Beginner’s Guide to Valorant Weapons
Valorant has a buy phase at the beginning of each round, similar to CS:GO.
Every agent has access to the same guns and shields in their shop.
There are currently seventeen total guns in Valorant. There are five sidearms, two SMGs, two shotguns, four rifles, two snipers, and two heavy machine guns.
There are two type of armor shields: light shields and heavy shields.
Players also begin with a knife that allows you to run faster than with a gun.
If you want to learn even more about the game, check out our companion that will help you master all Valorant characters, Valorant maps, and Valorant guns.
Agent Inventory and Shop Mechanics
Every agent has a primary weapon slot (rifles, SMGs, shotguns, snipers, and heavy machine guns), a secondary sidearm slot, and a knife.
During the buy phase, players can sell their sidearm or primary, request a teammate to buy a gun for them if they’re low on funds, announce that they have extra funds to purchase for a teammate, or tell their team to save their money for the round.
Valorant Gun Characteristics
Guns vary in terms of:
- Primary and alt fire settings
- Damage output (based on head/body/legs)
- Magazine capacity
- Recoil pattern
- Ability to pierce through walls
Gun Descriptions and Prices
Sidearms
The sidearms in Valorant all offer their own niche functions for first round buys and save rounds.
Whether you like to play up close and personal or prefer ranged precision, there’s an option for you.
Classic (free default)
- Primary Fire:
- Semi-automatic
- Fire Rate: 6.75 rounds/sec
- Alt. Fire:
- 3-Round Burst, spread increase
- Fire Rate: 2.22 rounds/sec
- Damage
- 0-30m = Body 26, Head 78, Leg 22
- 30-50m = Body 22, Head 66, Leg 188
- Magazine Capacity: 12
- Wall Penetration: Low
The pistol you always get for free at the beginning of each round, it’s serviceable with two firing modes: mouse-1 for single bullet (more accurate at a distance) or mouse-2 for a three bullet burst (better in close quarters).
Shorty (200)
- Primary Fire:
- Semi-automatic
- Fire Rate: 3.3 rounds/second
- Damage (12 pellets)
- 0-9m = Body 12, Head 36, Leg 10
- 9-15m = Body 8, Head 24, Leg 6
- 15m+ = Body 3, Head 9, 2
- Magazine Capacity: 2
- Wall Penetration: Low
A sawed-off shotgun that is solid in close quarters, just beware it only has two shots before having to reload.
Frenzy (400)
- Primary Fire:
- Full-automatic
- Fire Rate: 10 rounds/second
- Damage
- 0-20m = Body 26, Head 78, Leg 22
- 20-50m = Body 21, Head 63, Leg 17
- Magazine Capacity: 15
- Wall Penetration: Medium
The equivalent of CS:GO’s CZ75-Auto. Has a strong recoil but good in close and short range with burst fire, decent at longer ranges if you’re tapping for one or two bullets. Try it out if you like SMGs.
Ghost (500)
- Primary Fire:
- Semi-automatic
- Fire Rate: 6.75 rounds/second
- Damage
- 0-30m = Body 30, Head 105, Leg 26
- 30-50m = Body 25, Head 88, Leg 21
- Magazine Capacity: 15
- Wall Penetration: Medium
The only sidearm with a silencer. Precision is key with this gun as you’ll need to get headshot, but luckily it doesn’t have much recoil.
Very similar to the USP-S of CS:GO.
Sheriff (800)
- Primary Fire:
- Semi-automatic
- Fire Rate: 4 rounds/second
- Damage
- 0-30m = Body 55, Head 160, Leg 47
- 30-50m = Body 50, Head 145, Leg 43
- Magazine Capacity: 6
- Wall Penetration: High
The most expensive but most powerful of the sidearms. The equivalent of the Desert Eagle from CS:GO.
SMGs
SMGs are ideal for short to mid range engagements. You can auto from hip at close range but you’ll need to look down sites and burst fire for longer range.
Stinger (1000)
- Primary Fire:
- Full-automatic
- Fire Rate: 18 rounds/second
- Alt Fire:
- Zoom Mode (1.15x), 4-Round Burst, spread reduction
- Fire Rate: 4 rounds/sec
- Damage
- 0-20m = Body 27, Head 67, Leg 23
- 20-50m = Body 25, Head 62, Leg 21
- Magazine Capacity: 20
- Wall Penetration: Low
Has an incredible high rate of fire but only good at close range from hip due to the amount of recoil/spray it has.
Spectre (1600)
- Primary Fire:
- Full-automatic
- Fire Rate: 13.33 rounds/second
- Alt Fire:
- Zoom Mode (1.15x), slight spread reduction
- Fire Rate: 12 rounds/sec
- Damage
- 0-20m = Body 26, Head 78, Leg 22
- 20-50m = Body 22, Head 66, Leg 18
- Magazine Capacity: 30
- Wall Penetration: Medium
Very solid within short to mid range. It’s serviceable at longer ranges but not ideal.
Shotguns
Your go-to options for close-ranged combat.
Bucky (900)
- Primary Fire:
- Semi-automatic
- Fire Rate: 1.1 rounds/second
- Alt Fire:
- Semi-Automatic Air Burst (extended primary fire shot)
- Fire Rate: 1.1 rounds/sec
- Damage
- 0-8m = Body 22, Head 44, Leg 19
- 8-12m = Body 17, Head 34, Leg 14
- 12-50m = Body 9, Head 18, Leg 8
- Magazine Capacity: 5
- Wall Penetration: Low
Shotgun with two firing modes, mouse-1 is a regular shotgun blast but mouse-two is similar to Roadhog’s right click from Overwatch.
Judge (1500)
- Primary Fire:
- Full-automatic
- Fire Rate: 3.5 rounds/second
- Damage (12 pellets)
- 0-8m = Body 17, Head 34, Leg 14
- 10-15m = Body 13, Head 26, Leg 11
- 15-50 = Body 10, Head 20, Leg 9
- Magazine Capacity: 7
- Wall Penetration: Medium
An automatic shotgun with a high rate of fire. Good for dueling at close range.
Rifles
Your bread-and-butter guns that offer the most versatility. You’ll have options between semi-auto, burst, and automatic fire.
Bulldog (2100)
- Primary Fire:
- Full-automatic
- Fire Rate: 9.15 rounds/second
- Alt Fire:
- Zoom Mode (1.25x), 3-Round Burst
- Fire Rate: 4 rounds/sec
- Damage
- 0-50m = Body 35, Head 116, Leg 30
- Magazine Capacity: 24
- Wall Penetration: Medium
The cheapest rifle option that is automatic when fired from hip but burst when looking down sights. Very similar to the FAMAS from CS:GO.
Guardian (2500)
- Primary Fire:
- Semi-automatic
- Fire Rate: 6.5 rounds/second
- Alt Fire:
- Zoom Mode (1.5x), slight spread reduction
- Fire Rate: 4.75 rounds/sec
- Damage
- 0-50m = Body 65, Head 195, Leg 49
- Magazine Capacity: 12
- Wall Penetration: Medium
An improvement over the Bulldog at longer ranges but less consistent at close range because it’s purely a semi-automatic.
Phantom (2900)
- Primary Fire:
- Full-Automatic
- Fire Rate: 11 rounds/second
- Alt Fire:
- Zoom Mode (1.25x), slight spread reduction
- Fire Rate: 9.9 rounds/sec
- Damage
- 0-15m = Body 39, Head 156, Leg 33
- 15-30m = Body 35, Head 140, Leg 30
- 30-50m = Body 31, Head 124, Leg 24
- Magazine Capacity: 30
- Wall Penetration: Medium
One of the standard buys if you have money (between Phantom, Vandal, and the Operator). Very similar to the M4A4 of CS:GO.
If you prefer to have a faster fire rate, take the Phantom over Vandal.
Vandal (2900)
- Primary Fire:
- Full-Automatic
- Fire Rate: 9.25 rounds/second
- Alt Fire:
- Zoom Mode (1.25x), slight spread reduction
- Fire Rate: 8.32 rounds/sec
- Damage
- 0-50m = Body 39, Head 156, Leg 33
- Magazine Capacity: 25
- Wall Penetration = Medium
The same-price competitor with the Phantom that has slightly less firing rate but more damage output.
A close equivalent to the AK-47 of CS:GO.
Sniper
If you’re a hitscan god with strong mechanics, you can dominate from long range with snipers. Make your opponents peeking windows and hallways!
Marshal (1100)
- Primary Fire:
- Semi-Automatic
- Fire Rate: 1.5 rounds/second
- Alt Fire:
- Zoom Mode (2.5x), slight spread reduction
- Fire Rate: 1.2 rounds/sec
- Damage
- 0-50m = Body 101, Head 2-2, Leg 85
- Magazine Capacity: 5
- Wall Penetration = Medium
The value version of the sniper, headshots kill. Very similar CS:GO’s Scout.
Operator (4500)
- Primary Fire:
- Semi-Automatic
- Fire Rate: 0.75 rounds/second
- Alt Fire:
- Zoom Mode (2.5x, 5x), significant spread reduction
- Fire Rate: 0.75 rounds/sec
- Damage
- 0-50m = Body 150, Head 255, Leg 127
- Magazine Capacity: 5
- Wall Penetration = High
Valorant’s AWP, the OP is worth its price if you have solid aim as it will automatically kill with head or body shots.
Heavy
Heavy machine guns provide a lot of sustained firepower in exchange for loss of accuracy. They also excel at killing through walls with high penetration.
Ares (1600)
- Primary Fire:
- Full-Automatic
- Fire Rate: 10 -> 13 rounds/sec (increasing during fire)
- Alt Fire:
- Zoom Mode (1.25x), significant spread reduction
- Fire Rate: 10 -> 13 rounds/sec (increasing during fire)
- Damage
- 0-30m = Body 30, Head 72, Leg 25
- 30-50m = Body 28, Head 67, Leg 23
- Magazine Capacity: 50
- Wall Penetration = High
Can deal a ton of damage at closer range but can be unwieldy the longer you fire, good for wallbangs.
Odin (3200)
- Primary Fire:
- Full-Automatic
- Fire Rate: 12 -> 15.6 rounds/sec (increasing during fire)
- Alt Fire:
- Zoom Mode (1.25x), slight spread reduction
- Fire Rate: 15.6 rounds/sec
- Damage
- 0-30m = Body 38, Head 95, Leg 32
- 30-50m = Body 31, Head 77, Leg 26
- Magazine Capacity: 100
- Wall Penetration = High
A premium version of Ares with more control but can still have similar faults if used improperly. Can singlehandedly stop multi-enemy pushes on defense.