SMGs · SMGs
Stinger
The Stinger is a smg that costs 1,100 credits. It holds 20 rounds, fires 16 rounds per second and deals 67.5 damage to the head and 27 to the body at 0–15 m, falling off at longer range.
- Cost
- 1,100
- Magazine
- 20
- Fire rate
- 16/s
- Reload
- 2.25s
- Equip
- 0.75s
- Wall penetration
- Low
- Run speed
- 85%
- ADS zoom
- 1.15×
- First-shot spread
- 0.65°
How much damage does the Stinger do?
Compare all weapons →| Range | Head | Body | Legs | Body shots · 100 HP | Body shots · 125 HP | Body shots · 150 HP | Headshots · 150 HP |
|---|---|---|---|---|---|---|---|
| 0–15 m | 67.5 | 27 | 22.95 | 4 | 5 | 6 | 3 |
| 15–50 m | 57 | 23 | 19 | 5 | 6 | 7 | 3 |
How has the Stinger changed in every patch?
The Stinger has been changed in 6 patches since the closed beta, most recently in patch 11.08. Each entry links to the full notes for that patch.
-
- Full Auto
- Nerf Total spread increased from 1.3 → 1.5
- Nerf Total spread accrued faster from 7 bullets → 6 bullets
- Nerf Vertical (Pitch) recoil curve increases more aggressively
- Total recoil is unchanged
- Full Auto
- Nerf Vertical (Pitch) recoil curve increases more aggressively
- Total recoil is unchanged
- Nerf Vertical (Pitch) recoil curve increases more aggressively
- Full Auto
-
- Cost increased 950 → 1100
- Damage fall-off changed:
- Previously:
- 27 damage per bullet (0 - 20m)
- 25 damage per bullet (20m+)
- Now:
- 27 damage per bullet (0 - 15m)
- 23 damage per bullet (15m+)
- Previously:
-
- Primary Fire error adjusted from 1.6 error after 7 bullets → 1.3 error after 6 bullets
- Our goal for the Stinger is to feel controllable and appropriately lethal at short ranges, but currently, even in close-quarters, it can feel out-of-control. Lowering the top spread should make it feel more reliable at the appropriate range once you’ve overcome the learning curve of the recoil.
- Alt Fire first shot error adjusted from.5 →.35
- For an option that's about being more accurate, it felt like the first shot had more variance than we'd like, especially at the ranges you'd want to use the burst fire mode.
- Primary Fire error adjusted from 1.6 error after 7 bullets → 1.3 error after 6 bullets
-
- Bulldog and Stinger now delay firing inputs while bringing up the weapon to aim down sights (ADS)
- Prevents you from getting burst mode accuracy improvements before they finish raising your weapon.
- Adds a slight cost to the decision to switch to burst firing mid-combat.
- You can still begin firing immediately while switching back to full auto/hip fire mode.
- Bulldog and Stinger now delay firing inputs while bringing up the weapon to aim down sights (ADS)
-
- Cost decreased 1100 → 950
-
- Price increased from 1000 → 1100
- Full auto fire rate reduced from 18 → 16
- Full auto fire now reaches max spread at bullet 4, instead of bullet 6
- Adjusted pitch (vertical) recoil curve for full auto, recoil climbs more aggressively past the 3rd bullet
- Adjusted pitch (vertical) recoil to be more aggressive after the first burst
- Added more error on bursts after the first one
- Improved recovery time on burst mode from.45 →.4
Patch change data adapted from Patch Notes on the VALORANT Wiki, licensed CC BY-SA 3.0.
Valorant news and guides about the Stinger
Stinger skins
All 46 Stinger skins →
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Exclusive 2,175 VP
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Overdrive Stinger
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Popmonz Stinger
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Prelude to Chaos Stinger
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RGX 11z Pro Stinger
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Doodle Buds Stinger
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Ego Stinger
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