Many players move Walk to a mouse side button so Shift is free for Ability keys; others swap Ability 1 to a thumb button.
Epic Games Store VALORANT crosshair builder, sens & keys
Build a crosshair and see it at the size it will really be on your monitor — in pixels and in millimetres. Carry your sensitivity over without losing the distance your arm already knows. Find out which abilities your fingers cannot hold while strafing, and whether your keyboard is releasing keys on your behalf.
- Reticle width
- —
- On a 27" 1440p screen
- —
- Ability keys
- C Q E X
- Server tick
- 128
A reticle you judge at its real size
Every other builder shows the crosshair magnified. That is the one view that lies: a reticle that looks balanced at four times its size can cover a head at ten metres. This one draws it at one game pixel per screen pixel and then tells you how wide it is in millimetres on your actual panel.
Paste any shared code to load it. Parameters this page does not recognise are kept and written back untouched, so editing a pro’s code never quietly damages the rest of it.
Bring the distance, not the number
Your arm learned a distance, not a slider value. Convert on centimetres per 360° and the muscle memory survives the move. The panel also checks the answer is one VALORANT will actually accept — the slider stops at 0.01 and 10, and at a high DPI the number you need can fall outside it.
— — this is how far your hand travels for one full turn. Measure it on your desk once; the number stops being abstract immediately.
Confirm it in the range before you trust it: line up on a wall mark, sweep one full turn, and check you land back on the same pixel. A converter is a calculation record, not permission to skip the check.
The abilities your fingers cannot hold
Key conflicts are a solved problem — the game refuses them. Finger conflicts are not, and nobody checks them. C and D never clash; the index finger holding both does. Below is a left hand on WASD with VALORANT’s defaults on it, and the moments where one finger is asked to do two things at once.
A model of the common hand position, not a law. If you rest differently, read the finger names rather than the colours.
Bind Ping to a key you can reach mid-fight (Mouse 4 or Left Alt); Z takes the ring finger off A.
Keep Crouch on hold; a toggle crouch gets players killed when they forget it is on.
Is your keyboard letting go of keys for you?
Counter-strafing means releasing one direction and tapping the other. Some keyboards do the releasing for you when the opposite key goes down — sold as Snap Tap, Rapid Snap or SOCD handling, and moved against by both Riot and Valve. A browser can see it, because the board sends a real key-up your finger never made.
Hold A. Without letting go, press D. Then release both. Your keyboard may only behave this way in its game mode or on a specific profile — test the one you play on.
The result names the behaviour, not the feature. We can see that a key was released for you; we cannot see which setting did it.
Browser timestamps are deliberately coarsened, but the gap here is not close: a hand needs tens of milliseconds to lift, a keyboard needs none.
How far behind you hold an angle
The player rounding the corner sees you first, and the gap is not one number — it is a chain of waits. Three of the five links are yours. The last row compares the total to your own reaction time, because a disadvantage smaller than your reaction is a positioning problem, not a hardware one.
A model, not a measurement. Server processing and panel response are deliberately left out rather than guessed, so the real gap is a little larger than the total below.
VALORANT on a controller
The console build puts fire and scope on the triggers, abilities on the bumpers and Circle/B, and the ultimate on both bumpers together. Stick behaviour, not aim, is what most players lose here — a drifting stick eats the deadzone you need for slow tracking.
Check for drift first
A stick that creeps forces you into a larger deadzone, and a larger deadzone is exactly what kills slow crosshair placement.
Stick drift testSet the smallest one that holds
Find the lowest deadzone your stick stays quiet in, rather than copying a number from a video.
Deadzone tunerConfirm every input registers
Bumpers carry two abilities and the ultimate. A lazy bumper is a lost round, and it is worth knowing before ranked.
Gamepad testerIs mouse and keyboard allowed?
Support differs by title and by platform. The matrix records what actually works rather than what is rumoured.
Support matrixEvery default, and what you may move
The last column is the one no other page carries: whether the game lets you rebind that action at all. Verified 7 September 2026 against the in-game settings screen.
| Action | Key | Group | Rebind | Note |
|---|---|---|---|---|
| Move | W / A / S / D | Movement | free | |
| Walk (quiet) | Left Shift | Movement | free | Hold; footsteps become silent. |
| Crouch | Left Ctrl | Movement | free | Hold by default. |
| Jump | Space | Movement | free | |
| Fire | Mouse 1 | Combat | free | |
| Alternate fire / scope | Mouse 2 | Combat | free | |
| Reload | R | Combat | free | |
| Primary weapon | 1 | Combat | free | |
| Secondary weapon | 2 | Combat | free | |
| Melee | 3 | Combat | free | |
| Spike | 4 | Combat | free | Equip, then hold Mouse 1 on a site to plant; hold F on an enemy spike to defuse. |
| Cycle weapons | Scroll Up / Scroll Down | Combat | free | |
| Drop weapon | G | Combat | free | |
| Inspect weapon | Y | Combat | free | |
| Ability 1 | C | Abilities | free | |
| Ability 2 | Q | Abilities | free | |
| Signature ability (3) | E | Abilities | free | |
| Ultimate | X | Abilities | free | |
| Use object / interact | F | Interface | free | Defuse, pick up orbs, open doors. |
| Ping | Z | Interface | free | Hold for the ping wheel. |
| Map | M | Interface | free | |
| Scoreboard | Tab | Interface | free | |
| Shop | B | Interface | free | |
| Team voice (push to talk) | V | Interface | free | |
| Party voice | U | Interface | free | |
| Chat | Enter | Interface | fixed |
Where to go next
This page tunes the crosshair, the sensitivity and the hand behind them. These read the hardware doing the clicking.
Straight answers
Short, checked, and the same wording the reference page uses.
What are the default ability keys in VALORANT?+
C for Ability 1, Q for Ability 2, E for the Signature ability and X for the Ultimate. They sit around WASD so every ability is one finger away.
How do I plant and defuse the spike?+
Press 4 to equip the spike and hold Mouse 1 while standing inside the site marker. To defuse, look at the planted spike and hold F; releasing early keeps the progress at the halfway point only.
How do I walk silently?+
Hold Left Shift while moving. Walking removes footstep audio and stops the minimap from showing you; it is slower, so release it before you need to reposition fast.
Is there a ping key?+
Yes: tap Z to place a marker where you look, or hold Z for the wheel with enemy, caution and watching-here pings. Teammates hear and see it.
What is the VALORANT console layout?+
Fire and scope on the triggers, abilities on the bumpers and Circle/B, ultimate on both bumpers together, with Focus mode on the right stick for slower precise aiming.
Where did Raw Input Buffer go in VALORANT?+
It was removed in patch 11.06. Raw input is now always on for every PC player, so there is nothing left to enable — if the option is missing from Settings › General › Mouse, the game is working as intended.
What sensitivity do VALORANT pros use?+
Most of the field sits between 200 and 360 eDPI, which is 0.25 to 0.45 at 800 DPI. Keeping one number matters more than finding the right one: VALORANT is aimed with the arm, and an aim you change weekly never becomes muscle memory.
Unofficial Keymap Labs is not affiliated with, endorsed by or sponsored by Riot Games. VALORANT is a trademark of Riot Games, Inc. Default keys are read from the in-game settings screen and dated on this page; the crosshair code table is community-derived, so any parameter this page does not recognise is preserved rather than rewritten.