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Ghost

Ghost

Sidearms500 creds65 skins

On the Ghost, one headshot kills an unshielded opponent, but not one with shields, and 5 body shots kill through a heavy shield.

Shots to kill and time to kill

Shields absorb damage one-for-one, so a light shield puts an opponent on 125 effective health and a heavy shield on 150. Time to kill measures from the first bullet landing to the last, which is why a one-shot kill reads 0.00s.

030m105 head · 30 body · 25.5 legs

TargetHeadshotsTTKBody shotsTTKLeg shots
No shield10.00s40.44s4
Light shield20.15s50.59s5
Heavy shield20.15s50.59s6

Between 0 and 30 metres, 105 to the head kills an unshielded opponent instantly but leaves a shielded one alive. Body shots take 5 through a heavy shield at this range.

3050m87.5 head · 25 body · 21.25 legs

TargetHeadshotsTTKBody shotsTTKLeg shots
No shield20.15s40.44s5
Light shield20.15s50.59s6
Heavy shield20.15s60.74s8

Between 30 and 50 metres nothing kills in one shot, shielded or not — 87.5 to the head is short of the 150 a heavy shield leaves you needing. Body shots take 6 through a heavy shield at this range.

The Ghost loses damage past 30m. That drop is what decides whether a fight at range still ends in one shot, so it matters far more than the raw damage number.

Handling

Fire rate6.75 rounds/sec
Magazine13 rounds
Reload1.5s
Equip0.75s
Run speed0.85×
Wall penetrationMedium
First bullet accuracy0.3

What a Ghost buy actually costs

The Ghost is 500 credits on its own, but nobody buys a gun on its own. Adding armour is what turns it into a real loadout, and these are the shield prices straight from the buy menu.

LoadoutShieldTotal
Ghost + Light ArmorAbsorbs 66% of total damage taken. Breaks after it has absorbed 25 damage.400900
Ghost + Regen ShieldAbsorbs 100% of total damage taken. Regenerates after it has absorbed damage. Has a total regeneration pool of 50.6501,150
Ghost + Heavy ArmorAbsorbs 66% of total damage taken. Breaks after it has absorbed 50 damage.1,0001,500

Abilities are on top of these figures and vary by agent, so treat the totals as the floor for a full buy rather than the final number. Heavy armour is what the kill tables above assume — it is the difference between 100 effective health and 150.

How it compares to the other Sidearms

All 6 Sidearms side by side, at point-blank range. The Ghost row is highlighted. Damage falls off with distance on most guns, so these are the best-case numbers — the per-range tables above are the full picture.

WeaponCostHeadBodyFire rateMagBody shots to kill
Frenzy450782610156
Classic78266.75126
Bandit600152395.184
Ghost500105306.75135
Sheriff800159.555463
Shorty30022113214

Body shots to kill assumes a heavy shield, which puts an opponent on 150 effective health. Cost is in credits from the buy menu.

Ghost vs Frenzy

Neither the Ghost nor the Frenzy kills a heavy-shielded opponent with one headshot, so the comparison comes down to fire rate and cost: 6.75 rounds per second at 500 credits against 10 at 450.

All 65 Ghost skins

Skins are purely cosmetic — none of them change the numbers above. Higher content tiers add upgrade levels, colour variants and effects rather than any advantage.

TierSkins at this tierStandard tier price
Select30875 VP
Deluxe151,275 VP
Premium111,775 VP
Exclusive6
Ultra32,475 VP

Standard single-skin prices for each tier. Most Ghost skins are sold inside a bundle rather than on their own, and bundle pricing sits below the sum of its parts — so treat these as the ceiling, not the receipt.

Ghost FAQ

How many shots does the Ghost take to kill?

Through a heavy shield, 2 headshots or 5 body shots. Against an unshielded opponent it is 1 to the head or 4 to the body.

Does the Ghost one-shot headshot?

Not through a heavy shield. Headshot damage is 105, and a heavy shield puts an opponent on 150 effective health.

How much does the Ghost cost?

500 credits. It sits in the Sidearms section of the buy menu.

Can the Ghost shoot through walls?

Its wall penetration is rated Medium. Higher penetration keeps more damage when shooting through surfaces, which is what makes pre-firing common angles and spraying through soft cover viable.

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