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Buy Menu

The armory/buy menu, featuring Chamber's loadout, in-game.

Credits (also known as Creds) are in-game currency of VALORANT used for most Plant/Defuse game modes.

Summary[]

Credits are used in Unrated, Competitive, Swiftplay and Replication to purchase weapons, shields, and abilities during the Buy Phase before each round. They can also be used to purchase only weapons for teammates; to do so, teammates can right-click on a weapon to send a request to the team for someone to purchase the weapon for them during the Buy Phase. The player and their teammates can callout near their current credits to suggest to purchase full loadout, save their credits on the round, or purchase a weapon for their teammates.

When a player survives in the round, their current loadout is carried over to the next round. When a player is eliminated during the round, their loadout is reset to only equipped with a Classic, though they still keep their unused purchased abilities. Should the player's current weapon loadout be equipped with only a Melee, they will automatically be equipped with a Classic after the Buy Phase ends.

Mechanics[]

Credits reset after each new round in the half when teams switch from attacking to defending and vice versa. A player can only hold a maximum of 9,000.

Income sources[]

The amount of credits awarded is based on performance in the previous round and Credits saved from previous rounds of the current half. The income source varies for each game mode.

The team with missing player(s) will be compensated with extra credits every subsequent round until the player returns from being inactive (except for the first round of the second half, which will in this case automatically compensates the team with Light Shields instead).

Unrated and Competitive[]

Credits Mechanics

Information on credits only available for Unrated and Competitive. Players can hover over to the '!' near their current credits to view information on the credits income.

In standard gameplay for Unrated and Competitive, all players start with 800 on the first round of the half. During Endgame for Unrated (or otherwise known as Sudden Death) and Overtime for Competitive in each round, all players have their credits reset to 5,000 instead.

Condition Credits awarded (+)
Per kill 200
Plant Spike (only for Attackers) 300
Round win 3,000
Round loss* 1,900
2nd round loss in a row* 2,400
3rd round loss in a row onwards* 2,900
* The following scenarios will occur and players who survive in a loss round will receive only 1,000 with no round loss credits awarded:
  • Attackers who lose but survive without planting the Spike. This also applies when they plant the Spike but the timer has expired.
  • Defenders who lose but survive after the Spike has detonated.

Swiftplay[]

In Swiftplay, all players start with 800 on the first round of the half. During Endgame, all players have their credits reset to 5,000 instead.

Condition Credits awarded (+)
Per kill 200
Plant Spike (only for Attackers) 300
Second round of the half Loss from first round 2,400
Win from first round 3,000
Third round of the half 4,250
Fourth round of the half 4,250

Replication[]

In Replication, all players start with 900 on the first round of the half. Unlike other modes, the Credits are standardized for each player each round regardless of any conditions (such as kills or planting spike). During Endgame, all players have their credits reset to 6,000 instead.

Condition Credits ()
Second round of the half 2,400
Third round of the half 3,900
Fourth round of the half 6,000

Prices[]

Guns and Armor[]

Sidearms SMGs Rifles Sniper Rifles Defense
Gun Cost () Gun Cost () Gun Cost () Gun Cost () Item Cost ()

Classic
Free
Stinger
1,100
Bulldog
2,050
Marshal
950
Light Armor
400

Shorty
300
Spectre
1,600
Guardian
2,250
Outlaw
2,400
Regen Shield
650

Frenzy
450 Shotguns
Phantom
2,900
Operator
4,700
Heavy Armor
1,000

Ghost
500 Gun Cost ()
Vandal
2,900 Machine Guns

Sheriff
800
Bucky
850 Gun Cost ()

Judge
1,850
Ares
1,600

Odin
3,200

Abilities[]

For each ability's maximum usage per round, see their individual ability pages for more information.
Agent Ability Cost ();
per use
Astra Stars (Astral Form) 150
Breach Aftershock 200
Flashpoint 250
Brimstone Stim Beacon 200
Incendiary 250
Sky Smoke 100
Clove Pick-me-up 200
Meddle 250
Ruse 150
Chamber Trademark 200
Headhunter 100
Cypher Trapwire 200
Cyber Cage 100
Deadlock Barrier Mesh 400
Sonic Sensor 200
Fade Prowler 250
Seize 200
Gekko Mosh Pit 250
Wingman 300
Harbor Cascade 150
Cove 350
Iso Contingency 200
Undercut 200
Jett Cloudburst 200
Updraft 150
KAY/O FRAG/ment 200
FLASH/drive 250
Killjoy Nanoswarm 200
Alarmbot 200
Neon Fast Lane 300
Relay Bolt 200
High Gear 150
Omen Shrouded Step 100
Paranoia 250
Dark Cover 150
Phoenix Blaze 150
Hot Hands 200
Curveball 250
Raze Boom Bot 300
Blast Pack 200
Reyna Leer 250
Devour
(shared with Dismiss)
200
Dismiss
(shared with Devour)
200
Sage Barrier Orb 400
Slow Orb 200
Skye Regrowth 150
Trailblazer 300
Guiding Light 250
Sova Owl Drone 400
Shock Bolt 150
Tejo Stealth Drone 400
Special Delivery 200
Guided Salvo 150
Viper Snake Bite 300
Poison Cloud 200
Vyse Razorvine 150
Shear 200
Yoru Fakeout 100
Blindside 250
Gatecrash 150

Update History[]

v2.01
  • Bugfix Buff Fixed a bug where credits wouldn’t be properly refunded after selling a gun that a teammate bought

v1.11

  • Nerf Attackers who lose but survive the entire round without planting the Spike receive a reduced number of credits (1,000)
  • Nerf Defenders who lose but survive the entire round after the Spike has detonated also receive reduced credits (1,000)
  • Added Additional economic information added as a tooltip when hovering over the exclamation mark next to “Min Next Round” in the shop

v0.50

  • Nerf Total credit cap is reduced from 12,000 >>> 9,000


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