Sidearms
Frenzy: damage and tips
The Frenzy is a 450-credit automatic pistol firing 10 rounds per second. It excels at short range and on the move, but its 15-round magazine empties fast.
- Price
- 450 credits
Stats
- Price
- 450 credits
- Fire rate
- 10 rounds/s
- Magazine
- 15 rounds
- Reload
- 1.5 s
- Equip time
- 1 s
- Run speed
- 85% of knife speed
- First-shot spread
- 0.65°
- Penetration
- Low
- Fire mode
- Automatic
- Alt fire
- None
Damage by range
Damage per bullet by body part, and shots needed to kill an opponent with 100 HP wearing: Heavy Armor.
| Range | Head | Body | Legs |
|---|---|---|---|
| 0 to 20 m | 78 (2 shots) | 26 (6 shots) | 22.1 (7 shots) |
| 20 to 50 m | 63 (3 shots) | 21 (8 shots) | 17.85 (9 shots) |
How to play it
The Frenzy is a fully automatic pistol at 10 rounds per second. Up close it's deadly because you can shoot while moving, but it loses accuracy the longer the burst runs. Beyond 20 m, its damage drops and its spread makes it ineffective: fire short bursts of 2 to 4 rounds. With a 15-round magazine, mistakes get punished fast. It suits pistol rounds and small economies, for close duels or tight angles. Its equip is slow (1 s).
When to buy it
Buy it on pistol rounds or small economies, when you want a close duel weapon stronger than the Classic for 450 credits. Skip it as soon as you can afford a full rifle: it loses too much on long angles. Add Light Armor if the budget allows.
Strengths
- 10 rounds per second: at short range, it takes down an opponent very fast if the bullets land.
- It fires while you move (0.8° of added spread when walking, 2° when running): you can change angle while shooting, but you still need to stop to hit the head.
- Moderate cost of 450 credits, and effective on pistol rounds with Light Armor.
- 15-round magazine and 45 in reserve: it tolerates a few missed bullets.
Weaknesses
- The longer the burst, the more the bullets scatter: you have to fire short, otherwise recoil costs you the headshots.
- Beyond 20 m, the head drops to 63 damage and the spread makes hits rare.
- Against armor, it takes 5 to 6 body shots or more; on a full-buy round, a rifle will almost always win.
- Weak wall penetration: shooting through cover earns you almost nothing.
Tips
- Fire bursts of 2 to 4 rounds: recoil builds up fast, and a short burst keeps the bullets close to the head.
- Look for duels under 20 m, where headshots do 78 damage: two headshots are enough, armor included.
- Counter-strafe before the burst to regain accuracy, instead of shooting at full run.
- Don't dump it through smoke or a wall: on pistol and eco rounds, every bullet counts.
The aim to train
The Road2Radiant benchmark subcategories that matter most here.
Strafe Click
Clicking while strafing
It's played on the move: stopping your movement and firing a short, accurate burst is the key skill.
Drills to improveDynamic
Clicking on moving targets
Targets move in close duels: you have to track an opponent during the burst and correct without overcompensating.
Drills to improve
Compare with
Same category
Train the aim this weapon demands
Sources
- wiki.playvalorant.com (opens in a new tab)
- wiki.playvalorant.com (2) (opens in a new tab)
- thespike.gg (opens in a new tab)
Updated on October 13, 2026
Data from patch 13.06. Names, art and weapon stats: Riot Games, via valorant-api.com.