- Both cost 2,900
- Vandal 160 head at any range
- Phantom 140 past 20 m
- Phantom: 11 shots/s, 30 rounds
2,900 credits each. Twenty metres apart.
Inside 20 metres both rifles kill with one headshot through full heavy shields. Past it, only the Vandal still does. The Phantom pays that back with speed, a bigger magazine and no tracers.
Vandal
"This accurate powerhouse is ferocious in small bursts."
- Fire rate
- 9.75/s
- Magazine
- 25
- Head, close
- 160
- Head, 20 m+
- 160
- 1st bullet
- 0.25
- Silenced
- No
Phantom
"A balanced weapon built for stable, extended shots."
- Fire rate
- 11/s
- Magazine
- 30
- Head, close
- 156
- Head, 20 m+
- 140
- 1st bullet
- 0.2
- Silenced
- Yes
Damage, fire rate, magazine and first-bullet spread: the game's weapon data via valorant-api.com, read 8 November 2026; the 20 m break matches Riot's 9.10 notes. Quotes: Riot's Arsenal page. The one-tap line is our arithmetic for 100 health plus a full heavy shield.
Every VALORANT player has had the argument. The Vandal and the Phantom cost the same 2,900 credits, sit next to each other in the buy menu and look like a matter of taste. They aren't: the game's data gives them different damage at range, different fire rates, different magazines, different first-bullet accuracy and different recoil rules, and Riot has tuned both more than once. This guide lays the numbers side by side — straight from the game files, checked against Riot's patch notes — works out what they mean for one-taps and time to kill, and finishes with a weapon matrix for every gun worth buying on a full or partial buy. Checked 8 November 2026, patch 13.09. Prices and the economy around them are in the economy guide.
- Same price, same body damage up close: 40 vs 39 — four body shots kill with either inside 20 m.
- The 20-metre break: Riot's patch 9.10 (19 November 2024) set the Phantom to 39 (0–20 m), 35 (20 m+) body damage.
- One-tap rule: Vandal always; Phantom inside 20 m against heavy shields, anywhere against light or regen.
- Speed vs precision: 11 vs 9.75 rounds a second; first-bullet spread 0.2 vs 0.25 (smaller is tighter).
- Recoil after 11.08: 8 protected bullets for the Phantom, 6 for the Vandal.
- Tracers: the Phantom is silenced in the game data; the Vandal isn't, so it gives your position away through smokes.
The two rifles, number by number
Here is every stat the game's weapon data gives both rifles, as a head-to-head. The longer bar wins each row; for spread, smaller is better, so the bar shows the tighter weapon as longer.
Game data via valorant-api.com (read 8 November 2026); protected bullets from Riot's 11.08 notes. Both rifles share price (2,900), equip time (1.0 s), reload (2.5 s), wall penetration (medium) and run speed (×0.8).
The pattern is clean. The Phantom wins every row about volume — rate, magazine, protected bullets, first-bullet spread — and the Vandal wins every row about range. Close up they're nearly identical per bullet (156 vs 160 to the head), which is why the Phantom's extra speed decides most close fights.
Damage at range: the Phantom's 20-metre break
The Vandal has no damage fall-off at all: 160, 40 and 34 from point-blank to the end of the longest lane. The Phantom has two bands. Before patch 9.10 it had three — body damage of 39 (0–15 m), 35 (15–30 m), 31 (30 m+) — and Riot simplified it on 19 November 2024 to 39 (0–20 m), 35 (20 m+), moving the first break from 15 to 20 metres and removing the long-range penalty. Some older guides still quote the 15-metre break; the game data and Riot's notes both say 20.
How far is 20 metres? Riot doesn't put distances on its maps, so the honest answer is: use the Range. Many site entries and close holds fall inside it, while the long lanes on maps like Abyss or Haven often don't — our map guides, from the map pool guide down, cover where the long angles are.
One-taps and shields
A one-tap needs a headshot big enough to get through both the shield and 100 health. The game's gear data says light and heavy shields absorb 66% of each hit until they've taken 25 or 50 damage; the regen shield absorbs everything up to its 25. Apply that and you get this grid — our arithmetic, hit by hit:
The useful reading: against a full buy with heavy shields, the Phantom needs you inside 20 metres for the one-tap; on a round where enemies bought light shields or the regen shield, it one-taps at any range. The Sheriff is the surprise on the list — 159.5 to the head inside 30 metres is a one-tap through heavy shields.
Time to kill
When nobody lands a headshot, fire rate and body damage decide the duel. Time to kill is the gap between the first and the last bullet needed, so a four-bullet kill takes three intervals. Against 100 health and a full heavy shield:
(Body shots − 1) ÷ fire rate — our arithmetic, assuming every bullet hits, no first-shot delay and no recoil. Real fights are slower.
Inside 20 metres the Phantom kills with body shots about 35 ms faster than the Vandal. Past 20 metres the fifth bullet it needs makes it about 56 ms slower. That's the whole argument in two numbers.
Recoil, protected bullets and spraying
Riot reworked how both rifles' sprays drift sideways in patch 11.08 (14 October 2025): the time between horizontal switches rose from 0.37 to 0.6 seconds and the chance of a switch from 6% to 10%, while the "protected" bullets at the start of a spray — the ones that can't switch direction — went up to 6 for the Vandal and 8 for the Phantom.
Bursts of a few
ProSettings.net's comparison recommends bursts of 4–5 with the Vandal. That fits the data: 6 protected bullets, then a slower fire rate to correct with.
Longer sprays work
8 protected bullets at 11 a second and a 30-round magazine — Riot's arsenal line, "built for stable, extended shots," is accurate.
Aim down sights for range
ADS tightens the first bullet (0.1575 and 0.11) but slows fire to 8.775 and 9.9 rounds a second. Use it for long taps, not for close sprays.
The spray technique itself — pull down through the protected bullets, then correct or stop — is in the aim guide.
Silencer and tracers
The game data marks the Phantom as silenced. ProSettings.net's comparison (2 September 2025) spells out what that means in a fight: the Phantom shows no visible tracers, so "you can spray a full magazine through a smoke, and the enemy won't know where you are," while the Vandal gives your position away when it fires. That makes the Phantom the better gun for spamming through smokes, holding a site you've smoked off, and fighting when you'd rather not be seen.
Which one should you buy?
BoostPirate's advice, built on the numbers above: decide by the fight you expect, not by habit.
Vandal when…
- you hold or challenge a long lane past 20 metres;
- the enemy is on a full buy with heavy shields;
- you're the Operator-less player taking the first long duel;
- your first bullet is reliable and you play taps and short bursts.
Phantom when…
- your position is a close corner or a site entry;
- you'll spray through smokes or fight two at once;
- the enemy is on light or regen shields;
- your aim is better at tracking than at single taps.
ProSettings.net's comparison notes a general pro lean toward the Phantom for multi-opponent fights, adding that "A lot of pros still use Vandals in pro play" — there's no single right answer at the top level either. Picking up an enemy's rifle after a kill changes nothing about this list: use the one the next fight needs.
The weapon matrix
Every gun you'd seriously buy on a full or half buy, in one table. Damage is close range; bodies are body shots to kill through heavy shields; one-tap is against heavy shields, close and far.
Game data via valorant-api.com (read 8 November 2026); Warden from Riot's 13.06 notes (22 September 2026, 18-round magazine, 2x scope; recoil eased in 13.09). Bodies and one-taps: our arithmetic against 100 health and a full heavy shield. The Bandit (patch 12.00, 600 credits) is missing because Riot's notes don't list its damage. Prices are in-game credits; current gun prices are in the economy guide.
When the answer is neither
Warden
Added in patch 13.06: 200 to the head and 50 to the body at every range, a 2x scope and 6.5 rounds a second. Three body shots kill through heavy shields — a patient player's rifle.
Guardian
195 to the head, the tightest first bullet in this guide (0.1) and high penetration. Riot's line: "Shines in the hands of a patient shooter."
Spectre
The half-buy gun: 13.3 rounds a second and the forgiveness SMGs kept in 9.10. Best inside 15 metres, where it does 26 a body shot.
Common rifle mistakes
- Choose the rifle for the next fight's range, every round.
- Tap the Vandal at range; let the Phantom spray up close.
- Spray the Phantom through your own smokes — it hides your tracers.
- Check the enemy's shields: light shields make every Phantom headshot a kill.
- Hold a 40-metre lane with a Phantom against a full buy and expect one-taps.
- Spray a whole Vandal magazine at long range.
- Trust guides that still quote a 15-metre break or three damage bands.
- Swap to a dropped rifle you don't practise with in a clutch.
Not sure your rifle choice fits your role? An Immortal+ coach in a 1-on-1 session (from $22.00 an hour) can check your buys and duels on your own replays.
Read next: aim · movement · economy · ult orbs and economy
- Riot Games — patch 9.10 notes (19 November 2024, Phantom fall-off, movement error) · 11.08 (14 October 2025, rifle recoil) · 13.06 (22 September 2026, Warden) · 13.09 (27 October 2026, Warden recoil) · 12.00 (6 January 2026, Bandit) · Arsenal
- Game data — the game files as mirrored by valorant-api.com: Vandal, Phantom, all weapons, shields; read 8 November 2026.
- ProSettings.net — "Phantom vs Vandal" (2 September 2025): tracers, burst advice, pro preferences.
- One-taps, hits to kill and time to kill are our arithmetic. The buying advice and do/don't lists are BoostPirate's. Checked 8 November 2026.
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Common questions
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