Tons of agent ability & weapon price changes coming to Valorant

TL;DR

  • Agent abilities see widespread price increases, requiring new economic management strategies
  • Weapon prices mostly decrease except Judge shotgun, creating new budget options
  • Ultimate point requirements shift significantly for multiple agents
  • New agent KAY/O introduces balanced ability pricing structure
  • Economic changes will fundamentally alter round-by-round decision making

Valorant’s Episode 3 Act 1 introduces transformative economic adjustments that will reshape competitive play. The arrival of new agent KAY/O coincides with comprehensive pricing revisions affecting nearly every character’s toolkit. These modifications target ability cost structures and weapon economics to create more strategic depth in resource allocation.

Although Riot Games hasn’t published official documentation yet, community testing reveals detailed economic alterations scheduled for June 22 implementation. Players should anticipate official patch notes preceding the update’s deployment, providing final confirmation of these anticipated changes.

The economic restructuring addresses fundamental balance issues observed in professional and ranked play. By adjusting ability costs and weapon pricing simultaneously, developers aim to create more meaningful economic decisions each round.

Agent Ability Price Changes in Episode 3 Act 1

Every Valorant agent operates with a carefully balanced ability kit comprising purchased skills and ultimate capabilities. Most abilities require credits during buy phases, forcing tactical decisions between offensive firepower and supportive utility. Signature abilities that regenerate or require specific conditions also undergo modifications, ensuring comprehensive economic recalibration.

The extensive alterations detailed below will significantly impact agent selection and round strategy. Understanding these economic shifts becomes crucial for maintaining competitive advantage.

Astra

Astral form (X) 200 > 150

Starting stars 2 > 1

Astra Valorant

Jett

Cloudburst (C) 100 > 200

Updraft (Q) 100 > 150

Blade Storm (X) 6 > 7 points

Breach

Aftershock (C) 100 > 200

  • 1 Explosion > 3

Flashpoint (Q) 200 > 250

  • Charges 3 > 2

Brimstone

Incendiary (Q) 200 > 250

Cypher

Neutral theft (X) 7 > 6 points

KAY/O

Frag (C) 200

Flash (Q) 250

Zero point (E) Free

Null/CMD (X) 7 points

Kay/O Valorant

Killjoy

No price changes

Omen

Shrouded step (C) 100 > 150

Paranoia (Q) 400 > 300

Dark cover (E):

  • Free > 100
  • 30 > 40 second cooldown

Phoenix

Curveball (Q) 200 > 250

Raze

Boom bot (C) 200 > 400.

Showstopper (X) 7 > 8.

Reyna

Leer (C) 200 > 250

Sage

Slow orb (Q) 100 > 200

Resurrection (X) 7 > 8

Skye

Trailblazer (Q) 200 > 250

Guiding Light (E):

  • 3 charges > 2
  • 100 > 250
  • 40 second regeneration

Skye Valorant

Sova

Owl drone (C) 300 > 400

Shock bolt (Q) 100 > 150

Hunter’s Fury (X) 7 > 8

Viper

Snake bite (C) 100 > 200

Yoru

Blindside (Q) 200 > 250

Weapon Price Changes Coming in Episode 3 Act 1

Valorant’s weapon pricing philosophy reflects each firearm’s combat effectiveness and situational utility. The Operator sniper rifle maintains its premium position as the most expensive weapon, capable of eliminating fully-armored opponents with single well-placed shots. Episode 3 Act 1 introduces widespread price adjustments aimed at weapon diversity and economic balance.

Most firearms receive cost reductions, creating new budget options for eco rounds. However, the Judge shotgun represents the notable exception, receiving significant price increases to address its dominant close-quarters performance.

Sidearms

Shorty 200 > 150

Frenzy 500 > 450

SMGs

Stinger 1100 > 950

Shotguns

Bucky 900 > 850

Judge 1600 > 1850

Rifles

Bulldog 2100 > 2050

Guardian 2400 > 2250

Sniper rifles

Marshal 1000 > 950

Operator 5000 > 4700

Machine guns

Ares 1600 > 1550

The comprehensive economic changes demand strategic adaptation across multiple gameplay dimensions. Players must reconsider their weapon selection strategies and ability usage patterns. The increased costs for popular abilities like Jett’s Cloudburst and Raze’s Boom Bot will reduce spam usage while encouraging more deliberate deployment.

Ultimate point requirement adjustments for agents like Jett, Raze, Sage, and Sova will alter ultimate economy management. Teams may need to adjust their agent composition to balance economic pressures across roles.

Common adaptation mistakes include over-investing in abilities during pistol rounds and underestimating the impact of cooldown increases. Advanced players should focus on ability efficiency and timing rather than sheer volume of usage.

The new economic landscape creates opportunities for strategic innovation. Players who master economic management will gain significant competitive advantages in ranked and professional play.

Action Checklist

  • Review all agent ability price changes and identify your main agents’ new economic requirements
  • Practice new buy patterns in custom games, focusing on ability-weapon balance
  • Analyze weapon price changes and identify new budget options for eco rounds
  • Develop round-specific economic strategies accounting for ultimate point requirements
  • Create team composition strategies that balance economic pressures across different agent roles

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