Weapons (also known as Arsenal) are used by agents to damage and kill/destroy enemy agents and their utility.
Overview[]
Agents can use many different variations of weapons, typically firearms, to cater to specific playstyles or metas. Weapons are separated into two main categories, Sidearms and Primary weapons. Sidearms consists of pistols, while primaries are further split into SMGs, shotguns, rifles, sniper rifles, and machine guns.
Guns have limited amounts of ammo but come with 3 magazine's worth of that weapon's ammo as reserves. 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. Enemies hit by bullets will also be tagged with a 72.5% slow for a brief period. Shotgun pellets will only apply a 30% slow if they tag an enemy beyond 10 meters.
Guns are also affected by accuracy spreads. Most guns' first shot will have a spread value, meaning there is a possibility the shot fired will not make a perfect hit at the target under the player's crosshair. The higher the spread value, the more likely the shot will deviate from the crosshair. The only guns with no spread for their first shot are the Guardian, Marshal, Outlaw, and Operator, and this only applies for the weapon's ADS or scoped mode. As players fire more continuous shots from their gun, its spread will continue to increase from its first shot value, up to a maximum value (the exception is the Ares, which becomes more accurate while it is continuously fired, down to a minimum value). In order for the gun's spread value to fully return back to its first shot value, the gun must not be shot for a period of time, allowing the spread value to decrease back to minimum. Shooting while crouched will reduce spread values. In general, ADS modes on guns that have them will have lower spread values (this is always the case for first shots), though for some full-auto weapons, their primary fire actually has a slightly lower spread value than their maximum spread on ADS.
As well as spread values associated with firing the gun, accuracy penalties will be applied additively if the player is moving while shooting. The faster the movement, the higher the penalty added (i.e. crouch moving, then walking, then running, then airborne, from smallest to highest penalty). Movement speed penalties scale up to their max value as agents accelerate from standing still to moving, and fall off as agents decelerate from moving back to standing still. Changes in movement speed unrelated to agent acceleration/deceleration, such as combat stims or slows, do not affect movement penalties. While each gun has unique spread values for shooting, movement penalties are usually shared by guns of the same class instead (the exception is Sidearms, likely due to the variety of weapons within the class). All guns will then also gain an additional 7° spread upon landing on the ground after being airborne, lasting for 0.225 seconds.
Weapons can be purchased by Agents using creds during the pre-round sequence. Each Agent is equipped with a Melee 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 after being dropped by a player, both friendly and hostile, which will carry on with the player into the next round. Agents automatically drop their Primary weapon (Or Secondary weapon if they do not have a Primary) when they die, but will be given their weapon back if they are resurrected (See Sage and Clove). However, if another player picks up their weapon before the Agent is resurrected, they will not get their weapon back.
List of Weapons[]
Sidearms[]
Sidearms are the secondary weapons that Agents can equip. These are low-cost weapons, and cover a variety of types of small and lightweight weapons i.e. Machine pistols, shotguns, revolvers, etc.
Classic | |
Shorty |
Frenzy |
Ghost |
Sheriff |
- Spike Rush Only
Golden Gun |
- Escalation and Snowball Fight Only
Snowball Launcher |
Primary[]
SMGs[]
SMGs are fully-automatic firearms that have high rates of fire in exchange for low damage per shot. Both SMGs have fully-automatic modes, but the Stinger has an additional burst-fire mode when aiming down sights.
Stinger |
Spectre |
Shotguns[]
Shotguns are weapons that fire off a number of pellets around a circular spread. These weapons have high close-range damage, in exchange for a somewhat slow reload time and low accuracy. The Bucky has an additional firing mode that fires of a canister of pellets that explodes in mid-air, increasing its accuracy at mid-range.
Bucky |
Judge |
Rifles[]
Rifles are weapons that are fully-automatic, with the exceptions of the Guardian, which is semi-auto, and the Bulldog, which has an additional burst-fire mode.
Bulldog |
Guardian |
Phantom |
Vandal |
Sniper Rifles[]
Sniper rifles are semi-automatic firearms that can deal high damage from a long range, in exchange for low accuracy when not aiming down sights and standing still. Every sniper rifle has a unique scope that can zoom in to provide extra accuracy. The Operator's scope can be zoomed in twice.
Marshal | |
Outlaw |
Operator |
Machine Guns[]
Machine guns are fully-automatic firearms that have large magazine and high fire rates in exchange for a very slow reload time. Both machine guns have unique properties - The Ares increases its accuracy as you fire it, while the Odin has two firing modes: Its Primary fire starts out with a moderate firing speed, gradually increasing as you fire it, while its Secondary fire automatically shoots at the maximum fire rate.
Ares |
Odin |
Melee[]
Melee weapons are fully-automatic, and have an extremely short range. However, they can be used indefinitely, and has the added benefit of being able to kill enemies in one hit with Secondary fire, provided you can hit the enemy on their back.
Melee |
Update History[]
- Added Weapon Skin names to the in-game Weapon Switcher. You can see this change on your in-game HUD.
- Fixed a bug where pinging guns on the ground was not displaying the gun's name in the text feed.
- Walking and running spread on ropes increased to match the walking and running spread on ground
- Error power (AKA Center Biasing) during movement significantly reduced so that shots fired while moving are now almost uniformly random within their spread cone
- Bullet tagging decreased from 75% slow >>> 72.5% slow
- Deadzone accuracy speed threshold decreased from 30% >>> 27.5%
v1.09 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)
v1.07 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)
- You will no longer enter the “walking accuracy” state when transitioning from run to stop.
- 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]
References[]
Weapons
| ||||
---|---|---|---|---|
Sidearms | Classic • Shorty • Frenzy • Ghost • Sheriff | |||
Certain game modes only: Golden Gun • Snowball Launcher | ||||
SMGs | Stinger • Spectre | |||
Shotguns | Bucky • Judge | |||
Rifles | Bulldog • Guardian • Phantom • Vandal | |||
Sniper Rifles | Marshal • Outlaw • Operator | |||
Machine Guns | Ares • Odin | |||
Melee | Melee | |||
Related | Weapon Skins |