TL;DR
- Cypher’s Trapwire length increased 50% from 1000 to 1500 units for wider coverage
- Neural Theft now reveals enemies twice with 4-second delay, removing corpse timing restrictions
- Harbor gains additional Cascade charge for more flexible wall placements per round
- Fade receives significant Prowler nerfs including reduced duration and nearsight time
- Visual improvements make Cypher’s ultimate silhouettes clearer and more distinguishable
The competitive landscape of Valorant undergoes a significant transformation with Patch 5.10, introducing substantial agent adjustments that promise to redefine strategic approaches. This update delivers long-awaited improvements to underutilized characters while addressing balance concerns in the current meta.
Riot Games has specifically targeted Cypher and Harbor for enhancement, recognizing their declining presence in ranked and professional play. Meanwhile, Fade receives targeted nerfs to maintain equilibrium in the initiator role. These changes reflect the developer’s ongoing commitment to maintaining dynamic gameplay and diverse agent selection.
Community feedback played a crucial role in these changes, with players consistently advocating for Cypher improvements since his dominance in early Valorant iterations. The introduction of more versatile Sentinels gradually diminished Cypher’s relevance, prompting these comprehensive adjustments to restore his competitive viability.
“Our objective with these modifications is to inspire Cypher specialists to develop innovative information-gathering setups,” explained Valorant community manager Jo-Ellen Aragon. “When combined with forthcoming Chamber updates, we anticipate Cypher reclaiming a meaningful position within the agent roster.”

Cypher receives transformative enhancements to his core abilities in Valorant patch 5.10, fundamentally altering how players utilize his defensive toolkit.
- Trapwire
- Maximum Trapwire length increased by 1000 >>> 1500
- Neural Theft
- Now reveals enemies two times. There is a four-second delay between the reveals
- Time restriction to cast on enemy corpses has been removed
- Maximum cast distance increased by 1200 >>> 1800
The extended Trapwire range enables coverage of previously impossible angles, allowing defenders to secure larger areas with fewer resources. This 50% increase transforms how Cypher controls space, particularly on larger sites like Ascent A or Haven C.
Neural Theft evolves into a more reliable information-gathering tool with its dual-reveal mechanism. The four-second interval between reveals forces enemies to commit to repositioning or risk continuous exposure. Removal of the corpse timing restriction eliminates one of Cypher’s most frustrating limitations, enabling more strategic ultimate usage during chaotic situations.
Visual clarity improvements further enhance Cypher’s effectiveness. The yellow enemy outline now begins with reduced intensity and dissipates more rapidly, making it easier to distinguish actual player models from ultimate-generated silhouettes.
Cypher mains can now establish defensive networks covering unprecedented territory. The increased Trapwire length permits connections between distant anchor points, enabling single wires to monitor multiple entry routes simultaneously.
Advanced Placement Strategy: Utilize the extended range to create cross-site traps that catch attackers from unexpected angles. For example, on Bind B site, you can now wire from default plant spot to hall entrance, creating early warning systems that were previously impossible.
The enhanced Neural Theft fundamentally changes post-plant and retake scenarios. With dual reveals, defenders gain critical information about enemy repositioning attempts, while the increased cast distance allows safer ultimate activation from protected positions.
Common Setup Mistakes to Avoid: Don’t overextend wires without proper camera support. The longer range tempts players to create excessively complex setups that become vulnerable to coordinated pushes.
Optimal ultimate timing now shifts toward earlier round usage, as the removed corpse restriction enables information gathering during active combat situations rather than only during cleanup phases.
Harbor joins Cypher in receiving substantial improvements, addressing his consistently low selection rate across all competitive tiers.

The developer has augmented his Cascade ability with an additional charge, fundamentally altering his site execution capabilities. This means Harbor can deploy his remote wall twice per round, dramatically increasing his flexibility in both attack and defense.
Wall Management Optimization: With dual charges, Harbor players can now execute split pushes or create layered defensive setups that were previously impossible.
Site Execution Enhancements: The additional wall enables more sophisticated executes, allowing teams to isolate defenders and control space more effectively throughout the round duration.
This change particularly enhances Harbor’s viability on maps with multiple entry points, where his ability to control sightlines becomes significantly more valuable with increased usage frequency.
While Cypher and Harbor enjoy significant enhancements, Fade receives targeted nerfs to maintain balance within the initiator role category.
- Prowlers
- Duration reduced from 3 >>> 2.5 seconds. (Time the prowler is alive without a trail).
- Delay on bite after reaching target increased .4 >>> .6 seconds.
- Hitbox improvements.
- Nearsight duration on hit reduced by 3.5 >>> 2.75 seconds.
- Prowlers now fizzle out and no longer debuff instead of debuffing its target if they teleported away before it finished its animation.
- Nightfall
- Cost increased 7 >>> 8.
These adjustments reduce Fade’s autonomous information-gathering capability while maintaining her core identity as a tracking specialist.
Counterplay Enhancement: The extended bite delay and reduced nearsight duration provide defenders with additional reaction time and counterplay opportunities against Prowler engagements.
The ultimate cost increase forces more strategic economy management, preventing Fade players from consistently having access to round-defining abilities without significant investment.
Patch 5.10’s agent adjustments promise to significantly impact the competitive meta, potentially revitalizing defensive strategies that had become predictable.
Cypher’s return to relevance creates new compositional possibilities, particularly when paired with other sentinel agents in double-controller setups. His enhanced information-gathering capabilities complement more aggressive defensive postures.
Harbor’s additional Cascade charge enables more dynamic executes, potentially increasing his selection rate on maps where wall-based control proves particularly valuable for site penetration.
Fade’s nerfs, while significant, don’t eliminate her from competitive play but rather encourage more deliberate ability usage and team coordination.
These changes reflect Riot’s ongoing efforts to maintain agent diversity while addressing community concerns about underutilized characters. The changes to Cypher specifically address long-standing community requests for improvements to restore his competitive standing.
For players looking to master these new agent dynamics, our complete strategy guide offers comprehensive insights into optimal team compositions and counter-strategies.
Action Checklist
- Practice extended Trapwire placements covering 1500 unit distances on various maps
- Experiment with dual Neural Theft reveals in custom games to understand timing windows
- Develop new post-plant ultimate strategies utilizing the removed corpse timing restriction
- Test Cascade wall combinations with Harbor’s new double charge capability
- Study Fade’s adjusted Prowler timing to optimize counterplay and ability usage
No reproduction without permission:Games Guides Website » Cypher, Harbor finally buffed in Valorant patch 5.10 Valorant Patch 5.10 transforms Cypher with game-changing buffs to Trapwire and Neural Theft, plus Harbor improvements and Fade adjustments
