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Valorant Economy Guide: Credits, Loss Bonus and When to Buy

November 9, 2026 · 6 min read

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Valorant's economy runs on credits that you earn every round and spend in the buy phase. Everyone starts each half with 800 credits. A round win pays 3,000, a loss pays 1,900 to 2,900 depending on how many rounds in a row your team has lost, a kill pays 200, and planting the Spike gives every attacker 300. You can hold up to 9,000 credits. A rifle with heavy armor costs 3,900 before abilities, which is the number most buy decisions revolve around.

Last checked: November 9, 2026 (patch 13.09). Weapon and armor prices come from the live game data and Riot's patch notes.

How you earn credits

Source Credits Notes
Start of each half 800 Pistol rounds 1 and 13
Round win 3,000 Every player on the winning team
First loss in a row 1,900 Loss bonus, base level
Second loss in a row 2,400 +500
Third loss in a row and later 2,900 Maximum loss bonus
Kill 200 Paid to the player who gets the kill
Spike plant 300 Every attacker, even if the round is lost
Credit cap 9,000 Income above the cap is wasted

Credits you don't spend carry over to the next round, except at halftime, when everyone resets to 800.

The loss bonus

The loss bonus keeps a losing team in the game. The first loss pays 1,900 credits, the second loss in a row pays 2,400 and the third or later pays 2,900. A single round win resets the streak, so if you lose again after that, you're back to 1,900.

That reset is why breaking the enemy's streak matters. A team on a three-round losing streak earns nearly as much as the winners (2,900 against 3,000). If you win one round against them, their next loss only pays 1,900, which can turn their next full buy into a save.

What things cost

Armor

Item Price What it does
Light Armor 400 Absorbs 66% of damage until it has absorbed 25
Regen Shield 650 Absorbs 100% of damage and regenerates, from a 50-point pool
Heavy Armor 1,000 Absorbs 66% of damage until it has absorbed 50

Weapons

Type Weapon Price
Sidearm Classic Free
Sidearm Shorty 300
Sidearm Frenzy 450
Sidearm Ghost 500
Sidearm Bandit 600
Sidearm Sheriff 800
SMG Stinger 1,100
SMG Spectre 1,600
Shotgun Bucky 850
Shotgun Judge 1,850
Rifle Bulldog 2,050
Rifle Guardian 2,250
Rifle Phantom 2,900
Rifle Vandal 2,900
Rifle Warden 2,900
Sniper Marshal 950
Sniper Outlaw 2,400
Sniper Operator 4,700
Machine gun Ares 1,600
Machine gun Odin 3,200

The Bandit (added in patch 12.00) and the Warden (added in patch 13.06) are the two newest guns. The Warden is a scoped automatic rifle that joined the Vandal and Phantom in the 2,900 tier.

Abilities

Abilities also cost credits, and the price depends on the agent and the ability, usually a few hundred credits per charge. Each agent's signature ability gives you a free charge every round, and ultimates are earned with ultimate points rather than bought. Budget for your abilities before you decide what gun you can afford.

The five kinds of buy rounds

Full buy. A rifle, heavy armor and full abilities. Plan on 3,900 credits plus your ability costs. This is the goal for every round where your team can afford it.

Eco (save). Buy little or nothing so the whole team can full buy next round. A cheap pistol, light armor or one ability is fine if you have credits left over above what you need next round. Play together and try to pick up an enemy rifle.

Force buy. Spend almost everything even though you can't afford a full buy, usually on SMGs, shotguns, the Bulldog or a Sheriff plus armor. It can catch an opponent off guard, but if you lose you're broke for the next round too.

Half buy. A middle option, such as a Spectre or Bulldog with light armor, when the team wants a fighting chance without going broke.

Bonus round. After winning a round, survivors keep their weapons. Winners of the pistol round often play the second round with cheap guns and armor, then decide whether to keep or drop those weapons when round three comes.

Worked example: why one save fixes your economy

Say your team loses the pistol round and you get no kills.

  1. Round 2: you have about 1,900 credits (the loss bonus). That isn't enough for a rifle and armor.
  2. If you save in round 2 and lose, your next loss bonus is 2,400. You start round 3 with roughly 4,300 credits, enough for a full buy.
  3. If you force in round 2 and lose, you spend most of your 1,900 and earn 2,400. Round 3 starts with not much more than 2,400, so you're stuck with another weak buy.

The math changes if you got kills (200 each) or planted the Spike (300 for every attacker), so check what you actually have. The point holds either way: a disciplined save usually beats two weak buys in a row.

When to save, force or buy

  • Buy together. One player with a rifle and four with pistols usually loses. Agree on the round before the barrier drops.
  • Save when the team can't reach about 3,900 each, unless the next round's money will still let you full buy even if you force.
  • Force when the reward is big, for example the round after the enemy's eco, when they'll be weak, or when stopping their streak resets their loss bonus.
  • Spend everything in the last round of each half (round 12) and in the final round of the match. Credits reset at halftime, so money left over is wasted.
  • Plant when you can. The plant bonus pays every attacker 300 even in a lost round.
  • Don't sit at the cap. Anything above 9,000 is lost. If you're rich, buy a weapon for a teammate who is short.
  • Save your gun when a round is lost. Hiding with a rifle means you don't have to buy it again, and the enemy doesn't get 200 credits for killing you.

Track the enemy's money

You can't see the other team's credits, but you can estimate them. After a lost pistol round, the enemy probably has about 1,900 credits plus kill rewards, so expect pistols, shotguns or light SMGs. After three losses in a row, they earn 2,900 per loss, so even a failed force doesn't leave them broke for long. Counting their losses tells you whether to expect rifles or a rush with cheap weapons.

Understanding the economy helps most in ranked, where teams play more carefully. The ranks guide explains how RR works, and the maps guide lists the current map pool.

Frequently asked questions

How does the economy work in Valorant?

Each player earns credits every round and spends them in the buy phase on weapons, armor and abilities. You start each half with 800, earn 3,000 for a round win, 1,900 to 2,900 for a loss, 200 per kill and 300 for a Spike plant, up to a 9,000 cap.

How much is the loss bonus in Valorant?

It's 1,900 credits for the first loss, 2,400 for the second loss in a row and 2,900 for every loss after that. Winning a round resets it to 1,900.

What is the max credits in Valorant?

You can hold up to 9,000 credits. Anything you would earn above that is lost, so spend it or buy for teammates.

How many credits do you get for a kill in Valorant?

A kill normally pays 200 credits to the player who gets it. Kill rewards are added on top of the round win or loss payout.

How much does a full buy cost in Valorant?

A Vandal, Phantom or Warden (2,900) with heavy armor (1,000) costs 3,900 credits. Add the cost of your agent's abilities on top of that.

When should you save in Valorant?

Save when most of your team can't afford a rifle and heavy armor, and when saving will set up a full buy next round. After a lost pistol round, one save usually gives the whole team enough for round three.

Do you get credits for planting the Spike?

Yes. Planting the Spike gives every player on the attacking team 300 credits, even if the attackers go on to lose the round.

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