VALORANT Damage Calculator
Pick a weapon, set the range and the target's shield, then count your hits — exact damage, surviving HP and time to kill, computed from the damage tables in VALORANT's game files.
Vandal at 15m — head 160, body 40, leg 34 damage per shot.
Headshots only
1 shot · one shot
Body shots only
4 shots · 0.31s TTK
TTK assumes every shot lands — a floor, not a prediction. Regen shield is modelled at its 100 base HP steady state; mid-fight regen depends on timing the data cannot know.
How the numbers work
Every weapon's damage is defined per hit location across distance bands — most rifles have two or three bands, snipers one flat band, shotguns per-pellet values. A target's effective health is 100 plus shield: 125 with light armour, 150 with heavy. Damage does not carry over between hit locations in any special way; it simply sums.
Full per-weapon tables live on each weapon page, and two weapons can be compared band-by-band in the weapon comparison.
Common questions
How is VALORANT damage calculated?
Each weapon has a damage table with head, body and leg values that change over distance bands. Shields absorb damage one-for-one, so a full-health target has 100 HP plus 25 (light) or 50 (heavy) shield. This calculator reads those tables directly from the game's files.
What counts as a one-shot kill?
A single shot dealing at least the target's effective health — 150 damage against a heavy-shield target. Which weapons do that at which ranges depends on their headshot damage band; the Vandal holds 160 head damage at every range, the Phantom drops below 150 beyond 15 metres.
Does the calculator include armour penetration or wall bangs?
No. Wall penetration reduces damage by material and distance in ways the public data does not fully specify, so the calculator models direct hits only rather than guessing.