BlogValorantValorant Economy Guide, Bonus and Economy Rounds

Valorant Economy Guide, Bonus and Economy Rounds

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Valorant Economy is essential to play this game successfully. On this occasion, we bring you a detailed Valorant economy guide that will help you properly use Creds, the in-game currency you use to buy weapons, armor, and utilities. We also recommend using the excellent Riot games Valorant rank boosting service for an even better experience playing this game.

What Are Creds in Valorant?

creds valorant

Creds are handy in Valorant because they allow your teams to buy what they need during the game, such as weapons, armor, and utilities. Each player has a certain amount of credits at the beginning of each round, which can be increased depending on how successful the player is in the previous round, so he will earn Creds based on that.

How Can You Earn Creds in Valorant?

The Valorant economy works so that Creds can be earned in several ways. The round result gives varying amounts. How many credits are earned in each of these ways?

  • Round Win: If they win a round, the entire team earns a certain number of credits. Each player will receive 3000 creds.
  • Round Loss: For a first round loss, each player gets 1900 Creds, and the amount is increased by 500 when consecutive rounds of losses occur
  • Kills: The player gets 200 credits for each kill in a one round
  • Spike Plant: Planting the spike gives the entire attacking team extra credits regardless of how the round ends
  • Saving Weapons: A player who survives during the previous round keeps the weapon for the following round, which allows him to save Creds for future rounds

What Types of Rounds are There in The Game and What is Their Impact on The Valorant Economy?

The Valorant economy system, based on rounds, forces the player to manage how he and his team spend Creds during the game. Each round has a different economic impact, so the player needs to have a valid strategy.

Pistol Round – The First Round of Each Half

The pistol round is the first round of each half. All players have 800 creds, and those who win rounds will receive a certain amount of creds that will allow them to purchase better equipment for the following many rounds. The team that loses this round will have to buy a cheaper weapon to save creds for a full buy later. In the pistol round, players generally buy a mix of light shields, sidearms, and abilities to increase their game productivity.

There are a few alternatives; the first being to “force” buy phase and go all in to try to win the round which is a big risk-reward play and better to do on offense and overwhelm one site, to buy something small such as a Marshall or Sheriff and then buy full in the third round which is possible with money from first round kills and/or planting the spike (which is what EG did in the picture above), and the final is to save in the second and buy light armor in the third round to get another buy in the fourth round if the third is lost.

Eco Round – Saving Creds

Players spend tiny amounts of creds in the eco round to save up for the next rounds. When this round is lost it doesn't affect the players too much because their main goal is to save creds for full buy rounds. If you win this round, it can significantly affect the enemy team's economy. During these rounds, players are focused on saving Creds, buying basic weapons, or taking them from fallen enemies.

Force Buy – High Risk Round

Players apply a force buy when they have used up all the credits even though they do not have enough credits for a full buy. Players take a lot of risk during this round, but they can profit properly. Some examples include the last round in a half or at a match point where you cannot afford your opponent to win. The team that wins will get significant benefits in terms of team economy. The team that is defeated will be forced into a new eco round. During the force buy, players opt for cheaper equipment, buying weapons such as SMGs or shotguns and light armor. They try to celebrate with teamwork and attacking tactics despite the unfavorable economic situation.

Full Buy – Buying of Full Utility

A full buy round is an opportunity when players have many credits to buy the best and favorite weapons and full utility and abilities. Because the player is properly equipped, his team will have a decent chance of winning. Losing this round is undesirable, potentially leading to an eco round or half buy. Players buy guns like the Phantom and Vandal, heavy shields, and everything else they need to succeed, and they must be coordinated during this round.

Half Buy (Light Buy) – Spending Part of Creds

A Half buy or light buy is a round during which players spend only part of the creds and then they can save for the next rounds. Players are trying to stay competitive but also to save creds to be able to apply full buy. They buy cheaper weapons and, with limited abilities, are focused on winning the round or inflicting economic damage on the enemy team.

Bonus Round – After Winning the Pistol and the Next Round

A bonus round follows after winning the pistol round and the next round, so the team decides to keep the cheaper weapon instead of upgrading. Victory saves creds and significantly affects the enemy's economic system. If your team loses, its financial success is minimized because it can still afford a full buy in the next round.

Anti-Eco Round – Anticipating The Enemy To Be On An Eco

In the anti-eco round, your team predicts that the opponent has decided to buy eco, so they try to get the best equipment that will give them a high chance of winning. Victory brings economic stability, and the enemy will not get loans. Weapons will be purchased that are effective in combating an ecologically minded enemy while controlling choke points and preventing attacks by opponents.

Anti-Force Round - Anticipate the Opponent's Force Round

An anti-force round occurs when a team expects the opponent to force buy. Accordingly, a valid strategy for defense against the enemy will be found. During these rounds, players purchase equipment that is suitable for close combat and sudden bursts of the opposing team with adequate control and team discipline.

Valorant Economy Cheat Sheet - How to spend creds?

valorant credits

Pistol Round Purchases

Starting Credit Income: When the round starts, each player has 800 Creds

Typical Purchases:

  • Light Armor (400 Creds)
  • Ghost (500 Creds)
  • Frenzy (450 Creds)
  • Abilities if they are critical

Goal: The greater the efficiency and be able to survive

Early Rounds - Purchase after winning and losing a pistol round

After Winning Pistol Round:

  • Second Round: Buy SMGs (e.g., Spectre – 1600 Creds) and Light Armor (400 Creds)
  • Third Round: Access full buy if you have enough money

After Losing Pistol Round:

  • Second Round: Eco round (spend minimal Creds)
  • Third Round: Aim for Full buy

Full Buy Rounds Purchases and Goals

Typical Purchases:

  • Buy rifles (Vandal or Phantom – 2900 Creds)
  • Full Armor ( 1000 Creds)
  • Necessary abilities

Goal: Maximum combat readiness

Coordination: Achieve balance by not buying different weapons

Half Buy Rounds – Saving Creds and Buy Cheaper Weapons

Typical Purchases:

  • Cheaper weapons: SMG, shotguns
  • Light half shields (400 Creds)
  • Limited abilities

Goal: To be competitive and save creds for full buy the next round.

Force Buy Rounds – Purchases, Goals, and Strategy

Typical Purchases:

  • Cheaper weapons (Spectre, Bucky)
  • Light Shields (400 Creds)
  • Certain abilities

Goal: Much risk that should pay off

Strategy: Be aggressive and focus on close range duels

Eco Rounds – Save Creds and Basic Utility

Typical Purchases: Basic pistols or no shopping

Goal: Save Creds for the full buy in future rounds

Strategy: Be focused, position yourself well, and take weapons from fallen enemies

Bonus Rounds - When does it come into effect?

It occurs after winning the pistol round and the rounds after that.

Typical Purchases: Keep shotguns from the previous round

Goal: Influence the enemy's economy and save your creds

Anti-Eco Rounds – Purchases and Goals

Estimate that the enemy will be in eco mode.

Typical Purchases: Rifles and Utilities

Goal: Maintain economic stability and prevent the enemy from winning Creds

Strategies: Control choke points and prevent sudden attacks from opponents

Anti-Force Rounds - Against Enemies in Force Mode

When you judge that, the opponent will resort to force buy.

Typical Purchases: Equipment that will be suitable for close encounters

Goal: Kill enemies and maintain an economic advantage

Strategy: Use weapons to disable opponents and maintain control and discipline

Valorant Economy – Tips and Tricks

  • Valorant is a team game, so your teammates can help you become stronger during the fight. If he has more credits, you can use the request option in the Buy menu and take a weapon from him. Right-click to select the weapon you want, and hope your teammate will meet you. If he wants you to help him, he can buy it on his card in the Buy menu.
  • For your strategy during the game, it is important to know the minimum amount of credits you will have in the next round. Open your card in the Buy menu and look at the MIN NEXT ROUND section. This type is useful for light or eco rounds because you can see how much you can spend and still have enough for a full buy.
  • For even more advanced strategies, you can open the leaderboard to see your opponent's economy. If you see that the enemy has an ultimatum, you'll want to avoid being close to your teammates to prevent lake picks for their Showstopper.
  • Suppose the other team is on game point; always force if it is the final round in a half force. And if you are on the borderline of light buying or forcing in the second round, just force as a win will make it such that you have a higher buy in two rounds, rather than guaranteeing one throw away light buy round.
  • When it comes to saving or full buying, an important rule that should be generally followed is to “buy with your team”. This general rule of thumb is to save and buy low when your team as a whole cannot put together 5 full buys and perform a full buy together. This is a general rule of thumb, and exceptions to this rule, such as a “hero-buy” or using certain ults, will be discussed later.
  • Econ Rating may seem like a puzzling statistic compared to the KDA or Combat Score, but it has a purpose. Your Econ Rating is your damage dealt per 1000 Creds spent. Therefore, the higher your Econ Rating, the more efficient you are with the things you buy. In general, Econ Rating is something you do not need to consider if you are doing well in Valorant. However, if you are constantly struggling and are noticing a low Econ Rating, it may be an indication that you are overspending on rounds that are unwinnable.
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