Sidearms
Ghost
In one line: The precise, suppressed pistol: excellent in pistol rounds and on ecos for players who hit heads, with a magazine that lets you miss a few shots.
- Cost
- 500 credits
- Magazine
- 15
- Fire rate
- 6.75
- Wall penetration
- Medium
| Range (m) | Head | Body | Legs |
|---|---|---|---|
| 0-30 m | 105 | 30 | 25 |
| 30-50 m | 87 | 25 | 21 |
Damage and range
The Ghost costs 500 credits, holds 15 rounds and is suppressed. Up to 30 meters it deals 105 damage to the head, 30 to the body and 25 to the legs; between 30 and 50 meters 87, 25 and 21. One headshot kills an unarmored enemy within 30 meters; against armor you need a headshot plus some body shots, or two headshots.
When to buy it
It is one of the most common picks in the pistol round, often with light armor when money allows. On ecos it is excellent for players who can land single headshots, even at mid range.
When not to
When your team is on a full buy and you can afford a rifle: the Ghost cannot compete with a Vandal or Phantom at any range.
What it beats and what beats it
Strong against other pistols at mid range and against unarmored enemies. Weak at point-blank range against the Frenzy, Shorty and SMGs, and against rifles with heavy armor.
How to use it
- Fire calm single shots: precision is its strength.
- The suppressor makes your shots harder to locate: use it to surprise.
- With 15 rounds you can afford a few misses, but do not spray: it spreads.
- On an eco, pick mid-range angles where you can go for headshots.
- With 800 credits in the pistol round, Ghost plus light armor costs 900: check what your team is buying first.