By GamGem ResearchLast updated 3 Sept 2026 · 00:00
Act 5 · Patch 13.05
How many shots, at this range, through that armour
Every competitor prints a damage table and leaves you the arithmetic. Set the situation and read one number per gun.
19 weapons · 37 published damage bands · armour rule from Riot’s own gear description. Nothing here is estimated.
Your situation
19 weapons · body at 18 m vs heavy armour
| Weapon | Price | Shots | ||
|---|---|---|---|---|
ClassicSidearm | free | 6 | Semi · 12 | Always in the slot — the pistol round floor and the save-round answer. |
ShortySidearm | 300 | 4 | Semi · 2 | A corner and nothing else. Punishes one push, then it is dead weight. |
FrenzySidearm | 450 | 6 | Auto · 15 | Close eco duels where you can hold the trigger and walk forward. |
GhostSidearm | 500 | 5 | Semi · 13 | The eco pick that still rewards a head click at range. |
BanditSidearm | 600 | 4 | Semi · 8 | A cheaper Sheriff trade: fewer shots, easier to land. |
SheriffSidearm | 800 | 3 | Semi · 6 | Pistol-round win condition and the force-buy that steals a rifle. |
BuckyShotgun | 850 | 2 | Semi · 5 | One choke, one angle. Buy it to deny a site, never to take one. |
MarshalSniper Rifle | 950 | 2 | Semi · 5 | The cheap long angle — one body shot does not kill, so plan the second. |
StingerSMG | 1,100 | 7 | Auto · 20 | Half-buy aggression. Burst at close range, useless past a lane. |
AresMachine Gun | 1,600 | 5 | Auto · 50 | A wall of bullets for a choke you cannot see through. |
SpectreSMG | 1,600 | 7 | Auto · 30 | The best half-buy in the game: full-auto, controllable, cheap. |
JudgeShotgun | 1,850 | 2 | Auto · 5 | A full-buy shotgun: it holds a close angle better than any rifle. |
BulldogRifle | 2,050 | 5 | Auto · 24 | Force-buy rifle. Burst mode is the reason to take it over a Spectre. |
GuardianRifle | 2,250 | 3 | Semi · 12 | One tap or nothing — a rifle for a player who wins first shots. |
OutlawSniper Rifle | 2,400 | 2 | Semi · 2 | |
PhantomRifle | 2,900 | 4 | Auto · 30 | The forgiving rifle: bigger magazine, softer recoil, quieter fire. |
VandalRifle | 2,900 | 4 | Auto · 25 | One head shot at any range, and it never falls off. |
OdinMachine Gun | 3,200 | 4 | Auto · 100 | Post-plant and choke denial. Never an entry gun. |
OperatorSniper Rifle | 4,700 | 1 | Semi · 5 | One angle, one shot, and a plan for after it is taken. |
Patch 13.05 · Act 5
Built from
- valorant-api.com 29 agents · 116 abilities · 20 weapons · 13 maps
- Riot patch 13.05 published 1 Sept 2026, checked 3 Sept 2026
- Round economy two independent guides, both dated
- Editorial ability jobs, buy reading and drill pairings — ours
- Shots to kill computed from Riot's damage bands and Riot's own armour rule — absorbs 66%, breaks after 25 or 50
- Not published per-stance accuracy (stand · walk · run · hip-fire · ADS) — no Riot source publishes it, so there is no such column
Official images
Game data and media via IGDB · igdb.com






















