Sidearms
Ghost: damage and tips
The Ghost is a 500-credit silenced semi-automatic pistol: 13-round magazine, good penetration, and a headshot that kills with no armor.
- Price
- 500 credits
Stats
- Price
- 500 credits
- Fire rate
- 6.75 rounds/s
- Magazine
- 13 rounds
- Reload
- 1.5 s
- Equip time
- 0.75 s
- Run speed
- 85% of knife speed
- First-shot spread
- 0.3°
- Penetration
- Medium
- Fire mode
- Semi-automatic
- Alt fire
- None
- Feature
- Silenced
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 30 m | 105 (2 shots) | 30 (5 shots) | 25.5 (6 shots) |
| 30 to 50 m | 87.5 (2 shots) | 25 (6 shots) | 21.25 (8 shots) |
How to play it
The Ghost fires one bullet per click. Its bullet tracers are hidden from enemies and its sound can't be heard beyond 40 m, except in the direction of the shot. At 105 headshot damage (0 to 30 m), a single shot kills an enemy with no armor. Against Light Armor or Heavy Armor, it takes two headshots. Play it by tapping one bullet at a time, after a clean stop. It keeps most of its damage up to 50 m, with medium penetration. Ideal on pistol rounds and half buys, when you want stealth and efficiency without spending 800 credits.
When to buy it
At 500 credits, it's the classic pistol round pick, with Light Armor. On a half buy, it replaces the Classic without wrecking your economy. If you already have a rifle, keep the Classic. When you can afford everything, the Sheriff or the Bandit kill faster on a headshot.
Strengths
- A 105-damage headshot kills an enemy with no armor in one shot up to 30 m, which makes pistol duels very punishing.
- Silenced: enemies can't hear the shot beyond 40 m and can't see the tracers, so your position stays hidden.
- 13-round magazine and medium penetration: you forgive mistakes more easily and can punish through cover.
- Keeps its damage at range: beyond 30 m, a headshot still deals 87.5 damage.
Weaknesses
- Against armor, a single headshot is no longer enough: it takes two headshots, and five body shots (six beyond 30 m against Heavy Armor).
- Against an armored target, it's barely stronger than the free Classic: two headshots either way, 30 to the body versus 26.
- Less powerful than the Sheriff or the Bandit: it doesn't one-shot a geared-up target with a headshot.
- Inaccurate on the move (walking and running were tightened in 9.10): you have to stop to shoot.
Tips
- Tap one bullet at a time, standing still, and aim for the head: that's where the Ghost pays off most, with a silent shot.
- Play long angles: it keeps its damage at 30 m and beyond, and your position stays hidden thanks to the silence.
- Pair it with a blind or slow ability: two headshots are easier to land on a hindered target.
- Take Light Armor on pistol rounds: it lets you absorb one more bullet in a headshot duel.
The aim to train
The Road2Radiant benchmark subcategories that matter most here.
Static
Clicking on static targets
Tapping a single headshot means placing the crosshair on a stationary or nearly stationary head without correcting.
Drills to improvePrecise
Smooth precision tracking
Long angles require precisely tracking a target at medium and long range and firing at the right moment.
Drills to improve
Compare with
SheriffThe Sheriff costs 800 credits and kills with a headshot up to 30 m even against Heavy Armor, but its magazine is 6 rounds; the Ghost is cheaper and more forgiving.
BanditThe Bandit costs 600 credits and one-shots Light Armor with a headshot up to 30 m (Heavy Armor under 10 m); the Ghost is more forgiving with its 13 rounds and its silence.
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.