Valorant Patch 2.06 - Release Date and Bucky Nerf

What's going on with the 2.06 update?

By Peter Hunt Szpytek

March 29, 2021

Valorant has been completely killing it lately with its constant updates, changes, and additions. Here’s what’s up with the Valorant 2.06 update and release date.

As patches continue releasing for Valorant, the game keeps getting better and better.

With the 2.06 patch coming any day now, players have been more eager than ever to know what’s new.

Here’s everything we know about the Valorant 2.06 patch’s release date and features.

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Valorant 2.06 Release Date

To be clear, the 2.06 patch doesn’t have an official release date at the current time of writing. However, looking at past updates, additions, and patches can help us get a general idea of when an update might be coming. As first reported by GFinity, it looks like the 2.06 release date will be tomorrow, March 30.

This is based on the fact that Valorant updates usually come on Tuesdays and that it’s been several weeks since the last scheduled update. Hopefully, the 2.06 update will fix some of the bugs that were introduced with the addition of Astra to the roster and take care of some quality of life fixes as well.

Valorant 2.06 Patch Notes

Here is the full list of patch notes from the game’s official website:

With Masters behind us, it’s time to get to work on those promised Viper and Yoru changes. Details are below, but remember that we’ll keep a close eye on how these play out once they’re live. 

Slide on those headphones and enjoy HRTF, which helps pinpoint enemy footsteps, reloads, and Deathmatch respawns using a simulated surround sound space. Also, your love of Escalation means we’re returning the favor with some ability updates and loadout variations for the mode. 

Oh my goodness, Bucky, look at your nerf.



In the wake of Masters we’re introducing some bigger updates to our Agents, with Viper first in line. We looked at a lot of possible changes for her, but ultimately landed on changes that pushed what makes Viper’s play pattern unique and still resonate with her theme. When compared to other Controllers, we want Viper to make big, committed decisions that truly alter the map and how both sides plan around her influence. She should claim ground with force and dare opponents to challenge her. The updates to Toxin should also project more threat on enemies who consider pushing her smoke and will hopefully add a significant bite to her marque Toxic Screen. Paired with a couple other buffs and some new tools for learning and practicing lineups, we’re excited to see if Viper can deliver on the deadly impact she promises while solidifying her spot on our roster.

Toxin (passive) 

Enemies that cross through Viper’s Poison Cloud, Toxic Screen, or Viper’s Pit are instantly inflicted with at least 50 decay. Their decay level increases the longer they remain in contact with toxin. 

While in cloud, Decay over time decreased 15 >>> 10 

When out of Viper’s cloud, delay before health regen decreased 2.5 >>> 1.5

Poison Cloud (Q) 

Can now immediately be redeployed when picked up, but grants a temporary charge instead of a permanent charge 

If active when Viper dies, Poison Cloud now remains up for an additional 2 seconds, or until Viper runs out of fuel. 

Pickup distance increased 200 >>> 400

Toxic Screen (E) 

If active when Viper dies, Toxic Screen now remains up for an additional 2 seconds before deactivating

Full blind distance from the wall increased to better match the blind distance from the edge of smokes

Snakebite (C) 

Equip time decreased 1.1 >>> .8

Practice Tools 

In custom games with cheats and infinite abilities enabled, Viper can hold down “activate” on Poison Cloud and Toxic Screen to recall them 

In custom games with cheats and infinite abilities enabled, Poison Cloud’s landing location is shown on the minimap while equipped


Yoru carries a fantasy that you’ve been excited to see through, but we believe a few restrictions have made it harder to access. Although Yoru is a unique duelist on the roster, both in pace and in playstyle, we think he should still be a strong contender for good compositions and want to ensure the value he offers to his team is more consistent throughout a match. These changes should push the needle but we’ll rapidly test some new changes to other parts of the kit, such as his Fakeout, to ensure Yoru players have the tools they need to succeed. 

Blindside (Q) 

Flash activation time decreased 0.8>>> 0.6 seconds Flash duration increased from 1.1>>>1.5

Gatecrash (E) 

Gatecrash is no longer refreshed on kills and is instead replenished every 35 seconds

Lifetime of the Gatecrash fragment increased 20 seconds >>> 30 seconds 

The range at which the Gatecrash fragment is revealed from stealth decreased 7m >>> 4m 

Visuals for visibility range added to the moving fragment

Dimensional Drift (X) 

Ult Points reduced 7 >>> 6 

Yoru can now reactivate Gatecrash while in Dimensional Drift


Nanoswarm (C) 

Killjoy can now pick up deployed Nanoswarm grenades during the buy phase to get the charge back



We want to focus the Bucky more on it’s actual primary firing mode (left click) and make that the strength you try to optimize when choosing a bucky vs its alternate firing mode (right-click). The right click should be more of a tool you can use when you can’t get into that effective left-click range, or you just need some reliable chip damage. The spreads are reduced on both to increase reliability and smooth the damage curve. The alt-fire’s significant reduction in pellet count is a trade off to being able to extend the range as much as it does for a shotgun. 

Primary fire (left-click) bullet spread decreased 3.4 >>> 2.6 

Decreased spread on Alt-fire (right-click) 3.4 >>> 2.0 Updated damage curve for both primary and alt-fire 0m–8m is 20dmg per pellet 

8m–12m is 12dmg per pellet 

Beyond 12m is 9dmg per pellet 

Reduced amount of pellets in a right click shot from 15 >>> 5 MODES UPDATES 


We’ve taken a pass on a couple abilities to add depth to their gameplay and create some more dynamic combat situations, as well as added some spicy loadout variations to the mix. 


Raze’s Showstopper now comes with two Blast Pack Charges which refill when you touch the ground. Practice those boosts! Snowball Launcher now comes with Skates—the increased mobility should give you an edge against the generally more lethal weapons. 

Big Knife now comes with one Tailwind (Jett Dash) charge which refills on kill. Close all the gaps! 

Loadout variations will be a bit of a surprise, and they’ll show up rarely. Let us know which ones you like! 


You can now view a person’s career from the in-game Leaderboard We heard some of you asking for the ability to view more info around how the best of the best were doing in their games. So you can now right click on a leaderboard entry and view their career to check out

their Match History, see details of their games, and look at their Act Rank progress. 

If you are on the the Leaderboard, but don’t want to give away who you are, you can leverage our in-client toggle to label yourself a ‘Secret Agent’. 


To improve legibility, the megamap now consistently uses a mouse pointer instead of a crosshair for map pings 

Head Related Transfer Function (HRTF) 

What direction did those Raze footsteps come from? Is she moving from in front or behind you? With HRTF on and a pair of headphones, you’ll be able to better pinpoint other players based on certain sounds. 

HRTF processing relies on a profile that contains measurements such as head size and ear shape, among other things. This implementation uses a profile based on a single set of measurements, and may not feel natural at first to all listeners depending on how closely the profile matches their own measurements. We encourage users to give HRTF a few tries as it may take some getting used to. Focused ear training outside a high pressure game environment may pay off in better ability to interpret the HRTF processing. We suggest a custom game or training for this! Watch our video demo below. 

Added an audio toggle located in the Audio settings panel to enable HRTF 

HRTF allows players wearing headphones to play audio in a simulated surround sound audio space.

Currently, only footsteps, reloads, and Deathmatch respawns will be rendered in 3D with HRTF enabled. 

It’s recommended that players please turn off any other “3D Audio” processing while using this feature.

More Valorant

You can find our full coverage of TenZ’s recent departure from C9 to join the Sentinels right here.

For any and all things Valorant, stick right here with DualShockers.

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Peter Hunt Szpytek

Peter is from Chicago. He's played more JRPG's than he can count despite being not totally great at them and you can usually find him on the weekends dropping hot in Apex Legends. When not holding a controller, he's at the gym trying to get in shape for his next cosplay.

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