
The Vandal and Phantom are the best all-purpose guns in VALORANT Patch 13.05. The Vandal keeps its full-armor headshot at every normal distance, while the Phantom trades long-range one-tap damage for a larger magazine, faster fire rate, easier close-range control, and no visible tracers. The right purchase still depends on your credits, the enemy's armor, the sightline, and your team's round plan.
Last verified:
| Tier | Weapons | What the tier means |
|---|---|---|
| S | Vandal, Phantom | Most reliable standard full-buy primaries across maps and team compositions. |
| A | Operator, Odin, Guardian, Outlaw, Bulldog | Round-winning power or excellent value when the sightline, economy, and plan fit. |
| B | Spectre, Stinger, Ghost, Sheriff, Bandit, Marshal, Judge, Ares, Classic | Good purchases in a defined range, armor matchup, or budget; less flexible than rifles. |
| C | Bucky, Frenzy, Shorty | Narrow tools that can work from a prepared close-range position but punish a bad read. |
| Not ranked | Tactical Knife | Movement and melee utility, not a firearm purchase. |
This is an editorial buying guide for standard 5v5 play, not a claim that an S-tier gun wins every duel. A 950-credit Marshal can be a better decision than a 2,900-credit rifle when buying the rifle would break the next round. A Judge holding a tight corner can also outperform a Vandal in that one planned engagement.
Four questions drive the placement:
We did not rank guns by raw weapon win rate. A weapon picked up by the winning team, saved into the next round, or bought only in a favorable economy inherits heavy selection bias. Usage data can provide context, but it does not prove that the gun caused the round win.
| Weapon | Class | Price | Magazine | Base fire rate | Penetration | Best use |
|---|---|---|---|---|---|---|
| Classic | Sidearm | Free | 12 | 6.75/sec | Low | Keep abilities or armor; close burst as a last resort |
| Shorty | Sidearm | 300 | 2 | 3/sec | Low | Point-blank ambush or Operator backup |
| Frenzy | Sidearm | 450 | 15 | 10/sec | Low | Mobile close-range pistol fights |
| Ghost | Sidearm | 500 | 13 | 6.75/sec | Medium | Quiet, accurate pistol-round taps |
| Bandit | Sidearm | 600 | 8 | 5.1/sec | Medium | Precision against light armor, especially inside 30m |
| Sheriff | Sidearm | 800 | 6 | 4/sec | High | High-risk eco headshots and wall penetration |
| Stinger | SMG | 1,100 | 20 | 16/sec | Low | Fast close-range force buy |
| Spectre | SMG | 1,600 | 30 | 13.33/sec | Low | Mobile close fights and anti-eco rounds |
| Bucky | Shotgun | 850 | 5 | 1.1/sec | Low | Prepared close corner on a hard save |
| Judge | Shotgun | 1,850 | 5 | 3.5/sec | Low | Repeated close targets, smoke exits, and tight sites |
| Bulldog | Rifle | 2,050 | 24 | 10/sec | Medium | Structured half-buy or second-round rifle |
| Guardian | Rifle | 2,250 | 12 | 5.25/sec | High | Patient taps, long lanes, and penetration |
| Phantom | Rifle | 2,900 | 30 | 11/sec | Medium | Close-to-medium fights, spray transfers, and smoke spam |
| Vandal | Rifle | 2,900 | 25 | 9.75/sec | Medium | Controlled headshots at any range |
| Marshal | Sniper | 950 | 5 | 1.5/sec | Medium | Long eco angles and unarmored targets |
| Outlaw | Sniper | 2,400 | 2 | 2.75/sec | High | Punishing light armor and coordinated chip damage |
| Operator | Sniper | 4,700 | 5 | 0.6/sec | High | Long-angle control with utility or a safe escape |
| Ares | Heavy | 1,600 | 50 | Up to 13/sec | High | Budget suppression and known wall-bang routes |
| Odin | Heavy | 3,200 | 100 | 12/sec base | High | Sustained penetration, denial, and information conversion |
| Tactical Knife | Melee | Free | — | — | — | Move faster when it is safe; never clear an unknown angle with it out |
Source scope: Riot's official Arsenal for current names and classes, with current catalog statistics checked September 3, 2026. Fire rate is the unmodified or base value; alternate fire, ADS, spin-up, burst behavior, and recovery can change the practical rate.
Penetration and shields complicate every clean breakpoint. Wall thickness, material, range, prior damage, Regen Shield state, and pellet count can change the result shown in the combat report.
The free Classic leaves the most credits for armor and utility. Ghost rewards clean medium-range taps, the Bandit targets light-armor breakpoints, the Sheriff concentrates the round into a few difficult shots, and Frenzy or Shorty purchases need a close-route plan. Match the sidearm to the ability your Agent cannot afford to skip.
Spectre and Bulldog are comfortable when your team wants to protect a pistol-round win without spending like a full rifle round. Stinger is cheaper and more explosive up close. Do not upgrade automatically if a saved Ghost, Bandit, Sheriff, Marshal, or SMG still supports the plan; carrying it into a bonus can protect the team's next full buy.
Choose the engagement first. Stinger, Judge, or Bucky needs close ground; Marshal or Guardian wants distance; Odin or Ares wants penetrable cover and information; Outlaw gains value if the opponents are likely to buy light shields. Coordinate the purchase instead of assembling five unrelated half-buys.
Vandal or Phantom plus armor and core utility is the default. Add an Operator only when the team can recover it and the player has a credible opening angle. Odin is a full-buy alternative when the map and utility create reliable penetration or suppression value. Our VALORANT economy guide covers save, force, bonus, and buy-together decisions in more detail.
Stop before firing unless the fight is deliberately close. Use Vandal taps or short bursts for long lanes; let the Phantom's recovery, larger magazine, and hidden tracers work in medium fights and through smoke. Bulldog ADS burst helps at distance on a restricted buy. Guardian rewards first-shot placement rather than spray correction. Build that discipline with the crosshair-placement drills.
Marshal, Outlaw, and Operator cover different economies. Keep an exit plan, avoid repeating the same angle after being revealed, and use a sidearm when the enemy closes distance. The Operator guide covers angle discipline, while the Marshal guide focuses on low-cost precision. If zoom behavior interrupts your timing, compare hold versus toggle scope settings.
Use movement and utility to compress the distance. A flash, smoke, dash, stun, or off-angle can create the fight these weapons need. If the opponent can back up into a long lane, the purchase loses value quickly.
Ares and Odin reward information. Recon, reveals, sound cues, and common plant positions turn high penetration into planned damage. Repeated blind spam wastes ammunition, broadcasts your position, and can leave you exposed during the reload.
Sidearms are economy tools, not a simple worst-to-best ladder. The free Classic buys utility; Ghost provides quiet accuracy; Bandit challenges light armor; Sheriff offers the largest single-shot threat; Frenzy pressures short lanes; Shorty protects a point-blank pocket. Choose the job before the gun.
The Vandal and Phantom are the best general full-buy choices. Pick Vandal for all-range one-tap consistency and Phantom for closer fights, spray transfers, a larger magazine, and tracer-free smoke spam.
Neither is universally better. Look at the fights you expect on that side and map. Long, exposed lanes favor the Vandal's unchanged headshot breakpoint; closer sites and smoke-heavy plans increase the Phantom's advantages.
There is no single answer. Sheriff or Marshal can steal a long-range kill; Stinger or Judge can punish a tight push; a free Classic can preserve credits for the next round. Buy around a coordinated trap and a reachable enemy weapon.
It is a defensible 600-credit precision purchase when you expect light armor and can take fights inside 30 meters. It is less forgiving than the Ghost if you miss the head and leaves fewer credits for abilities.
No. Skins can change visuals, sounds, animations, and finishers, but not damage, fire rate, spread, penetration, or recoil. Cosmetic preference should not change the competitive tier.
Posted On: November 18th, 2024