Damage, Costs, Buy Roles, and Practical Usage Notes
Game: Valorant – Latest Patch (Verified December 2025)
Overview
Pick the Right Gun for Every Round
This sheet is a fast, print‑ready reference for weapon stats and buy logic in Valorant:
rifles, SMGs, pistols, shotguns, and snipers, with clear recommendations for eco, force,
bonus, and full‑buy rounds.
Values and weapon roles reflect the 2025 meta and commonly accepted stats for headshot
and body damage from community and official references. Use it as your default loadout
map between rounds.
How to Use During Matches
Use rifle and sniper tables when deciding between Phantom, Vandal, Marshal, and Operator.
Use pistol and SMG tables when forced into eco or bonus situations.
Use the buy‑round section to decide whether your team should full buy, half buy, or save.
The numbers in this sheet are rounded values based on the live game and widely cited data
as of late 2025. Exact patch values may shift slightly, so treat them as tactical guidelines
rather than exact formulas.
Body / Head Damage: Representative damage at common engagement ranges.
TTK (Time‑to‑Kill): Qualitative rating for how quickly the weapon kills
with good aim.
Recoil Difficulty: How much practice is required to control sprays.
Ideal Range: Range band where the weapon feels strongest.
Tags: Beginner‑friendly, eco round best, or high skill ceiling markers.
Note:
Damage and fire‑rate examples for Phantom, Vandal, and Operator are consistent with widely
shared community values and official data drops, such as Phantom dealing around 39 body and
156 headshot damage at close range, while Vandal headshots around 160 at all ranges and
rifles costing about 2,900 credits. [Values summarized from public 2023–2025 analysis and
official weapon pages.]
Rifles – Core of the Meta
Primary Rifle Overview
Weapon
Cost (Creds)
Body Damage
Headshot Damage
Fire Rate
Recoil Difficulty
Ideal Range
Tags
Vandal
2900
≈40 per shot
≈160 at all ranges
≈9.75 rounds/s
High
All ranges, best at mid‑long
High skill ceiling
Phantom
2900
≈39 body (close)
≈156 (0–15m), lower beyond
≈11 rounds/s
Medium
Short‑to‑mid range
Beginner‑friendly
Guardian
2250
High per shot
One‑tap head at many ranges
Semi‑auto
Medium‑High
Mid‑long, tap fire
Tap discipline
Bulldog
2050
Mid body damage
Strong burst headshot
Auto + burst mode
Medium
Mid range
Bonus‑round rifle
Marshal
950
≈101 body
One‑shot head within range
Slow bolt‑action
Medium
Long range
Eco sniper
Phantom vs Vandal – Practical Differences
Aspect
Phantom
Vandal
When to Prefer
Headshot Damage
Approx. 156 close, drops with range.
Approx. 160 at all ranges.
Vandal for long sightlines where headshot range consistency matters.
Body Damage & TTK
Fast fire rate; melts at close‑mid.
Slightly slower; punishes misses more.
Phantom for holding close and mid‑range angles.
Spray Pattern
Smoother, easier to control.
Sharper kick; higher mastery required.
Phantom if you rely on spraying; Vandal if you tap and burst.
Silencer
Yes – harder to track tracer origin.
No – tracers reveal direction.
Phantom on maps with many walls and spam angles.
Range Specialty
Short‑to‑mid dominance, better vs. armored at close.
True all‑range; long‑range headshots stay lethal.
Pick based on map and your usual engagement distance.
Simple rule:
If you often fight in tight spaces and spray, lean Phantom. If you take many long‑range peeks
and rely on one‑taps, lean Vandal.
SMGs and Pistols – Eco and Bonus Workhorses
SMGs
Weapon
Cost (Creds)
Body / Head Damage (Approx.)
Fire Rate
Recoil Difficulty
Ideal Range
Notes
Spectre
1600
Good body; high close‑range TTK.
Fast
Low‑Medium
Close‑mid
Best all‑round SMG for bonus and half buys.
Stinger
1100
High burst damage if controlled.
Very fast
High
Very close
Explosive, but unforgiving beyond short range.
Bucky
850
Shotgun pellet damage, lethal close.
Slow
Low
Close corners
Great for tight eco holds on specific maps.
Judge
1850
Extremely high close‑range burst.
Moderate
Medium
Very close
Devastating in chokes and smokes if un-cleared.
Pistols and Sidearms
Weapon
Cost (Creds)
Body / Headshot Profile
TTK
Best Rounds
Tags
Classic
Free
Low body, bursts at close range.
Okay if used with right‑click burst close.
Pistol, eco.
Default fallback
Ghost
500
High headshot value; silenced.
Excellent pistol‑round one‑tap gun.
Pistol, light buys.
Beginner‑friendly
Frenzy
450
Fast close‑range spray pistol.
Strong in rushes and tight fights.
Pistol rush, force buys.
Aggressive eco
Sheriff
800
Very high single‑shot damage; headshots lethal at range.
Insane if you hit shots; punishing if you miss.
Eco, force, anti‑eco.
High skill ceiling
Shorty
150
Shotgun pistol; extreme close‑range burst.
Only good at melee range.
Cheesy eco, pocket pick.
Niche pick
Snipers and Heavy Weapons
Sniper Rifles
Weapon
Cost (Creds)
Body / Head Damage
Fire Rate
Ideal Range
Use Cases
Marshal
950
≈101 body, lethal headshot
Slow bolt‑action
Medium‑long
Budget sniper for eco and bonus; great on long maps like Breeze and Ascent.
Wallbang spots, post‑plant spray through smokes and walls.
Expensive; weak in wide open fights without cover.
Buy Logic and Round Types
Standard Cost Benchmarks
Item
Typical Cost (Creds)
Notes
Rifles (Phantom, Vandal)
≈2900
Core full‑buy primary weapons in the current meta.
Guardian
≈2250
One‑tap rifle with lower rate of fire.
Spectre
≈1600
Default bonus‑round gun if you win pistol.
Operator
≈4500
Premium sniper; usually requires a good economy buffer.
Light Shields
400
Cheaper armor with lower durability.
Heavy Shields
1000
Full armor; a full‑buy almost always includes this.
Utility (per agent)
~100–400 each
Overall utility budget typically 400–800 credits.
Full Buy vs. Half Buy vs. Eco
Round Type
Typical Spend per Player
Example Loadout
When to Use
Full Buy
4300–5000+
Rifle + Heavy armor + 2–3 abilities.
When at least four teammates can afford a full kit; high‑pressure rounds.
Half Buy / Force
2500–3500
Spectre or Guardian + Light armor + some utility.
When losing full buy would ruin your next‑round economy; used mid‑half.
Eco / Save
0–1000
Classic or Ghost, maybe light armor.
When your economy is too low for a strong buy; aim is to build credits.
Bonus Round
Minimal additional spend
Keep Spectres or cheaper guns from previous win.
Usually Round 2 after winning pistol; you accept weapon disadvantage.
Team Rule:
Avoid having some players full buy while others hard eco unless it is a deliberate,
communicated strategy. Mixed economies tend to lose value across the whole team.
Usage Notes by Weapon
Vandal
When to buy: You expect many long‑range duels or play agents that often take first contact in open spaces.
Key habit: Focus on single‑tap and short bursts; full sprays are harder to control at distance.
Common mistake: Holding W and spraying at long range; take slower, disciplined peeks instead.
Phantom
When to buy: You anchor tight sites, play in smokes, or frequently fight at short to mid range.
Key habit: Learn common spam angles; the silencer lets you shoot through smokes and walls with less info given away.
Common mistake: Taking repeated, wide long‑range swings where Vandal users can punish your damage falloff.
Spectre
When to buy: Bonus rounds, close‑range maps, force buys where you cannot afford a rifle.
Key habit: Take tight angles and use movement; do not challenge rifles in long sightlines.
Common mistake: Pushing open mid lanes where rifles have an easy advantage.
Sheriff
When to buy: Eco rounds when you trust your headshot mechanics.
Key habit: Treat it like a mini‑Guardian: pre‑aim and click once, not spam.
Common mistake: Spamming shots close range instead of committing to a clean first bullet.
Operator
When to buy: Your team economy is stable and you play anchor or aggressive AWPer roles.
Key habit: Hold strong lines and reposition after each shot; avoid close‑quarters unless skilled with quickscopes and sidearm swaps.
Common mistake: Forcing Operator every time you can afford it, even when your team needs rifles and utility more.
Beginner‑Friendly Loadouts
Default Rifle Setup
Rifle: Phantom (easier recoil, forgiving at close range).
Sidearm: Ghost or Classic (depending on leftover credits).
Armor: Heavy armor whenever you are on a full buy.
Utility: At least your core setup (smokes, wall, or main info ability).
Standard Eco Round
Primary: Sheriff or Ghost if you are confident, or Classic only if saving.
Armor: Usually none; prioritize future full buy.
Goal: Secure a rifle from the enemy or damage their economy; do not over‑invest.
Anti‑Eco / Bonus Round
If you won pistol: Keep Spectres or cheap SMGs rather than upgrade immediately.
Objective: Farm credits and punish eco rushes; upgrade to rifles only if it will not jeopardize next‑round buys.
About GamingStunt and Links
About GamingStunt
GamingStunt builds practical, zero‑fluff resources for competitive players: sensitivity
blueprints, settings guides, weapon meta sheets, and more. Every page is created so you
can print it, keep it next to your setup, and make better decisions in live matches.
Weapon roles, pricing, and damage values reflect the live Valorant environment as of December
2025, aggregated from in‑game descriptions and widely used community references about Phantom,
Vandal, Operator, and other weapons. Future patches may adjust numbers slightly; always check
current patch notes and in‑game stats before high‑stakes competition.
This resource is not affiliated with or endorsed by Riot Games. Valorant is a trademark of
Riot Games, Inc. All trademarks belong to their respective owners.
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