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Valorant

19 Apr 23

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What Do I Buy First Round? – Ultimate Pistol Round Guide for VALORANT

Whether you’ve been playing Valorant for a while or if it’s your first time on, knowing exactly what to buy in the Buy Phase can be confusing. Should you buy all of your abilities, or just some of them? Should you buy the best pistol, or stick to the free one? Should you even buy armor? If you’ve asked yourself these questions, look no further, as this guide will help you navigate your first-round purchases.

Prior to the pistol round, setting yourself up for a good game actually starts in the Agent Select screen. Your pistol round purchases will actually be a direct result from the outcomes of this phase. The map that is going to be played, your agent selection based on that information, and your team composition all factor into your pistol round purchases. The best way to nurture a good game is to turn on your mic, not insta-lock and be friendly towards your teammates. This will give you a good feel for the match and help you and your teammates work out a good team composition for the map. Once the map, your agent, and the team composition are set, the pistol round begins.

The Setup

At the start of the round, you will receive 800 Credits to buy abilities, (potentially) armor, and (potentially) a pistol. Running through a mental list will help you determine what to buy.

  • What agent am I playing? (What is my role on this team?)
  • What map are we playing (Will there be close or far engagements?)
  • Are we Attack or Defense? (Am I pushing enemies or waiting for them to come to me?)

Answering these questions will answer what to buy in the first round. So let’s look at our pistol options first.

The Armory

Classic

The Classic is the free pistol you receive upon loading into the game. It has low wall penetration and does medium damage. It features a primary fire and an alternate fire that acts like a shotgun firing 3 shots in close range. This weapon is a very versatile gun that can be used at any range (even if the damage isn’t the best at longer ranges). It is free, so it is best to use this weapon when you want to maximize your ability purchasing power.

Shorty

At 150 Credits, the Shorty is the cheapest sidearm to buy. This close-range shotgun is best used as a surprise for incoming enemies. It has potential to one-shot kill an enemy with no armor, but it is only useful in very close-range scenarios. Since it is only 150 Credits, it is a low-risk investment, but you do lose the functionality of your Classic trading it in for the firing power of the Shorty.

It is a great buy for an explosive agent with great movement such as Jett, Neon, or Raze. However, the Shorty is best used in Eco round scenarios since you can kill an enemy at close range to pick up their rifle afterwards.

Frenzy

At 450 Credits, the Frenzy makes for an effective gun that allows the player to have credits left over for abilities. A fully automatic pistol that is effective at close and medium range, the Frenzy is a perfect run-and-gun weapon. It is great for Duelists, but especially for those who are 1st Entry, as they can clear close common angles. If you’re playing further back in the team, slower, or lurking, this might not be the best pistol to purchase.

Ghost

For just 50 more Credits, the Ghost can provide versatility that the Frenzy cannot. For 500 Credits, the Ghost offers a suppressed weapon (no bullet tracers) that is effective in both close- and long-range duels. The Ghost has the potential to 1-Tap armorless enemies and allows for great strafe shooting cadence. The high cost can limit ability purchasing, so the Ghost is best in the hands of Agents such as Reyna since they don’t necessarily need to purchase abilities for the team to have a successful round.

Sheriff

The big-boy gun coming in at 800 Credits, buying this weapon puts your entire faith in your fragging ability since it leaves no room for abilities or armor. Effective in medium- to long-range fights, the Sheriff can two-tap body shot kill armorless enemies. It is a great purchase for a confident player who knows they will be effective with their aim.

The Decision

With that rundown of pistol options, we can now decide which to buy and which to avoid. Referencing the mental checklist from before, factors such as: map, your agent, and your side will factor into this decision.

Sentinels

If you queued into the game as a Sentinel agent, you are going to want to purchase anti-flanking abilities first and foremost. These abilities include Cypher Tripwires, Chamber Trademarks, and Sage Walls (Killjoy's Turret is free, but you can also opt for the Alarmbot). Consider these abilities first before you even look at the pistols on the left. You can use whatever leftover credits on a pistol if you’d like a change from the Classic.

Initiators

Initiator agents should focus on purchasing abilities that can clear close angles since enemies will most likely be at a closer range in pistol rounds. Abilities such as Skye Trailblazers, Sova Drones, or Breach’s Aftershock should be prioritized over a pistol. Leftover credits should be used on a pistol after purchasing one of these abilities.

Controllers

Controllers have the most important utility for the team. Purchasing smokes should be the first thing a Controller agent purchases as well as other abilities to aid your duels or your teammates execute. Buying as many abilities as possible should be the goal in a Controller Agent’s pistol round as the Classic is already a really solid pistol and free.

Duelists

Duelists should look to fill in utility gaps in the team composition. No blinds? Buy a flash or a leer. No clearing utility? Buy a Boombot. No smokes? Buy Jett smokes (you should seriously have smokes though). Duelists should prioritize the pistol rather than the ability unlike other agent classes, since they will be focused on entering the site and creating space for the rest of the team. They do this best when they can frag, so a pistol they’re comfortable with is best.

Maps and Sites

Understanding the type of map that you’re playing on and what kind of engagements you will be having should definitely influence what kind of pistol to buy. You don’t want to be caught in a long-range duel with a Shorty! Maps that coax long range engagements should utilize Classics, Ghosts, and Sheriffs. Maps with more close-range fights should utilize Classics, Frenzies, and Shorties. This is also dependent on which site your team will hit on Attack. For example, Icebox, A Site has a lot more close-range fight potential, whereas B Main is a long corridor of horror. Taking a Shorty through B Main equals death.

Attack and Defense

Defenders should utilize guns like Shorties since they’re waiting for contact whereas, it is less of a surprise and therefore less effective on a Duelist entering site. Think about how you will be positioned relative to an enemy when deciding what pistol you want.

The Gameplay

Movement is crucial in pistol rounds. Since players move faster while carrying a pistol rather than a rifle, you will get a slight speed buff along with everyone else. This makes the bad habit of crouch shooting even worse. Crouch spraying will turn you into a statue and make your head level body level for easier headshots. Strafing should be utilized more in pistol rounds, especially over crouching.

Deathball strategies on Attack are a valid tactic in pistol rounds. Overwhelming the Defense is easier to do in numbers since they do not have “spray down” potential like they would have with rifles. Getting spray muli-kills is harder with pistols, so using your numbers can be advantageous. Isolating defenders and throwing multiple bodies works to the same effect. In return, Defenders can isolate Attackers to break up their numbers as well, so be careful with how you position yourself relative to teammates.

Conclusion

Pistol rounds can really jump start your team on the path to winning, which is why they are crucial, since they’ll more than likely dictate the next two rounds. Make sure to hype up your teammates after important kills or clutches, even if it is only the first round, as it sets a good tone for the rest of the match. Remember your decisions not only affect you, but the rest of the team, so buy your abilities, play your role, and be nice.

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