Lowest price The cheapest boosting of any established site we checked · 11 sites compared · found it lower? We match it See the comparison
BoostPirate logo BoostPirate
Become a booster
EN
VALORANT · Mechanics · Rifles

Vandal vs Phantom (2026): VALORANT Rifle Stats and Weapon Matrix

Vandal or Phantom? The two 2,900-credit rifles side by side in the game's own data: damage and the Phantom's 20-metre fall-off, one-taps against each shield, fire rate and time to kill, recoil after patch 11.08, tracers, and a weapon matrix for every gun worth buying.

Updated 2026-11-08 · 14 min read · by the BoostPirate crew
  • Both cost 2,900
  • Vandal 160 head at any range
  • Phantom 140 past 20 m
  • Phantom: 11 shots/s, 30 rounds
Rifles · same price, different gun

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 rifle icon

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
100120140160 150 · ONE-TAP THROUGH HEAVY SHIELDS 20 m VANDAL 160 PHANTOM 140 01020304050 m HEAD DAMAGE BY DISTANCE
Phantom rifle icon

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.

Short answer: buy the Vandal if you hold or take long angles and trust your first bullet: it does 160 to the head at every range, so it one-taps through full heavy shields anywhere. Buy the Phantom for close fights, sprays and smokes: it fires 11 rounds a second against 9.75, holds 30 bullets against 25, kills with four body shots in about 0.27 s inside 20 metres, and is silenced. Past 20 metres its headshot drops to 140 — enough against light shields, not against heavy.
Key takeaways
  • 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.

VandalStatPhantom
9.75 Fire rate (rounds/s) 11
8.775 Fire rate, aiming down sights 9.9
25 Magazine 30
160 Head damage, 0–20 m 156
160 Head damage, 20–50 m 140
40 Body damage, 0–20 m 39
40 Body damage, 20–50 m 35
0.25 First-bullet spread (hip) 0.2
0.1575 First-bullet spread (ADS) 0.11
6 Protected bullets (11.08) 8

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:

Weapon · rangeNo shieldLightRegenHeavy
Vandal 0–50 m · 160 head 1 tap1 tap1 tap1 tap
Phantom 0–20 m · 156 head 1 tap1 tap1 tap1 tap
Phantom 20–50 m · 140 head 1 tap1 tap1 tap2 heads
Warden 0–50 m · 200 head 1 tap1 tap1 tap1 tap
Guardian 0–50 m · 195 head 1 tap1 tap1 tap1 tap
Sheriff 0–30 m · 159.5 head 1 tap1 tap1 tap1 tap
Sheriff 30–50 m · 145 head 1 tap1 tap1 tap2 heads
Bulldog 0–50 m · 115.5 head 1 tap2 heads2 heads2 heads
Ghost 0–30 m · 105 head 1 tap2 heads2 heads2 heads
Ghost 30–50 m · 87.5 head 2 heads2 heads2 heads2 heads
One-tap chart for VALORANT: the headshot damage of the Vandal (160), the Phantom up to 20 metres (156) and beyond (140), the Warden (200), the Guardian (195), the Sheriff up to 30 metres (159.5) and beyond (145), the Bulldog (115.5) and the Ghost (105 and 87.5) against the damage needed for a one-shot kill: 100 with no shield, 125 with a light or regen shield and 150 with a heavy shield
The one-tap ladder. Head damage against the line each shield sets — 100, 125 and 150 — from the game's data, our arithmetic.Graphic: BoostPirate

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:

Vandal · any range4 body shots · 9.75/s 0.308 s
Phantom · 0–20 m4 body shots · 11/s 0.273 s
Phantom · 20–50 m5 body shots · 11/s 0.364 s
Odin · 0–30 m4 body shots · 12/s 0.250 s
Spectre · 0–15 m6 body shots · 13.333/s 0.375 s
Bulldog · any range5 body shots · 10/s 0.400 s

(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.

Vandal

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.

Phantom

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.

Both

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.

VALORANT map art of Pearl: an underwater city of tiled roofs, plazas and domed buildings lit in teal beneath a glass ceiling
Pearl. Long mid lanes reward the Vandal's flat damage; tight site corners suit the Phantom's rate of fire. Pearl isn't in the Act VI Competitive pool, but the same ranges show up on every map.Image: Riot Games

Which one should you buy?

BoostPirate's advice, built on the numbers above: decide by the fight you expect, not by habit.

Vandal rifle iconVandal 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 rifle iconPhantom 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.

WeaponCreditsRate · magHead / body / legBodiesOne-tapPen.
Vandal weapon iconVandalRifle 2,900 9.75/s · 25 160 / 40 / 34 4 Yes Medium
Phantom weapon iconPhantomRifle 2,900 11/s · 30 156 / 39 / 33.15to 20 m 4–5 Close only Medium
Warden weapon iconWardenRifle 2,900 6.5/s · 18 200 / 50 / 42 3 Yes Medium
Guardian weapon iconGuardianRifle 2,250 5.25/s · 12 195 / 65 / 48.75 3 Yes High
Bulldog weapon iconBulldogRifle 2,050 10/s · 24 115.5 / 35 / 29.75 5 No Medium
Spectre weapon iconSpectreSMG 1,600 13.333/s · 30 78 / 26 / 22.1to 15 m 6–8 No Low
Odin weapon iconOdinHeavy 3,200 12/s · 100 95 / 38 / 32.3to 30 m 4–5 No High
Ares weapon iconAresHeavy 1,600 13/s · 50 75 / 30 / 25.5to 30 m 5–6 No High
Operator weapon iconOperatorSniper 4,700 0.6/s · 5 255 / 150 / 120 1 Yes High
Marshal weapon iconMarshalSniper 950 1.5/s · 5 202 / 101 / 85.85 2 Yes Medium
Sheriff weapon iconSheriffSidearm 800 4/s · 6 159.5 / 55 / 46.75to 30 m 3 Close only High
Ghost weapon iconGhostSidearm 500 6.75/s · 13 105 / 30 / 25.5to 30 m 5–6 No Medium
Classic weapon iconClassicSidearm free 6.75/s · 12 78 / 26 / 22.1to 30 m 6–7 No Low

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

2,900

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.

2,250

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."

1,600

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

Do
  • 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.
Don't
  • 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

Sources
  • 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.
Free: VALORANT RR Calculator Your rank, RR, RR per win and loss and win rate in — the RR, net wins, games and days to your target rank, and the live booster quote.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

Is the Vandal or the Phantom better in VALORANT?
Neither is better everywhere. The Vandal does 160 to the head at every range, so it one-taps through heavy shields anywhere; the Phantom fires faster (11 rounds a second against 9.75), holds 30 bullets and hides its tracers, but its headshot drops to 140 past 20 metres. Long angles favour the Vandal, close fights and smokes the Phantom.
Does the Phantom one-tap in VALORANT?
Within 20 metres, yes: 156 to the head kills through full heavy shields. Past 20 metres the headshot is 140, which still kills a player with light or regen shields but leaves one with heavy shields on 10 health — our arithmetic from the game's damage data and armour rules.
How much damage does the Phantom do?
156 to the head, 39 to the body and 33.15 to the legs up to 20 metres, then 140, 35 and 29.75 beyond that. Riot moved the fall-off point from 15 to 20 metres and removed the third range in patch 9.10 (November 2024).
Which rifle kills faster with body shots?
The Phantom up close: four body shots kill a 150-health target within 20 metres, and at 11 rounds a second that takes about 0.27 seconds, against about 0.31 seconds for the Vandal's four. Past 20 metres the Phantom needs five body shots, about 0.36 seconds.
Does the Phantom show tracers?
The Phantom is silenced in the game's data, and ProSettings.net's 2025 comparison notes it has no visible tracers, so you can spray through a smoke without showing where you are. The Vandal is unsilenced and gives away its position when it fires.

Ready to climb?

More VALORANT guides

VALORANT Ranks Explained (2026): Every Rank from Iron to RadiantEvery VALORANT rank from Iron 1 to Radiant: how the 25 divisions work, how RR moves you between them, what changes at Immortal and Radiant, Act Rank and ranked rewards, and where most players sit. VALORANT RR and MMR Explained (2026): How Rank Rating Really MovesWhat Rank Rating and hidden MMR are, every RR rule from promotion to Rank Shields, what decides how much a win or a loss is worth, the 2026 changes, and how to read your own gains. VALORANT Placement Matches Guide (2026): How Many Games and Where You LandWhen VALORANT asks for five placement matches and when one is enough, how the game decides where you land, the Ascendant 3 cap, what happens to Immortal and Radiant, and how to prepare. VALORANT Act Rank Reset Explained (2026): What Resets and WhenHow VALORANT's six Acts a year reset your rank: the full resets at Act I and Act IV, the one-game placements in between, Act Rank and the ranked gun buddy, the V26 calendar and how to plan around it. VALORANT Immortal and Radiant Guide (2026): RR Thresholds and the Top 500How the top of the VALORANT ladder works in 2026: RR from Immortal 1 upward, every region's Immortal 2, Immortal 3 and Radiant thresholds, the top-500 rule, demotion, queue rules and a plan to climb. How to Rank Up in VALORANT (2026): RR, Rank Shields and a Climb PlanHow RR and hidden MMR move from Iron to Ascendant, Rank Shields and demotion, the games a rank really takes at your win rate, and a solo-queue climb plan: account checks, agent pool, round habits and when to stop. VALORANT Party Rank Restrictions (2026): Who Can Queue TogetherWhich ranks can queue Competitive together in 2026: the rank limits for duos and trios, why four-stacks are banned, the Immortal rule, the RR cut for mixed five-stacks and what happens if a party member cheats. Best VALORANT Agents for Solo Queue (2026): Eight Picks That Carry AloneEight agents whose kits work without a coordinated team — two Controllers, two Duelists, two Initiators and two Sentinels — why each one suits solo queue on patch 13.09, what to watch out for, and how to build a pool.

All VALORANT guides →

VALORANT and all related assets are © Riot Games. BoostPirate isn't endorsed by Riot Games.