Sheriff
Sidearms · 800 Credits
Weapon Stats
Damage by Range
| Range | Head | Body | Legs |
|---|---|---|---|
| 0-30m | 159.5 | 55 | 46.8 |
| 30m+ | 145 | 50 | 42.5 |
Shots to Kill
| Range | Head | Body | Legs |
|---|---|---|---|
| 0-30m | 1 | 2 | 3 |
| 30m+ | 1 | 2 | 3 |
| Range | Head | Body | Legs |
|---|---|---|---|
| 0-30m | 1 | 3 | 4 |
| 30m+ | 2 | 3 | 4 |
| Range | Head | Body | Legs |
|---|---|---|---|
| 0-30m | 1 | 1 | 1 |
| 30m+ | 1 | 1 | 1 |
Role & Identity
The Sheriff is the premium sidearm: a 6-round revolver firing at a slow 4 rounds per second, but with genuinely massive per-shot damage — 159.5 headshot damage within 30 meters and 55 to the body, both far above any other pistol. It one-taps an unarmored head at any range and can kill through body shots alone faster than most other sidearms manage even with a headshot.
High wall penetration puts it in the same category as the sniper rifles for punishing hidden angles, which is unusual for a weapon this cheap — the Sheriff is arguably the single best value-per-credit weapon in the game when it lands.
It's also the sidearm most associated with deciding pistol rounds outright — a single well-placed Sheriff pick can swing an early-round economy advantage for an entire half, which is part of why it carries an outsized reputation relative to its actual price.
Strengths & Weaknesses
The damage output is the whole story — against an armored 150 HP target, the Sheriff can still secure a kill through a small number of body shots alone, something the Ghost and Bandit can't reliably do. High wall penetration adds real utility for punishing common wallbang spots even on a pistol round.
The slow fire rate and small 6-round magazine make it high-risk: a missed shot is expensive both economically and tactically, since there's little room to recover within a single magazine, and the revolver's fire rate leaves a real window of vulnerability after every shot.
The reload is also notably longer than most sidearms, which means a Sheriff user caught with an empty cylinder mid-fight has essentially no recourse — the weapon's entire risk profile is concentrated in that vulnerability window rather than spread evenly across an engagement.
Economy & When to Buy
At 800 credits, the Sheriff is the most expensive standard sidearm, and it's usually reserved for pistol rounds and dedicated force-buys where a team is betting on individual duels rather than raw economy. It's a common pick specifically because a single Sheriff pick can single-handedly win an early pistol round through pure one-shot damage.
It's a poor choice for a player without confident aim, since the cost of a miss — both in credits and in the round — is higher than with almost any other sidearm. Teams sometimes stagger who buys a Sheriff on a force round specifically because not every player wants to take on that risk.
It's also a common secondary buy alongside a rifle in some situations, giving a rifle player a genuinely dangerous backup weapon rather than the usual Classic fallback — though this is a real credit commitment on top of the rifle itself and only makes sense with a healthy economy.
How to Play It
The Sheriff rewards the most patient, precise playstyle of any sidearm — pre-aiming head height and taking a single confirmed shot rather than trying to spray or flick between targets, since the slow fire rate punishes a missed follow-up shot badly.
It's a strong pick for anyone who already plays a precision-first style on rifle rounds and wants to carry that same headshot-focused mentality into the pistol economy, where the payoff for landing clean shots is even higher relative to cost.
Against multiple opponents, disengaging after a confirmed kill to reload somewhere safe is usually smarter than trying to fight through a second target with only a few rounds left in the cylinder — the Sheriff wins clean duels far more reliably than it wins extended fights.
Common Matchups
Against any other sidearm in a one-on-one duel, the Sheriff is favored on raw damage alone, provided the first shot lands — the real risk is entirely in what happens if it doesn't, since the slow fire rate leaves a genuine window for a Frenzy or Ghost to punish a miss.
Against a full rifle on a force round, the Sheriff can still compete at close-to-medium range, since a landed headshot kills just as fast as a rifle's — but it's a much worse bet at long range, where a rifle's fire rate advantage compounds over multiple shots.
Against another Sheriff, the matchup is close to a coin flip decided entirely by whoever fires first and lands cleanly — there's no real secondary advantage either side can lean on.
Map & Positioning Notes
High wall penetration makes the Sheriff a genuinely strong pick for pre-firing known thin-cover spots on a pistol round, punishing an opponent who assumes they're safe behind common wallbang material at a price point where most sidearms can't do that at all.
It's most effective held at a range where a single confirmed shot decides the fight — an open lane or a mid-length hallway rather than a chaotic close-quarters scrum where the slow fire rate becomes a liability instead of an asset.
Want to see how your own sheriff usage stacks up? Compare your Valorant stats head to head, or browse every other weapon in the game.