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Valorant Weapon Meta Sheet 2025

Damage, Costs, Buy Roles, and Practical Usage Notes
Game: Valorant – Latest Patch (Verified December 2025)

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.

  • 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.
Damage & TTK ranges Beginner‑friendly picks Best eco weapons High skill ceiling guns

Reading the Tables

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.

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.
Operator 4500 Very high body; one‑shot head at most ranges Slow Long Anchor sightlines, create map control, punish wide swings.

Machine Guns

Weapon Cost (Creds) Profile Strengths Weaknesses
Ares 1600 High sustained fire, moderate damage. Wall spam, holding narrow chokes on defense. Outclassed in raw duels by rifles at most ranges.
Odin 3200 Very high sustained DPS with large magazine. 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

Phantom

Spectre

Sheriff

Operator

Beginner‑Friendly Loadouts

Default Rifle Setup

Standard Eco Round

Anti‑Eco / Bonus Round

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Version and Disclaimer

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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