Crosshair Generator
Free online crosshair generator: customize parameters, import and modify existing crosshairs, optimize settings with detailed parameter explanations, generate code with one click
Crosshair Preview
Your crosshair across 9 in-game scenes (live sync)
Crosshair Settings Explained
What every crosshair parameter does, with ranked recommendations and pro examples — all 34 fields covered
| Parameter | What it does | Recommended | Pro Example |
|---|---|---|---|
| Color | This is the color of your crosshair. Think of it like picking a pen color that stands out against the wall you're aiming at. You want a shade that's easy to spot at a glance, so your eye locks onto it instantly. | Cyan or Green — both pop against almost every wall and sky in Valorant. | In a ranked match on Ascent, a green crosshair stays visible against the tan market walls, so you never lose track of where you're aiming. |
| Outlines | Outlines draw a thin border around your crosshair lines, like the dark edge around a sticker. They help the crosshair show up on bright or busy backgrounds where the color alone might blend in. | On — a faint outline keeps your crosshair readable on every surface. | When holding a long angle toward B site on Haven, the outline keeps your crosshair visible even against bright sky and white walls. |
| Outline Opacity | This controls how see-through the outline is, like adjusting the darkness of a pencil sketch. Higher means a stronger, darker border; lower means a softer, lighter one. | 0.5 to 1.0 — visible enough to define the crosshair without overpowering the color. | As a beginner, set it around 0.8 so the outline is clear but doesn't drown out the crosshair color when tracking moving targets. |
| Outline Thickness | This is how thick the outline border is, like choosing between a thin pen and a marker. Too thick and the crosshair looks bulky; too thin and the outline barely helps. | 1 — a single pixel of thickness keeps the crosshair crisp. | TenZ-style crosshairs often use thickness 1, keeping the crosshair sharp for tiny head-level adjustments. |
| Center Dot | This adds a small dot right in the middle of your crosshair, like a pinpoint marking the exact center of your screen. It helps you know exactly where your shot will land at zero range. | Off for most players, On if you use a dot-only crosshair. | When holding a tight corner with a Sheriff, a center dot reassures you the first bullet lands exactly where the dot sits. |
| Override Firing Error Offset | This controls whether your crosshair jumps to show bullet spread when you spray. Think of it as a little warning light telling you the gun has become inaccurate. | Off — most players rely on feeling and game sense rather than this visual cue. | In a close-range Phantom spray, leaving this off keeps your crosshair steady instead of distracting you with jitter. |
| Show Spectator Crosshair | This lets you see a teammate's crosshair while you're spectating them after dying. It's like peeking over a friend's shoulder to see how they aim. | On — a great free lesson every time you die. | As a beginner, watch a higher-ranked teammate's crosshair placement during the round to learn where pros keep their aim. |
| Fade With Firing Error | This makes your crosshair fade slightly as the gun becomes less accurate during a spray, like a dimming light hinting that you should stop shooting. It nudges you to reset your spray instead of holding the trigger. | On — it gives a subtle reminder to burst-fire instead of full-spraying. | When spraying a Vandal past 5 bullets, the fading crosshair reminds you to reset and re-aim for cleaner kills. |
| Override All Primary Crosshairs | This is a master switch that pushes your current crosshair onto every primary crosshair slot at once, like syncing one wallpaper to all your monitors. On, every primary slot shares the same look; off, each slot keeps its own. | Off — leave it off unless you specifically want every primary slot forced to match this one. | Most pros keep it off so they can switch between a Vandal crosshair and a Sniper crosshair without one overwriting the other. |
| Center Dot Opacity | This controls how solid the center dot is, like adjusting a dimmer switch on a tiny lamp. Full opacity is bold and obvious; lower values make it soft and ghostly. | 1 (full) — the dot exists to mark the exact bullet landing spot, so keep it solid and unmistakable. | Set to full while pre-aiming a headshot angle, so the dot never fades into bright backgrounds like the sky over Haven B site. |
| Center Dot Thickness | This controls how chunky the center dot is, like choosing between a pinprick and a thumbtack. A thin dot feels surgical; a thick one is easier to spot but can cover what you're aiming at. | 1 — a single-pixel dot is plenty for precise placement and won't hide the target behind it. | With a dot-only crosshair holding a Sheriff angle on Ascent, thickness 1 keeps the dot tiny so it marks the head cleanly without blocking it. |
| Custom Color | Lets you pick any color via a HEX code instead of the presets. How to use: choose the "Custom" option in the color dropdown, then a color picker and HEX input appear below — drag the picker or paste a 6-digit HEX code (e.g. #00E5FF) and the crosshair updates live. Copy the code when you're happy. | On with a high-contrast HEX like #00E5FF (bright cyan) or #00FF00 (pure green) so it pops everywhere. | On Bind's sandy yellow walls, a custom #1A8FFF blue crosshair stays crisp and readable where the stock cyan feels slightly washed out. |
This is the color of your crosshair. Think of it like picking a pen color that stands out against the wall you're aiming at. You want a shade that's easy to spot at a glance, so your eye locks onto it instantly.
In a ranked match on Ascent, a green crosshair stays visible against the tan market walls, so you never lose track of where you're aiming.
Outlines draw a thin border around your crosshair lines, like the dark edge around a sticker. They help the crosshair show up on bright or busy backgrounds where the color alone might blend in.
When holding a long angle toward B site on Haven, the outline keeps your crosshair visible even against bright sky and white walls.
This controls how see-through the outline is, like adjusting the darkness of a pencil sketch. Higher means a stronger, darker border; lower means a softer, lighter one.
As a beginner, set it around 0.8 so the outline is clear but doesn't drown out the crosshair color when tracking moving targets.
This is how thick the outline border is, like choosing between a thin pen and a marker. Too thick and the crosshair looks bulky; too thin and the outline barely helps.
TenZ-style crosshairs often use thickness 1, keeping the crosshair sharp for tiny head-level adjustments.
This adds a small dot right in the middle of your crosshair, like a pinpoint marking the exact center of your screen. It helps you know exactly where your shot will land at zero range.
When holding a tight corner with a Sheriff, a center dot reassures you the first bullet lands exactly where the dot sits.
This controls whether your crosshair jumps to show bullet spread when you spray. Think of it as a little warning light telling you the gun has become inaccurate.
In a close-range Phantom spray, leaving this off keeps your crosshair steady instead of distracting you with jitter.
This lets you see a teammate's crosshair while you're spectating them after dying. It's like peeking over a friend's shoulder to see how they aim.
As a beginner, watch a higher-ranked teammate's crosshair placement during the round to learn where pros keep their aim.
This makes your crosshair fade slightly as the gun becomes less accurate during a spray, like a dimming light hinting that you should stop shooting. It nudges you to reset your spray instead of holding the trigger.
When spraying a Vandal past 5 bullets, the fading crosshair reminds you to reset and re-aim for cleaner kills.
This is a master switch that pushes your current crosshair onto every primary crosshair slot at once, like syncing one wallpaper to all your monitors. On, every primary slot shares the same look; off, each slot keeps its own.
Most pros keep it off so they can switch between a Vandal crosshair and a Sniper crosshair without one overwriting the other.
This controls how solid the center dot is, like adjusting a dimmer switch on a tiny lamp. Full opacity is bold and obvious; lower values make it soft and ghostly.
Set to full while pre-aiming a headshot angle, so the dot never fades into bright backgrounds like the sky over Haven B site.
This controls how chunky the center dot is, like choosing between a pinprick and a thumbtack. A thin dot feels surgical; a thick one is easier to spot but can cover what you're aiming at.
With a dot-only crosshair holding a Sheriff angle on Ascent, thickness 1 keeps the dot tiny so it marks the head cleanly without blocking it.
Lets you pick any color via a HEX code instead of the presets. How to use: choose the "Custom" option in the color dropdown, then a color picker and HEX input appear below — drag the picker or paste a 6-digit HEX code (e.g. #00E5FF) and the crosshair updates live. Copy the code when you're happy.
On Bind's sandy yellow walls, a custom #1A8FFF blue crosshair stays crisp and readable where the stock cyan feels slightly washed out.
| Parameter | What it does | Recommended | Pro Example |
|---|---|---|---|
| Show Inner Lines | These are the four lines closest to the center of your crosshair, like the four walls of a small window around your target. They form the main shape most players actually aim with. | On — these are the core of your crosshair for precise aiming. | When peeking an angle with a Vandal, the inner lines frame the enemy's head so you know exactly when to fire. |
| Inner Length | This is how long each inner line stretches outward, like choosing short or long fingers on a hand. Shorter lines keep the crosshair tight; longer ones give a bigger frame. | 2 to 6 — short lines stay out of the way and focus your aim. | A length of 4 keeps the lines close enough that a distant enemy's head still fits inside the crosshair gap. |
| Inner Thickness | This is how thick each inner line is, like the difference between a fine-tip pen and a chunky marker. Thicker lines are easier to see; thinner ones feel more precise. | 1 to 2 — thin enough to stay precise, thick enough to spot quickly. | Thickness 2 gives a clean line that's easy to track on bright maps like Bind without blocking your view. |
| Inner Offset | This is the gap between the center of the crosshair and where the lines start, like the empty middle of a donut. A bigger gap leaves more room to see your target's head. | 1 to 4 — a small gap frames the head without cluttering the center. | An offset of 2 leaves just enough room that an enemy's head at mid-range fits neatly in the gap. |
| Inner Opacity | This controls how solid or see-through the inner lines are, like adjusting the flow of ink from a pen. Higher means bold and solid; lower means soft and faded. | 0.8 to 1.0 — solid enough to always see, but not blinding on bright maps. | Opacity 1 keeps the lines crisp during a fast flick onto a Jett dashing through smoke. |
| Inner Movement Error | This makes the inner lines spread apart when you move, like a fan opening as you run. It's a visual hint that your bullets won't be accurate while you're walking or strafing. | Off — most players find it distracting and rely on game sense instead. | When strafing in a gunfight, keeping this off lets you focus on timing your counter-strafe shot without extra clutter. |
| Inner Firing Error | This makes the inner lines expand as you spray, showing how the bullet pattern grows, like watching a water hose spray wider the longer you hold it. It reveals the gun's recoil spread. | Off — spray patterns are better learned through practice than visual aids. | Even yay leaves firing error off, choosing to memorize spray patterns instead of watching the crosshair bloom. |
| Inner Movement Error Multiplier | This scales how far the inner lines spread when you move, like a volume dial for the movement-inaccuracy hint. Higher spreads them wider while walking; lower keeps it tight. It only matters with inner movement error turned on. | 1 — a neutral spread, though most pros switch inner movement error off entirely and never touch this. | When jiggle-peeking on Bind, a multiplier of 1 keeps the bloom readable; pushing it to 3 turns the lines into a chaotic mess with every step. |
| Inner Firing Error Multiplier | This scales how far the inner lines bloom outward when you spray, like a volume knob for the recoil feedback. Higher means the crosshair explodes wider; lower keeps the bloom subtle. It only does anything when inner firing error is turned on. | 1 — a neutral bloom that shows recoil without flooding the screen with lines. | When learning Vandal spray control, a multiplier of 1 makes the bloom readable, while cranking it to 3 turns your crosshair into a chaotic flower that's hard to aim through. |
| Inner Vertical Length | This shows up only when length isn't linked, letting you set how long the top and bottom inner lines reach, like adjusting just the vertical spokes of a wheel. It lets you make the crosshair taller or shorter without touching the sides. | Match the horizontal length — keep it symmetric unless you have a specific reason to stretch vertically. | Rarely used, but a player who wants a taller crosshair gap for vertical head-level control on a map like Split can set this a touch higher than the sides. |
| Inner Length Linked | This checkbox ties the horizontal and vertical inner line lengths together, like locking four chopsticks to move as one. Checked, all four lines stretch equally; unchecked, you can set the top and bottom lines separately. | Checked — keeping them even gives a balanced crosshair and is what nearly everyone uses. | TenZ's crosshair keeps inner length linked so the four lines form a clean, symmetric cross that always frames the target evenly. |
These are the four lines closest to the center of your crosshair, like the four walls of a small window around your target. They form the main shape most players actually aim with.
When peeking an angle with a Vandal, the inner lines frame the enemy's head so you know exactly when to fire.
This is how long each inner line stretches outward, like choosing short or long fingers on a hand. Shorter lines keep the crosshair tight; longer ones give a bigger frame.
A length of 4 keeps the lines close enough that a distant enemy's head still fits inside the crosshair gap.
This is how thick each inner line is, like the difference between a fine-tip pen and a chunky marker. Thicker lines are easier to see; thinner ones feel more precise.
Thickness 2 gives a clean line that's easy to track on bright maps like Bind without blocking your view.
This is the gap between the center of the crosshair and where the lines start, like the empty middle of a donut. A bigger gap leaves more room to see your target's head.
An offset of 2 leaves just enough room that an enemy's head at mid-range fits neatly in the gap.
This controls how solid or see-through the inner lines are, like adjusting the flow of ink from a pen. Higher means bold and solid; lower means soft and faded.
Opacity 1 keeps the lines crisp during a fast flick onto a Jett dashing through smoke.
This makes the inner lines spread apart when you move, like a fan opening as you run. It's a visual hint that your bullets won't be accurate while you're walking or strafing.
When strafing in a gunfight, keeping this off lets you focus on timing your counter-strafe shot without extra clutter.
This makes the inner lines expand as you spray, showing how the bullet pattern grows, like watching a water hose spray wider the longer you hold it. It reveals the gun's recoil spread.
Even yay leaves firing error off, choosing to memorize spray patterns instead of watching the crosshair bloom.
This scales how far the inner lines spread when you move, like a volume dial for the movement-inaccuracy hint. Higher spreads them wider while walking; lower keeps it tight. It only matters with inner movement error turned on.
When jiggle-peeking on Bind, a multiplier of 1 keeps the bloom readable; pushing it to 3 turns the lines into a chaotic mess with every step.
This scales how far the inner lines bloom outward when you spray, like a volume knob for the recoil feedback. Higher means the crosshair explodes wider; lower keeps the bloom subtle. It only does anything when inner firing error is turned on.
When learning Vandal spray control, a multiplier of 1 makes the bloom readable, while cranking it to 3 turns your crosshair into a chaotic flower that's hard to aim through.
This shows up only when length isn't linked, letting you set how long the top and bottom inner lines reach, like adjusting just the vertical spokes of a wheel. It lets you make the crosshair taller or shorter without touching the sides.
Rarely used, but a player who wants a taller crosshair gap for vertical head-level control on a map like Split can set this a touch higher than the sides.
This checkbox ties the horizontal and vertical inner line lengths together, like locking four chopsticks to move as one. Checked, all four lines stretch equally; unchecked, you can set the top and bottom lines separately.
TenZ's crosshair keeps inner length linked so the four lines form a clean, symmetric cross that always frames the target evenly.
| Parameter | What it does | Recommended | Pro Example |
|---|---|---|---|
| Show Outer Lines | These are extra lines drawn farther out beyond the inner lines, like a second, larger window frame outside the first. Most players turn them off because they add clutter without helping aim. | Off — they distract more than they help for nearly every player. | Turning them off gives you a clean crosshair so you can focus on tracking heads instead of extra lines dancing around. |
| Outer Length | This is how far the outer lines stretch, like the long arms of a big star. Since most players disable outer lines, this rarely matters, but it sets their reach when on. | 0 (with outer lines off) — set to whatever you like if you actually use them. | If you experiment with outer lines, a short length keeps them from covering distant enemies at long angles. |
| Outer Thickness | This is how thick the outer lines are, like the difference between a thin wire and a rope. Like the other outer settings, it only matters if you choose to show them. | 0 (with outer lines off) — irrelevant unless you've enabled outer lines. | Players who test outer lines usually keep them thin so they don't block the view of approaching enemies. |
| Outer Offset | This is the gap between the inner lines and where the outer lines begin, like the empty space between two rings of a target. It decides how far out the second set of lines sits. | 0 (with outer lines off) — only relevant if you've turned outer lines on. | A larger offset pushes the outer lines further out, which can frame a wider area but adds visual noise. |
| Outer Opacity | This controls how solid or faded the outer lines appear, like dimming a second set of lights. Lower opacity makes them ghostly; higher makes them bold. | 0 (with outer lines off) — set to taste only if you actually use outer lines. | If you keep outer lines on as a reference, a low opacity like 0.3 makes them subtle instead of overwhelming. |
| Outer Movement Error | This makes the outer lines spread when you move, just like the inner version but on the outer ring. It's another movement-accuracy hint that almost nobody uses. | Off — it adds clutter without helping your aim. | Leaving this off keeps your crosshair calm while you jiggle-peek a corner, so nothing distracts from the enemy. |
| Outer Firing Error | This makes the outer lines expand as you spray, mirroring the inner firing error on the outer ring. Like the others, it's a recoil-spread indicator that most players switch off. | Off — spray control comes from practice, not from watching outer lines bloom. | When holding B site with a Phantom, an off setting keeps your crosshair steady so you can focus on burst timing. |
| Outer Firing Error Multiplier | This scales how far the outer lines bloom when you spray, like the inner multiplier but on the outer ring — a dial for the recoil feedback on those outer lines. Higher blooms wider; lower stays subtle. Only active with outer firing error on. | 1 — a neutral bloom, though most players switch outer firing error off and never touch this. | If you keep outer firing error on for spray reference, a multiplier of 1 is enough; at 3 the outer ring blooms so wide it covers enemies during a Phantom spray on Haven. |
| Outer Movement Error Multiplier | This scales how far the outer lines spread when you move, like a volume dial for the movement-inaccuracy hint. Higher spreads them wider while walking; lower keeps it tight. It only matters with outer movement error turned on. | 1 — a neutral spread, though honestly turning outer movement error off entirely is the pro move. | When jiggle-peeking on Bind, a multiplier of 1 keeps the outer bloom readable; pushing it to 3 turns the outer lines into a distracting mess with every step. |
| Outer Vertical Length | Only visible when outer length isn't linked, this sets how tall the top and bottom outer lines stretch, like adjusting the vertical bars of a big picture frame. It reshapes the outer frame without changing its width. | Match the horizontal length for a balanced frame — only relevant if you've turned outer lines on. | Hardly anyone tweaks this, but a player using a tall outer frame to track jumpers on a map like Lotus can raise it to frame more vertical space. |
| Outer Length Linked | This ties the outer lines' horizontal and vertical lengths together, the same idea as the inner version — like locking the four legs of a frame so they stretch as one. Checked keeps them equal; unchecked lets you reshape the outer frame vertically. | Checked — and since most players leave outer lines off entirely, this only matters if you actually use them. | If you do run outer lines as a wide reference frame, keeping them linked makes a tidy symmetric box for tracking enemies at long range. |
These are extra lines drawn farther out beyond the inner lines, like a second, larger window frame outside the first. Most players turn them off because they add clutter without helping aim.
Turning them off gives you a clean crosshair so you can focus on tracking heads instead of extra lines dancing around.
This is how far the outer lines stretch, like the long arms of a big star. Since most players disable outer lines, this rarely matters, but it sets their reach when on.
If you experiment with outer lines, a short length keeps them from covering distant enemies at long angles.
This is how thick the outer lines are, like the difference between a thin wire and a rope. Like the other outer settings, it only matters if you choose to show them.
Players who test outer lines usually keep them thin so they don't block the view of approaching enemies.
This is the gap between the inner lines and where the outer lines begin, like the empty space between two rings of a target. It decides how far out the second set of lines sits.
A larger offset pushes the outer lines further out, which can frame a wider area but adds visual noise.
This controls how solid or faded the outer lines appear, like dimming a second set of lights. Lower opacity makes them ghostly; higher makes them bold.
If you keep outer lines on as a reference, a low opacity like 0.3 makes them subtle instead of overwhelming.
This makes the outer lines spread when you move, just like the inner version but on the outer ring. It's another movement-accuracy hint that almost nobody uses.
Leaving this off keeps your crosshair calm while you jiggle-peek a corner, so nothing distracts from the enemy.
This makes the outer lines expand as you spray, mirroring the inner firing error on the outer ring. Like the others, it's a recoil-spread indicator that most players switch off.
When holding B site with a Phantom, an off setting keeps your crosshair steady so you can focus on burst timing.
This scales how far the outer lines bloom when you spray, like the inner multiplier but on the outer ring — a dial for the recoil feedback on those outer lines. Higher blooms wider; lower stays subtle. Only active with outer firing error on.
If you keep outer firing error on for spray reference, a multiplier of 1 is enough; at 3 the outer ring blooms so wide it covers enemies during a Phantom spray on Haven.
This scales how far the outer lines spread when you move, like a volume dial for the movement-inaccuracy hint. Higher spreads them wider while walking; lower keeps it tight. It only matters with outer movement error turned on.
When jiggle-peeking on Bind, a multiplier of 1 keeps the outer bloom readable; pushing it to 3 turns the outer lines into a distracting mess with every step.
Only visible when outer length isn't linked, this sets how tall the top and bottom outer lines stretch, like adjusting the vertical bars of a big picture frame. It reshapes the outer frame without changing its width.
Hardly anyone tweaks this, but a player using a tall outer frame to track jumpers on a map like Lotus can raise it to frame more vertical space.
This ties the outer lines' horizontal and vertical lengths together, the same idea as the inner version — like locking the four legs of a frame so they stretch as one. Checked keeps them equal; unchecked lets you reshape the outer frame vertically.
If you do run outer lines as a wide reference frame, keeping them linked makes a tidy symmetric box for tracking enemies at long range.
Crosshair Generator FAQ
Common questions about the free Valorant crosshair generator