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
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.
| Range | Head | Body | Legs |
|---|---|---|---|
| 0 to 50 m | 202 (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
- Shoot standing still or after a counter-strafe: on the move, spread climbs by 10 to 15 degrees and the shot is lost.
- Aim for the head: a single shot is enough, while the body forces you to chain two shots.
- Reload one bullet between shots: 0.5 s per bullet versus 0.67 s between two shots (0.83 s scoped).
- Save the scope for distant angles and shoot unscoped when the enemy arrives up close.
- 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 improveSpeed
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
Compare with
Same category
Train the aim this weapon demands
Sources
- wiki.playvalorant.com (opens in a new tab)
- ggrecon.com (opens in a new tab)
- dexerto.com (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.