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Sniper rifles

Marshal: damage and tips

The Marshal is the cheapest lever-action sniper in the arsenal, at 950 credits. It kills with a headshot in one shot and lets you snipe without emptying your wallet.

Price
950 credits
Marshal

Stats

Price
950 credits
Fire rate
1.5 rounds/s
Magazine
5 rounds
Reload
2.5 s
Equip time
1.25 s
Run speed
80% of knife speed
First-shot spread
1°
Penetration
Medium
Fire mode
Semi-automatic
Alt fire
Aim down sights, ×3.5 zoom

Damage by range

Damage per bullet by body part, and shots needed to kill an opponent with 100 HP wearing: Heavy Armor.

Damage by range
RangeHeadBodyLegs
0 to 50 m202 (1 shot)101 (2 shots)85.85 (2 shots)

How to play it

The Marshal is played at medium and long range, between 20 and 50 meters, on an angle you hold or a corridor you control. Its unscoped shot stays decent when standing still (1° of spread), and it's light enough to allow quick peeks. Shoot once, then back off or change angle: the fire rate is slow. Reloading is done bullet by bullet, so you can reload between shots. At short range, you often lose against a rifle.

When to buy it

When you want a cheap sniper: after a won pistol round, on a force buy, or on a partial eco. Add Light Armor if you have 1,350 credits. If the economy is healthy and you want a better killer, move up to the Outlaw or the Operator.

Strengths

  • Low price: at 950 credits, it's the easiest sniper to afford, even on an eco or after a won pistol round.
  • A headshot kills any opponent, shields included, up to 50 meters.
  • Light and mobile: it equips in 1.25 s and you can jiggle-peek, where the Operator (1.5 s equip, 72% speed when scoped) is poorly suited to it.
  • The unscoped shot is accurate enough to punish an enemy who exposes themselves, even without going through the scope.

Weaknesses

  • A body shot (101) only kills an enemy with no armor: as soon as they have some (125 or 150 HP), it takes two, at 1.5 shots per second.
  • Medium wall penetration: fewer kills through cover than with the Outlaw or the Operator.
  • Scoping slows the fire rate to 1.2 per second: a missed duel against a rifle is costly.
  • A missed shot lets the enemy take position: without a fast second shot, you have to back off or change angle.

Tips

  1. Shoot standing still or after a counter-strafe: on the move, spread climbs by 10 to 15 degrees and the shot is lost.
  2. Aim for the head: a single shot is enough, while the body forces you to chain two shots.
  3. Reload one bullet between shots: 0.5 s per bullet versus 0.67 s between two shots (0.83 s scoped).
  4. Save the scope for distant angles and shoot unscoped when the enemy arrives up close.
  5. After a shot, change position before the enemy finds you: your fire rate is too slow for a second duel.

The aim to train

The Road2Radiant benchmark subcategories that matter most here.

  • Static

    Clicking on static targets

    One headshot is enough: a well-placed flick onto a stationary target is the Marshal's main move.

    Drills to improve
  • Speed

    Fast target switching

    When two enemies show up, you have to go from one to the other in a second, because the fire rate is slow.

    Drills to improve
Measure these skills with the benchmark

Compare with

Same category

Train the aim this weapon demands

Sources

Updated on October 13, 2026

Data from patch 13.06. Names, art and weapon stats: Riot Games, via valorant-api.com.