SMGs
Spectre: damage and tips
The Spectre is a 1,600-credit silenced SMG with 30 rounds. It's the half-buy weapon played at close and medium range.
- Price
- 1,600 credits
Stats
- Price
- 1,600 credits
- Fire rate
- 13.333 rounds/s
- Magazine
- 30 rounds
- Reload
- 2.25 s
- Equip time
- 0.75 s
- Run speed
- 85% of knife speed
- First-shot spread
- 0.4°
- Penetration
- Low
- Fire mode
- Automatic
- Alt fire
- Aim down sights, ×1.15 zoom
- 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 15 m | 78 (2 shots) | 26 (6 shots) | 22.1 (7 shots) |
| 15 to 30 m | 66 (3 shots) | 22 (7 shots) | 18.7 (9 shots) |
| 30 to 50 m | 60 (3 shots) | 20 (8 shots) | 17 (9 shots) |
How to play it
The Spectre fires automatically at 13.3 rounds per second, with 30 rounds and a 2.25 s reload. Its suppressor hides tracers from the enemy and muffles the sound at long range: you can shoot through smoke without giving yourself away. It's accurate standing still (0.4° of spread on the first bullet) but opens up quickly on the move. Play it at short and medium range, firing strings of 3 to 6 rounds. When aiming down sights, the fire rate drops to 12 rounds per second and the spread shrinks. It suits angle duels, quick repeeks, and rounds where you want to stay discreet.
When to buy it
The Spectre suits half buys and bonus rounds, when you're short of a full rifle. At 1,600 credits, it leaves little room for abilities: plan for at least Light Armor. It's also a good pick on defense on short angles, or on a retake with few credits.
Strengths
- Silenced: the enemy can't see your tracers, so you can shoot through smoke without revealing your position.
- Two headshots kill up to 15 m even against Heavy Armor (78 damage), in about 0.075 s.
- 30-round magazine and 13.3 rounds per second: you can chain two nearby enemies without reloading.
- Decent accuracy from the first bullet (0.4°) and mobility kept at 85% of run speed.
Weaknesses
- At 1,600 credits, it costs the same as the Ares and far more than the Stinger, while still being weak at long range.
- To the body it does 26, then 22 and 20: it takes 4 to 5 bullets with no armor, so duels run long if you don't hit the head.
- Heavy spread on the move: running while shooting adds 2.5° and makes you miss many bullets past a few meters.
- Weak wall penetration, so it's not much use for punishing behind cover.
Tips
- Stop before shooting: the counter-strafe gives you the 0.4° spread of the first bullet.
- Shoot through smokes and vision screens: with no visible tracer, the enemy doesn't know where the bullets come from.
- Stick to strings of 3 to 6 rounds at medium range, then release the trigger to let the spread recover.
- Aim for the head from the start: two headshots kill under 15 m, versus four to the body.
- Use aim down sights from 15 m: the fire rate drops a little but recoil and spread shrink.
The aim to train
The Road2Radiant benchmark subcategories that matter most here.
Strafe Click
Clicking while strafing
The Spectre demands a clean stop before shooting: the counter-strafe gives its first-bullet accuracy.
Drills to improvePrecise
Smooth precision tracking
On a mid-range angle, you need to keep the crosshair on the head through strings of 3 to 6 rounds.
Drills to improve
Compare with
StingerThe Stinger costs 1,100 credits and dominates under 15 m; the Spectre has more rounds, a suppressor, and holds up better at medium range.
AresThe Ares costs the same, has 50 rounds and strong penetration, but it's heavier (76% of run speed versus 85%); the Spectre is more mobile and more accurate at the start.
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)
- esportnow.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.