- Measured in degrees moved
- 400–500 ms TTD is fast
- One angle at a time
- Head height changes on slopes
The best flick is the one you never make.
Keep the crosshair at head height on the first pixel an enemy can appear from. When they do, you correct a few degrees instead of dragging across the screen.
The median distance your crosshair moves from first seeing an enemy until you damage them. Lower is better.
From seeing an enemy to first damage — "Time to damage is NOT reaction time".
A crouching head sits much lower — the reason head height isn't one fixed line.
Illustration. Metric definitions: Leetify's stats glossary and "Enemy actually spotted" (2020). Eye heights: Valve's CS:GO Mapper's Reference (64.09 / 46.08 units); we haven't found a CS2-specific table, so treat them as approximate.
Ask a coach what separates a 10,000-rated player from a 20,000 one and "crosshair placement" comes up before aim, settings or sensitivity. It's the habit of keeping your crosshair where an enemy's head will be before you see them, so the duel is decided by a small correction instead of a big, risky flick. It costs nothing, works with any weapon and any sensitivity, and it's the reason high-rated players look like they have perfect reactions. This guide breaks it into its parts — head height on every surface, pre-aiming the edge of an angle, clearing one angle at a time — explains how stat sites measure it, and gives you map habits and drills. Checked 8 November 2026.
- Placement beats flicks. A crosshair already on the head needs a few degrees, not a hundred.
- Head height is a line that moves with ramps, stairs, boxes and crouching players.
- Pre-aim the edge — the first pixel an enemy can appear from — not the middle of the gap.
- Slice angles so one spot at a time can see you.
- Measure it: crosshair placement in degrees and time to damage in milliseconds.
What crosshair placement is (and isn't)
Crosshair placement is where your crosshair sits before a fight, not how fast you move it during one. Every duel has two parts: the distance between your crosshair and the enemy's head when they appear, and the time it takes you to close that distance and fire. Players practise the second part — flicks, reaction time — and ignore the first, even though the first part is the one you control completely.
The idea is simple: if the crosshair is already where the head will appear, the "distance" part is close to zero and the duel becomes a question of who clicks first. Against a player who has to move their crosshair 30 degrees up from the floor, you win almost every time. It also makes everything else easier — your counter-strafe only has to stop you, not stop you and aim for you.
It isn't a setting. The crosshair guide covers the look of your crosshair — style, size, colour; this guide is about where you point it. A crosshair you can see clearly on every map helps, but no style fixes a crosshair pointed at the floor.
Head height on every surface
"Aim at head height" sounds like one line across the screen. It isn't: the line moves with the terrain, and with whether the enemy might be crouching. Valve's CS:GO mapper's reference puts a standing player's eyes at about 64.09 units and a crouching player's at about 46.08 — a big drop, so on a likely crouch spot you aim lower. Four cases cover most of the game:
One test helps more than any rule: on a practice server, place a bot (bot_place) in a common spot, walk back to where you'd
first see it, and stop. Where is your crosshair compared with its head? Do this for your usual routes and you'll find the angles where your
habit is off.
Pre-aim the first pixel of the angle
Height is half of it; the other half is where along the edge. When you approach a corner, an enemy behind it becomes visible at the edge of the wall first. That's where your crosshair belongs — on the edge itself, not in the middle of the open space beyond it. Put it in the middle and the enemy appears to the side of your crosshair; put it on the edge and they walk into it.
Distance from the wall changes the picture. Hug a wall and the angle opens slowly, so the first pixel stays close to the edge. Walk wide and the angle opens fast, so enemies appear further from the edge and you see more spots at once. That's why good players move along the opposite side of a corner to the one they're clearing — it gives them more distance and more time — and why the next section is about slicing.
Crosshair on the edge
The enemy is visible there first. A tiny correction and you're on the head.
Crosshair in the gap
Fine for a known position you're about to shoot — but anywhere else, the enemy appears to one side.
Crosshair on the wall
Pointed into the wall itself, it's moving through solid geometry while you walk. Keep it in open space, touching the edge.
Clear one angle at a time
Most rounds are lost to the second enemy, not the first: you clear one spot and get shot from another you weren't looking at. Slicing — sometimes called "slicing the pie" — fixes that. You move so that each step reveals one new spot at a time, and you clear it before the next one opens. It's slower than running in, which is why it works.
- Start wide
Stand away from the corner so the angle opens slowly as you move.
- Open one spot
Strafe until the first likely position comes into view, crosshair already on its edge at the right height.
- Clear it, then move on
If it's empty, shift the crosshair to the edge of the next spot before you take the next step.
- Use utility for the rest
Spots you can't slice — deep corners, off-angles — are what flashes and smokes are for. The flashbang and Molotov guide covers the lineups.
How it's measured: degrees and milliseconds
Stat trackers turn placement into numbers you can watch. Leetify's two relevant stats come from replaying player positions in your demo:
- DegreesCrosshair placement: the average distance (in degrees) your crosshair moved from first seeing the enemy until you damage them, using the median to remove outliers. Lower is better.
- MillisecondsTime to damage: the average time it took you from seeing the enemy player to first dealing damage to them; times of a second or more are left out.
- 400–500 ms"400-500 ms TTD is actually really fast in a CS engagement" — Leetify, 4 October 2020.
- 90–100 msbetween AK and M4 bullets, which Leetify notes is part of every time to damage.
Two warnings from the same source keep you honest. First, "Time to damage is NOT reaction time": it includes how far you had to move, how accurate your first shot was and the weapon's fire rate, so don't expect it near 200 ms. Second, its 2020 article explains that the spotting logic changed so that placement and time to damage got more accurate — older numbers aren't comparable. Watch your own trend over weeks of matches. A dropping crosshair-placement number with the same time to damage means your habit is improving even if your reactions aren't.
Placement habits on the Active Duty maps
The 7 Active Duty maps of Premier Season 5 each test placement differently. These are the habits we'd drill first — BoostPirate's advice, not a list of every angle. The map guides go much further.
Long sightlines down Long and through Mid doors: at distance, a few pixels of height are a whole head. Set the line before the doors open, not after.
Lots of single-edge peeks — Palace, Connector, Window. Clear them one at a time from wide and keep the crosshair glued to each edge. Mirage guide
Tight corners and narrow streets mean enemies appear close and fast. Pre-aim each corner earlier than feels necessary. Inferno guide
Upper and lower sites, ramps and high platforms: head height changes constantly. Expect enemies above you as often as level with you.
Narrow corridors reward slicing: few spots per corner, but each one close. Keep the crosshair tight to the wall edge.
Open areas with several angles at once — the map where slicing and utility matter most. Never walk into three spots together.
Back since April 2026 and in Active Duty since July — lots of boxes, so expect crouching heads behind cover and aim at the box edge.
Placement while rotating, holding and peeking
Placement isn't only for walking into a site. Three other moments matter:
- Rotating. Even on a "safe" rotation, keep the crosshair at head height on the next corner. Most "I didn't expect him there" deaths happen on rotations with the crosshair on the floor.
- Holding an angle. Aim at the edge the enemy will come from, at the height they'll be when they appear — and decide in advance where you'll fall back. Holding the middle of a doorway gives the peeker a head start.
- Peeking. Before you swing, put the crosshair where the enemy most likely stands; you'll arrive aimed. The peeking guide covers which kind of peek to use.
Drills that build the habit
Placement is a habit, so the drills are about repetition in real map geometry, not reflexes. Fifteen minutes, three times a week, for a month:
- Freeze-frame walk 5 min
On a practice server with bots placed and frozen (
bot_stop 1), walk your usual routes and stop the moment each bot appears. Note how far your crosshair is from the head. Fix the worst three. - Pre-aim routes 5 min
Walk a route clearing every corner: crosshair on the edge, at head height, one spot at a time. Slowly at first — speed comes later.
- Deathmatch with a rule 5 min
Only take fights where your crosshair was already within a small distance of the head. If you flicked, it doesn't count.
Valve's own map guides can be loaded during the first five rounds of each half in Competitive since March 2026, which is a decent way to learn common positions on a new map. The rest of a daily routine is in our aim guide.
Common placement mistakes
- Lower the crosshair on high ground and raise it on ramps.
- Aim at the edge, not the middle of the gap.
- Move wide and slice — one spot at a time.
- Keep placement on rotations, not only on executes.
- Walk with the crosshair on the floor or in the wall.
- Hug the corner you're clearing — it opens every spot at once.
- Judge your progress by flick speed; watch the degrees.
- Change sensitivity to "fix" what is really placement.
Placement is easiest to fix with a second pair of eyes. A demo review pauses on every duel you lost and shows where your crosshair was, and 1-on-1 coaching (from $18.00 an hour) builds the routes for your maps.
Read next: spray control, smokes and finding your sensitivity.
- Valve — CS:GO Mapper's Reference (player eye heights; CS:GO values) · Guns, Guides, and Games (18 Mar 2026: map guides in Competitive) · Rush Hour (22 Sep 2026: Crosshair/Scopes tab; banner image) · Steam store (figure) · Season 5 map pool (8 Jul 2026) and The Return Of Cache (28 Apr 2026) · 5 Nov 2026 notes
- Leetify — stats glossary (crosshair placement, time to damage) · "Enemy actually spotted" (4 October 2020: 400–500 ms TTD, 90–100 ms between bullets)
- The surface cases, map habits, drills and do/don't lists are BoostPirate's advice. Checked 8 November 2026.
All free tools: calculators, percentiles & season countdowns →
Common questions
What is crosshair placement in CS2?
How is crosshair placement measured?
What is a good time to damage in CS2?
Should I aim at head height all the time?
How do I practise crosshair placement?
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