Bandit
Sidearms · 600 Credits
Weapon Stats
Damage by Range
| Range | Head | Body | Legs |
|---|---|---|---|
| 0-10m | 152 | 39 | 33 |
| 10-30m | 128 | 39 | 33 |
| 30m+ | 112 | 34 | 28 |
Shots to Kill
| Range | Head | Body | Legs |
|---|---|---|---|
| 0-10m | 1 | 3 | 4 |
| 10-30m | 1 | 3 | 4 |
| 30m+ | 1 | 3 | 4 |
| Range | Head | Body | Legs |
|---|---|---|---|
| 0-10m | 1 | 4 | 5 |
| 10-30m | 2 | 4 | 5 |
| 30m+ | 2 | 5 | 6 |
| Range | Head | Body | Legs |
|---|---|---|---|
| 0-10m | 1 | 1 | 1 |
| 10-30m | 1 | 1 | 1 |
| 30m+ | 1 | 1 | 1 |
Role & Identity
The Bandit sits in the sidearm lineup at 600 credits — between Ghost (500) and Sheriff (800) — and is built around real per-shot stopping power across all three of its range brackets: 152 headshot damage inside 10 meters, still 128 at 10-30 meters, and 112 even past 30. That's a meaningfully flatter damage curve than most sidearms, and it one-shots an unarmored head at any distance the pistol round is realistically fought at.
It trades that consistency for a smaller 8-round magazine and a slower, fully semi-automatic 5.1-round-per-second fire rate — every shot needs to count, since there's less ammunition to recover from a missed read than the Ghost's 13-round magazine offers.
As a newer addition to the sidearm lineup, it effectively gives players a mid-price option that behaves more like a compact Sheriff than an upgraded Ghost — the emphasis throughout is on per-shot damage and range consistency rather than magazine size or fire rate.
Strengths & Weaknesses
Medium wall penetration — a real step up from Ghost's Low rating — combined with the flat, high headshot damage across range brackets makes the Bandit a genuinely strong option for punishing common hold spots through cover, not just a straight duel weapon. Its damage consistency at range is closer to a Sheriff's profile than a Ghost's, without the Sheriff's higher cost.
The smaller magazine and slower fire rate are real costs against a Ghost, whose extra rounds and faster follow-up shot forgive a missed first read more easily. In a sustained multi-target situation the Bandit runs dry faster, which matters in eco-round scenarios where facing more than one opponent with only a pistol is common.
Its body damage (39 at close-to-medium range) is also notably higher than Ghost's, meaning a Bandit user has a somewhat more realistic chance of winning a fight through body shots alone if a headshot read isn't available, narrowing — though not closing — the gap with the Sheriff's body-shot potential.
Economy & When to Buy
At 600 credits, the Bandit occupies a genuine middle tier in the sidearm economy — more expensive than the Ghost but noticeably cheaper than the Sheriff, while offering damage consistency closer to the higher tier. On a pistol round or eco round where 800 credits for a Sheriff isn't available but a plain Ghost feels underwhelming for the matchup, the Bandit is the natural step up.
It's worth the extra 100 credits over a Ghost specifically on maps or positions with longer sightlines, where the Ghost's falloff past 30 meters costs more than the Bandit's flatter damage curve does.
It's also a sensible pick when a team's economy allows every player a slight upgrade over the Ghost but genuinely can't stretch to a full Sheriff round — the extra 100 credits per player is a smaller ask than the 300-credit jump to a Sheriff for the whole team.
How to Play It
Treat the Bandit like a precision weapon rather than a spray option — the small magazine and semi-automatic fire rate punish a spray-and-hope approach far more than they reward it. A confirmed headshot read is worth more here than with almost any other sidearm.
It's a strong pick for a player who already favors a patient, one-shot mentality on rifle rounds and wants that same style of play carried over into the pistol economy, rather than someone looking for a forgiving, high-volume close-range brawler.
Because the magazine is small, it's also worth being deliberate about reload timing between engagements — getting caught mid-reload against any full-auto sidearm is a losing position the Bandit can't recover from the way a bigger-magazine pistol sometimes can.
Common Matchups
Against a Ghost at range, the Bandit's flatter damage curve gives it a real edge in the exact scenario where the Ghost starts to lose one-tap potential — a longer pistol-round sightline favors the Bandit's consistency over the Ghost's falloff.
Against a Sheriff, the Bandit is still outgunned on raw per-shot damage and fire rate, and should generally avoid a slow, patient stand-off duel in favor of closing distance slightly to bring its own flatter damage curve into play sooner.
Against a Frenzy or Classic at close range, the Bandit's slower fire rate and smaller magazine are real liabilities — a full-auto or burst-capable opponent can out-trade it if the Bandit user misses the opening shot.
Map & Positioning Notes
The Bandit's flat damage curve makes it a genuinely good pick on maps with longer pistol-round sightlines, where its consistency at range matters more than it would on a tighter map where most fights are already decided at close quarters.
It also benefits from Medium wall penetration on maps with common wallbang spots — a position that can pre-fire through a known thin-cover angle gets more value from the Bandit than from a Ghost with its lower penetration rating.
Want to see how your own bandit usage stacks up? Compare your Valorant stats head to head, or browse every other weapon in the game.