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Valorant Economy

All you need to know about valorant, easy guide!

By LCPublished 12 months ago 3 min read
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Valorant Economy
Photo by Muktasim Azlan on Unsplash

In Valorant, attention to detail is crucial since it's a character-based tactical shooter. The game's economy plays a significant role in the game, and keeping track of the amount of credits in the game can give you an upper hand. This technical description of Valorant's economy is meant for novice to intermediate players.

To understand how the economy works in Valorant, you gain credits every round based on the previous round's outcome. The minimum credits you get in the next round depend on the number of rounds you've lost in a row plus a default amount of credits. This is essential because you want to purchase utility that your team can use in the following round. Winning a round gives you 3,000 credits, while losing a round gives you 1,900 credits. Losing two rounds in a row gives you a 500 credit bonus, and losing three rounds in a row gives you a 1,000 credit bonus. It's worth noting that if you're an attacker and you lose the round without planting the bomb, you'll receive 1,000 fewer credits and won't receive a loss streak bonus. As a defender, if you lose the round but survive after the bomb has detonated, you'll also lose 1,000 fewer credits and won't receive a a loss streak bonus . This system ensures that you still have the possibility to come back if you and your team are losing multiple rounds in a row. Each kill gives you 200 credits and planting the spike will give you 300 credits. Therefore, each round, you have the possibility to gain a maximum of 4,300 credits and a minimum of 900 credits.

The prices of weapons and shields in Valorant are consistent across all characters, and can be found right below the item. However, the prices of abilities vary depending on the character being played. For instance, Omen's abilities are priced differently than Chamber's abilities. Each round begins with a certain amount of credits, starting with 800 credits in the first round. This round is known as the pistol round, where everyone buys only utility and pistols. Depending on the character being played, players have various options to choose from in the first round. For example, Omen players can buy a blind (Paranoia) and a light shield for 700 credits, leaving an additional 100 credits to save or use for another ability.

In the second round, players have more options but it can get complicated. If the first round was won, players have more credits than the enemy and can use this advantage to buy more. However, if the first round was lost, players will have fewer credits, which can put them at a disadvantage if they buy and lose again. After 12 rounds, there is a half-time where credits do not carry over, and everyone starts with 800 credits again in round 13. A general rule of thumb to keep a similar amount of credits to your team.

In Valorant, there are several ways to spend your credits after the initial three rounds, regardless of your team's economic situation. It's imperative to purchase in tandem with your team throughout the game. MrLowlander describes three types of buys for each round - full buy, eco round, and force round. A full buy means buying a rifle, armor, and abilities, while an eco round entails purchasing what you can to save enough credits for a full buy in the next round. Force rounds are risky as you purchase everything you can with minimal credits left for the next round. This can negatively impact your team's economy if you lose, leading to an eco round. Nonetheless, Valorant Ascended provides an example of a force round that resulted in a win. Remember, the Valorant economy is flexible, but purchasing in line with your team will increase your chances of winning rounds.

first person shooter
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