Valorant Economy Guide - Wining games it’s all about the credits!
While it may look pretty straightforward, managing your economy is a key part of Valorant. It’s not about just buying whatever you want and repurchasing all your abilities. You gotta be smart about their use, and be realistic about them. You are likely never going to use all of Reyna’s 4 Devours in one round, maybe it’ll be better to help your team with that money.
Riot Games made sure that the economy management played a huge part in Valorant’s gameplay, teambuilding, and approach to each round. And trust us when we say, if you manage your economy correctly, you’ll win every round. In this Valorant economy guide, you’ll find the very basics of economy management and some useful tips and tricks that the pros use in their games.
Credits per round
There are many things that will affect the amount of credits you’ll win and you’ll have for the next round in Valorant. The winning team will always have the advantage. Losing teams will gain a loss bonus, but even at top bonus (just 100 credits below the winning team), they’ll still be at a disadvantage due to the extra credits awarded for kills.
So, how do you balance this out? Will the losing team forever be at a disadvantage? Well, that’s why we have a pistol round, also known as an economy round. It does help balance the disparity between a snowballing winning team and a losing one. It won’t put you back on top, but it will even the playing field. With that said, here are the amount of credits awarded at the end of each round.
Credits per win - 3000
Credits per loss - 1900
Round loss bonus - After losing two rounds in a row, you’ll get an extra 500 credits, if you lose a third round, you’ll get an extra 500. Meaning 1900 on your first lost, 2400 on your second, and 2900 in your third consecutive loss.
Credits per kills - Killing an enemy awards you 200 extra credits.
Planting the bomb - This awards you 300 extra credits for the entire team. Defusing it only gives 300 credits to one player.
The credit cap is 9000, so be sure to spend your money if you are getting close to it. What’s the point of gaining an extra 3000 credits if you are already at 9000? By that point, you are losing money.
Pistol round - First Round
Everyone starts with 800 credits, and you should spend them right away. This is an investment. You’ll get 3000 credits for a win, and if you decide to save up and lose, you’ll get a total of 2700. Never plan for failure during the early game, it’s better to heavily invest in a win than to prepare for a loss, at least in the first round. In Valorant, a shield or an extra ability use can make the difference.
You have 3 options:
Pistol + Skills. The Ghost is not a bad pistol, neither the default pistol. You’ll be able to buy a few uses of your abilities and an ok weapon. Do this only if you are comfortable with the Ghost, otherwise, go for the other options.
Shields + Skills - A light shield will give you better trade opportunities.
Skills only - Also possible, you’ll have the endurance of a sheet of paper, but if you have an ability heavy Agent, this might be your better option.
In the end, it comes down to personal preference, use whatever you feel comfortable with, but spend those credits.
Setting up for a successful economy round
The magic number for every round is 3900 credits. That’s your aim. It’s enough money to buy a shield and a rifle. It’s what some may call a full buy.
By now, you should realize that this is a cycle, you’ll be seeing another pistol round soon enough. If you lost the first round, it’s better to save up on the second round, so on the third one, you are on par with the enemy. Assuming they won the first two rounds, by saving up you’ll have a bit above 4000 credits without counting kills.
As long as you won the first two rounds, you’ll have a great advantage over your enemy, and you’ll force them into a bad position. That doesn’t mean that they can’t come back, just that they need to play perfectly. You’ll be in a snowball situation, even if they can stop you on pistol round, you’ll have a clear advantage over them on the next round.
Later rounds and economy management
Remember, as a rule of thumb, buy when you have 3900 credits to get a rifle and a shield. Always buy together with your team, as a unit. There are some exceptions to this rule. If both your team and the enemy team don’t quite meet the requirements, with all players having less than 3900 credits or just a few around it, you can force buy or light buy.
Force buy - As stated before, it is when you use all your available resources to try to steal a round from your opponents. It’s not advisable, and it must be done as a team in order to work. If done correctly, it can steal you a round.
Light buy - If you can’t afford anything else, just light buy. Spend a couple of credits in your abilities or weapons and save up, so if you win or lose. you still secure yourself the 3900 credits for the next round. A bit of utility can be the difference in a fight.
Are you on a losing streak? Maybe you’ll need to force buy or light buy! Are you winning? You don’t need to, you’ll probably have enough to face the enemy, so just light buy. And even if you lose, you can get back on track since you both will be fighting evenly again.
Spending on your teammates
Valorant is a team game after all. If everyone has the best weapons, you have higher chances of winning. It’s not as obvious as you may think. Even if that particular teammate charges time and time again against the enemy team, you’ll want to buy them a shield or a rifle.
Think of it this way, if he manages to survive long enough to distract the enemy team, you can easily turn that into kills. And if you bought him a nice rifle to go along with his “methods,” then he might even do enough damage to nullify a shield. Either way, you have something to win from helping out teammates. It’s better to invest in your teammates to secure wins, rather than get a round lost and screw yourself up with the loss penalty.
In Valorant, you do be vocal about your needs and your objectives. If you are trying to save up for a round, or want to “Force Buy,” meaning using all of your resources to hard push for a win, tell your team. You all need to buy as a unit in order to get the most of every round.
Final words of advise
The most important thing when playing Valorant is that you feel comfortable with the tools that you are given. This Valorant economy guide will give you the necessary information and knowledge to make the best decisions. It’s a guide, not a rule! Every game is different, but what doesn’t change is teamwork.
Teamwork is key, and if you are not willing to work as a team and communicate with them or cooperate, you better try another game. It will save you the salt. If you want to play a solo game, try Teamfight Tactics from Riot Games. Valorant is a tactical game, and as such, solo play is rarely advisable.
So load up your guns, camp an entrance to one of the sites, and shoot any incoming enemy with your economic advantage!
How does economy work in Valorant?
It’s quite easy, you get credits after each round to spend on gear, abilities and shields on what is called the buy phase. Economy refers to your management of those credits and “investments” of the same. Basically, buy stuff to win games, and save up to buy even better stuff. Check out the guide to learn more.
What should I buy for Valorant?
It is recommended that you always save 3900 credits to at least buy a rifle and a shield every buy phase, that’s a full buy. That’s the bare minimum requirement for a successful round. Other than that, buy what you feel like buying in the buy menu. It’s better to buy weapons you like rather than weapons you struggle to use.
What does eco mean in Valorant?
It refers to your economy, the amount of credits/money you have, and the management of them. A good eco means enough money or a good enough position to buy whatever you need each round.
How do I get Valorant credits?
By winning, losing, killing enemies, planting the spike, and defusing it. Each activity gives you a different amount of credits. Winning nets you 3000, losing 1900, a kill gives you 200 credits, while planting and defusing the spike nets you 300 credits.