Agent pages are on their way in this language. Meanwhile, the roles column already gives you the breakdown.
Agent figurines, engraved LED crystals, keycaps and apparel. The part of your setup that will never win a duel.
From the discovery of Radianite to the conflict between the two Earths, the complete timeline of the VALORANT Protocol.
Follow the timeline →
Type your DPI and your in-game sensitivity: your eDPI, the distance for a full 360° and the mousepad width you need show up straight away.
Try the calculator →Nineteen weapons, six categories, one table. Price, head and body damage, magazine size and role: everything you need to pick the right gun at the right moment.
"No weapon will solve all of your problems, but every weapon can be the answer to one of them."
BrimstoneI am opening this section with Brimstone's wisdom, because in Valorant, as in other shooters, you pick your weapon to fit the situation. The game holds a whole range of weapons, and they are sorted into categories.
Every weapon in Valorant. Click Price or Head to sort. Damage shown at close range.
| Weapon | Category | Price | Head | Body | Magazine | What to know |
|---|---|---|---|---|---|---|
Classic
|
Sidearm | Free | 78 | 26 | 12 | Free every round, burst fire on alt fire |
Shorty
|
Sidearm | 150 creds | ≈12 | ≈6 | 2 | Per pellet, lethal at point-blank range |
Frenzy
|
Sidearm | 450 creds | 78 | 26 | 13 | Fully automatic, brutal up close |
Ghost
|
Sidearm | 500 creds | 105 | 30 | 15 | Silenced, the pistol round staple |
BanditNew
|
Sidearm | 600 creds | One-tap | · | 8 | Semi-auto, one-taps through light shields |
Sheriff
|
Sidearm | 800 creds | 159 | 55 | 6 | One-taps to the head at any range |
Stinger
|
SMG | 1,100 creds | 67 | 27 | 20 | Very high fire rate, poor accuracy at range |
Spectre
|
SMG | 1,600 creds | 78 | 26 | 30 | Silenced, the best half-buy weapon in the game |
Bucky
|
Shotgun | 850 creds | ≈44 | ≈22 | 5 | Per pellet, alt fire reaches mid range |
Judge
|
Shotgun | 1,850 creds | ≈34 | ≈17 | 7 | Per pellet, automatic, holds a tight angle |
Bulldog
|
Rifle | 2,050 creds | 116 | 35 | 24 | Alt fire scopes in for three-round bursts |
Guardian
|
Rifle | 2,250 creds | 195 | 65 | 12 | Semi-auto, one-taps to the head |
Phantom
|
Rifle | 2,900 creds | 156 | 39 | 30 | Silenced, high fire rate, damage falloff |
Vandal
|
Rifle | 2,900 creds | 160 | 40 | 25 | One-taps to the head at any range |
Marshal
|
Sniper rifle | 950 creds | 202 | 101 | 5 | Light, mobile sniper rifle |
Outlaw
|
Sniper rifle | 2,400 creds | 238 | 140 | 2 | Two shots before reloading, sits between Marshal and Operator |
Operator
|
Sniper rifle | 4,700 creds | 255 | 150 | 5 | One shot to the body kills, but it pins you down |
Ares
|
Machine gun | 1,600 creds | 72 | 30 | 50 | Spins up, ideal for spraying down a choke |
| Odin Odin | Machine gun | 3,200 creds | 95 | 38 | 100 | One hundred rounds, wall penetration, area denial |
The damage shown is for a close range shot on an unshielded target. Several weapons lose damage over distance, the Phantom in particular. For shotguns, the value is given per pellet, since the weapon fires several with every shot. Riot adjusts prices and damage regularly from patch to patch.
Sidearms are light weapons. They barely dent your buy, which is why they usually come out in an eco round.
SMGs are close range weapons with a very fast spray. They are easy on the wallet, but light on damage.
Balanced weapons that hold up at close range as well as at long range.
Mid range weapons, but their sustained spray makes them excellent at locking down an area.
Short range weapons, and very effective inside that range.
Built for long distances, with a scope and reduced mobility. They often kill in a single shot, but they punish a miss hard.
Both cost 2,900 creds and fill the same role. It is the most asked question in the game, and it has no universal answer: it comes down to your accuracy and to the map.
Riot published an analysis comparing the two weapons. The Phantom performs almost on par with the Vandal against opponents in light shields, but it comes up short more often against enemies in heavy shields. The Vandal lands a little higher, with a better headshot percentage, while the Phantom puts more rounds into bodies and legs thanks to its fire rate.
The short version: if your aim is already solid and you play on an open map, take the Vandal. If you would rather have the safety net of a high fire rate, if you play short angles or you like shooting into smokes, take the Phantom. Neither one is going to lose you a match.
Knowing when not to buy usually wins more rounds than an improvement in aim. Here are the four buy situations and the reflex that goes with each one.
Buying guidelines based on the round economy.
| Situation | Budget | Recommended weapons | The reflex |
|---|---|---|---|
| Pistol round | 0 to 800 creds | Ghost, Bandit or Sheriff | Keep enough for light shields: surviving one bullet changes everything. |
| Eco round | Under 2,000 creds | Classic, Frenzy or Marshal | Buy little or nothing, the point is to rebuild your bank for the next round. |
| Half-buy | 2,000 to 3,000 creds | Spectre, Bucky or Marshal | The Spectre is the best power for the price in the game. |
| Full buy | Over 3,900 creds | Vandal, Phantom or Operator | Heavy shields and abilities included, otherwise it is not a full buy. |
Weapon choice is one of the most debated topics in Valorant. Here are the questions that come up most often.
Prices and damage are taken from the game documentation and cross-checked against community databases. Riot Games adjusts these values regularly as updates land: if you spot a difference in game, the version shown in the buy menu is the one that counts. The Vandal versus Phantom comparison draws on the analysis published by Riot Games in its Data Drop on the two weapons.