- 3,000 credits a round win
- Loss bonus 1,900 to 2,900
- 9,000-credit cap
- Full buy: 3,900
Credits decide what you hold when the barriers drop, and plenty of ranked rounds are decided in the buy phase before anyone fires a shot. This guide covers the VALORANT economy as it stands on 31 October 2026 (V26 // Act VI, patch 13.09): exactly how many credits each win, loss, kill and plant pays, what every gun and shield costs β including 2026's two new weapons, the Bandit and the Warden β the four kinds of buy, how to play the pistol round and the round after it, and the loss-bonus arithmetic that tells you when to save and when to force.
- The 3,900 line matters most: Vandal, Phantom or Warden (2,900) plus Heavy Armor (1,000) is the standard full buy.
- Losing pays more the longer it lasts β 1,900, 2,400, then 2,900 β and a win resets the streak.
- Hiding has a price: survive a lost round without planting (or after the Spike goes off) and you get only 1,000.
- Two new guns in 2026: the Bandit sidearm at 600 (patch 12.00) and the Warden rifle at 2,900 (patch 13.06).
- Buy together. A split buy β two rifles, three pistols β wastes the round and leaves nobody able to help in the next one.
How you earn credits in VALORANT
Every credit comes from a handful of sources, and apart from the plant bonus they pay the same on attack and defence. The table is the whole income system β nothing else in a standard Competitive or Unrated match gives you money.
| Event | Credits | Who gets them |
|---|---|---|
| Start of each half | 800 | Every player β rounds 1 and 13 are the two pistol rounds |
| Round win | 3,000 | Every player on the winning team, alive or dead |
| Round loss (1st in a row) | 1,900 | Every player on the losing team |
| Round loss (2nd in a row) | 2,400 | Every player on the losing team |
| Round loss (3rd and later) | 2,900 | Every player on the losing team |
| Kill | 200 | The player who got it |
| Spike plant | 300 | Every attacker, whether the round is won or lost |
| Survived a lost round | 1,000 | Attackers alive at the end without a plant; defenders alive after the detonation β instead of the loss bonus |
| Overtime round | 5,000 | Every player, every overtime round β the economy stops carrying over |
Your wallet is capped at 9,000 credits; anything you would earn above it is lost, so a player sitting near the cap should be the one buying for teammates. The halves are 12 rounds each in a first-to-13 match, which is why round 13 is the second pistol round. In Competitive, 12β12 sends the match to win-by-two overtime, and from then on everyone simply gets 5,000 each round.
What every gun and shield costs in 2026
These are the buy-menu costs in credits on patch 13.09, read from the game's own shop data. The year brought two new guns β the Bandit and the Warden β and a round of shotgun changes in patch 12.09 that made all three less accurate on the move.
| Class | Weapon | Credits | Note |
|---|---|---|---|
| Sidearm | Classic | Free | free every round |
| Sidearm | Shorty | 300 | two-shell shotgun pistol |
| Sidearm | Frenzy | 450 | automatic |
| Sidearm | Ghost | 500 | silenced |
| Sidearm | Bandit | 600 | new in patch 12.00 β between Ghost and Sheriff |
| Sidearm | Sheriff | 800 | revolver |
| SMG | Stinger | 1,100 | |
| SMG | Spectre | 1,600 | |
| Shotgun | Bucky | 850 | damage and spread changed in patch 12.09 |
| Shotgun | Judge | 1,850 | automatic shotgun |
| Rifle | Bulldog | 2,050 | |
| Rifle | Guardian | 2,250 | semi-automatic |
| Rifle | Phantom | 2,900 | |
| Rifle | Vandal | 2,900 | |
| Rifle | Warden | 2,900 | new in patch 13.06 β 2x scope |
| Sniper | Marshal | 950 | |
| Sniper | Outlaw | 2,400 | double-shot sniper |
| Sniper | Operator | 4,700 | |
| Heavy | Ares | 1,600 | |
| Heavy | Odin | 3,200 |
| Shield | Credits | What it does |
|---|---|---|
| Light Armor | 400 | Absorbs 66% of damage until it has soaked 25 |
| Regen Shield | 650 | Absorbs all damage it takes and refills from a 50-point pool |
| Heavy Armor | 1,000 | Absorbs 66% of damage until it has soaked 50 |
Abilities cost credits too, and the price is set per agent and per ability, so budget a few hundred for utility on top of your gun and shield. Melee is always free.
Full buy, half buy, force buy and eco
Teams name their buys so five people spend the same way without a long conversation. The numbers below are what each buy costs one player on patch 13.09.
Full buy β 3,900 and up
A Vandal, Phantom or Warden (2,900) with Heavy Armor (1,000), plus your abilities. The Operator (4,700) with Heavy Armor is 5,700. This is the buy you are saving towards in every other round.
Half buy β around 2,000
A Spectre (1,600) or a Bulldog (2,050) with Light Armor (400). Strong at close range, and it leaves enough in the bank to rifle up next round if you lose.
Force buy β everything now
Spend whatever you have because this round matters more than the next one: the round after a pistol loss, a must-win match point, or an opponent on a weak buy you can punish.
Eco β save the round
A Classic, a Sheriff (800) or the Bandit (600) and maybe Light Armor, so the whole team can afford a full buy together next round. Play for picks, not for the site.
The rule of thumb most teams use: if the team can't reach the 3,900 line next round no matter what happens, buy now; if saving this round puts all five players above it next round, save.
The pistol round and the round after
You start each half with 800, which buys one of these and nothing else:
- Light Armor (400) with the Classic and 400 left for abilities β the steadiest choice.
- A Ghost (500) with 300 for abilities β better at range, no armor.
- The Bandit (600) with 200 left β 2026's precision sidearm, built for headshots.
- A Sheriff (800) on its own β high risk, high reward.
- A Shorty (300) with Light Armor (400) β 700 in total, for holding a tight corner.
Round two is where economies split. The team that won the pistol round gets 3,000 each plus kill money on top of what they didn't spend, and usually upgrades to an SMG or shotgun with armor. The team that lost has 1,900 plus any kills and change β not enough for a rifle with Heavy Armor β so it either saves or forces with a cheap gun and Light Armor. A Bandit with Light Armor is 1,000, which makes the new sidearm a natural second-round force.
The loss bonus, saving and the 1,000-credit rule
The loss bonus is VALORANT's comeback mechanic: each loss in a row pays more than the last. The steps are 1,900, 2,400 and then 2,900 for every further loss, and one round win resets the streak. Here is the most common sequence in ranked, step by step:
- Lose the pistol round with nothing left.
You spent all 800. The loss pays 1,900, so you start round two with 1,900.
- Save round two.
Buy nothing, play for a pick. You lose, the second loss in a row pays 2,400, and you now hold 4,300.
- Full buy in round three.
A 2,900 rifle and Heavy Armor cost 3,900, which leaves 400 for abilities. Any kill from round two adds 200 more.
The exception catches a lot of players out. Riot pays only 1,000 instead of the loss bonus to an attacker who is still alive when the round ends without a plant, and to a defender who is alive after the Spike detonates. Hiding to keep a 2,900 rifle is still worth it β the gun is worth more than the difference β but hiding with a Classic costs you up to 1,900 credits for nothing. If you have nothing worth saving, trade yourself for information or damage instead.
Buy as a team, not as a player
The most expensive mistake in solo queue is the split buy: two players on rifles, three on pistols, and nobody with enough to help next round. A few habits fix most of it:
- Check the team's credits in the buy menu before you spend β everyone's balance is listed there.
- Drop a gun for a teammate when you are rich and they are short; a player near the 9,000 cap is wasting money that a teammate could use.
- Pick up guns from the floor. A rifle left by a dead enemy is a free full buy for the next round if you survive with it.
- Say the plan out loud. "Save, full buy next round" in the first seconds of the buy phase stops the one player who forces alone.
- Plant when you can. A plant is 300 credits for every attacker even if you lose the round β 1,500 for the team.
Overtime is the one time the economy stops mattering: from 12β12 in Competitive, every player gets 5,000 each round, so buy the best gun and shield you can every time.
The Bandit and the Warden: 2026's new guns
Bandit β 600 credits
Added in patch 12.00 on 6 January 2026. A precision sidearm that Riot placed between the Ghost (500) and the Sheriff (800): 8 rounds a magazine with 24 in reserve, a 1.5-second reload and medium wall penetration, built around one-tap headshots. Patch 13.00 tightened its recovery and recoil.
Warden β 2,900 credits
Added in patch 13.06 on 22 September 2026. A rifle with a 2x scope at the same price as the Vandal and Phantom: 18 rounds a magazine, 50 body damage at every range, 200 to the head and a fire rate of 6.5. Patch 13.09 smoothed the recoil of its first few bullets.
Neither gun changed the maths. The Bandit gives eco and pistol rounds a third precision option, and the Warden sits on the same 2,900-credit line as the other two rifles, so a full buy is still 3,900 credits whichever rifle you pick.
How we can help
Economy calls are a team skill, and they are much easier to learn with someone who makes them every game.
- Learn the calls: 1-on-1 coaching with an Immortal+ coach β buy rounds, saves and your own replays.
- Play with someone who calls them: a Pro Teammate queues with you on your own account β no login shared.
- Win back a bad week: ranked net wins at your current rank.
- Riot Games β patch 12.00 (Bandit) Β· 13.00 (Bandit tuning) Β· 12.09 (shotguns) Β· 13.06 (Warden) Β· 13.09 (Warden recoil) Β· 1.11 (1,000 credits for surviving a lost round) Β· the arsenal
- Shop prices β valorant-api.com, a community mirror of the game's data: weapons and shields
- Round income β Mobalytics economy guide Β· The Spike economy guide Β· Gfinity on Riot's overtime format Β· The Spike β Warden stats
- Checked 31 October 2026.
All free tools: calculators, percentiles & season countdowns β
Common questions
How many credits do you get for winning a round in VALORANT?
How does the loss bonus work in VALORANT?
What is the most credits you can have in VALORANT?
How much do the Bandit and the Warden cost?
Ready to climb?
1-on-1 Coaching
An Immortal+ coach on your buy rounds, saves and replays β one to ten hours.
Pro Teammate (Duo)
A verified pro queues with you on your own account and calls the buys β no login shared.
Ranked Net Wins
Three to twenty wins over losses at your current rank.
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