Valorant Weapons Guide (Best Guns, Tier List, Stats, and More)

Valorant Guns Buy Menu

Looking to learn everything important to know about Valorant weapons? We've got you covered!

Below you can find damage stats, prices, recommended uses, and other details about each weapon. We've also ranked the best Valorant guns and organized each of them into a tier list.

You can jump ahead to any section of this guide using the table of contents.

Those of you in a hurry can check out our Valorant weapons tier list for a quick cheat sheet on what guns to use in which situations. To compare stats on all of the guns, check out our Valorant gun comparison table.

Last to note, before getting into it, if you want to get our full thoughts on each gun, continue to read our Valorant guns by weapon class section just below.

Valorant Guns By Weapon Class

To start, we'll take a look at all Valorant guns by weapon class.

Valorant Sidearms

Valorant Sidearms Guns - Classic, Shorty, Frenzy, Ghost, and Sheriff

Just like in CS:GO, Sidearms (handguns and pistols) are the cheapest guns in Valorant.

One of the most unique aspects of Sidearms in Valorant is that none of them allow you to aim down sights. This is significant because Sidearms and Shotguns are the only class of weapons that don't offer any ability to zoom.

Generally, you'll only want to use these in pistol rounds (duh!) and rounds that your team decides to save creds for future rounds.

Classic (Free CREDS) B-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Classic Small ImageClassicFree6.752.22-78 (0-30m)
-66 (30-50m)
-26 (0-30m)
-22 (30-50m)
-22 (0-30m)
-18 (30-50m)
12Low

The classic is a free Sidearm that you start with every round, so long as you're not carrying an upgraded Sidearm from the previous round. It can also be 'bought' at any time during the buy period for 0 creds if you've dropped your Sidearm.

You generally will only want to use the classic during pistol-rounds if opting to buy light shields and abilities instead of upgrading your pistol. This pistol-round option makes the most sense for agents who can make a significant impact for their team by buying abilities.

Outside of pistol-rounds, you'll usually want to upgrade your Sidearm if otherwise saving or if you need a weapon to complement a Sniper.

Shorty (200 CREDS) B-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Shorty Small ImageShorty2003.3NonePer Pellet (15 total)
-36 (0-9m)
-24 (9-15m)
-9 (15-50m)
Per Pellet (15 total)
-12 (0-9m)
-8 (9-15m)
-3 (15-50m)
Per Pellet (15 total)
-10 (0-9m)
-6 (9-15m)
-2 (15-50m)
2Low

The Shorty isn't going to be the most used Sidearm in your repertoire, but this double-barrel shotgun pistol with just a 2 round capacity actually has its place in the meta.

At only 200 Credits, we like the Shorty as an option for Defenders on save-rounds. This weapon is only effective at very close ranges, so it has a similar utility to the Zeus (taser) in CS:GO.

If all goes according to your plan, you can quickly kill a solo attacker and grab their weapon for an upgrade.

We'd steer clear of this Sidearm as an attacker, where you're less likely to catch opposing players at close range.

Frenzy (400 CREDS) A-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Frenzy Small ImageFrenzy40010None-78 (0-20m)
-63 (20-50m)
-26 (0-20m)
-21 (20-50m)
-22 (0-20m)
-17 (20-50m)
13Low

The Frenzy is one of the more interesting Valorant Sidearms to discuss and determine its place in the meta.

Many high-level Valorant Pros and Streamers seem to be opting for the Ghost over the Frenzy is most situations, but we think the latter option could be a bit undervalued currently.

This full-automatic Sidearm, the only full-automatic in its class, doesn't do the most damage per shot but tries to make up for this with its fire rate.

Perhaps most important to note is that you can buy a Frenzy and light shields with your 800 CREDS on pistol-rounds. This buyout is a solid option for entry attackers.

We also like it as a Sidearm to accompany the Marshal and Operator Snipers, as you can use the Frenzy to burst down fast swinging attackers and multiple opponents if you're lucky.

Ghost (500 CREDS) S-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Ghost Small ImageGhost5006.75None-105 (0-30m)
-88 (30-50m)
-30 (0-30m)
-25 (30-50m)
-26 (0-30m)
-21 (30-50m)
15Med

In the current meta, the Ghost seems to be the favorite Sidearm among top players for pistol-rounds and many save-round scenarios.

It's the first Sidearm so far that can kill enemies with one shot to the head at reasonable distances (0-30m) if they don't have any shields. If they do have light or heavy armor, it will take at least two shots. Because it costs 500 Creds, you'll need to sacrifice light shields yourself to purchase the Ghost on a pistol-roun.

Sheriff (800 CREDS) S-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Sheriff Small ImageSheriff8004None-160 (0-30m)
-145 (30-50m)
-55 (0-30m)
-50 (30-50m)
-47 (0-30m)
-43 (30-50m)
6High

While the Ghost can one-shot enemies in the head if they don't have any shields, the Sheriff can kill enemies with one shot to the head even if they have heavy shields from 0-30m. Beyond 30m, it will still one-shot enemies with full health and light shields while leaving full health and heavy shield players with a few remaining health points.

This makes the Sheriff another popular Valorant gun for light-buy rounds because it gives you the ability to get fast picks for just 800 CREDS.

Like the Desert Eagle (Deagle) in CS:GO, the Sheriff requires you to take a relatively large amount of time between shots to maintain accuracy, especially at further distances. In the right hands, however, this weapon can turn rounds you should lose into wins.

The last interesting stat on the Sheriff is its high wall penetration. The Operator Sniper and Heavy Machine Guns (Ares and Odin) are the only other Valorant weapons with this stat.

Valorant SMGs

Valorant SMGs Guns - Stinger and Spectre

The two Submachine Guns (SMGs) in Valorant are viable options in force buy rounds where you can't afford a Rifle. In these types of rounds as an Attacker, we strongly favor SMGs over Shotguns because they're better (though not great) at further ranges.

Unlike Rifles, no SMG can one-shot an opponent whether or not they have armor. Both of these Valorant guns do less than 100 damage headshots, though they somewhat make up for this with their rates of fire.

SMGs also have less spread than Rifles and are more viable for "run and gunning" at close distances.

While they're still pretty accurate at further distances, the damage of SMGs drops off significantly past 20m. Beyond 20m, two headshots won't even be enough to take out an enemy.

We like SMGs best for fast site takes as the Attacking team.

Stinger (1000 CREDS) B-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Stinger Small ImageStinger1000184-67 (0-20m)
-62 (20-50m)
-27 (0-20m)
-25 (20-50m)
-23 (0-20m)
-21 (20-50m)
20Low

The Stinger is the cheaper of the two SMGs, priced at just 1000 CREDS. At 18 rounds/sec (when not aiming down sights), it has the fastest rate of fire of any Valorant weapon.

Riot made an interesting decision to change this gun's operation when aiming down sights. Instead of being full-automatic, like it is when not ADSing, pressing Fire (Left Mouse Button) while zooming (Right Mouse Button) will fire a 4-round burst.

While the Stinger can be used for fast pushes to fight enemies at close ranges, we're generally not a fan of this weapon. We'd instead save CREDS by buying an upgraded Sidearm or pay up for the next SMG on the list (The Spectre).

Spectre (1600 CREDS) S-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Spectre Small ImageSpectre160013.3312-78 (0-20m)
-66 (20-50m)
-26 (0-20m)
-22 (20-50m)
-22 (0-20m)
-18 (20-50m)
30Med

Whereas we're not huge fans of the Stinger, we actually like the Spectre a good deal. For an extra 600 CREDS (1600 CREDS price), it puts out some additional head damage and has full-auto fire when aiming down sights. Strangely, the Spectre does less damage than the Stinger to the body and legs.

Using the Spectre can feel a lot like using a lighter recoiling Rifle, though it, of course, does a lot less damage. It does, however, have a higher rate of fire than all Rifles and it maintains a very high rate of fire even when ADSing.

In a longer range duel against an opponent with a Rifle, you should lose if they hit their shots, but you can quickly burst down the enemy if they don't immediately take you out.

The Spectre is our favorite purchase when you can't afford a Rifle, but still want to buy into a round.

Valorant Shotguns

Valorant Shotgun Weapons - Bucky and Judge

As you've probably guessed, Shotguns aren't the best gun class in Valorant. With that being said, they still can have a place in your arsenal.

Specifically, we like Shotguns for holding close angles as a Defender when you can't afford a rifle. If the Attackers don't go towards your site, however, you'll struggle to retake the other site with a Shotgun because they're essentially useless past 10 or so meters.

If you do manage to get close enough to an Attacker on a retake, Shotguns let you mostly maintain accuracy while running at full speed when at very close distances.

Like real-life Shotguns shooting buckshot, Valorant Shotguns shoot multiple pellets that spread apart as they travel downrange. Each pellet that hits your target deals damage to an enemy.

Since the pellets spread, we've found the best way to hit enemies with the most pellets is to place the top of the Shotgun's circle crosshair around the top of your enemy's head.

Valorant Shotgun Crosshair Placement for Maximum Damage

Bucky (900 CREDS) B-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Bucky Small ImageBucky9001.11.1Per Pellet (15 total)
-44 (0-8m)
-34 (8-12m)
-18 (12-50m)
Per Pellet (15 total)
-22 (0-8m)
-17 (8-12m)
-9 (12-50m)
Per Pellet (15 total)
-19 (0-8m)
-14 (8-12m)
-8 (12-50m)
5Low

The Bucky costs just 100 CREDS more than the Sheriff pistol and 100 less than the Stinger SMG. It's a very viable alternative option to these guns for light-buy rounds if you don't want to pay up for the Spectre. Of course, we prefer this purchase on Defense.

Within about 8 meters, the Bucky's primary fire can be devastating. Beyond this, you'll want to use its secondary fire, which shoots an "air burst" (smaller pellet spread).

Valorant Bucky Primary Fire vs Secondary Fire (Air Burst) Pellet Spread

Be careful, however, not to use the secondary fire when too close to your target or the air burst won't be effective.

The biggest knock against the Bucky is its rate of fire, the slowest in the game behind the Operator Sniper. If you don't kill an enemy with your first shot, you'll likely come out on the losing side of a duel. If facing multiple enemies without cover, getting traded is usually the most you can hope for.

Judge (1500 CREDS) B-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Judge Small ImageJudge15003.5NonePer Pellet (12 total)
-34 (0-10m)
-26 (10-15m)
-20 (15-50m)
Per Pellet (12 total)
-17 (0-10m)
-13 (10-15m)
-10 (15-50m)
Per Pellet (12 total)
-14 (0-10m)
-11 (10-15m)
-9 (15-50m)
7Med

The Judge is a full-automatic shotgun without any secondary fire ability. It can generally be used the same way as the Bucky, though its full-auto capability gives you a better chance to mow down multiple opponents quickly.

Our biggest complaint with the Judge is its price rather than its function. Priced just 100 CREDS cheaper than the Spectre, we find it hard to choose to buy the Judge over the slightly more expensive SMG option that's more effective at range.

Valorant Rifles

Valorant Rifles (Best Valorant Guns) - Bulldog, Guardian, Phantom, and Vandal

Like in CS:GO, Rifles are what you'll want to buy when you and your team have enough CREDS for a full-buy round unless you're the Sniper for your team.

Valorant Rifles are the most well-rounded weapon class and they're generally efficient weapons at all ranges.

All of them can kill shieldless opponents with one shot to the head at any distance, though not all of them can one-shot enemies with shields at all distances.

For you CS:GO players, one essential thing to mention is that Valorant weapons have far more random spread than CS:GO guns. This leaves many players preferring to tap shoot or shoot short bursts at range rather than hold long sprays.

Bulldog (2100 CREDS) A-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Bulldog Small ImageBulldog21009.154-116 (0-50m)-35 (0-50m)-30 (0-50m)24Med

Starting off the list of Valorant Rifles is the Bulldog. Like the Stinger SMG, the Bulldog Rifle is full-automatic when using its primary fire, but fires a 3-round burst when aiming down its sights.

Unlike any SMG, however, the Bulldog does 116 damage to opponents with a shot to the head at any range. This lets you one-shot shieldless opponents to the head. You can also kill an enemy with full shields if you hit one headshot and one body shot.

Based on damage numbers, the Bulldog is the weakest Rifle in Valorant. We'd always pay up for a better option when you can afford it, but we'd usually favor the Bulldog over an SMG when that's all you can afford after buying the shields and abilities that you want for a given round.

Guardian (2700 CREDS) A-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Guardian Small ImageGuardian27006.56.5-195 (0-50m)-65 (0-50m)-49 (0-50m)12Med

The Guardian does the most damage per shot of any Valorant weapon in the Rifle class but has the major trade-off of being semi-automatic. Unlike the more expensive Phantom, it can one-shot opponents with heavy shields if shot in the head at all ranges.

Unfortunately for the Guardian, being semi-automatic is a major drawback, especially against high-level opponents. If you don't hit your first shot in a duel against a player with a Phantom or Vandal, you'll likely be sprayed down before taking your next shot.

Like with pistols or when one-tapping with an automatic weapon, it takes time between each shot with the Guardian to recover from the recoil. This generally makes it difficult to both shoot fast and be accurate with the weapon at any relatively long-range.

For these reasons, we almost always recommend paying up the extra 200 CREDS for a Vandal or Phantom.

Phantom (2900 CREDS) S-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Phantom Small ImagePhantom2900119.9-156 (0-15m)
-140 (15-30m)
-124 (30-50m)
-39 (0-15m)
-35 (15-30m)
-31 (30-50m)
-33 (0-15m)
-30 (15-30m)
-26 (30-50m)
30Med

For those of you who played Counter-Strike: Global Offensive (CS:GO), the Phantom is essentially Riot's take on the M4A1-S. It's a full-automatic Rifle with a silencer (doesn't show bullet tracers) that can one-shot opponents with headshots up to 15m, though it will take a minimum of 2 shots beyond this range.

Because the full-automatic Vandal can one-shot headshot opponents at any range, we've actually been a bit surprised to see how many high-level players tend to choose the Phantom over the Vandal. The Phantom does have its advantages over the Vandal, however.

Compared to the Vandal, the Phantom has a faster rate of fire and has more manageable recoil. While the Vandal should be favored at longer distances, these qualities make the Phantom one of the strongest Valorant guns at close to medium distances.

If you're committing to a full-buy round, the Phantom is one of the three most popular weapons (along with the Vandal and Operator).

Vandal (2900 CREDS) S-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Vandal Small ImageVandal29009.258.32-156 (0-50m)-39 (0-50m)-33 (0-50m)25Med

The Vandal is another full-automatic Rifle, but it can kill enemies with headshots at any range. If mastered, we believe the Vandal is the strongest Rifle in Valorant.

Both the Phantom and Vandal have 1.25X zoom when aiming down sights. When ADSing, your rate of fire will be slightly reduced, though bullet spread will also be slightly cut down.

Valorant Snipers

Valorant Sniper Guns - Marshal and Operator

Valorant's two semi-automatic Snipers will remind you a lot of the SSG 08 and AWP from CS:GO.

These guns are great for holding long angles as a Defender and getting a quick pick when attacking.

The biggest broad piece of advice we'd give to new Valorant players is to make sure too many players on your team aren't sniping. In general, you'll want to limit the number of Snipers on your team to one or two, with Defense generally being a better side for two Sniper setups.

Marshal (1100 CREDS) A-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Marshal Small ImageMarshal11001.51.2-202 (0-50m)-101 (0-50m)-85 (0-50m)5Med

The Marshal is the significantly cheaper weapon of the two Snipers. While it does enough damage to kill an opponent at any distance with a headshot, shots to the body will only kill players without shields.

At 1100 CREDS, the Marshal's utility is similar to the Sheriff Sidearm. It gives you a cheap way to turn around light-buy rounds by getting early picks against the opposing team.

The Operator is clearly the stronger of two Snipers, but the Marshal does offer some cool functionality when compared to it.

For starters, the Marshal has double the rate of fire and allows you to scope down range quicker. My favorite part about the Marshal, though, is how accurate it is when hip-firing it.

This Valorant gun has "pretty close" to perfect accuracy when hip-firing to about 10m and can somewhat dependably hit hip-fired shots to 30+ meters.

If you're your team's Sniper, the Marshal can be an excellent buy for light-buy rounds. Do keep in mind, however, that purchasing a Marshal rather than saving more money could make it take longer until you can upgrade to an Operator.

Operator (4500 CREDS) S-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Operator Small ImageOperator45000.750.75-255 (0-50m)-150 (0-50m)-127 (0-50m)5High

Just like the AWP in CS:GO, the Operator is the one-shot king of Valorant! A shot to the head or body will kill an enemy at any range even if they have heavy shields, and the Operator has high wall penetration.

...And in case it wasn't already clear that Riot took inspiration from Valve's CS:GO, you can refer to this gun as the "Op" which sounds exactly how most CS:GO players pronounced the "AWP".

Compared to the Marshal, the Operator takes longer to scope. Unfortunately for you CS:GO AWPers, you can't quick-scope with the "Op" in Valorant. Instead, you'll need to wait until the scope-in animation completes to be accurate.

While it's a bit harder to use than the AWP in CS:GO, the Operator is still the best weapon for holding long angles and getting opening frags. If you're the team's Sniper and you've saved up enough CREDS, grab yourself an "Op".

Valorant Heavy Guns

Valorant Heavy Guns - Ares and Marshal

Heavy weapons in Valorant aren't very good... We could probably stop our discussion here, but we'll continue for those of you who want more details.

While both Heavy guns have a high rate of fire, they lack the damage of Rifles and offer way worse movement than SMGs.

The one thing Heavy weapons have going for them is their rate of fire combined with their high wall penetration. They're the best guns for spamming through walls.

Ares (1700 CREDS) B-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Ares Small ImageAres170010 13
increases over time
10 13
increases over time
-72 (0-30m)
-67 (30-50m)
-30 (0-30m)
-28 (30-50m)
-25 (0-30m)
-23 (30-50m)
50High

When both aiming down sights and not doing so, the Ares' rate of fire increases from 10 to 13 rounds per second as you fire.

If your enemies have heavy shields, it will take at least 3 shots to kill them even with shots to the head.

We almost always prefer a Rifle, SMG, or even a shotgun to the Ares.

Odin (3200 CREDS) B-Tier

GunPriceRds. / SecAlt. Rds. / SecHead DamageBody DamageLeg DamageMag. Cap.Wall Pen.
Valorant Odin Small ImageOdin320012 15.6
increases over time
15.6-95 (0-30m)
-77 (30-50m)
-38 (0-30m)
-31 (30-50m)
-32 (0-30m)
-26 (30-50m)
100High

The Odin is more expensive than any Valorant gun in the Rifle class, despite not even having the ability to one-shot a shieldless opponent to the head. This is enough for us not even to bother adding any other info about this gun.

It's a waste of money unless it's the last round of a half, and you can buy it and a Rifle. In that scenario, you can spam some walls then pick up the Rifle you also purchased.

Valorant Weapons Tier List

For those of you in a hurry, here's a quick Valorant guns tier list detailing what weapons to use and when to use them.

Valorant S-Tier Weapons (Top Tier)

Valorant S-Tier Weapons - Ghost, Sheriff, Spectre, Phantom, Vandal, Operator

These S-Tier weapons are the best Valorant guns at a variety of price points. We'd generally recommend opting for one of these over a similarly priced weapon.

Ghost - 500 CREDS (Sidearm)

If you're not buying shields on pistol-rounds, you should probably be buying a Ghost. The Ghost lets you take out shieldless enemies with one shot to the head, making it a great way to take out enemies during the pistol round quickly.

On save-rounds where you only want to make a small investment, the Ghost gives you a chance to two-tap opponents to damage the opposing team's economy and maybe even win a round you should have lost.

Sheriff - 800 CREDS (Sidearm)

While the Ghost is an okay cheap save-round purchase, we especially like the Sheriff for these rounds. Just like the Desert Eagle in CS:GO, the Sheriff lets you one-shot headshot opposing players up to 30m.

It won't usually go this way, but the Sheriff gives your team the potential to steal away rounds that never should have been won by getting quick picks from range for just 800 CREDS.

Spectre - 1600 CREDS (SMGs)

If you don't have enough money for a Rifle, but still want to commit into a round, then the Spectre is a great gun. It's not the best at anything, but it's reasonably solid in all situations and at all ranges.

Phantom - 2900 CREDS (Rifles)

The Phantom is in the conversation with the Vandal for the best and most versatile gun in the game. While it does less damage at range than the Vandal, it has a higher rate of fire and is easier to spray.

If your not the "Oper" for your team, you should be buying either the Phantom or Vandal on full-buy rounds. While we slightly prefer the Vandal, high-level players seem to be split on which of these two Valorant Rifles they prefer.

Vandal - 2900 CREDS (Rifles)

We believe the Vandal is the best gun in the game due to its full-auto capability and the fact it can kill an enemy from any range with a headshot. It does, however, take some getting used to if you came from CS:GO.

Operator - 4500 CREDS (Sniper)

The Operator ("Op") is the best Valorant gun for holding long-range angles. It will kill an opponent with any level of shields with a shot to the head or body.

You'll usually want to limit the number of players sniping on your team to just one or two because it's more challenging to take/retake sites with than a Rifle.

Finally, keep in mind that the Operator is the most expensive weapon in the game, so save up accordingly.

Valorant A-Tier Weapons (Middle Tier)

Valorant A-Tier Weapons - Frenzy, Bulldog, Guardian, Marshall

A-Tier weapons are very good, but not the best in their class. These guns aren't "default" buys, instead being more situational.

Frenzy - 400 CREDS (Sidearm)

We really like the Frenzy, but it doesn't quite make the S-Tier because it's not as good at range as the two more expensive pistols. Despite this, we still like it as a pistol-round upgrade to burst down multiple enemies or a secondary weapon with a Sniper in later rounds.

Bulldog - 2100 CREDS (Rifles)

You never really want to buy a Bulldog because other Rifles are better, but if it's all you can afford after your other purchases, it's better than an SMG.

Guardian - 2700 CREDS (Rifles)

The Guardian is similar to the Bulldog in that we only recommend buying it if it's the most expensive Rifle you can afford, and your team is committed to buying. Due to it being semi-auto, we would always pay the extra 200 CREDS for a Phantom or Vandal if we could afford it.

Marshal - 1100 CREDS (Sniper)

Those of you who played CS:GO can just treat the Marshal like the SSG 08 (Scout). For its price, it gives you the best chance to get long-range picks on enemies by one-shotting shielded opponents to the head and taking down shieldless enemies with just a shot to the body.

Valorant B-Tier Weapons (Bottom Tier)

Valorant B-Tier Weapons - Classic, Shorty, Stinger, Bucky, Judge, Ares, Odin

B-Tier weapons are the worst guns in a given price range. At best, they should be used situationally, but we'd avoid buying them in the majority of rounds.

Classic - Free CREDS (Sidearm)

The classic can be used in pistol-rounds when opting to buy abilities and shields rather than upgrading your Sidearm. Even in save-rounds, however, we'd usually recommend upgrading your Sidearm if you don't have a primary weapon.

Shorty - 200 CREDS (Sidearm)

The Shorty is terrible beyond a few meters, so we'd only recommend buying it as a cheap way to try and get a pick on defensive save-rounds. Hold close to a corner and try to kill an enemy then upgrade to what they drop.

Stinger - 1000 CREDS (SMGs)

The Stinger can be used on light-buy or force-buy rounds if it fits with what else you want to purchase, but we usually try to pay up for the Spectre or save a bit of money by choosing a cheaper weapon that's better at range or does more one-shot damage.

Bucky - 900 CREDS (Shotguns)

For holding a close angle on Defense, the Bucky can be a good way to get a pick and upgrade your weapon. Be sure to use its alternate fire beyond about 8 meters for less pellet spread, but be aware even that's pretty useless beyond around 12-15 meters.

Judge - 1500 CREDS (Shotguns)

Like the Bucky, the Judge can be used for holding close angles on Defense. It's better than the Bucky against multiple opponents thanks to its full-auto capability. While it can be very strong up close, it's a B-Tier weapon because it's terrible beyond about 10m.

Ares - 1700 CREDS (Heavy)

We think the two Heavy guns in Valorant are essentially "Trash-Tier". The only thing they really have going for them is their wall penetration.

Odin - 3200 CREDS (Heavy)

The Odin is more expensive than all Rifles but does less damage per shot. No Thanks!

Valorant Guns Comparison Table

Check out the table below to compare stats on all the different Valorant weapons.

Gun NameClassPriceADS / ZoomPrimary Fire TypePrimary Rounds/SecAlt. Fire TypeAlt. Rounds/SecHead DamageBody DamageLeg DamageMag. Cap.Wall Penetration
Valorant Classic Small ImageClassicSidearmFreeNoneSemi-Automatic6.753-Round Burst
spread increase
2.22-78 (0-30m)
-66 (30-50m)
-26 (0-30m)
-22 (30-50m)
-22 (0-30m)
-18 (30-50m)
12Low
Valorant Shorty Small ImageShortySidearm200NoneSemi-Automatic3.3NoneNonePer Pellet (15 total)
-36 (0-9m)
-24 (9-15m)
-9 (15-50m)
Per Pellet (15 total)
-12 (0-9m)
-8 (9-15m)
-3 (15-50m)
Per Pellet (15 total)
-10 (0-9m)
-6 (9-15m)
-2 (15-50m)
2Low
Valorant Frenzy Small ImageFrenzySidearm400NoneFull-Automatic10NoneNone-78 (0-20m)
-63 (20-50m)
-26 (0-20m)
-21 (20-50m)
-22 (0-20m)
-17 (20-50m)
13Low
Valorant Ghost Small ImageGhostSidearm500NoneSemi-Automatic6.75NoneNone-105 (0-30m)
-88 (30-50m)
-30 (0-30m)
-25 (30-50m)
-26 (0-30m)
-21 (30-50m)
15Med
Valorant Sheriff Small ImageSheriffSidearm800NoneSemi-Automatic4NoneNone-160 (0-30m)
-145 (30-50m)
-55 (0-30m)
-50 (30-50m)
-47 (0-30m)
-43 (30-50m)
6High
Valorant Stinger Small ImageStingerSMGs10001.15x
(Burst Mode)
Full-Automatic18Zoom Mode (1.15x)
4-Round Burst
(reduces spread)
4-67 (0-20m)
-62 (20-50m)
-27 (0-20m)
-25 (20-50m)
-23 (0-20m)
-21 (20-50m)
20Low
Valorant Spectre Small ImageSpectreSMGs16001.15xFull-Automatic13.33Zoom Mode (1.15x)
(slightly reduces spread)
12-78 (0-20m)
-66 (20-50m)
-26 (0-20m)
-22 (20-50m)
-22 (0-20m)
-18 (20-50m)
30Med
Valorant Bucky Small ImageBuckyShotguns900NoneSemi-Automatic1.1Semi-Automatic
Air Burst (slightly reduces spread)
1.1Per Pellet (15 total)
-44 (0-8m)
-34 (8-12m)
-18 (12-50m)
Per Pellet (15 total)
-22 (0-8m)
-17 (8-12m)
-9 (12-50m)
Per Pellet (15 total)
-19 (0-8m)
-14 (8-12m)
-8 (12-50m)
5Low
Valorant Judge Small ImageJudgeShotguns1500NoneFull-Automatic3.5NoneNonePer Pellet (12 total)
-34 (0-10m)
-26 (10-15m)
-20 (15-50m)
Per Pellet (12 total)
-17 (0-10m)
-13 (10-15m)
-10 (15-50m)
Per Pellet (12 total)
-14 (0-10m)
-11 (10-15m)
-9 (15-50m)
7Med
Valorant Bulldog Small ImageBulldogRifles21001.25x
(Burst Mode)
Full-Automatic9.15Zoom Mode (1.25x)
3-Round Burst
4-116 (0-50m)-35 (0-50m)-30 (0-50m)24Med
Valorant Guardian Small ImageGuardianRifles27001.5xSemi-Automatic6.5Zoom Mode (1.5x)
(slightly reduces spread)
6.5-195 (0-50m)-65 (0-50m)-49 (0-50m)12Med
Valorant Phantom Small ImagePhantomRifles29001.25xFull-Automatic11Zoom Mode (1.25x)
(slightly reduces spread)
9.9-156 (0-15m)
-140 (15-30m)
-124 (30-50m)
-39 (0-15m)
-35 (15-30m)
-31 (30-50m)
-33 (0-15m)
-30 (15-30m)
-26 (30-50m)
30Med
Valorant Vandal Small ImageVandalRifles29001.25xFull-Automatic9.25Zoom Mode (1.25x)
(slightly reduces spread)
8.32-156 (0-50m)-39 (0-50m)-33 (0-50m)25Med
Valorant Marshal Small ImageMarshalSniper11002.5xSemi-Automatic1.5Zoom Mode (2.5x)
(slightly reduces spread)
1.2-202 (0-50m)-101 (0-50m)-85 (0-50m)5Med
Valorant Operator Small ImageOperatorSniper45002.5x & 5xSemi-Automatic0.75Zoom Mode (2.5x & 5x)
(significantly reduces spread)
0.75-255 (0-50m)-150 (0-50m)-127 (0-50m)5High
Valorant Ares Small ImageAresHeavy17001.25xFull-Automatic10 13
increases over time
Zoom Mode (1.25x)
(slightly reduces spread)
10 13
increases over time
-72 (0-30m)
-67 (30-50m)
-30 (0-30m)
-28 (30-50m)
-25 (0-30m)
-23 (30-50m)
50High
Valorant Odin Small ImageOdinHeavy32001.25xFull-Automatic12 15.6
increases over time
Zoom Mode (1.25x)
(slightly reduces spread)
15.6-95 (0-30m)
-77 (30-50m)
-38 (0-30m)
-31 (30-50m)
-32 (0-30m)
-26 (30-50m)
100High