Bucky
Shotguns · 850 Credits
Weapon Stats
Damage by Range
| Range | Head | Body | Legs |
|---|---|---|---|
| 0-8m | 34 | 17 | 14 |
| 8-12m | 26 | 13 | 11.1 |
| 12m+ | 18 | 9 | 7.7 |
Shots to Kill
| Range | Head | Body | Legs |
|---|---|---|---|
| 0-8m | 3 | 6 | 8 |
| 8-12m | 4 | 8 | 10 |
| 12m+ | 6 | 12 | 14 |
| Range | Head | Body | Legs |
|---|---|---|---|
| 0-8m | 5 | 9 | 11 |
| 8-12m | 6 | 12 | 14 |
| 12m+ | 9 | 17 | 20 |
| Range | Head | Body | Legs |
|---|---|---|---|
| 0-8m | 1 | 2 | 2 |
| 8-12m | 1 | 2 | 3 |
| 12m+ | 2 | 3 | 4 |
Role & Identity
The Bucky is the cheaper of the two true shotguns at 850 credits, firing 15 pellets per shot but at a much slower rate — effectively a single powerful blast followed by a real cooldown rather than the Judge's faster-firing feel. Its primary fire is even more devastating at close range, and it carries a genuinely unique alt-fire: an "airburst" mode that fires a 5-pellet spread as a projectile, giving it a rare mid-range option most shotguns don't have at all.
That airburst alt-fire is the real reason to consider the Bucky over the Judge — it lets a player threaten a corner or doorway from further away than any other shotgun can manage, at the cost of a much smaller pellet count on that particular shot.
The primary fire's semi-automatic-feeling but slow 1.1 rounds-per-second rate makes every pull of the trigger a real commitment — there's effectively no fast follow-up shot the way the Judge has, so the first shot needs to count far more often.
Strengths & Weaknesses
Primary-fire damage at close range is even higher per pellet than the Judge inside 8 meters, making the Bucky the single hardest-hitting weapon in the game at point-blank distance for its price. The airburst alt-fire adds real flexibility that the Judge lacks, letting a Bucky user contest a slightly longer angle without fully committing to a close-range push.
The primary fire's slow rate means a missed or partially-connected shot is costly — there's no fast follow-up the way the Judge has, so a whiffed shot at close range can be fatal against any player with even a basic sidearm ready. Its damage still falls off hard past 12 meters, same as the Judge, so it shares that shotgun-family weakness at range.
The airburst mode, while flexible, delivers far less total damage than the primary fire since it's spreading only five pellets instead of fifteen — it's a genuine option for zoning or forcing a reaction at range, but rarely a reliable standalone kill confirmation the way the primary fire is up close.
Economy & When to Buy
At 850 credits, the Bucky is genuinely eco-friendly — a real weapon upgrade over a starting pistol for a fraction of a rifle's cost, and a common pick on rounds where the team is saving but still wants a chance at winning close-range duels rather than conceding the round outright.
It's a natural pairing with a light armor buy on a low-economy round, since the credits saved versus a full rifle buy can go toward at least partial protection rather than a bare pistol round.
The airburst alt-fire also makes it a slightly more flexible eco pick than the Judge for a team that isn't certain the round will stay close-range, since it at least offers some form of answer if a fight ends up happening a little further out than planned.
How to Play It
The core play is aggression at extremely close range — holding a tight corner or pushing through a doorway where the primary fire's point-blank damage guarantees a kill on contact. The airburst alt-fire is worth practicing separately, since it opens up peeking a slightly longer angle that the primary fire simply can't reach.
Like the Judge, it's a poor fit for anyone planning to hold an open lane — the whole weapon is built around forcing or answering close-range fights, not contesting space from a distance.
Given the slow primary fire rate, it's worth treating every shot as final rather than assuming a quick second attempt is available — repositioning after a miss is usually the better choice than trying to out-duel an alert opponent while reloading.
Common Matchups
At true point-blank range, the Bucky's primary fire out-damages nearly everything in the game, rifles included — a clean hit inside a few meters ends a fight before a rifle's fire rate can respond in kind.
Once the range extends past that point-blank window, the matchup shifts fast — the airburst mode helps but delivers a fraction of the primary fire's damage, so a Bucky user relying on it against a rifle at 15+ meters is at a real disadvantage.
Against the Judge specifically, the Bucky's higher point-blank damage per shot can win a true point-blank trade, but the Judge's faster follow-up shot matters more the moment the first exchange isn't instantly decisive.
Map & Positioning Notes
The Bucky rewards the same tight, close-range spaces as the Judge, but the airburst alt-fire gives it a little more flexibility on maps with medium-length corridors where a pure point-blank weapon would otherwise be stuck waiting for the perfect angle.
It's a particularly strong pick for holding a doorway or stairwell that funnels a push into a predictable, close-range line — exactly the kind of spot where the primary fire's devastating point-blank damage decides the fight before it really starts.
Want to see how your own bucky usage stacks up? Compare your Valorant stats head to head, or browse every other weapon in the game.