Managing the economy in VALORANT is crucial for securing victory, ensuring that players are not left without essential weapons or abilities in future rounds.
The economy directly influences the pace and outcome of each round. Players start each match with a fixed amount of credits, the in-game currency used to purchase weapons, abilities, and utilities. It is important to manage these credits efficiently, as every purchase impacts subsequent rounds.
Credits, known as “Creds,” are the game’s central currency. The amount of Creds earned varies based on individual and team performance. At the start of a match, each player receives 800 Creds, and the same amount is granted after sides switch.
Round victories and losses affect the economy, providing 3,000 Creds for a win and 1,900 Creds for a loss. During overtime, each player receives a financial boost of 5,000 Creds.
If a team experiences a losing streak, players continue to receive incremental credits to prevent a significant disadvantage, with a maximum of 2,900 credits after several consecutive losses.
Each enemy elimination grants the player 200 credits. On the attacking team, planting the Spike rewards 300 Creds. The maximum amount a player can accumulate is 9,000 Creds, and players can purchase weapons for allies who have insufficient credits.
Standard Resource Costs:
- Classic: Free
- Shorty: 300 Creds
- Frenzy: 450 Creds
- Ghost: 500 Creds
- Sheriff: 800 Creds
- Stinger: 1,100 Creds
- Spectre: 1,600 Creds
- Bucky: 850 Creds
- Judge: 1,850 Creds
- Bulldog: 2,050 Creds
- Guardian: 2,250 Creds
- Phantom: 2,900 Creds
- Vandal: 2,900 Creds
- Marshal: 950 Creds
- Outlaw: 2,600 Creds
- Operator: 4,700 Creds
- Ares: 1,600 Creds
- Odin: 3,200 Creds
- Light Armor: 400 Creds
- Heavy Armor: 1,000 Creds
Managing credits is vital for ensuring victory. Players must make quick, strategic decisions about when to save and when to spend, considering factors like the previous round’s outcome, team performance, and opponent strategy.
The economy follows a cycle of highs and lows, with “eco rounds” and “forced buys.” During eco rounds, players opt to save credits, purchasing less powerful weapons and minimal utilities to accumulate resources for future rounds. In forced buy rounds, players spend all their credits on high-power weapons and utilities to maximize their chances of winning.
When to Eco:
- Low Economy: When the team lacks sufficient funds to buy necessary weapons and utilities, players buy cheap pistols or nothing at all, saving for a full purchase in the next round.
- Near Bonus Round: If the opposing team is about to enter a bonus round, it might be advantageous to save and respond with full force when they have better equipment.
- Disadvantageous Score: When behind, saving can increase the chances of winning critical future rounds.
When to Force Buy:
- Near End of Half: When the team is close to the end of the half (attack/defense) and there won’t be many opportunities to use the remaining money, forcing a buy can provide an advantage.
- Break Opponent’s Economy: Winning a round can break the opponent’s economy, forcing them into an eco round next.
Teams with a strong economy have more tactical options, while financially disadvantaged teams often need to adopt riskier or unconventional strategies to stay competitive.
NoPing for VALORANT
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