- 0.07Β° per mouse count
- cm/360 = 13,062.9 Γ· eDPI
- CS2 sens Γ· 3.18
- Pro median 231.2 eDPI
Two numbers decide how your aim feels in VALORANT: how far your crosshair turns when you move the mouse, and what the crosshair itself looks like. This guide explains both with real arithmetic β what in-game sensitivity actually measures, how eDPI and centimetres per 360Β° turn compare setups, what professional players use, how to bring your sensitivity over from CS2, Apex or Overwatch without starting again, a simple test for finding your own number, and a crosshair that helps you aim instead of hiding the target. Checked 31 October 2026, patch 13.09.
- Compare eDPI, not sensitivity. 0.5 at 400 DPI and 0.25 at 800 DPI are the same 200 eDPI and the same turn.
- cm/360 is the universal unit: 13,062.9 Γ· eDPI in VALORANT β it works across games and mice.
- CS2 β VALORANT: divide by 3.18. Apex Legends and Deadlock share CS2's yaw, so the same factor works for them.
- Commit for two weeks. Changing sensitivity every few days resets the muscle memory you are trying to build.
- A small, static, high-contrast crosshair with firing and movement error off is the safe place to start.
How VALORANT sensitivity works
Your mouse reports movement in counts; its DPI (or CPI) is how many counts it sends per inch. Every count turns your view by a fixed angle β VALORANT's is 0.07Β° at sensitivity 1, a figure measured by the community rather than published by Riot β and the in-game sensitivity slider multiplies that angle. So the only thing that matters for how far you turn is the product of the two:
- eDPI = DPI Γ in-game sensitivity. 800 DPI at 0.35 is 280 eDPI; 400 DPI at 0.7 is also 280 eDPI and turns exactly as far.
- cm/360 = 360 Γ 2.54 Γ· (eDPI Γ 0.07) = 13,062.9 Γ· eDPI. At 280 eDPI a full turn takes 46.7 cm of mouse movement.
- Higher DPI is not "faster aim". It only means each count is smaller; lower the in-game number to keep the same eDPI.
eDPI, cm/360 and the sensitivity at your DPI
Find the row closest to how much desk space you like for a full turn, then read across for the in-game value at your mouse's DPI.
| eDPI | cm per 360Β° | at 400 DPI | at 800 DPI | at 1,600 DPI |
|---|---|---|---|---|
| 160 | 81.6 cm | 0.4 | 0.2 | 0.1 |
| 200 | 65.3 cm | 0.5 | 0.25 | 0.125 |
| 240 | 54.4 cm | 0.6 | 0.3 | 0.15 |
| 280 | 46.7 cm | 0.7 | 0.35 | 0.175 |
| 320 | 40.8 cm | 0.8 | 0.4 | 0.2 |
| 400 | 32.7 cm | 1 | 0.5 | 0.25 |
cm/360 = 360 Γ 2.54 Γ· (DPI Γ sensitivity Γ 0.07) β our arithmetic from the community-measured yaw. Our free sensitivity and eDPI converter does it for any number.
What the pros use
Professional players mostly play slow. setup.gg's reading of the ProSettings.net VALORANT list on 19 September 2026 counted 668 players with a reported eDPI: the average was 248.3 and the median 231.2 β roughly 52.6 and 56.5 cm per 360Β°. That is third-party data from public setups, not a Riot statistic, and it moves as players change settings, but both figures point the same way: a full turn of more than 50 cm of mouse movement.
Low sensitivity tends to suit VALORANT because the game rewards holding angles and precise first shots more than fast 180Β° turns, and movement abilities do much of the turning that a high sensitivity would. It is a starting point, not a rule β a player who aims with the wrist on a small desk can be just as accurate at 400 eDPI.
Converting from CS2, Apex and other games
Every game turns a different number of degrees per count (its "yaw"). Multiply your old sensitivity by the factor below to turn exactly as far in VALORANT at the same DPI. The yaw values are community-measured from csdb.gg's converter β no studio publishes them.
| From | Yaw | Multiply by | Example |
|---|---|---|---|
| CS2 also Apex Legends and Deadlock | 0.022 | Γ 0.3143 | 1 β 0.314 |
| Overwatch 2 also Call of Duty | 0.0066 | Γ 0.09429 | 5 β 0.471 |
| Fortnite the percent slider | 0.005555 | Γ 0.07936 | 8 β 0.635 |
From CS2 the factor is 0.3143, which is the same as dividing by 3.18: CS2 1.0 at 800 DPI becomes VALORANT 0.314 at 800 DPI. Going the other way, multiply your VALORANT number by 3.18. Keep the DPI the same while you convert, and check the result in cm/360 β if both games give the same number, the conversion is right.
Finding your own sensitivity
- Start in the middle.
Set about 240β280 eDPI (0.3β0.35 at 800 DPI). If you are converting from another game, use the converted value instead.
- Test a full turn.
In the Range, turn 180Β° with one comfortable arm or wrist movement. If you run out of mousepad, go a little higher; if you overshoot, lower. Patch 13.06 also lets you warm up in the Range while you queue for modes with Agent Select β Riot's 13.08 notes said that option was paused while a queue bug is fixed.
- Test small corrections.
Aim at a bot's head at distance and make tiny adjustments. If the crosshair jumps past the head, your sensitivity is too high for precise shots.
- Play three Deathmatches.
Change by no more than 0.02β0.03 at a time and note how first shots feel, not just your score.
- Lock it for two weeks.
Write the number down. Muscle memory needs time at one setting to settle.
A crosshair that helps you aim
VALORANT's crosshair menu builds your crosshair from a colour, an outline, a centre dot and two sets of lines β inner and outer β each with its own length, thickness, gap and opacity. Crosshairs can be shared as a code and pasted into your settings, which is how pro crosshairs spread. Whatever you copy, these choices matter more than the shape:
Small and static
A small cross or a single dot covers as little of the target as possible. Turn off the firing and movement error options so the lines don't grow while you shoot β a crosshair that expands hides the head you are aiming at.
High contrast
Pick a colour that stands out on every map in the pool β bright cyan, yellow or green are common choices β and add a thin black outline if it disappears against bright walls.
Placement over shape
The crosshair only shows where the bullet goes. Keep it at head height where an enemy will appear; good placement is worth more than any setting in this guide.
One crosshair
Pick one and keep it, the same way you keep a sensitivity. A familiar crosshair is easier to read in the fraction of a second that matters.
Mouse and input settings
- DPI: 400, 800 or 1,600 all work β choose one your mouse tracks smoothly and set the in-game value from the table above.
- Raw Input Buffer: On. It makes mouse input more consistent, and hone.gg's 2026 settings guide lists it among its recommended options.
- Scoped Sensitivity Multiplier: 1 keeps scoped aim matching your normal aim; lower it only if scoped shots feel too fast.
- Mind your mouse software. Changing DPI there changes your eDPI too β recalculate the in-game value whenever you change it.
For the rest of the menu β graphics, frame rate and latency β see the best settings guide.
How we can help
- Have your aim checked: 1-on-1 coaching with an Immortal+ coach β aim routine, crosshair placement and your replays.
- Play next to a pro: a Pro Teammate queues with you on your own account β no login shared.
- Climb now: a rank boost to any tier up to Immortal 3, piloted or duo.
- Riot Games β patch 13.06 notes (Range in Queue) Β· 13.08 (Range in Queue paused) Β· 13.09 (current patch)
- Yaw values β csdb.gg (community-derived): sensitivity converter Β· VALORANT to CS2. cm/360 and the tables are our arithmetic.
- Pro data β setup.gg, best VALORANT sensitivity (ProSettings.net list, 19 September 2026) Β· Raw Input Buffer β hone.gg settings guide
- Checked 31 October 2026.
All free tools: calculators, percentiles & season countdowns β
Common questions
What is a good sensitivity for VALORANT?
How do I convert my CS2 sensitivity to VALORANT?
How do you work out cm/360 in VALORANT?
What crosshair should I use in VALORANT?
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