SMGs
Stinger: damage and tips
The Stinger is a 1,100-credit SMG with the highest fire rate in the arsenal. It's the half-buy weapon, built for close combat.
- Price
- 1,100 credits
Stats
- Price
- 1,100 credits
- Fire rate
- 16 rounds/s
- Magazine
- 20 rounds
- Reload
- 2.25 s
- Equip time
- 0.75 s
- Run speed
- 85% of knife speed
- First-shot spread
- 0.65°
- Penetration
- Low
- Fire mode
- Automatic
- Alt fire
- Aim down sights, ×1.15 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 15 m | 67.5 (3 shots) | 27 (6 shots) | 22.95 (7 shots) |
| 15 to 50 m | 57 (3 shots) | 23 (7 shots) | 19 (8 shots) |
How to play it
The Stinger fires automatically at 16 rounds per second, with a 20-round magazine and a 2.25 s reload. The magazine empties in a little over a second: fire short strings of 3 to 5 rounds, don't spray. When aiming down sights (right click), it switches to a 4-round burst, slower but more stable. It shines under 15 m, especially while moving, because it keeps 85% of your run speed. Beyond that, recoil and spread penalize you. Play tight angles, site entries, and duels where you surprise the enemy. Against several opponents, switch weapons instead of emptying the magazine.
When to buy it
The Stinger is a half-buy or transition round purchase, when you can't afford a rifle yet. At 1,100 credits, it lets you take Light Armor and an ability. It's also handy against a weak enemy economy. Skip it on full-buy rounds if you can afford a Vandal or a Phantom.
Strengths
- 16 rounds per second: under 15 m, two headshots kill an enemy with no armor or Light Armor, in about 0.06 s.
- Costs 1,100 credits, so it leaves enough to buy armor and abilities on a half buy.
- Stays handy: 85% of run speed and 0.75 s to equip, useful for aggressive peeks.
- The aimed burst mode gives you a more stable option for mid-range duels, without switching weapons.
Weaknesses
- Only 20 rounds per magazine: a missed duel leaves you with no ammo against the second enemy.
- Beyond 15 m, the head drops to 57: 2 shots with no armor but 3 against Light Armor. The Spectre is more consistent.
- Pronounced spread and recoil in sustained fire (increased in patch 11.08): long sprays go everywhere.
- Weak wall penetration: you rarely punish an enemy behind cover.
Tips
- Counter-strafe before shooting, then fire strings of 3 to 5 rounds: beyond that, the spread makes you miss the head.
- Aim for the head from the first bullet: under 15 m, two headshots kill, versus four to the body.
- Use the aimed burst for duels past 15 m, where continuous fire loses accuracy.
- Reload behind cover as soon as you win a duel: 20 rounds go fast and 2.25 s in the open is a long time.
- Save it for rounds where you can isolate the enemy in a corridor or a short angle.
The aim to train
The Road2Radiant benchmark subcategories that matter most here.
Strafe Click
Clicking while strafing
The Stinger is fired in short strings after a counter-strafe: this technique decides whether the first bullet lands on the head.
Drills to improveSpeed
Fast target switching
Close duels demand quickly chaining several targets with few bullets, so fast transitions between enemies.
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)
- 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.