered too little downside for early scouting use. The 60s duration is intended to make the choice more deliberate, forcing Skye players to be far more intentional about when they deploy the ability.<\/p>\n\n\n\n<p><strong>What these changes do overall: <\/strong>Riot is narrowing the space for agents that can generate too much value alone, especially Yoru and Clove, while re-opening room for more Controller diversity. In practical terms, 12.05 looks less like a patch built around raw solo pressure and more like one built around trade timing, planned utility, and role overlap that has to be earned.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Who Benefits Most From the Patch?<\/h3>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Group<\/strong><\/td><td><strong>Projected Effect<\/strong><\/td><\/tr><tr><td><strong>Team players \u2191<\/strong><\/td><td><strong>Benefit: <\/strong>Patch rewards coordinated utility trades and executes.<\/td><\/tr><tr><td><strong>Duel-heavy solo players \u2193<\/strong><\/td><td><strong>Disadvantaged:<\/strong> Agents relying on solo impact (Yoru\/Clove) are nerfed.<\/td><\/tr><tr><td><strong>Controller diversity \u2191<\/strong><\/td><td><strong>Benefit:<\/strong> Miks adds new utility while Clove&#8217;s dominance is trimmed.<\/td><\/tr><tr><td><strong>Flash-heavy initiators \u2191<\/strong><\/td><td><strong>Benefit: <\/strong>Yoru\u2019s reduced flash power gives other Initiators space to shine.<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">HUD and System Updates<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"1071\" height=\"600\" src=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-8.webp\" alt=\"All Gun Buddies, Weapon Skins &amp; Cards in the New Battlepass (Controller Agent Guide)\" class=\"wp-image-38022\" title=\"Epiccarry\" srcset=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-8.webp 1071w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-8-780x437.webp 780w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-8-768x430.webp 768w\" sizes=\"(max-width: 1071px) 100vw, 1071px\" \/><figcaption><\/figcaption><\/figure>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Assist Banners<\/strong> \u2014 When your utility or damage contributes to a kill, you&#8217;ll see a banner on the bottom of your screen showing your specific contribution.<\/li>\n\n\n\n<li><strong>Updated Killfeed<\/strong> \u2014 Your team&#8217;s killfeed now displays the assisting player&#8217;s agent icon and the ability or damage used, visible to your team only.<\/li>\n\n\n\n<li><strong>Status Effect Tags<\/strong> \u2014 Reorganized for clarity, with buffs on the left and debuffs on the right.<\/li>\n\n\n\n<li><strong>Ranked Impact: <\/strong>The new assist UI is a clarity and feedback update, not a change to the RR formula. Riot has confirmed that while these HUD changes improve recognition for assists, Ranked Rating (RR) gain is still tied mostly to wins, losses, and round difference rather than raw assist volume.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Overall Ranked Impact<\/h3>\n\n\n\n<p>Patch 12.05 doesn\u2019t rewrite how Ranked works, but it does subtly change how games play out. The combination of agent nerfs, Miks\u2019s team-focused design, and the assist-focused HUD updates all push in the same direction: less value from isolated solo plays, more value from coordinated team actions.<\/p>\n\n\n\n<p>In practical terms, expect slightly less room for agents that can generate impact on their own without setup, and slightly more reward for players who trade effectively, layer utility, and play around teammates. Yoru and Clove losing some of their self-sufficient power opens space for more structured teamplay, while Miks reinforces that direction by design.<\/p>\n\n\n\n<p>At the same time, rank gains themselves are still primarily tied to winning rounds and matches rather than raw individual stats. The difference is that supportive impact \u2014 setting up kills, enabling teammates, and contributing utility \u2014 is now much more visible during play, providing better feedback for players who prioritize the squad over the scoreboard.<\/p>\n\n\n\n<p><strong>Ability Map Targeters<\/strong> \u2014 Now visible to observers and spectators in replays.<\/p>\n\n\n\n<p><strong>Sage model update<\/strong> \u2014 Crystal growths have been added to Sage&#8217;s model and key art to show the price she is paying for repeatedly pushing the limits of her power.<\/p>\n\n\n\n<div class=\"promocode\">\r\n    Promo code: <span>Dina_Blog<\/span>\r\n    <div class=\"text\">Use this discount as my thank you for your attention!<\/div>\r\n<\/div>\n\n\n\n<h2 class=\"wp-block-heading\">Battle Pass and Cosmetics<\/h2>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"1071\" height=\"600\" src=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-6.webp\" alt=\"Newest Controller Agent Explained \u2013 Best Gun Buddies, Skins &amp; How to Access Rewards\" class=\"wp-image-38023\" title=\"Epiccarry\" srcset=\"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-6.webp 1071w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-6-780x437.webp 780w, https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2026\/03\/valorant-6-768x430.webp 768w\" sizes=\"(max-width: 1071px) 100vw, 1071px\" \/><figcaption><\/figcaption><\/figure>\n\n\n\n<p>The Act 2 Battle Pass costs 1,000 VP and runs through the Progression Hub.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Paid track highlights:<\/strong> Paceline Vandal, Dragon Gate Phantom, Soulburst Spectre, and Paceline&#8217;s Edge Melee.<\/li>\n\n\n\n<li><strong>Free track highlights:<\/strong> Soulburst Bandit.<\/li>\n<\/ul>\n\n\n\n<p><strong>The new store bundle is Blackthorn<\/strong> \u2014 featuring a dark, rose-themed design for the Vandal, Guardian, Marshal, and Classic, as well as the Blackthorn Blades melee.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Valorant Season 2026 Act 2, released with Patch 12.05, is less about adding raw power and more about reshaping how the game is played. Instead of introducing sweeping overhauls, Riot has focused on tightening the relationship between agents, maps, and teamplay \u2014 trimming down self-sufficient picks while reinforcing coordinated utility and structured execution. The result [&hellip;]<\/p>\n","protected":false},"author":33680,"featured_media":38024,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[378,3],"tags":[954,952,951,953],"post_kind":[97,400],"ppma_author":[127],"class_list":["post-38014","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-valorant","category-all","tag-valorant-12-05-patch-guide","tag-valorant-2026-season","tag-valorant-2026-season-act-2","tag-valorant-2026-season-guide","author-dina"],"acf":[],"authors":[{"term_id":127,"user_id":33680,"is_guest":0,"slug":"dina","display_name":"Dina","avatar_url":{"url":"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2025\/07\/Dina-avatar.webp","url2x":"https:\/\/epiccarry.com\/blogs\/wp-content\/uploads\/2025\/07\/Dina-avatar.webp"},"0":null,"1":"","2":"","3":"","4":"","5":"","6":"","7":"","8":""}],"_links":{"self":[{"href":"https:\/\/epiccarry.com\/blogs\/wp-json\/wp\/v2\/posts\/38014","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/epiccarry.com\/blogs\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/epiccarry.com\/blogs\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/epiccarry.com\/blogs\/wp-json\/wp\/v2\/users\/33680"}],"replies":[{"embeddable":true,"href":"https:\/\/epiccarry.com\/blogs\/wp-json\/wp\/v2\/comments?post=38014"}],"version-history":[{"count":0,"href":"https:\/\/epiccarry.com\/blogs\/wp-json\/wp\/v2\/posts\/38014\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/epiccarry.com\/blogs\/wp-json\/wp\/v2\/media\/38024"}],"wp:attachment":[{"href":"https:\/\/epiccarry.com\/blogs\/wp-json\/wp\/v2\/media?parent=38014"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/epiccarry.com\/blogs\/wp-json\/wp\/v2\/categories?post=38014"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/epiccarry.com\/blogs\/wp-json\/wp\/v2\/tags?post=38014"},{"taxonomy":"post_kind","embeddable":true,"href":"https:\/\/epiccarry.com\/blogs\/wp-json\/wp\/v2\/post_kind?post=38014"},{"taxonomy":"author","embeddable":true,"href":"https:\/\/epiccarry.com\/blogs\/wp-json\/wp\/v2\/ppma_author?post=38014"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}