Neon and shotguns finally get a nerf in VALORANT Patch 12.09
Riot Games has finally pulled the trigger on long-awaited nerfs to Neon and shotguns in VALORANT Patch 12.09, dropping on May 12. The changes, originally slated for Patch 13.00 on June 23, have been pushed forward after community frustration reached a boiling point, and the dev team acknowledged it was time to act.
Why Neon Was a Problem
Agents and Live Balance designers Dan and TiffyMunchsnax laid out the core issue in a developer blog: Neon was fundamentally breaking VALORANT's design philosophy around combat. The game's high-lethality framework is built on positional importance, and moving around the map is supposed to carry risk unless backed by utility and teamplay. Neon's sprint offered no meaningful resource constraint, and her bunny-hop-into-slide pattern let her take space "thoughtlessly," according to the dev team.
Her intended identity was always grounded play—sprinting on the ground to get close-quarters engagements, with stuns and a wall to displace enemy crosshairs and setups when unsupported. Instead, she had been dominating aggressive 5-man exec plays and contact strategies that made slower, more strategic rounds nearly nonviable.
What's Changing for Neon?
The nerfs target her aerial mobility and fuel regeneration directly:
- Jumping with High Gear no longer grants any airspeed bonus. Neon's air speed while sprinting now matches melee speed
- Fuel regeneration on kill is locked behind her ultimate being active (passive regen remains unchanged)
- Improved VFX to better communicate her slide direction and origin to opponents
These changes force Neon into more deliberate planning. The jump-speed exploit that let her gain free air momentum is gone, and her kill-based fuel top-up is now a high-stakes reward tied to her ultimate.
Shotguns Get a Global Rework
Looks like Team Secret's head coach Jose "Rbtx" Carlo Jamir finally got his wish as well. Alongside Neon, all three shotguns—Bucky, Judge, and Shorty—received significant spread and accuracy nerfs to reduce their effectiveness during movement. The core change: all shotguns are now less accurate when running, walking, crouch-walking, or jumping, with inaccuracy values standardized across the board.
Crouching now applies a 15% accuracy multiplier uniformly across all shotguns. This ends up being a slight buff for the Bucky (up from 10%) but a notable nerf for the Judge and Shorty (down from 25%).
The Bucky also takes a direct damage hit in the 0–8m range, with body damage dropping from 20 to 17 per pellet, and the minimum spread for both the Bucky (2.6 → 3.0) and Judge (2.25 → 2.5) has been increased when stationary. Running and jumping with a shotgun will now demand cleaner positioning and tighter timing to be effective.
Why Now, and What's Next?
The decision to ship these changes early was driven by mounting combat integrity concerns. The dev team also cited the competitive calendar as the patch lands between VCT playoffs and Masters London to minimize disruption to the pro scene.
Broader fixes targeting Initiator cooldowns (currently a bloated 60 seconds) and Sentinel buffs to better punish aggressive pushes remain in testing, with a full rollout planned for Patch 13.00 on June 23.
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Featured Image Source: Riot Games
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