The aim-heavy playstyle of recently-released Agent Iso can motivate Valorant players to start training with shooting skills to better use the new Duelist’s kit, particularly his Aimlabs-esque free shield that requires a kill as well as his Ultimate that forces one-on-one duels. While aiming in Valorant is mostly a matter of skill, sometimes players who need a bit of assistance could appreciate some of the game’s weapons in terms of overall damage, firing rate, and even handling at large.
Players in the need to adjust their playstyle may realize that certain Valorant weapons may even work for certain scenarios, with a fast-firing full-auto pistol, a budget SMG and LMG, and some of the game’s heavy-hitting rifles more than capable of getting the job done.
Creds | 1,850 |
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Fire Mode | Automatic |
Fire Rate | 3.5 rounds/sec |
Reload Speed | 2.2 sec |
Magazine (Reserve) | 5 (15) |
Damage at 0-10m (Head/Body/Leg) | 34/17/14 |
Damage at 10-15m (Head/Body/Leg) | 20/10/8 |
Damage at 15-50m (Head/Body/Leg) | 14/7/5 |
Serving as the highest-tier “version” of Shotguns, the Judge boasts a much faster firing rate and up to three reloads, making it suitable for high-intensity close-range incursions. While lacking the “punchier” pump-action nature of the Bucky that enables shots during reloads, the Judge’s faster firing can facilitate run-and-gun tactics suitable for hyper-aggressive plays.
Due to the Judge’s sheer close-range firepower, it becomes a suitable weapon for aggressive Agents such as Duelists or those who can surprise enemies from smokes. Notable Judge combos work in tandem with distance-clearing Valorant Agent skills such as Duelists Raze’s Satchels, Neon’s High Gear, and Jett’s Tailwind.
Creds | 3,200 |
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Fire Mode | Automatic |
Fire Rate | 12-15.6 rounds/sec |
Reload Speed | 5 sec |
Magazine (Reserve) | 100 (200) |
Damage at 0-30m (Head/Body/Leg) | 95/38/32 |
Damage at 30-50m (Head/Body/Leg) | 77/31/26 |
A Machine Gun generally reserved as half-time or match finishers, the Odin works as a desperation weapon when players learn how to bypass its weight disadvantage. Due to Odin’s longer equip speed and lower mobility, it’s best suitable for Agents ready to settle defending sites or slow pushes. Moreover, going for Alternate Fire skips the Odin’s traditional need to build momentum with its shots as Alt-Fire releases bullets at the highest firing rate.
As a defensive weapon, the Odin’s firing rate can easily kill enemies behind wallbang locations especially when detected by Initiators. Players who also study the Odin’s recoil can learn how to aim it akin to a slow-firing rifle and hit enemies from afar with pinpoint accuracy. Most Agents outside speed-reliant Duelists may use the Odin on the defensive, or even hold rat spots in Valorant maps to fight unsuspecting flanks.
Creds | 500 |
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Fire Mode | Semi |
Fire Rate | 6.75 rounds/sec |
Reload Speed | 1.5 sec |
Magazine (Reserve) | 15 (45) |
Damage at 0-30m (Head/Body/Leg) | 105/30/25 |
Damage at 30-50m (Head/Body/Leg) | 87/25/21 |
Despite offering a little increase in firepower compared to the Classic, the Ghost remains one of the most reliable Sidearms in Valorant gameplay with its silenced nature and advantage at long range. Key to the Ghost’s strengths is its capacity to fight at a distance, especially since its larger magazine and faster firing rate can help players adjust their aim much faster than the traditional Classic. Should Ghost users aim their headshots right, they can score a kill and gain economic advantage.
Moreover, the Ghost’s silenced nature can bypass pesky smokes, especially if players remember enemy positions relative to the vision block. Since the Ghost doesn’t leave bullet-tracers, players can blind-fire into probable enemy locations without being detected. In turn, the Ghost is a must-have tool for all Agents who can afford it, especially if players are confident with their aim.
Creds | 450 |
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Fire Mode | Automatic |
Fire Rate | 10 rounds/sec |
Reload Speed | 1.5 |
Magazine (Reserve) | 13 (39) |
Damage at 0-20m (Head/Body/Leg) | 78/26/22 |
Damage at 20-50m (Head/Body/Leg) | 63/21/17 |
Perhaps the most underrated Sidearm in the game, the Frenzy treads the line between traditional pistol and SMG with its auto-firing capacity. Despite its perceived difficulty controlling recoil and impracticality at long-range fights, figuring out the Frenzy’s spread can make it a surprisingly robust Sidearm capable of fragging enemies at close-to-mid-range.
Early-stage eco rounds where both parties aren’t expected to bring heavy-hitting weapons is where the Frenzy shines, especially when scoring a kill can immediately secure a more powerful weapon at the player’s disposal. Agents who need a lot of utility should consider training the Frenzy, with examples being Initiator Skye who can also heal, or Sentinel Killjoy who may prioritize her bots.
Creds | 1,600 |
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Fire Mode | Fully Automatic |
Fire Rate | 13.33 rounds/sec |
Reload Speed | 2.25 sec |
Magazine (Reserve) | 30 (90) |
Damage at 0-15m (Head/Body/Leg) | 78/26/22 |
Damage at 15-30m (Head/Body/Leg) | 66/22/18 |
Damage at 30-50m (Head/Body/Leg) | 60/20/17 |
Poised as the direct upgrade to the rather erratic Stinger, the Spectre is a welcome SMG for its all-rounder stats and extended reach. Compared to the Ares which boasts more consistency in longer engagements, the Spectre outshines the Machine Gun with its better mobility, accuracy, and magazine capacity. Its controllable recoil can make it a suitable weapon for players who struggle with their aim, as spraying upwards during a round may potentially score headshot kills.
Despite the weapon’s status as an SMG, the Spectre’s better handling can make it more capable of contending in long-distance incursions provided players know their aim right. Alternatively, the Spectre is also capable of supporting aggressive plays, as its handling also extends to hipfire support on the go. Being an all-around weapon, the Spectre fits any Agent who needs a placeholder while building up for heavier Rifles.
Creds | 4,700 |
---|---|
Fire Mode | Semi-Automatic |
Fire Rate | 0.6 rounds/sec |
Reload Speed | 3.7 sec |
Magazine (Reserve) | 5 (10) |
Damage at 0-50m (Head/Body/Leg) | 255/150/120 |
Perhaps the one gun in Valorant gameplay capable of instilling fear on people’s hearts, the Operator Sniper Rifle is the game’s most expensive gun for a reason: standing firmly provides perfect accuracy, guaranteeing one-hit kills. However, the Operator is also a gun capable of turning the tide of battle, as the enemy team will likely steal the Sniper Rifle if they kill the player or an ally who is using it. Players who excel in scoring guaranteed headshot kills via the Marshal will likely be able to use the Operator as well.
The Operator is an ideal Sniper to learn with highly-maneuverable Agents such as Duelist Jett, Sentinel Chamber, and even Controller Omen who can find ways to exit engagements if they miss their Operator shots. Learning how to flick-fire with the Operator combined with its wall penetration, as well as the psychological warfare the weapon inflicts, can easily make this a game-changer at the right hands.
Creds | 2,050 |
---|---|
Fire Mode | Automatic |
Fire Rate | 10 rounds/sec |
Reload Speed | 2.5 sec |
Magazine (Reserve) | 24 (72) |
Damage at 0-50m (Head/Body/Leg) | 115/35/29 |
The Bulldog offers a reasonable middle-ground for players who want an upgrade to the SMG that isn’t as costly as major Rifles. Essentially a much cheaper stand-in for the game’s stronger Rifles, the Bulldog boasts single-shot or three-bullet semi-auto firing modes that enable players to adjust combat strategies on the fly. Its recoil is also more manageable compared to other Rifles, paving the way for ease of use that can make its performance more consistent than other skill-ceiling Rifles.
The Bulldog serving as a middle-ground for stronger Rifles makes it suitable for Agents with rather costly kits such as Sentinels and Controllers. Moreover, Duelist Reyna or Initiator Skye who favor blinds can use the Bulldog to enter sites and adjust much faster depending on enemy positions.
Creds | 2,250 |
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Fire Mode | Semi-automatic |
Fire Rate | 5.25 rounds/sec 324 RPM |
Reload Speed | 2.5 sec |
Magazine (Reserve) | 12 (36) |
Damage at 0-50m (Head/Body/Leg) | 195/65/49 |
Players can rely on the Guardian to score precision kills without having to buy the weaker Marshal or the excessively-risky Operator. Being the game’s designated marksman Rifle, the heavier Guardian and its semi-auto nature makes its firing rate lackluster compared to its cousins Phantom and Vandal, but the Guardian easily dominates in long-ranged incursions for both its damage at a distance and wall penetration capacity.
The Guardian is an ideal weapon to use for players confident with their aim, as a headshot from this weapon should be enough to kill opponents. Its recognizable noise makes it easy to detect, much like the Marshal and the Operator. However, players who can compensate for this with aim can still score kills with a few body shots.
Creds | 2,900 |
---|---|
Fire Mode | Automatic |
Fire Rate | 11 rounds/sec 660 RPM |
Reload Speed | 2.5 sec |
Magazine (Reserve) | 30 (60) |
Damage at 0-15m (Head/Body/Leg) | 156/39/33 |
Damage at 15-30m (Head/Body/Leg) | 140/35/29 |
Damage at 30-50m (Head/Body/Leg) | 124/31/26 |
The Phantom is an ever-reliable automatic Rifle capable of bringing high-intensity fights from close-to-mid-range with its high rate of fire. Moreover, its silencer allows the Phantom to reliably spam or pre-fire past vision blockers like smokes and walls to catch enemies unawares while removing bullet tracers and any opportunities to trace their positions. As a high-powered Rifle, the Phantom can kill opponents with headshots until around 20 meters.
Due to the Phantom’s preference for sprays and short-ranged fights, the weapon works best with Agents expected to encounter multiple enemies at these distances. Frontline Initiators and Duelists are likely candidates of training with the Phantom, especially since they have the biggest likelihood of being in firefights against immediate site defenders and early flanks.
Creds | 2,900 |
---|---|
Fire Mode | Automatic |
Fire Rate | 9.75 rds/sec 585 rds/min |
Reload Speed | 2.5 sec |
Magazine (Reserve) | 25 (50) |
Damage at 0-50m (Head/Body/Leg) | 160/40/34 |
The Vandal offers some of the best damage numbers when used in mid-to-long-ranged fights, making it the long-distance cousin of the Phantom. The Rifle’s capacity to score headshot kills at much further distances makes the Vandal a worthwhile substitute and competitor to the Operator. Perhaps the Vandal’s biggest disadvantage is its lower rate of fire, making it impractical to fight with the Vandal against multiple foes at a time.
In turn, the Vandal’s long-distance specialization make it an ideal midgame weapon for Agents who usually end up flanking or staying at the back of the line, such as Sentinels and Controllers. For example, Sentinels Sage and Killjoy who carry the Spike can use the Vandal take care of opponents who are already busy with their allies. Likewise, Controllers who already altered the map prior to their entry will likely know where to pre-fire their Vandal upon entering site.