Bucky

## Icon

See here for more stats about multipliers, TTK, spread, and accuracy penalties

## Alt Fire

### Function

Air burst* Fire a canister that detonates after a short distance, spraying pellets

### Note(s)

If a canister hits a target before 7.5m it will not detonate and only deal 40/20/15 damage from Head-Legs

The **Bucky** is a Shotgun that is a primary weapon in *VALORANT*.

## Summary

The Bucky is a low-cost shotgun and the cheapest primary weapon in the game. It has two firing modes, a standard single-shell primary fire and a canister alternate fire that allows the shell to travel a short distance before spraying its pellets instead of immediately spraying from the barrel of the gun, allowing the user to deal some damage to targets at medium range. Shells shot using Alternate Fire only produce a reduced amount of pellets however, and enemies hit by the canister before it reaches the required distance to explode will only take 1 pellet worth of damage.

As a pump action shotgun, the Bucky is reloaded one shell at a time. Because the Bucky's reload time is also shorter than it's fire rate, this means that a user can reload a shell in between shots, effectively increasing the magazine's capacity to the entire available reserve.

As with all shotguns due to their pellet spread, the Bucky is effectively useless at long ranges, as well having the range of its pellets capped and unable to reach any opponent beyond 50 meters (Alt Fire measures this distance from where the canister explodes instead). The Bucky especially has a low fire rate, meaning it cannot effectively be used against multiple enemies at once, which is a task better served by the Bucky's direct upgrade, the Judge.

## Stats

* Headshot multiplier: x2
* Leg shot multiplier: x0.85
* 8–12 m falloff multiplier: x0.65
* 12+ m falloff multiplier: x0.45

### Alternate Fire TTK

***Note: Targets hit by Alternate Fire at 0–8 m will be hit before the canister reaches the required distance to detonate and will therefore only take a maximum of 1 pellet worth of damage.***

## Update History

**v3.0**
* Price decreased 900 >>> 850

**v2.06**

* Damage decreased in 0m-12m ranges
	+ 0m–8m: 22 >>> 20 dmg per pellet
	+ 8m–12m: 17 >>> 13 dmg per pellet
		- **The correct value is undocumented, instead officially being documented in the patch notes as being reduced to 12 damage**
	+ Damage beyond 12m is unchanged
* Primary fire
	+ Bullet spread decreased 3.4 >>> 2.6
* Alt fire
	+ Bullet spread decreased 3.4 >>> 2.0
	+ Amount of pellets in a shot reduced 15 >>> 5

**v1.07**

* Headshot aimpunch decreased
* Hitting an enemy past 10 meters will now apply a different tagging value instead of standard tagging
	+ New tagging: 30% slow for .5s on a smooth curve going back to normal speed

**v1.06**

* Spread penalty when in air increased .5 >>> 1.25

**v1.02**

* Alt fire
	+ Walk accuracy value decreased 6.4 >>> 4.4
	+ Crouch-walking accuracy value increased 3.45 >>> 4.1
	+ Run accuracy value increased 3.5 >>> 6.4

**v0.49**

* Alt fire now applies instantaneous, hitscan damage.
	+ Alt fire was previously a projectile that was able to kill enemies shortly after the user was killed. No other weapon works this way so now it performs as a hitscan.

## Trivia

* During the Beta, the weapon's full name was the **PA-12 Bucky** (Pump Action).
* The Bucky's design has similarities to the Benelli Supernova (front sight design and trigger guard) and Mossberg 590A1 (receiver).
* Despite the Operator's and the Odin's heavy physical appearance, the Bucky and Judge are the weapons slowest to run with.
* The shells on the side of the gun will disappear when reserve ammo drops to 0.
* The Bucky has the highest damage per ammo at 600 damage. This can be done by hitting headshots with all 15 pellets.

## References

1. ↑ File:Weapon lengths.png
2. ↑ File:Weapon lengths.png