
All weapons from the game.
Weapons are used by agents to damage and kill/destroy enemy agents and their utility.
Overview
Agents have different variations of weapons, typically firearms, to cater to specific playstyles or metas. Weapons are separated by two categories, Sidearms and Primary weapons. Sidearms consists of pistols, whilst primaries include SMGs, shotguns, rifles, sniper rifles, and machine guns.
Guns have limited amounts of ammo but come with reserve magazines. Bullets deal different amounts of damage depending on the gun, the body part they hit, and the distance between the shooter and the target. Each gun deals a set amount of damage to an enemy's body at its shortest range and then uses multipliers on this value to calculate the damage it will deal to the head and legs at close range and all body parts at further ranges. Resulting numbers with a decimal value are rounded down to the next integer value.
Weapons can be purchased by Agents using creds during the pre-round sequence. Each Agent is equipped with a Knife and the Classic sidearm for free by default. Agents will keep the weapons they purchase through each round until they die. Weapons can also be picked up off the ground from deceased players, both friendly and hostile, which will carry on with the player into the next round.
List of Weapons
Sidearms
Classic | |
Shorty |
Frenzy |
Ghost |
Sheriff |
- Spike Rush Only
Golden Gun |
Primary
SMGs
Stinger |
Spectre |
Shotguns
Bucky |
Judge |
Rifles
Bulldog |
Guardian |
Phantom |
Vandal |
Sniper Rifles
Marshal |
Operator |
Machine Guns
Ares |
Odin |
Melee
Tactical Knife |
Update History
Bullet tagging decreased from 75% slow >>> 72.5% slow
Deadzone accuracy speed threshold decreased from 30% >>> 27.5%
Jumping inaccuracy
Jump land inaccuracy state changed from gradual >>> binary
Jump land inaccuracy duration increased from .2 >>> .225
Jump land inaccuracy value increased from 5.0 >>> 7.0 (more inaccurate for .225s after a land)
Hit Impact VFX update
Server hit VFX confirms will now spawn at the location of the hit on the character and stay attached to that position (previously, it spawned at the game space location and stayed there)
An additional client-predicted small spark VFX now spawns immediately at the game space location of a hit
Adjusted the sparks hit VFX coloring and shape adjusted to more closely resemble blood VFX shape
Slightly scaled down the size of headshot VFX (blood and sparks)
Trivia
- The canon lengths of VALORANT's weapons have been shared by the game's Premium Content Art Lead[1]