![Buy Menu](https://cdn.statically.io/img/static.wikia.nocookie.net/valorant/images/3/3e/Buy_Menu.png/revision/latest/scale-to-width-down/250?cb=20240614083205)
The armory/buy menu, featuring Fade's loadout, in-game.
Credits (also known as Creds) are in-game currency of VALORANT used for most Plant/Defuse game modes.
Summary[]
Credits are used in Unrated, Competitive, Swiftplay and Replication to purchase weapons, shields, and abilities during the Buy Phase before each round. They can also be used to purchase only weapons for teammates; to do so, teammates can right-click on a weapon to send a request to the team for someone to purchase the weapon for them during the Buy Phase. The player and their teammates can callout near their current credits to suggest to purchase full loadout, save their credits on the round, or purchase a weapon for their teammates.
When a player survives in the round, their current loadout is carried over to the next round. When a player is eliminated during the round, their loadout is reset to only equipped with a Classic, though they still keep their unused purchased abilities. Should the player's current weapon loadout be equipped with only a Melee, they will automatically be equipped with a Classic after the Buy Phase ends.
Mechanics[]
Credits reset after each new round in the half when teams switch from attacking to defending and vice versa. A player can only hold a maximum of 9,000.
Income sources[]
The amount of credits awarded is based on performance in the previous round and Credits saved from previous rounds of the current half. The income source varies for each game mode.
The team with missing player(s) will be compensated with extra credits every subsequent round until the player returns from being inactive (except for the first round of the second half, which will in this case automatically compensates the team with Light Shields instead).
Unrated and Competitive[]
![Credits Mechanics](https://static.wikia.nocookie.net/valorant/images/f/fa/Credits_Mechanics.png/revision/latest/scale-to-width-down/250?cb=20240614083235)
Information on credits only available for Unrated and Competitive. Players can hover over to the '!' near their current credits to view information on the credits income.
In standard gameplay for Unrated and Competitive, all players start with 800 on the first round of the half. During Endgame for Unrated (or otherwise known as Sudden Death) and Overtime for Competitive in each round, all players have their credits reset to
5,000 instead.
Condition | Credits awarded (+![]() |
---|---|
Per kill | 200 |
Plant Spike (only for Attackers) | 300 |
Round win | 3,000 |
Round loss* | 1,900 |
2nd round loss in a row* | 2,400 |
3rd round loss in a row onwards* | 2,900 |
* The following scenarios will occur and players who survive in a loss round will receive only ![]()
|
Swiftplay[]
In Swiftplay, all players start with 800 on the first round of the half. During Endgame, all players have their credits reset to
5,000 instead.
Condition | Credits awarded (+![]() | |
---|---|---|
Per kill | 200 | |
Plant Spike (only for Attackers) | 300 | |
Second round of the half | Loss from first round | 2,400 |
Win from first round | 3,000 | |
Third round of the half | 4,250 | |
Fourth round of the half | 4,250 |
Replication[]
In Replication, all players start with 900 on the first round of the half. Unlike other modes, the Credits are standardized for each player each round regardless of any conditions (such as kills or planting spike). During Endgame, all players have their credits reset to
6,000 instead.
Condition | Credits (![]() |
---|---|
Second round of the half | 2,400 |
Third round of the half | 3,900 |
Fourth round of the half | 6,000 |
Prices[]
Guns and Armor[]
Sidearms | SMGs | Rifles | Sniper Rifles | Armor | |||||
---|---|---|---|---|---|---|---|---|---|
Gun | Cost (![]() |
Gun | Cost (![]() |
Gun | Cost (![]() |
Gun | Cost (![]() |
Shield | Cost (![]() |
![]() Classic |
Free | ![]() Stinger |
1,100 | ![]() Bulldog |
2,050 | ![]() Marshal |
950 | ![]() Light Shields |
400 |
![]() Shorty |
300 | ![]() Spectre |
1,600 | ![]() Guardian |
2,250 | ![]() Outlaw |
2,400 | ![]() Heavy Shields |
1,000 |
![]() Frenzy |
450 | Shotguns | ![]() Phantom |
2,900 | ![]() Operator |
4,700 | |||
![]() Ghost |
500 | Gun | Cost (![]() |
![]() Vandal |
2,900 | Machine Guns | |||
![]() Sheriff |
800 | ![]() Bucky |
850 | Gun | Cost (![]() | ||||
![]() Judge |
1,850 | ![]() Ares |
1,600 | ||||||
![]() Odin |
3,200 |
Abilities[]
- For each ability's maximum usage per round, see their individual ability pages for more information.
Agent | Ability | Cost (![]() per use |
---|---|---|
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150 |
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200 |
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250 | |
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200 |
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250 | |
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100 | |
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200 |
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250 | |
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150 | |
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200 |
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100 | |
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200 |
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100 | |
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200 |
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200 | |
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250 |
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200 | |
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250 |
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300 | |
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150 |
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350 | |
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200 |
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200 | |
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200 |
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150 | |
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200 |
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250 | |
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200 |
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200 | |
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300 |
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200 | |
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150 | |
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100 |
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250 | |
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150 | |
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150 |
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250 | |
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300 |
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200 | |
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250 |
![]() (shared with ![]() |
200 | |
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200 | |
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400 |
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200 | |
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150 |
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300 | |
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250 | |
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400 |
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150 | |
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300 |
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200 | |
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100 |
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250 | |
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150 |
Update History[]
Fixed a bug where credits wouldn’t be properly refunded after selling a gun that a teammate bought
Attackers who lose but survive the entire round without planting the Spike receive a reduced number of credits (1,000)
Defenders who lose but survive the entire round after the Spike has detonated also receive reduced credits (1,000)
Additional economic information added as a tooltip when hovering over the exclamation mark next to “Min Next Round” in the shop
Total credit cap is reduced from 12,000 >>> 9,000