• Levels from 1 to 10
  • 10 placement matches
  • Five-stacks only face five-stacks
  • Result and stats read from the official match data
  • Placement players only face each other

Your agent

Pick up to three agents (the first is your main) or just a role. The guide filters itself for what you play.

Duelist

Initiator

Controller

Sentinel

Or only a role

How VALORANT works - 1.7

The numbers you need to know

In one line: A few numbers drive many decisions: 100 seconds per round, 4 to plant, 45 on the spike, 7 to defuse, and the credits from wins, losses, kills and plants.

1Recommended from level 1In game: Iron, Bronze Free4 min read

Timings

You will use these numbers every round, especially at the end, when every second counts.

WhatDuration
Buy phase30 seconds (45 in the first round of each half)
Round (before the plant)1 minute 40 seconds (100 seconds)
Planting the spike4 seconds
Spike timer45 seconds
Defusing7 seconds
Defuse checkpointat 3.5 seconds

Some practical consequences:

  • on attack, with under 4 seconds on the round timer you can no longer plant: and in practice you also need time to reach the site and to be safe while planting;
  • on defense, once the spike is down, if fewer than 7 seconds remain and you have not already reached the halfway point, there is no time left: save your gun;
  • if you are past the 3.5 second checkpoint, you only need 3.5 more seconds: you can stop to fight and then finish.

Credits

Every round you earn credits, which you spend the following round.

WhatCredits
Start of each half (pistol round)800
Round won3000 each
Round lost (first)1900 each
Second loss in a row2400 each
Third loss in a row (and beyond)2900 each
Each kill200
Spike planted300 for every attacker, even if the round is lost
Maximum you can hold9000

Note: when you win a round your loss streak resets, so the next loss is worth 1900 again. And credits above 9000 are lost: if you are close to the cap, buy something for a teammate.

The economy part covers this in depth; for now remember the core logic: losing a round is expensive, but a losing streak pays more and more, so a team in trouble can afford to buy again.

Armor

Armor absorbs part of the damage you take. There are currently three kinds:

ArmorCostWhat it does
Light400Absorbs part of the damage, up to 25 points
Regen650Absorbs all damage up to 25 points; then refills (twice, from a 50-point reserve) after a few seconds without taking damage
Heavy1000Absorbs part of the damage, up to 50 points

Armor changes how many shots it takes to kill you: with some guns, the difference between "one headshot and you are dead" and "you survive on very little health" comes down to armor. That is why, in a round where you buy a rifle, heavy armor is almost always part of the buy.

Ultimate points

Your ultimate charges with ultimate points. You earn one point for each of these:

  • a kill;
  • a death (yes, dying charges your ultimate too);
  • an orb picked up on the map (there are usually two per map, and you need to stand still for a few seconds to collect one);
  • planting or defusing the spike.

Each ultimate needs a different number of points: some are ready often, others only a few times per match. The in-game scoreboard shows how many points your teammates and opponents have, and that is valuable information: knowing the enemy has an ultimate ready changes how you should play the round.

The most common counting mistakes

Some counting mistakes show up at every level:

  • planting too late: with 6 seconds on the clock you think there is time, but between reaching the spot, staying safe and the 4-second plant, it is often not enough;
  • defusing without counting: starting a full defuse with 6 seconds left before detonation means dying in the explosion;
  • forgetting the loss streak: after a win, the next loss pays 1900 again, not 2900. Many teams end up broke because of this;
  • going over 9000: extra credits are lost, so buy a teammate a gun instead;
  • counting only your own money: buying is a team decision.

The economy part has the full maths for deciding when to buy, save or force.

Using these numbers in a match

You do not need to memorize everything on day one. Three habits matter most:

  1. Check the timer at decision points: before entering a site, before rotating, before defusing.
  2. Count your team's money in the buy phase, not just yours: the scoreboard shows it.
  3. Check the enemy's ultimates at the start of the round.

When the numbers change

Riot sometimes adjusts prices, timings and rewards in updates. That is why the bottom of this page shows the date we checked and the game version: if you read this chapter long after that date, check the latest patch notes, and if a number has changed, let us know.

Remember

  • Round 1:40, plant 4 seconds, spike 45, defuse 7 (checkpoint at 3.5).
  • Win 3000 credits, loss 1900 to 2900, kill 200, plant 300 for everyone.
  • You can hold at most 9000 credits.
  • Armor: light 400, regen 650, heavy 1000.

Related

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