VALORANT Economy: Strategies for Wise Buys, Saves, and Predicting Your Opponent's Moves

In the realm of VALORANT, mastering shooting mechanics, utility utilization, map awareness, and teamwork is vital for players aiming to progress and excel in the game. However, one crucial aspect often overlooked is efficient economic management. Understanding when to buy, when to save, and when to disrupt your opponents' economy can significantly impact the outcome of a match, potentially turning a 13-11 into a victory.

This article will delve into the fundamentals of economy management, from the basics to advanced strategies aimed at maximizing your team's purchasing power and destabilizing your opponents' financial standing. If you are well-versed in the essentials of earning credits, credit rewards per round, and basic economic strategies, you may skip the introductory sections.

The Essentials: Earning Credits

Throughout a VALORANT match, there are various ways to accumulate credits. At the conclusion of each round, the outcome of the round dictates the number of credits your team earns. Additionally, players receive $200 for each kill, and the attacking side earns $300 per player for successfully planting the spike.

Round outcomes deliver varying amounts of credits. A round win consistently rewards $3000, while saving (not perishing in a round loss) yields $1000. In the event of consecutive round losses, the losing team receives $1900 for the first, $2400 for the second and $2900 for the third or more successive losses.

Understanding these credit numbers is vital for maintaining the ability to afford a full buy. A typical full buy entails purchasing a rifle (Phantom or Vandal) for $2900, armor for $400 or $1000, and varying utility costs (ranging from $0 to $800). This results in a full buy range of $3300 to $4700 in credits.

This range is pivotal to prevent overspending during saving rounds, as the 'min. next round' value in the buy menu incorporates your current loss bonus and deducts your current expenses, helping you gauge your purchasing capacity.

The Fundamentals: Spending Wisely

Knowing how to accumulate credits is one aspect; understanding when to spend them is more intricate. But before delving into this, it's crucial to grasp the concept of a 'save.' A 'full-buy,' as discussed earlier, involves purchasing armor, a rifle, and utility. In contrast, a 'light buy' or 'save' means intentionally purchasing cheaper weapons, reducing utility, and opting for lower armor levels to accumulate enough credits for a full buy in the next round. An additional term, 'force buy,' entails buying as much as possible, even with the awareness that a loss will lead to a light buy in the following round.

When determining whether to save or fully buy, a general rule to abide by is 'buy with your team.' The rule suggests saving and spending conservatively when your team can't collectively afford five full buys and execute a full buy together. Exceptions to this rule, such as 'hero buys' or utilizing certain ultimates, will be explored later.

It's advisable to opt for a light buy when most of your team can't manage a full buy. While executing a light buy, monitor your 'min. next round' value, aiming to ensure it falls within the $3300-$4700 range. There's no need to strictly adhere to this range, as you can exceed it to accumulate more credits. However, buying expensive items in a round your team is likely to lose is unwise, as it can deplete your finances for subsequent rounds.

Full buying should be executed when the majority of your team possesses at least $3300. For players who can't afford the necessary items, a teammate can purchase a weapon for them, fostering team unity and improving the odds of winning a round due to an enhanced arsenal.

If a teammate can't buy for another, and one or two players can't fully buy, a full buy can still be reasonable. These players can acquire a Judge to hold a close angle effectively or partner with a player carrying a rifle for trades. This emphasizes the importance of viewing each player's finances as a collective rather than individual value, streamlining the process of buying for others and avoiding 'dead money' due to the credit cap of $9000.

Advanced Strategies: Diving Deeper

Pistol Rounds

The first three rounds of a match are distinct regarding the economy. The first round typically calls for maximizing your initial $800 budget, except when saving for an Operator early on.

The second-round purchase is influenced by the outcome of the first round and whether the spike was planted. Winning the first round prompts a purchase that optimizes your chances in the next, while the opposing team will likely save for the third round.

Options for the second-round purchase include acquiring a Bulldog or a rifle (especially when attacking and planning to plant the spike) to challenge the enemy's full buy in the third round. Alternatively, you can opt for mid-tier weapons like the Spectre, or consider the Marshall, which can eliminate unarmored opponents with a single body shot.

You should carry over any unused weapons or equipment from the second round into the third, treating it as a 'bonus' round where your team accumulates funds for the fourth. In professional play, a less conventional strategy involves some players refraining from purchasing in the second round, using leftover pistols from the first round, and ultimately buying in the third round to disrupt the enemy's economy and seize fallen enemies' weapons.

In the event of a first-round loss, the most common strategy is to save and perform a full buy in the third round. However, alternative approaches include 'force buying' to attempt a high-risk, high-reward win, or investing in smaller items like a Marshall or Sheriff and then executing a full buy in the third round. The latter is feasible by accumulating funds from first-round kills or spike plants, as illustrated in the image above.

Save and Buy Decisions

When choosing to save, you receive a flat $1000 and maintain your equipment for the next round. The decision to save should consider the forfeiture of the potential loss bonus. To simplify this decision, weigh the value of $1000 and your existing gear against the potential earnings from the loss bonus.

If you possess light armor, a Vandal, and won the previous round, it's often more beneficial to preserve your $3300 worth of gear and $1000 bonus rather than accepting $1900 for losing the round and potential additional income from kills. Generally, this is why saving a lower-value weapon is less advantageous, as it would result in a net loss of money. In such cases, it's more prudent to perish to an enemy or let the spike detonate to receive the full loss bonus.

However, the decision to save becomes more intricate at a higher level. Factors to consider include your team's economic situation, the opposing team's financial status, the remaining rounds, and the ultimate economy.

Your team's financial stability is an important factor. If your team has ample funds, saving the weapon may not be necessary, as you can afford to purchase the next round, potentially causing damage to the enemy's economy. Conversely, if your team has limited funds or if you possess an expensive weapon, such as an Operator, saving is often the wiser choice. In scenarios where your team's economy is moderate and can barely afford a full buy in the following round, saving the weapon will hinge on the other factors mentioned.

Ultimates also play a role in the decision to save, as ultimate points are awarded for kills or deaths. Ultimates are crucial in VALORANT, and opting for a defuse against the odds can influence the subsequent round with ultimate points. Dying to the spike explosion or saving can affect these ultimate orbs. When you're near an ultimate and play an agent with a high-impact ultimate like Killjoy or Sova, it may be worth attempting to acquire the ultimate point during a round where your team's economy is tight.

When considering ultimate points, agents like Jett and Chamber have unique exceptions due to their ultimates, which grant them free weapons for a round. These agents can use their ultimates to boost a low buy, save for an Operator in the next round, or purchase weapons for teammates. Additionally, the number of rounds remaining should influence your saving or force-buy decisions. When the game is about to conclude, the incentive to build your economy decreases. Consider the number of rounds left, especially if the enemy has 12 rounds, as continued force buying can extend the game.

The enemy's financial condition is another significant factor when deciding to save. Weakening the opponent's economy is just as crucial as maintaining your own. If the enemy has limited resources, consider playing the round despite slim chances of winning or focus on eliminating opponents to force them into buying new weapons. To achieve this, position yourself strategically to pick off enemies leaving a site before the spike detonates.

Choosing When to Hunt

Determining the right moment to hunt for kills in a seemingly lost round is essentially the opposite of deciding when to save. If a player, in the aftermath of a round, would gain more money from their equipment than from the post-round bonus, it's worth trying to eliminate them and seize their weapon. Similar principles apply as in the saving scenario, with factors such as remaining rounds, total economy on both sides, and ultimate economy influencing the decision.

For instance, there's little sense in pursuing an Operator carrier who is saving if your economy is teetering on the edge of collapse, and they have $7900 with three rounds to go. In this case, they can comfortably repurchase the Operator in the next round, while you risk undermining your own economy.

Ultimates also impact this decision. If a teammate is close to an impactful ultimate and can benefit from a kill, it's worth hunting down enemies during a low-buy round, as it can aid in charging their ultimate. Moreover, deaths yield ultimate points, and players with high-impact ultimates can be tasked with hunting down opponents who are saving or targeting weaker opponents to accumulate ultimate points.

Consider the loss bonus when hunting saving enemies. If the opponents are on the verge of their first consecutive round loss, the value of saving the weapons increases, as the loss bonus will be merely $1900. The difference between saving and dying amounts to $1000 and a rifle versus $1900, a substantial difference.

However, the decision to hunt down saving opponents should be influenced by their economy and the current state of the game, as explained in the next section.

When to Purchase Light Armor

In the current VALORANT meta, light armor is a powerful option that warrants its own section. Light armor provides 25 hit points for a mere $400, whereas heavy armor offers 50 hit points at a cost of $1000. Surprisingly, light armor delivers more hit points per credit, contrasting typical consumerism.

The $600 price difference between light and heavy armor can accumulate over rounds, potentially influencing your ability to purchase and save in subsequent rounds. Nevertheless, this decision comes at the expense of having 25 fewer hit points.

In many scenarios, the 25 hit points difference doesn't significantly affect gameplay. A chart demonstrating various damage scenarios when using light or heavy armor reveals that against the Vandal or Operator, there is no disparity between light and heavy armor. The Phantom exhibits a difference at 15-30 meters.

This supports the use of light armor, as the odds of those 25 hit points making the difference between life and death are relatively low. However, take note of the Spectre and consider when opponents are likely to be on a lower buy, as the 25 hit points can make a difference in such cases.

Another crucial aspect is the state of your team's economy. When your finances are in good shape, it's advisable to opt for heavy armor, as the $600 won't harm your economy. This strategy is particularly useful in scenarios where the game is neck and neck, and the loss bonus resets to $1900 for both teams.

For instance, consider a situation where you lose the first round and buy heavy armor, a rifle, and $400 worth of utility. In case of a loss, your minimum credit balance will be only $3100, necessitating a light buy in the following round. However, if you purchase light armor, a rifle, and $400 worth of utility, you will have a minimum of $3700, allowing you to execute the same light buy once more without considering money from kills or spike plants.

The strength of this strategy becomes evident when facing a challenging scenario, such as losing the pistol round and aiming to purchase in the third round. By saving in the second round and carefully managing your purchases, you can secure an extra buy and two opportunities for a round win, which can boost your team's economy.

Remember, the 'buy with your team' principle still applies when opting for light armor. If you're buying light armor and can fully buy again while your teammates can't, the value diminishes. Coordination with your team is key, as collective light armor purchases work best when the team embraces the strategy together.

Exceptions to the Rule

Certain agents and specific game states may necessitate deviations from the standard guidelines. For instance, if the score is 12-11, and you only have $3100, it's advisable to force buy as much as possible, as that round must be won, and money resets if the game goes into overtime. Force buying is also recommended if the opposing team is on game point or if it's the final round of a half.

Jett and Chamber are exceptions to the rule due to their ultimates. They each receive a free weapon, enabling them to:

Use their ultimate and purchase a weapon for a teammate with remaining credits.

Purchase only armor (and possibly a cheaper weapon) and save the $2900 from the current round to accumulate additional funds for subsequent rounds or to acquire an Operator in a later round.

Try to obtain a kill with their ultimate, enabling a teammate to pick up the fallen enemy's weapon.

Another important exception is the 'hero buy.' This tactic involves one or two players with excess funds buying a rifle with the intention of securing a kill or trade. A teammate with a cheaper weapon can then pick up the fallen enemy's weapon, enabling an economic snowball effect. Implement this strategy within the framework of the buddy system, allowing the player with the rifle to trade out a teammate with a less expensive weapon or to retrieve the rifle, upgrading a teammate's loadout.

Predicting Purchases and Enemy Strategies

Once you have a firm grasp of when to make particular types of purchases, you can use this knowledge to not only make sound economic decisions for your team but also to predict the enemy's purchases and strategize accordingly.

Understanding your opponent's potential purchases allows you to anticipate their gameplay in the subsequent round. Key factors to assess include the enemy's credit balance and ultimate points:

$4700: An enemy may potentially purchase an Operator. Clear common Operator positions with utility or use jump peeks to check for an Op.
$3300-$4700: The enemy will likely have rifles if most of them are in this range or higher. Be prepared for standard rifle-based gameplay.
$1850-$3300: The enemy is more likely to utilize Judge shotguns or other close-range weapons. Take care to clear close angles or avoid them.
Jett or Chamber has 6/7 Ultimate Points or the enemy team has limited funds: Expect the enemy to prioritize obtaining Ultimate Orbs for these agents. Be prepared to play aggressively around Ultimate Orbs to engage in fights against opponents wielding lower-cost weapons. On offense, quickly assault the weaker side of the map to challenge enemies and secure Ultimate Orbs.
In the context of your financial status and game state, factor in these considerations to anticipate the enemy's purchases and devise a strategy accordingly.

Conclusion

This comprehensive guide covers a plethora of economic strategies and nuances in VALORANT. Applying these principles can enhance your understanding of the game's economy, enabling you to make more informed decisions regarding buys, saving, hunting, and other economic aspects. Key takeaways from this guide include the importance of buying with your team, the impact of the enemy's financial condition on your decision-making, the potential of light armor as a cost-effective choice, and exceptions to the standard rules in specific game states or with certain agents.

By integrating these strategies into your gameplay, you'll be better equipped to navigate the intricate world of VALORANT's economy, make wiser choices when managing your team's finances, and improve your overall performance in the game. Best of luck in your future VALORANT matches, and may these tips lead to fewer eco rounds and more successful plays.

For more information and tips on VALORANT, be sure to check out our VALORANT map guides, breakdowns, and the latest on Gboosting and Prices.