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Valorant damage calculator: shots to kill

How many hits does the Warden need against Heavy Armor? Pick armor, distance and weapon – the calculator shows damage, shots to kill and time to kill for all 20 guns.

Last updated: September 29, 2026

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How it works

How many shots does your gun need? The Valorant damage calculator

Pick armor, distance and weapon – the calculator instantly shows damage per hit, shots to kill for head, body and legs, and the time to kill. The new Warden from patch 13.06 is included.

1Choose the armor: none, Light Armor, Regen Shield or Heavy Armor.
2Set the distance (0–50 m) – damage falloff is applied automatically.
3Tap a weapon and compare it in the table, e.g. Warden vs. Vandal vs. Phantom vs. Guardian.
What you’ll find here
  • All 20 guns with real stats
  • The Warden from patch 13.06
  • Head, body, legs & head-body combo
  • Armor math explained correctly (66%)
  • Time to kill in milliseconds
  • Real weapon images from the Valorant API
Enemy armor
15 m

Pick a weapon

Sidearms
SMGs
Shotguns
Rifles
Snipers
Machine guns
Warden
Shots to kill

    Compare

    WeaponHeadBodyLegsKill headKill bodyKill legsTTK bodyPrice

    Damage values: official partner wiki (wiki.playvalorant.com) and the Valorant API, patch 13.06 (Warden) · Armor: Light and Heavy Armor absorb 66% of every hit until 25 or 50 points are used up – so a kill always takes 100 + armor damage. TTK = time between the first and the last required shot at full fire rate, without recoil or travel time.

    ⚡ Quick answer

    This Valorant damage calculator shows how many hits every gun needs. The key numbers: the Warden deals 200 head and 50 body damage at every range and needs three body shots against Heavy Armor. The Vandal always kills with one headshot thanks to 160 head damage, but needs four body shots against armor. The Phantom loses damage beyond 20 m and then can’t one-tap Heavy Armor anymore. Most importantly: a kill always takes 100 + armor damage – so 100, 125 or 150.

    Valorant weapon damage: the complete table

    The table lists the damage of all 20 guns in Valorant per hit to the head, body and legs, split by range. The values come from Riot’s official partner wiki and the Valorant API and apply to patch 13.06, which added the Warden. As on the wiki, decimals are rounded down. Use the calculator above to run any weapon against any armor at any range.

    WeaponPriceRangeHead / body / legs
    Classic00–30 m · 30–50 m78/26/22 · 66/22/18
    Shorty (15 pellets)3000–7 m · 7–15 m · 15–50 m22/11/9 · 12/6/5 · 6/3/2 per pellet
    Frenzy4500–20 m · 20–50 m78/26/22 · 63/21/17
    Ghost5000–30 m · 30–50 m105/30/25 · 87/25/21
    Bandit6000–10 m · 10–30 m · 30–50 m152/39/33 · 128/39/33 · 112/34/28
    Sheriff8000–30 m · 30–50 m159/55/46 · 145/50/42
    Stinger1,1000–15 m · 15–50 m67/27/22 · 57/23/19
    Spectre1,6000–15 m · 15–30 m · 30–50 m78/26/22 · 66/22/18 · 60/20/17
    Bucky (15 pellets)8500–8 m · 8–12 m · 12–50 m34/17/14 · 26/13/11 · 18/9/7 per pellet
    Judge (12 pellets)1,8500–10 m · 10–15 m · 15–50 m34/17/14 · 20/10/8 · 14/7/5 per pellet
    Bulldog2,0500–50 m115/35/29
    Guardian2,2500–50 m195/65/49
    Phantom2,9000–20 m · 20–50 m156/39/33 · 140/35/29
    Vandal2,9000–50 m160/40/34
    Warden2,9000–50 m200/50/42
    Marshal9500–50 m202/101/85
    Outlaw2,4000–50 m238/140/119
    Operator4,7000–50 m255/150/120
    Ares1,6000–30 m · 30–50 m75/30/25 · 70/28/23
    Odin3,2000–30 m · 30–50 m95/38/32 · 77/31/26

    Three things jump out right away. First, only some guns lose damage over distance – the Vandal, Warden, Bulldog, Guardian and every sniper hit just as hard from 0 to 50 meters. Second, headshot multipliers vary a lot: on the Phantom, Vandal and Warden a headshot is four times a body shot, on the Operator only about 1.7 times. Third, shotguns work per pellet: the Shorty, Bucky and Judge values apply to each individual pellet, and each shot fires 15 or 12 of them.

    Armor in Valorant: how much damage it really blocks

    Every agent starts with 100 health. On top of that, you can buy one of three armor types in the buy menu. Since patch 9.10, the old shields are called Light Armor and Heavy Armor, and the Regen Shield adds a third option.

    ArmorPriceArmor pointsHow it worksDamage needed for a kill
    None00–100
    Light Armor40025absorbs 66% of every hit until 25 points are used up125
    Regen Shield65025fully absorbs damage until its 25 points are gone, then refills from a 50-point pool125 (per fight)
    Heavy Armor1,00050absorbs 66% of every hit until 50 points are used up150

    This is one of the community’s biggest misconceptions. Many players think armor soaks up its full value first and only then do you start losing health. That’s not how Light and Heavy Armor work: every hit gets split, with 66% going to the armor and 34% to your health. The number of hits you need stays the same anyway. Because health only takes a third of every hit, the armor always runs out long before your 100 health does. In the end, the enemy has to take exactly 100 plus the armor value in damage – 125 with Light Armor, 150 with Heavy Armor. That’s exactly how our calculator does the math.

    The Regen Shield is a special case. It fully absorbs its first 25 points, then recharges from a 50-point pool after a short delay. In a single firefight it therefore counts like Light Armor at 125. Its strength only shows over several fights, when you briefly break line of sight between them.

    What about overheal?

    Some agents can go above 100 health. Reyna’s Devour heals 50 points since patch 8.11, and Clove’s Pick-Me-Up grants 50 temporary health since patch 11.10. According to the official wiki, no agent can push their effective health above 150. Iso’s Double Tap, on the other hand, creates a shield that fully blocks exactly one hit. The calculator deliberately leaves these edge cases out, because they depend on timing and the situation.

    Warden vs. Vandal vs. Phantom vs. Guardian

    Since patch 13.06, the shop has three rifles at 2,900 credits: the Vandal, the Phantom and the new Warden. The Guardian sits at 2,250 credits. The table shows how many hits each one needs for a kill at close range (up to 20 m) – head / body / legs.

    RifleNo armor (100)Light Armor (125)Heavy Armor (150)Body TTK vs. Heavy
    Warden1 / 2 / 31 / 3 / 31 / 3 / 4308 ms
    Vandal1 / 3 / 31 / 4 / 41 / 4 / 5308 ms
    Phantom (up to 20 m)1 / 3 / 41 / 4 / 41 / 4 / 5273 ms
    Guardian1 / 2 / 31 / 2 / 31 / 3 / 4381 ms

    At close range, the Phantom’s 11 rounds per second make it the fastest body killer. The Warden needs one hit fewer than the Vandal and Phantom, but fires much slower at 6.5 rounds per second. Against Heavy Armor, the Warden and Vandal therefore tie exactly at 308 milliseconds. The Guardian is the specialist against Light Armor: two body shots are enough because it deals 65 damage per hit.

    Beyond 20 meters, the picture changes. The Phantom drops to 140 head and 35 body damage. Against Heavy Armor it then needs two headshots instead of one and five body shots, and its TTK rises to 364 milliseconds. The Vandal and Warden stay equally strong at every range. That’s exactly what makes the Warden so interesting for long sightlines: its 200-damage headshot always kills instantly, even through full armor, and it comes with a 2x scope. Everything about the new gun is in our Warden guide.

    And the Bulldog? For 2,050 credits it deals 115 head and 35 body damage at every range. Without armor one headshot is enough; with Light or Heavy Armor it takes two. To the body it’s three, four or five hits. That makes the Bulldog the classic force-buy gun: cheaper than the big rifles, but noticeably weaker once the enemy wears armor. If you’d rather rely on precision in a force buy, grab the Guardian.

    If you want to pit two guns directly against each other, including an animated duel, use our TTK duel. The damage calculator here, on the other hand, gives you the overview of every gun, armor type and range at a glance.

    Damage falloff: at what range do guns lose damage?

    Valorant uses fixed range brackets instead of a smooth falloff. Within a bracket, damage stays exactly the same; at the boundary it jumps to the next value. The most important boundaries to know:

    The slider in the calculator switches exactly at these boundaries, so you can see at which meter a gun needs one more hit. How long the sightlines are on each map is covered in our guides to all Valorant maps.

    Head, body, legs: the hit zones

    Valorant has three hit zones. Depending on the weapon, the head multiplies body damage by 1.7 to 4, and legs take 85% of body damage on almost every gun. The exceptions are the Guardian at 75% and the Operator at 80%.

    WeaponHead multiplierHeadshot one-tap vs. Heavy Armor?
    Warden, Vandal4×Yes, at every range
    Phantom4×Yes up to 20 m, then no
    Guardian3×Yes, at every range
    Sheriff2.9×Yes up to 30 m, then no
    Bandit3.9× / 3.3×Yes up to 10 m, then no
    Bulldog3.3×No (115 damage)
    Marshal, Outlaw, Operator2× / 1.7× / 1.7×Yes, at every range
    Ghost3.5×No (105 or 87 damage)

    The “1 head + body” column in the calculator reflects a typical real-round situation: your first shot lands on the head, then your aim wobbles and you hit the body. With the Vandal, the headshot alone is enough against Heavy Armor; with the Bulldog you still need one body shot after it. Combos like these show better than any table why crosshair placement at head height matters so much. Our crosshair guide explains how to set yours up for it.

    Pistol round: which sidearm is worth it?

    In the first round, every team only has 800 credits. This is where damage decides your buy. The Ghost for 500 credits deals 105 head damage up to 30 m, so it kills an unarmored enemy with one headshot. With Light Armor that’s no longer enough: 105 is below 125, so you need a second hit. The Sheriff for 800 credits even one-taps Heavy Armor up to 30 m with 159 head damage, but leaves no money for armor or abilities.

    The Bandit from patch 12.00 sits in between at 600 credits. It deals 152 head damage up to 10 m, then 128, and 112 from 30 m. Against Light Armor, one headshot kills up to 30 m; against Heavy Armor only up to 10 m. The Frenzy for 450 credits relies on its fire rate of 10 rounds per second instead: at 26 body damage it needs four hits on an unarmored enemy, landing within 300 milliseconds. The Classic is free and deals the same 78/26/22 as the Frenzy at close range, but fires slower at 6.75 rounds per second. Set the comparison list in the calculator to “Sidearms” to see all six side by side.

    SMGs and machine guns: lots of fire rate, little damage per hit

    The Spectre and Stinger live off their fire rate. The Stinger fires 16 times per second and deals 27 body damage up to 15 m: without armor it needs four hits, landing in just under 190 milliseconds – faster than any rifle to the body. Against Heavy Armor that becomes six hits. The Spectre deals 26 body damage up to 15 m at 13.33 rounds per second, but loses a lot of punch in two steps. At 30 m and beyond it’s down to 20 damage per body shot, which means eight hits against Heavy Armor.

    The Ares and Odin are the heavy machine guns. The Ares for 1,600 credits deals 30 body damage up to 30 m at 13 rounds per second, the Odin for 3,200 credits deals 38 body damage at an initial 12 rounds per second. With 100 rounds in the magazine, the Odin is built mainly for sustained fire through walls. Both have high wall penetration.

    Wall penetration: which guns shoot through walls best?

    Besides damage, penetration matters too, and Valorant uses three levels. According to the Valorant API, the Sheriff, Guardian, Outlaw, Operator, Ares and Odin have high penetration. The Ghost, Bandit, Bulldog, Phantom, Vandal, Warden and Marshal are medium. The Classic, Shorty, Frenzy, Stinger, Spectre, Bucky and Judge have low penetration. Every bullet loses damage when it passes through cover – how much depends on the material and the thickness of the wall. That’s why the values in the calculator always apply to clean hits without obstacles.

    How the calculator works out time to kill

    Time to kill, or TTK, is the time between the first and the last required shot. The first shot fires at zero milliseconds, and each following shot comes after one fire-rate interval. If a gun needs three hits and fires 6.5 rounds per second, the kill takes two intervals: 2 divided by 6.5 is roughly 308 milliseconds. A one-tap therefore has a TTK of zero.

    It’s important to know what this number leaves out: recoil, spread, reaction time and the fact that not every shot lands in a real duel. It’s a theoretical best case. For the Odin, the calculator uses the starting fire rate of 12 rounds per second, which ramps up to 15.6 during sustained fire. For the Classic and Bulldog we use the normal left-click fire mode, not the right-click burst mode. That keeps the numbers comparable, so you can pit guns against each other fairly.

    Shotguns: reading the Shorty, Bucky and Judge correctly

    Shotguns work differently from every other gun. Each shot is made up of several pellets: the Shorty and Bucky fire 15 each, the Judge 12. The damage in the table applies per pellet. The calculator shows how many shots you need if every pellet hits – that’s the theoretical maximum. In practice, pellets spread, especially at range, and only some of them land.

    An example: up to 8 meters, the Bucky deals 17 body damage per pellet. If all 15 hit, that’s 255 damage – a guaranteed kill even through Heavy Armor. From 12 meters it’s only 9 per pellet. The Bucky was nerfed in patch 12.09, when its close-range pellet damage dropped from 40/20/17 to 34/17/14. A note on accuracy: for shotgun leg hits, per-pellet rounding can shift the result slightly. We use the rounded-down wiki values.

    What the numbers mean for your economy

    The calculator doesn’t just help you aim – it helps you buy. A few examples that follow directly from the numbers:

    Plan your buys in the loadout builder. And if you want to know whether your PC delivers enough FPS for precise shots, our PC check has you covered.

    FAQ: Valorant damage calculator

    How much damage does the Vandal do?

    The Vandal deals 160 head damage, 40 body damage and 34 leg damage at every range. One headshot always kills, even through Heavy Armor. To the body it needs three hits without armor and four with armor.

    How much damage does the Warden do?

    The Warden from patch 13.06 deals 200 head, 50 body and 42 leg damage at every range. Against Heavy Armor it needs one headshot or three body shots.

    Is the Phantom or the Vandal better?

    At close range, the Phantom kills faster to the body thanks to 11 rounds per second. Beyond 20 m it loses damage and can no longer one-tap Heavy Armor – that’s where the Vandal has the edge.

    How does armor work in Valorant?

    Light Armor (25) and Heavy Armor (50) absorb 66% of every hit until their points are used up. That’s why the enemy needs 125 or 150 damage for a kill. The Regen Shield fully absorbs 25 points and recharges from a 50-point pool.

    How much HP do you have in Valorant?

    Every agent starts with 100 health. Light Armor or a Regen Shield adds 25, Heavy Armor adds 50. According to the official wiki, effective health maxes out at 150.

    Which guns kill with one headshot?

    Against Heavy Armor, the Vandal, Warden, Guardian, Marshal, Outlaw and Operator do it at every range, the Phantom up to 20 m, the Sheriff up to 30 m and the Bandit up to 10 m. Without armor, the Bulldog and the Ghost (up to 30 m) also one-tap.

    Do skins deal more damage?

    No. Skins are purely cosmetic and don’t change damage, fire rate or recoil.

    What does TTK mean?

    TTK stands for time to kill: the time from the first to the last required shot at full fire rate. Recoil, misses and reaction time aren’t included.

    How accurate are the calculator’s values?

    The damage values come from the official partner wiki and the Valorant API and apply to patch 13.06. Decimals are rounded down as on the wiki. For shotguns, we assume every pellet hits.

    Which gun has the highest fire rate?

    The Stinger fires fastest at 16 rounds per second, followed by the Spectre (13.33) and the Ares (13). The Odin starts at 12 rounds per second and ramps up to 15.6 during sustained fire.