VALORANT Weapon Compendium#

Weapons are the biggest expense in a VALORANT match; what you buy and when decides your margin for error each round. This page collects the verified weapon categories and price table; per-range damage numbers have not been individually verified, and the old damage matrix has been removed — the in-game Armory is authoritative.

On translated names: the tables keep the English weapon names; the officially announced CN-server names (Classic, Vandal, Phantom, Guardian) are noted in the text, and the remaining CN names follow the CN client — this page does not invent them.

Category Overview#

Category Count Price range Use case
Sidearms 6 Free to 800 Eco rounds, opening rounds
SMGs 2 1100 to 1600 Half-buys, close fights
Shotguns 2 850 to 1850 Close range, indoor fights
Rifles 4 2050 to 2900 Full-buy mains
Snipers 3 950 to 4700 Long-range denial
Machine guns 2 1600 to 3200 Sustained suppression, anchoring
Melee 1 Free Special situations and fun

Sidearms (6)#

Weapon Price Role
Classic Free The round-start pistol; serviceable close-range emergency fire
Shorty 300 Extreme-close-range shotgun sidearm
Frenzy 450 Full-auto pistol for close-range spray
Ghost 500 Suppressed pistol for precise mid-close tapping
Bandit 600 Mid-priced pistol between Ghost and Sheriff
Sheriff 800 High-damage revolver; huge payoff on precise hits
  • The Classic is everyone’s starting weapon — zero cost, ideal for saving money on eco rounds.
  • The Ghost does 30 body damage; its suppressor hides the firing marker on the minimap, perfect for flanks and sneaky plays.
  • The Sheriff does 55 body damage — the sidearm heavy-hitter; confident aimers often take it on eco rounds to gamble for the opening pick.
  • Shorty, Frenzy, Bandit fill the roles in the table; detailed stats defer to the in-game Armory.

SMGs (2)#

Weapon Price Role
Stinger 1100 (some sources say 950 — in-game wins) High fire rate, close-range suppression
Spectre 1600 Suppressed SMG, the half-buy main

The Stinger’s price exists as both 1100 and 950 across sources — the in-game display is authoritative. SMGs overall are the transition firepower for eco and half-buy rounds: strong value in close-to-mid fights, but long range belongs to the rifles.

Shotguns (2)#

Weapon Price Role
Bucky 850 Pump shotgun, mid-close range
Judge 1850 Full-auto shotgun, close-range burst

Shotguns fit site holds and indoor corridors; corridor width decides their usefulness — be careful in open ground.

Rifles (4)#

Weapon Price Role
Bulldog 2050 Full-auto rifle priced under the mainstream pair
Guardian 2250 Semi-auto high-precision rifle for tap-fire players
Phantom 2900 Suppressed main rifle, mid-close range
Vandal 2900 The main rifle, standout long-range performance
  • The Vandal and Phantom are the two full-buy standards at 2900 each. The Phantom has a suppressor; the Vandal does not. They trade differently on fire rate, magazine, and long-range damage — per-range numbers defer to the in-game Armory.
  • The Guardian takes the semi-auto precision route at 650 cheaper — the tap-fire specialist’s rifle.
  • The Bulldog is the cheapest rifle, a bridge when funds run short.

Snipers (3)#

Weapon Price Role
Marshal 950 Light sniper, the eco-round pick
Outlaw 2400 Dual-zoom sniper between the two ends
Operator 4700 Heavy sniper, highest single-shot damage
  • The Outlaw arrived in January 2024 (Episode 8 Act 1), filling the price gap between Marshal and Operator; it does 140 body damage — one shot kills a light-armor target.
  • The Operator is the most expensive weapon, pure risk-and-reward, for sniper specialists holding key angles.
  • The Marshal is the cheapest, a classic eco-round pick-off sniper.

Machine Guns (2)#

Weapon Price Role
Ares 1600 Mid-price MG, sustained suppression
Odin 3200 Heavy MG for long anchor holds

Machine guns seal tight corridors and site entrances at the cost of mobility — relocating makes you a target.

Buying and Economy Thinking#

  • Armor first: when you cannot afford both a rifle and protection, armor plus key abilities is usually safer than a naked rifle.
  • Team buys: when flush, dropping guns to teammates raises the whole team’s firepower for the round.
  • Avoid the loss-streak snowball: leave buying room for the next full-buy — the deeper game is on the Economy page.

Shooting Fundamentals#

  • Stop-and-shoot: accuracy collapses while moving; tap the opposite key briefly to halt before firing — the single most important gun habit in this game.
  • Pre-aim: park your crosshair at the likely enemy head position before peeking, so the peek needs only a micro-adjustment.
  • Recoil control and bursts: full-auto spray climbs; tap-fire at mid range to control spread.

For each gun’s actual spray pattern and bloom, test in The Range — clearer than any written description.

FAQ#

Q: How much is the Stinger, really?#

Sources exist as both 1100 and 950 — the in-game display is authoritative. This page does not pick one for you.

Q: Why is there no per-range damage table?#

The old damage matrix contained multiple verified errors (e.g. Sheriff body damage is 55, not 80; Ghost body damage is 30, not 35) and has been fully removed. Until every gun and range is re-verified, the in-game Armory’s current data is the reference.

Q: Phantom or Vandal?#

Both cost 2900. The Phantom is suppressed; the Vandal is not. They trade differently at long range — pick by your preferred engagement distance, and check the in-game numbers.

Q: Which gun should a beginner practice first?#

Start with the free Classic to learn stop-and-shoot with pistols, move to the two mainstream rifles (Phantom, Vandal), and only then add snipers and MGs as your role demands.

内容最后验证于 2026-07