Credits

Credits (also known as Creds) are in-game currency of VALORANT used for most Plant/Defuse game modes.
==Summary==
Credits are used in Unrated, Competitive, Swiftplay and Replication to purchase weapons, shields, and abilities during the Buy Phase before each round. They can also be used to purchase only weapons for teammates; to do so, teammates can right-click on a weapon to send a request to the team for someone to purchase the weapon for them during the Buy Phase. The player and their teammates can callout near their current credits to suggest to purchase full loadout, save their credits on the round, or purchase a weapon for their teammates.
When a player survives in the round, their current loadout is carried over to the next round. When a player is eliminated during the round, their loadout is reset to only equipped with a Classic, though they still keep their unused purchased abilities. Should the player's current weapon loadout be equipped with only a Melee, they will automatically be equipped with a Classic after the Buy Phase ends.
==Mechanics==
Credits reset after each new round in the half when teams switch from attacking to defending and vice versa. A player can only hold a maximum of 9,000.
===Income sources===
The amount of credits awarded is based on performance in the previous round and Credits saved from previous rounds of the current half. The income source varies for each game mode. 
The team with missing player(s) will be compensated with extra credits every subsequent round until the player returns from being inactive (except for the first round of the second half, which will in this case automatically compensates the team with Light Shields instead). 
====Unrated and Competitive====
In standard gameplay for Unrated and Competitive, all players start with 800 on the first round of the half. During Endgame for Unrated (or otherwise known as Sudden Death) and Overtime for Competitive in each round, all players have their credits reset to 5,000 instead.
Condition 	Credits awarded (+)
Per kill 	200
Plant Spike (only for Attackers)	300
Round win 	3,000
Round loss* 	1,900
2nd round loss in a row* 	2,400
3rd round loss in a row onwards*	2,900
* The following scenarios will occur and players who survive in a loss round will receive only 1,000 with no round loss credits awarded:
*Attackers who lose but survive without planting the Spike. This also applies when they plant the Spike but the timer has expired.
*Defenders who lose but survive after the Spike has detonated.	* The following scenarios will occur and players who survive in a loss round will receive only 1,000 with no round loss credits awarded:
*Attackers who lose but survive without planting the Spike. This also applies when they plant the Spike but the timer has expired.
*Defenders who lose but survive after the Spike has detonated.
====Swiftplay====
In Swiftplay, all players start with 800 on the first round of the half. During Endgame, all players have their credits reset to 5,000 instead.
Condition 	Condition 	Credits awarded (+)
Per kill 	Per kill 	200
Plant Spike (only for Attackers)	Plant Spike (only for Attackers)	300
Second round of the half 	Loss from first round 	2,400
Second round of the half 	Win from first round 	3,000
Third round of the half 	Third round of the half 	4,250
Fourth round of the half 	Fourth round of the half 	4,250
====Replication====
In Replication, all players start with 900 on the first round of the half. Unlike other modes, the Credits are standardized for each player each round regardless of any conditions (such as kills or planting spike). During Endgame, all players have their credits reset to 6,000 instead.
Condition 	Credits ()
Second round of the half	2,400
Third round of the half 	3,900
Fourth round of the half	6,000
==Prices==
===Guns and Armor===
Sidearms	Sidearms	SMGs 	SMGs 	Rifles 	Rifles 	Sniper Rifles	Sniper Rifles	 	
Gun 	Cost () 	Gun 	Cost () 	Gun 	Cost ()	Gun 	Cost () 	Shield 	Cost ()
Classic 	Free 	Stinger 	1,100 	Bulldog 	2,050 	Marshal 	950 	Light Shields	400
Shorty 	300 	Spectre 	1,600 	Guardian	2,250 	Outlaw 	2,400 	Heavy Shields	1,000
Frenzy 	450 	Shotguns	Shotguns	Phantom 	2,900 	Operator 	4,700 	 	
Ghost 	500 	Gun 	Cost () 	Vandal 	2,900 	Machine Guns 	Machine Guns 	 	
Sheriff 	800 	Bucky 	850 	 	 	Gun 	Cost () 	 	
 	 	Judge 	1,850 	 	 	Ares 	1,600 	 	
 	 	 	 	 	 	Odin 	3,200 	 	
===Abilities===
:For each ability's maximum usage per round, see their individual ability pages for more information.
Agent	Ability 	Cost ();per use
 	(Astral Form) 	150
 	 	200
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 	 	100
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 	 	350
 	 	200
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 	(shared with )	200
 	(shared with )	200
 	 	400
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 	 	400
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 	 	150
==Update History==
ru:Кредиты
pl:Kredyty
Category:Currency