CS2 Pro Crosshairs: Best Settings & Codes for 2026

CS2 pro crosshairs in October 2026 are small, static and bright: a Static Cross about 2 pixels long and 2 thick, a gap of 1 or 2, no outline, in green or cyan. Valve rebuilt crosshairs in pixels on September 22, 2026, so codes saved before that date no longer load correctly. Rebuild them in the new Crosshair/Scopes tab.

What changed with CS2 crosshairs in September 2026?
Valve moved crosshairs to real pixels. Until the Rush Hour update on September 22, 2026, size, thickness and gap used an arbitrary scale that the game converted to pixels based on your resolution, so the same number looked different on every monitor. Now a thickness of 1 means one pixel. Length 8 and gap 4 mean exactly that.
The same update added a Crosshair/Scopes tab in Settings, new styles, and a new default called Dynamic Quad, which Valve says “better represents weapon accuracy.” A day later Valve added half-outlines (only the top-left part of the outline is drawn) and a static square style, and on September 30 it added an outline color option, a Static Quadrant style, and negative gaps for the classic dynamic style.
One detail trips people up. The new system rescales with resolution: Valve’s own example is a 2-pixel crosshair set at 1280×720 becoming 4 pixels at 2560×1440, so it keeps the same proportion. Put simply, a pro’s “2 pixels” at 1280×960 is not 2 pixels on your 1440p screen, and it isn’t meant to be.
Why don’t old CS2 crosshair codes work anymore?
Because the share code format changed twice. Valve changed it with the September 22 update and again on September 30 “to accommodate newly included crosshair settings,” including scope dot scale and color. A code from a 2025 video was written for the old scale.
Paste one and, as players report, the game either rejects it as an invalid or old code, or loads something that looks wrong. That’s also why we removed every old code from this page (the previous version had dozens). If a site still lists pre-September codes as current, treat the whole list with caution.
CS2 pro crosshairs in the new pixel system
These values come from ProSettings.net player pages, checked on October 21, 2026; every page was updated between October 11 and October 20, after the switch. Lengths, thickness and gaps are in pixels at the resolution each player uses, which is why that column matters.
| Player | Style | Length | Thickness | Gap | Color (R, G, B) | Resolution |
|---|---|---|---|---|---|---|
| donk | Static Cross | 2 | 2 | 1 | Green (11, 255, 0) | 1280×960 |
| ZywOo | Static Cross | 2 | 2 | 2 | Cyan (0, 255, 255) | 1024×768 |
| m0NESY | Static Square, with dot | 4 | 2 | 0 | Cyan (0, 255, 246) | 1280×960 |
| NiKo | Static Cross | 2 | 2 | 2 | Green-cyan (0, 255, 145) | 1280×960 |
| ropz | Static Cross | 4 | 1 | 2 | Green (0, 255, 0) | 1920×1080 |
| sh1ro | Static Cross | 2 | 2 | 1 | Green (11, 255, 0) | 1280×960 |
| s1mple | Static Cross | 2 | 2 | 1 | Cyan (0, 255, 255) | 1280×960 |
| KSCERATO | Static Cross | 2 | 2 | 1 | Cyan (0, 255, 255) | 1280×960 |
| b1t | Static Cross | 2 | 2 | 1 | Green (0, 255, 0) | 1280×960 |
| Twistzz | Static Cross | 8 | 3 | 3 | Mint (0, 255, 135) | 1280×960 |
Nine of the ten run Static Cross. None use an outline, and the only center dot belongs to m0NESY, who switched to the new Static Square style. The 2 by 2 cross with a 1-pixel gap is almost a template: donk, sh1ro, s1mple, KSCERATO and b1t all use it, only the color differs. Twistzz is the outlier with a long 8-pixel arm. Funny enough, he plays at the same 1280×960 as most of the others.
How to copy a pro crosshair in CS2
Set the values by hand in the Crosshair/Scopes tab, then save your own share code. It takes about a minute.
- Open Settings and go to the Crosshair/Scopes tab.
- Pick the style (Static Cross for almost every pro above).
- Enter length, thickness and gap from the table.
- Turn the outline and center dot off, unless you are copying m0NESY.
- Set the color with the red, green and blue values.
- Export a fresh share code and keep it somewhere safe.
If your resolution differs from the pro’s, decide what you are copying. The proportion on screen? Enter the numbers as listed at their resolution and let the game rescale. The exact pixel count? Then type them at your own resolution. Neither is wrong, but the two give different results at 1920×1080.
Which CS2 pro crosshair settings should you start with?
Start with the template: Static Cross, length 2, thickness 2, gap 1, no outline, no dot, cyan or bright green. It hides almost nothing of a head at long range, it never moves, and it stands out against Mirage’s sand and Nuke’s grey walls alike.
Honestly, the only thing worth changing early is size. On a 1440p or 4K monitor at native resolution, a 2-pixel cross set there can feel tiny, so add a pixel to the length and see. The catch is that bigger arms cover more of the target, which is exactly why most pros keep them short.
Dynamic styles are a fair choice now in a way they weren’t before. Valve says the new dynamic crosshairs show “the real weapon spread and inaccuracy,” with a baseline of 64 pixels for the least accurate weapons, and the default Dynamic Quad uses that system. Still, not one pro in our table runs dynamic. Static first, then experiment.
Color is the last piece. Exact RGB values matter less than contrast, but if you want a proven shade, 0, 255, 255 is the cyan ZywOo, s1mple and KSCERATO share, and 11, 255, 0 is the slightly warm green donk and sh1ro use. Both stay visible on the sand of Mirage, the stone of Ancient and the blue-grey interiors of Nuke, which is more than you can say for red, pink or white, each of which disappears on at least one common surface.
Real talk: copy one, play a week, then tweak.
Scope dot, follow recoil and the settings CS2 pros leave alone
The quiet columns on ProSettings are just as telling as the loud ones. All ten players in our table have Follow Recoil off, T style off, sniper width 0, scope dot scale 1, and “Use Crosshair Color for Scope Dot” off.
Follow Recoil moves the crosshair with your spray pattern, which sounds useful and makes the reticle wander exactly when you need a fixed reference point. The T style removes the top arm; some players like the cleaner view of a head, but nobody listed here uses it. Scope dot scale and color now travel inside the share code (Valve added that on September 30), so if you AWP, set them once and they follow you to any PC where you import your code.
Dynamic Spread Limit is the one setting where pros disagree slightly. Most of the table sits at 227, ropz and Twistzz at 255, ZywOo at 181. It only matters for dynamic styles, and since all ten run static crosshairs, the number mostly reflects whatever they set once and forgot (Valve describes it as a cap for the dynamic styles only).
Grenade crosshairs and insta-smokes after the update
Valve changed grenades too. Since the September 30 update, grenade crosshairs show during freeze time if you hold a grenade attack button, so you can line up an insta-smoke before the round starts. A rendering bug with grenade crosshairs at thickness 3 was fixed on October 2.
In practice this means your lineups may need a fresh look. If you learned a smoke by placing a corner of the old crosshair on a texture, check it again in an offline server, because the new pixel crosshair may sit a pixel or two differently at your resolution. Ten minutes on your main maps is enough (and much cheaper than a failed smoke in a Premier match).
How to test a crosshair before Premier
Don’t judge a crosshair in the menu preview. Load an offline practice map with bots, stand at long range on the brightest and darkest walls you meet on Mirage, Inferno or Ancient, and look at whether you can still see the reticle against both.
Two checks matter most. Can you still see a head behind the arms at 30 meters? And the color should never vanish on a common wall. If it fails either, change one value at a time, play a few rounds against bots, and only then touch the next setting. Workshop maps can now set the new crosshair values too, because Valve updated the workshop convar whitelist with the new settings on October 2.
Do CS2 crosshair settings carry over to Valorant?
No. The codes are not compatible, and Valorant still measures lines in its own way. You can rebuild the same look by hand, and our Valorant crosshair guide lists the pro codes and what each setting does there. If you play both, use the same color in each game so your eyes don’t have to relearn where to look.
Want to know how your CS2 rank compares to everyone else’s? Our CS2 rank distribution breaks down Premier and Competitive ranks, and more pieces sit in the CS2 section of the blog. For what it’s worth, the CS2 pro crosshairs above will still be useful if Valve tweaks the code format again, because pixel values are the part that lasts.
FAQ
What crosshair do most CS2 pros use?
A Static Cross, 2 pixels long and 2 thick, with a gap of 1 or 2, no outline and no center dot. Green and cyan are the most common colors.
Why is my old CS2 crosshair code not working?
Valve changed the crosshair system to pixels on September 22, 2026, and changed the share code format again on September 30. Codes saved before that are rejected or load a different crosshair.
What is donk’s CS2 crosshair?
According to ProSettings.net (October 2026): Static Cross, length 2, thickness 2, gap 1, no outline, green (11, 255, 0), at 1280 by 960 resolution.
Are CS2 crosshair values in pixels now?
Yes. Since September 2026 length, thickness and gap are in pixels. The game rescales them proportionally if you change resolution.
What is the default crosshair in CS2?
Dynamic Quad. Valve made it the default on September 22, 2026, because it shows weapon accuracy more accurately.
Where are crosshair settings in CS2?
In Settings, in the Crosshair/Scopes tab added on September 22, 2026. Scope dot size and color are set there too.

