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Attacker. Defender. You’re the one with the pump-action shotgun.

The Bucky is a Shotgun that is a primary weapon in VALORANT.

Summary[]

Heavy but stable, Bucky’s primary fire is for holding tight corners or charging close quarters. Alternate fire strikes targets at medium range.

The Bucky is a low-cost shotgun and the cheapest primary weapon in the game. It has two firing modes, a standard single-shell primary fire and a canister alternate fire that allows the shell to travel a short distance before spraying its pellets instead of immediately spraying from the barrel of the gun, allowing the user to deal some damage to targets at medium range. Shells shot using Alternate Fire only produce a reduced amount of pellets however, and enemies hit by the canister before it reaches the required distance to explode will only take 1 pellet worth of damage.

As a pump action shotgun, the Bucky is reloaded one shell at a time. Because the Bucky's reload time is also shorter than it's fire rate, this means that a user can reload a shell in between shots, effectively increasing the magazine's capacity to the entire available reserve.

As with all shotguns due to their pellet spread, the Bucky is effectively useless at long ranges, as well having the range of its pellets capped and unable to reach any opponent beyond 50 meters (Alt Fire measures this distance from where the canister explodes instead). The Bucky especially has a low fire rate, meaning it cannot effectively be used against multiple enemies at once, which is a task better served by the Bucky's direct upgrade, the Judge.

Stats[]

  • Headshot multiplier: x2
  • Leg shot multiplier: x0.85
  • 8–12 m falloff multiplier: x0.65
  • 12+ m falloff multiplier: x0.45

Primary Fire TTK[]

Damage Range Body Part 100 HP 125 HP 150 HP
Shells to kill Time to kill (s) Shells to kill Time to kill (s) Shells to kill Time to kill (s)
0–8 m Head 1 0.000 1 0.000 1 0.000
Body 1 0.000 1 0.000 1 0.000
Legs 1 0.000 1 0.000 1 0.000
8–12 m Head 1 0.000 1 0.000 1 0.000
Body 1 0.000 1 0.000 1 0.000
Legs 1 0.000 1 0.000 1 0.000
12–50 m Head 1 0.000 1 0.000 1 0.000
Body 1 0.000 1 0.000 2 0.909
Legs 1 0.000 2 0.909 2 0.909

Alternate Fire TTK[]

Note: Targets hit by Alternate Fire at 0–8 m will be hit before the canister reaches the required distance to detonate and will therefore only take a maximum of 1 pellet worth of damage.

Damage Range Body Part 100 HP 125 HP 150 HP
Shells to kill Time to kill (s) Shells to kill Time to kill (s) Shells to kill Time to kill (s)
0–8 m Head 3 1.818 4 2.727 4 2.727
Body 5 3.636 7 5.455 8 6.364
Legs 7 5.455 9 7.273 10 8.182
8–16 m Head 1 0.000 1 0.000 1 0.000
Body 1 0.000 2 0.909 2 0.909
Legs 2 0.909 2 0.909 2 0.909
16–20 m Head 1 0.000 1 0.000 2 0.909
Body 2 0.909 2 0.909 3 1.818
Legs 2 0.909 3 1.818 3 1.818
20–50 m Head 2 0.909 2 0.909 2 0.909
Body 3 1.818 3 1.818 4 2.727
Legs 3 1.818 4 2.727 5 3.636

Spread values[]

Firing Mode 1st Shot Spread (°) Max Spread (°) Movement penalties (+°)
Standing Crouched Standing Crouched Crouched Walking Running Airborne
Primary Fire 2.6 2.34 2.6 2.34 0.05 0.075 0.1 1.25
Alternate Fire 0
(Referring to canister only, pellets presumed to have same spread as primary fire)

Update History[]

v3.0
  • Buff Price decreased 900 >>> 850

v2.06

  • Nerf Damage decreased in 0m-12m ranges
    • 0m–8m: 22 >>> 20 dmg per pellet
    • 8m–12m: 17 >>> 13 dmg per pellet
      • The correct value is undocumented, instead officially being documented in the patch notes as being reduced to 12 damage
    • Damage beyond 12m is unchanged
  • Primary fire
    • Buff Bullet spread decreased 3.4 >>> 2.6
  • Alt fire
    • Buff Bullet spread decreased 3.4 >>> 2.0
    • Nerf Amount of pellets in a shot reduced 15 >>> 5

v1.07

  • Nerf Headshot aimpunch decreased
  • Nerf Hitting an enemy past 10 meters will now apply a different tagging value instead of standard tagging
    • New tagging: 30% slow for .5s on a smooth curve going back to normal speed

v1.06

  • Nerf Spread penalty when in air increased .5 >>> 1.25

v1.02

  • Alt fire
    • Buff Walk accuracy value decreased 6.4 >>> 4.4
    • Nerf Crouch-walking accuracy value increased 3.45 >>> 4.1
    • Nerf Run accuracy value increased 3.5 >>> 6.4

v0.49

  • Nerf Alt fire now applies instantaneous, hitscan damage.
    • Alt fire was previously a projectile that was able to kill enemies shortly after the user was killed. No other weapon works this way so now it performs as a hitscan.


Skins[]

Store[]

Image Edition Skin Cost Upgrade Levels Variants
Aemondir Bucky Premium Aemondir Valorant Points 1,775 Level 2: Sound Effects
Level 3: Finisher
Variant 1: Silver
Variant 2: Bronze
Variant 3: Obsidian
Altitude Bucky Deluxe Altitude Valorant Points 1,275
Gaia's Vengeance Bucky Premium Gaia's Vengeance Valorant Points 1,775 Level 2: Sound Effects
Level 3: VFX
Level 4: Finisher
Variant 1: Blue
Variant 2: Green
Variant 3: Orange
Galleria Bucky Select Galleria Valorant Points 875
Gravitational Uranium Neuroblaster Bucky Premium Gravitational Uranium Neuroblaster Valorant Points 1,775 Level 2: VFX Variant 1: Chrome
Variant 2: Black
Variant 3: Red/Blue
Horizon Bucky Deluxe Horizon Valorant Points 1,275
Ion Bucky Premium Ion Valorant Points 1,775 Level 2: VFX
Level 3: Animation
Level 4: Finisher
Magepunk Bucky Premium Magepunk Valorant Points 1,775 Level 2: VFX
Level 3: Animation
Level 4: Finisher
Variant 1: Green
Variant 2: Purple
Variant 3: Orange
Oni Bucky Premium Oni Valorant Points 1,775 Level 2: VFX
Level 3: VFX
Level 4: Finisher
Variant 1: Kumo
Variant 2: Hana
Variant 3: Tsubame
Origin Bucky Premium Origin Valorant Points 1,775 Level 2: VFX
Level 3: Animation
Level 4: Finisher
Variant 1: Green
Variant 2: Red
Variant 3: White
Overdrive Bucky Exclusive Overdrive Valorant Points 2,175 Level 2: Sound Effects
Level 3: Animation
Level 4: Finisher
Variant 1: Cobalt
Variant 2: Bubblegum
Variant 3: Onyx
Prime 2.0 Bucky Premium Prime//2.0 Valorant Points 1,775 Level 2: VFX
Level 3: Animation
Level 4: Finisher
Variant 1: Gold
Variant 2: Green
Variant 3: Orange
Prism II Bucky Select Prism II Valorant Points 875
Radiant Crisis 001 Bucky Premium Radiant Crisis 001 Valorant Points 1,775 Level 2: VFX
Level 3: Finisher
Titanmail Bucky Deluxe Titanmail Valorant Points 1,275
Xenohunter Bucky Premium Xenohunter Valorant Points 1,775 Level 2: Heartbeat Sensor
  • For each weapon with upgrade levels and/or variants, Radianite Points 10 per upgrade level, and after a weapon is fully upgraded, Radianite Points 15 per variant.
    • Variants must be used with the fully upgraded weapon skin set.

Battle Pass[]

Like every other primary weapon, all Bucky skins from Act Battle Pass are in Premium track.

Image Edition Skin Act Pass Tier Variants
.SYS Bucky Deluxe .SYS EP 04 Act 3 20
Aerosol Bucky Select Aerosol EP 02 Act 1 5
Artisan Bucky Deluxe Artisan EP 03 Act 2 30 Variant 1: Red
Variant 2: Green
Variant 3: Blue
Cavalier Bucky Deluxe Cavalier EP 02 Act 2 30
Frequency Bucky Select Frequency EP 09 Act 2 16
Genesis Bucky Deluxe Genesis EP 03 Act 3 35
Hydrodip Bucky Select Hydrodip EP 04 Act 1 40
Iridian Thorn Bucky Deluxe Iridian Thorn EP 05 Act 3 30
Kingdom Bucky Deluxe Kingdom EP 01 Act 1 1
Lightwave Bucky Select Lightwave EP 02 Act 3 16 Variant 1: Blue
Variant 2: Red
Variant 3: Gray
Monarch Bucky Select Monarch EP 03 Act 1 16
Panoramic Bucky Select Panoramic EP 07 Act 2 15
Piedra del Sol Bucky Deluxe Piedra del Sol EP 05 Act 2 15
Red Alert Bucky Select Red Alert EP 01 Act 2 30
Retrowave Bucky Select Retrowave EP 08 Act 2 10 Variant 1: Navy
Variant 2: Gold
Variant 3: Violet
Surge Bucky Select Surge EP 01 Act 3 10 Variant 1: Black
Variant 2: Yellow
Variant 3: Blue
Topotek Bucky Select Topotek EP 06 Act 2 16
  • For each weapon with variants, Radianite Points 15 per variant.

Trivia[]

  • During the Beta, the weapon's full name was the PA-12 Bucky (Pump Action).
  • The Bucky's design has similarities to the Benelli Supernova (front sight design and trigger guard) and Mossberg 590A1 (receiver).
  • Despite the Operator's and the Odin's heavy physical appearance, the Bucky and Judge are the weapons slowest to run with.
  • The shells on the side of the gun will disappear when reserve ammo drops to 0.
  • The Bucky has the highest damage per ammo at 600 damage. This can be done by hitting headshots with all 15 pellets.

References[]


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