- Vandal: 160 to the head
- 1 head = 4 body shots
- Fights decided by 20–50 ms
- Deathmatch: first to 40
One head is worth four bodies.
The Vandal does the same damage at every range in the game's own data. Against 100 health and full heavy shields, that turns into one shot, four shots or five shots, depending only on where your crosshair is.
Damage: the game's weapon data via valorant-api.com, read 8 November 2026. Shots to kill: our arithmetic for 100 health plus a heavy shield that absorbs 66% of each hit until it has taken 50. Silhouette and zones are an illustration.
Most players who say their aim is bad don't have slow hands — they have a crosshair in the wrong place. VALORANT punishes that harder than most shooters: its rifles do four times body damage to the head, the first bullet is far more accurate than the tenth, and moving while you shoot is a real penalty. This guide puts numbers on all of that from the game's own weapon data and Riot's patch notes, then turns them into habits: where your crosshair should sit, when to tap, burst or spray, which kind of adjustment to train, and a daily routine that fits before your first ranked game. Checked 8 November 2026, patch 13.09. Your crosshair and sensitivity come first; this guide is about what you do with them.
- Head height first. A well-placed crosshair beats fast hands, because it removes the flick.
- Rifles reward the head 4×: 160 vs 40 for the Vandal, 156 vs 39 for the Phantom up close.
- The first bullet is the accurate one. In the game data the Vandal's first-shot spread is 0.25, and 0.1575 when you aim down sights.
- Short bursts hold up: patch 11.08 protected the first 6 Vandal bullets and 8 Phantom bullets from sideways recoil switches.
- Duels are won by 20–50 ms in Riot's own tests — a placement that saves one flick is worth more than any trainer score.
- Practise with a goal: Deathmatch (first to 40, 9 minutes) is for one habit at a time, not for the scoreboard.
Why the head is everything: the damage maths
Every bullet in VALORANT hits one of three zones, and each weapon has its own damage per zone — sometimes per range band as well. Every player has 100 health, plus up to 50 from a heavy shield. A shield doesn't add health in a simple way: according to the game's gear text, light and heavy shields absorb 66% of each hit until they've soaked 25 or 50 damage, while the regen shield absorbs all of it up to its limit. Run those rules hit by hit and you get the number that matters in a duel: how many hits it takes.
Damage per hit: the game's weapon data via valorant-api.com (read 8 November 2026). Hits to kill against 100 health and a full heavy shield: our arithmetic with the gear rules above. The Phantom's 20-metre break and the Sheriff's 30-metre break are the weapons' own range bands.
Read it as a coach would. With a Vandal, one headshot does the work of four body shots — and that holds at any distance, because its damage has no fall-off. Even the 800-credit Sheriff kills with one headshot inside 30 metres. The free Classic needs two headshots or six body shots, which is why pistol rounds are won by players who aim high. Aiming at the head isn't a style; it's the most efficient way to spend bullets in this game.
Crosshair placement: head height and the edge of the angle
Crosshair placement is where your crosshair waits before an enemy appears. Good placement means the enemy walks into it; bad placement means you have to find them first. Four rules cover most of it — BoostPirate's coaching, not a Riot rule:
- Head height, always vertical
Keep the crosshair where a standing enemy's head will be. Head height changes on stairs, ramps and boxes, so adjust as the ground changes — looking up a ramp means raising it, standing on a box means lowering it.
- On the edge, not in the middle horizontal
Rest the crosshair on the first pixel an enemy will appear from — the edge of the doorway or the box — rather than the middle of the open space behind it.
- One angle at a time order
When you clear a space, slice it angle by angle from the closest to the furthest. Each step should show you one new spot, so you only ever have to check one place.
- Pre-aim the common spots knowledge
Learn where defenders and attackers stand on each map in the pool and move your crosshair there before you swing. Our map guides list the common spots, starting with the map pool guide.
The test is simple: when an enemy appears, how far does your crosshair have to travel? If the answer is "a few pixels" most of the time, your placement is good and the rest of this guide is fine-tuning. If you're regularly flicking across the screen, no amount of aim training will fix it as fast as moving your crosshair before the fight.
First-shot accuracy: tap, burst or spray
Every weapon has a spread value for its first bullet — how far from the centre of the crosshair it can land. In the game data, smaller is better, and aiming down sights (right-click on the rifles) tightens it:
hip fire aiming down sights · first-bullet spread, smaller is more accurate · the Guardian's scope has no separate value in the data
Three habits follow from this. Tap at long range: one bullet, let the spread reset, another. The Vandal is built for it — Riot's own arsenal page calls it "This accurate powerhouse is ferocious in small bursts." Burst at medium range: two to four bullets, then stop. Spray up close, when the target fills enough of the screen that the extra spread doesn't matter. Aiming down sights also slows your fire rate — the Vandal drops from 9.75 to 8.775 rounds a second — so use it for long, deliberate shots rather than close fights.
Spray control after patch 11.08
A spray climbs, then starts swinging left and right. Riot changed how the rifles' sideways ("yaw") recoil behaves in patch 11.08 on 14 October 2025: the time between horizontal switches went from 0.37 to 0.6 seconds, the chance of a switch from 6% to 10%, and the number of protected bullets — the opening bullets that can't switch direction — rose from 4 to 6 on the Vandal and from 6 to 8 on the Phantom.
Vandal
The first 6 bullets climb without switching sideways. Pull down smoothly through them; after that, expect the sway and either correct or stop.
Phantom
8 predictable bullets at 11 a second — the steadier long spray, which is why the arsenal calls it "built for stable, extended shots."
Stop and reset
When a burst misses, let go of the trigger for a moment before the next one. A fresh burst starts from the accurate first bullet again.
In practice: pull down through the protected bullets, then decide. If the target is still alive and close, keep spraying and track the sway. If it's far away, stop and tap again. The full rifle comparison — including the one-taps each one gets — is in our Vandal vs Phantom guide.
Flicks, micro-adjustments and tracking
"Aim" is really three different motor skills. They feel different and you train them differently (BoostPirate's breakdown):
Flick
A fast, large movement to a target that appeared far from your crosshair. Spectacular, and a sign the placement was wrong. Train it, but don't rely on it.
Train: Shooting Test, bots at random spotsMicro-adjustment
A small correction of a few pixels when the enemy appears close to your crosshair. This is most kills in a well-played game, and it's what good placement buys you.
Train: Deathmatch with head-height disciplineTracking
Keeping the crosshair on a moving target — a Jett dash, a Neon slide, or a strafing player in a spray fight. Matters most with fast-firing guns.
Train: strafing bots, close-range spraysThe order matters. Fix placement until micro-adjustments are your normal kill, then add tracking for the spray fights, and treat flicks as the backup for the moments placement can't cover — a player jumping off a box, or someone you didn't expect.
The milliseconds that decide a duel
Riot's engineers wrote about duel timing while building the game. In their 2020 technology blog on VALORANT's netcode, they found that the difference between winning and losing a gunfight often came down to 20–50 ms, that skilled players could notice changes of about 10 ms, and that human reaction times often sit around 300 ms. They built 128-tick servers and their own network to cut the peeker's advantage; with those in place, a player at 144 FPS faced a total peeker's advantage of about 71 ms in their model.
- 20–50 mswhat usually separated winning and losing a duel in Riot's tests
- ~300 msa typical human reaction time, per the same blog
- ~71 mstotal peeker's advantage at 144 FPS in Riot's model
- 128server ticks a second
Two lessons fall out of that. First, a flick that takes a fraction of a second longer than a micro-adjustment really does lose fights: placement is time. Second, frame rate matters — the best settings guide covers getting a stable, high FPS. Peeking itself, and when the peeker wins, is in the movement guide.
A 20-minute daily aim routine
Short and daily beats long and weekly. This is BoostPirate's routine, built on the tools the game gives you: the Range (open range with unlimited credits, the Shooting Test and Spike drills, as Red Bull's Range guide describes it), free-for-all Deathmatch and Team Deathmatch.
- Range: first bullets
Stand still at long range and tap single heads with your main rifle. Count misses, not hits. Then two-bullet bursts at medium range.
- Range: Shooting Test
One or two runs for flicks and target switching. Keep your crosshair at head height between targets; the run is warm-up, not a score to chase.
- Deathmatch: one rule
Pick a single rule for the whole match: only the rifle you'll buy in ranked, only shots after a full stop, or never let your crosshair drop below head height.
- Team Deathmatch or a cool-down
TDM adds abilities and teammates — closer to a real game. Or finish with five minutes of slow taps to leave on a good rhythm.
Patch 13.06 (22 September 2026) let players warm up in the Range while queuing for modes with Agent Select; Riot's 13.08 notes said the feature was paused while a queue bug was fixed, so check the latest patch notes before you count on it.
Getting the most out of Deathmatch and TDM
Riot's support page describes free-for-all Deathmatch as up to 14 players, won by the first to 40 kills or by the most kills after 9 minutes — with no abilities, infinite credits and a reload on every kill. That makes it the densest source of duels in the game. Team Deathmatch is 5v5, first to 100 kills over 9 min 30 s in 4 loadout stages, with abilities that recharge and a 1.5-second respawn; it launched in patch 7.0 on maps built for it — Piazza, District, Kasbah.
- One habit per match — head height, first bullets, stopping before you shoot.
- The weapon you actually buy in ranked, not the one that tops the scoreboard.
- Holding angles as well as running: half your ranked duels start from a hold.
- Chasing kills by running and spraying — you'll train the habits ranked punishes.
- Judging a day by the scoreboard; judge it by the rule you set.
- Playing tired. Three focused matches beat ten on autopilot.
Measuring progress
Aim improves slowly, so measure the right things over weeks. Three are worth watching:
- Where your shots land. The combat report after each round shows the damage you dealt; if most of it is in body-shot amounts (40s and 39s), your crosshair is sitting too low.
- How your deaths start. In a replay, pause on the frame the enemy appears and look at where your crosshair was. Ten deaths tell you more than ten hours of training.
- Your Performance Score trend. Since patch 13.06 it rates damage, kills, trades and more from 0 to 500 — not an aim stat on its own, but a rising trend means your fights are going better.
Common aim mistakes
- Walk through every map with your crosshair at head height on the next edge.
- Stop before you shoot — the counter-strafe is part of aim.
- Tap at range, burst at medium range, spray up close.
- Keep one sensitivity and one crosshair for weeks.
- Walk around looking at the floor and flick up when someone appears.
- Hold the trigger through a whole magazine at long range.
- Crouch-spray in the open as a substitute for a good first bullet.
- Change settings after every bad game.
Want someone to watch your crosshair? A 1-on-1 coaching session (from $22.00 an hour) with an Immortal+ coach covers aim routine and crosshair placement on your own replays — you approve the session before the coach is paid.
Read next: movement · Vandal vs Phantom · the Duelist guide · how to rank up
- Riot Games — patch 11.08 notes (14 October 2025, rifle recoil) · 12.09 (12 May 2026, crouch accuracy) · 13.06 (22 September 2026, Range in Queue, Performance Score) · 13.08 (Range in Queue paused) · 13.09 (current patch, 27 October 2026) · Arsenal · "Peeking into VALORANT's Netcode" (technology blog, 2020) · Team Deathmatch 101 (2023) · FFA Deathmatch (support, 31 October 2024)
- Game data — weapon damage, fire rates and first-bullet spread from the game files as mirrored by valorant-api.com (Vandal, Phantom) and shield rules from its gear data, read 8 November 2026.
- Red Bull — the Range guide (20 January 2021).
- Hits to kill are our arithmetic. The placement rules, the skill breakdown, the routine and the do/don't lists are BoostPirate's advice. Checked 8 November 2026.
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