This page is a free random weapon and gun picker for Valorant. It selects a random gun from a pool that can be narrowed to specific weapons, which suits gun-game runs, eco-round roulette, or assigning a weapon at random for the next match. Every buyable weapon in Valorant belongs to a class; the list below groups the full armory by class.

Weapons by class

Sidearm

Sidearms are pistols, the least expensive class of weapon. Players are given a basic pistol at the start of each round and may buy others during the buy phase. The class includes inexpensive starting pistols as well as costlier models that can kill with a single headshot at close range.

SMG

Submachine guns are inexpensive automatic weapons effective at close range. They have a high rate of fire and keep more accuracy than rifles while the player moves. Their damage decreases over distance, and they are most often bought when a team has a limited budget.

Shotgun

Shotguns deal high damage at close range and little at a distance. The class is generally used to hold enclosed spaces such as corners and chokepoints, where fights happen at short range.

Rifle

Rifles are medium- to long-range automatic weapons and the weapons bought most often on a full buy. The class balances damage, range, and accuracy. Most rifles have a recoil pattern that the player must control during sustained fire.

Sniper

Snipers are long-range weapons with a low rate of fire. The most expensive can kill with a single shot to the body or head, and scoping in slows the player’s movement. The class is used to hold long sightlines.

Heavy

Heavy weapons are machine guns with large magazines and a high rate of fire. The class is used to suppress chokepoints and to fire through smoke or thin cover. Its weapons are less accurate at long range than rifles.

Knife

The knife is the default melee weapon. It is always equipped as a fallback and cannot be bought, dropped, or replaced. It is used to make melee attacks at close range.

How the weapon randomizer works

Press Start and every gun in the pool bounces around the arena until one wins by reaching three wall bounces. The result is an even draw across the enabled weapons, and each spin is independent of the last. In a typical gun-game challenge, players spin before each round, buy the result, and repeat until they have taken a kill with a weapon from every class. Edit Pool narrows the list to match any rule set, and a share link passes the same pool to the rest of the lobby. Roll stats are kept locally in the browser.