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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.png

Classic
Shorty.png

Shorty
Frenzy.png

Frenzy
Ghost.png

Ghost
Sheriff.png

Sheriff
Spike Rush Only
GoldenGun.png

Golden Gun

Primary

SMGs

Stinger.png

Stinger
Spectre.png

Spectre

Shotguns

Bucky.png

Bucky
Judge.png

Judge

Rifles

Bulldog.png

Bulldog
Guardian.png

Guardian
Phantom.png

Phantom
Vandal.png

Vandal

Sniper Rifles

Marshal.png

Marshal
Operator.png

Operator

Machine Guns

Ares.png

Ares
Odin.png

Odin

Melee

TacticalKnife.png

Tactical Knife

Update History

v3.0
  • Nerf Bullet tagging decreased from 75% slow >>> 72.5% slow
  • Nerf Deadzone accuracy speed threshold decreased from 30% >>> 27.5%

v1.09

Jumping inaccuracy

  • Nerf Jump land inaccuracy state changed from gradual >>> binary
  • Nerf Jump land inaccuracy duration increased from .2 >>> .225
  • Nerf Jump land inaccuracy value increased from 5.0 >>> 7.0 (more inaccurate for .225s after a land)

v1.07

Hit Impact VFX update

  • Adjustment 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)
  • Adjustment An additional client-predicted small spark VFX now spawns immediately at the game space location of a hit
  • Adjustment Adjusted the sparks hit VFX coloring and shape adjusted to more closely resemble blood VFX shape
  • Buff Slightly scaled down the size of headshot VFX (blood and sparks)

v0.50

  • Nerf You will no longer enter the “walking accuracy” state when transitioning from run to stop.
  • Buff Deadzone accuracy speed threshold increased: 25% >> 30%


Trivia

  • The canon lengths of VALORANT's weapons have been shared by the game's Premium Content Art Lead[1]
    • The Classic is the smallest weapon and the Odin is the largest

The lengths of VALORANT weapons and their attachments

References

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