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Settings & Config
Settings & Config
CS2 Pro Crosshair Codes That Actually Work
Nine pro crosshair codes converted to the format CS2 accepts, plus the three things all nine have in common.

Every list of pro crosshair codes on the internet is now broken. Not out of date, broken. The codes on those pages start with CSGO- and CS2 refuses all of them since Valve changed the share code format in September 2026.
So we took nine codes from players at the top of the game, decoded each one from the share code itself, checked the checksum on all nine, and converted them to the format CS2 actually accepts. You can paste any of them into the game right now.
Then, because we had the decoded settings in front of us, we looked at what those nine crosshairs have in common. One of the answers is unanimous and almost nobody talks about it.
The codes, converted and working

These are converted for 1920x1080. If you play on anything else, the numbers are different, and the reason is explained further down. Paste the old code into the CS2 Crosshair Generator, set your own resolution at the top right, and it will give you the right version for your screen.
To import any of these: open CS2, go to Settings, then Game, then Crosshair, then Import, paste and apply.
ZywOo
CSOdcVSxwDKOZCEPnaENNXANQbAiaTuveQmT6XFOvWmvAc
ropz
CSmpLDb4RH8pRyU9NahyMMLHHwOmtk5bxq93ZZ25x79hkX
electronic
CSCXZMBepmEpiFxZEzyaaH59LNX8ViLHpjME9HADTeOSsc
s1mple
CS9JJAR7Z4YbqZVdGbxOKqCpSvOifqxufUFEHHuYCAfZNP
m0NESY
CShFhLdPRLbTfVkNGRobVhHPoYLMRNxSujpRoOtb9aSJCX
device
CSJSFNmHehjYRNajhCHfVT8L2aBtc7F7LfuQNMsHpVNd6N
donk
CSvnByvLkbBYUYZ6cQvkoq66zM6j98hWNpkFccYT5GuGwO
NiKo
CST2343R3ZHNp3Az78Yqs2O3ttZNKA9BFoakuHbnFqWqCV
h0kz
CSaYVaoMvMYam92cOBSeH6Y4h8cCkSDnTCUYJAZ9iKSaUT
The original codes come from the pro crosshair list at csdb.gg. Players change these between tournaments, so treat them as a snapshot rather than a permanent record.
Nine players, nine green crosshairs
Here is the thing that falls out of the data and that no pro settings page mentions.

Every one of the nine has red at 0 and green at 255. All nine. The only value that differs between them is how much blue gets mixed in, and that moves along a single axis from pure green at 0 to cyan at 255.
Not one of them uses white. Not one uses red, yellow, blue, pink or any of the other options the game offers. Nine out of nine sit in the same narrow band.
That is not taste, it is a solution to a visibility problem. Counter-Strike maps are built out of browns, greys, concrete and sand, with white and grey smoke on top of them. Green and cyan sit furthest from that palette, which is why they stay readable on most surfaces.
The honest exception is foliage. On Ancient and Overpass a pure green crosshair can get lost in the plants, and the cyan end of the range holds up better there. That is the trade the five players on the blue side of this chart are making.
White is the worst common choice for exactly the opposite reason. It vanishes against smoke, against the sky on Mirage, against the light walls on Nuke, and against every muzzle flash.
If you take one thing from this page and you do not want to copy anyone's code, take that. Open the generator, go to the Color tab, and move your crosshair into the green to cyan band. It costs nothing and it is the single change on this page with the clearest reasoning behind it.
Every one of them pulls the arms in
The second thing all nine agree on.

Every single code carries a negative gap, between -3.0 and -5.0 in the original format. Five of the nine sit at exactly -4.0, three at -3.0 and one at -5.0.
A negative gap pulls the four arms in toward the centre until they nearly touch. What you end up with is a small tight cross rather than four separate lines floating around a hole.
The reason is the same for all of them. The gap in the middle is dead space you are not aiming with, and the bigger it is, the more of the enemy's head it can hide at the exact moment you need to see it. Pros close the gap because the centre of the crosshair is the only part that corresponds to where the bullet goes.
Note what this means for the new format. A gap of -3.0 in the old scale converts to a small positive number in pixels, so if you are reading an old guide that says to use a negative gap and your settings will not go below zero, nothing is wrong. The scale moved, not the advice.
They are all small, too
The third pattern, and the one people resist most.
Converted to 1920x1080, the arm length across these nine runs from 0 to 5 pixels. Five of the nine are at 2 pixels. NiKo's is at 0, which is effectively a dot with thickness.
The instinct at lower ranks runs the other way, because a bigger crosshair feels easier to see. It is, and that is the trap. A crosshair wider than a head at range covers the thing you are trying to hit, and it gives you no feedback about whether you are actually on target or merely near it.
The small ones hurt for about two days and then you stop noticing, and your aim gets a precision reference it did not have before.
Why your resolution changes the code
One technical point, because it is the reason most converters give people the wrong crosshair.
In the old format, length and thickness were stored as fractions of screen height, in 480ths. In the new format they are stored in plain pixels. So converting between them is a multiplication by your resolution, not a lookup.
ZywOo's code gives a length of 4 pixels at 1280x960, 5 at 1920x1080 and 6 at 2560x1440. All three are correct. They are the same crosshair described for three different screens.
A converter that never asks for your resolution has silently picked one for you. If it guessed wrong, your crosshair comes out too big or too small and you spend a week thinking something broke. The full explanation is in why your old crosshair code stopped working.
Copying a pro crosshair will not do much
Worth saying plainly, since this is a page full of pro codes.
These nine players are not good because of their crosshairs. The crosshair is a visibility tool, and once it is green, small and tight, you have collected essentially all of the available benefit. There is no code on this page that is worth rating points on its own.
What the crosshair does is remove an excuse. Once you can see it clearly against every wall and it is not covering the head you are shooting at, the only variable left is where you were pointing it when the enemy appeared. That is the thing that actually decides duels, and there is an exact correct height for it that comes out of the game's own player dimensions rather than anyone's preference. It is in crosshair placement.
Where to go next
Rather than copying a code, build one. The CS2 Crosshair Generator has every crosshair cvar the game reads on one screen, previewed over real map screenshots, so you can see what each setting does instead of guessing. Start green, keep it small, pull the gap in, and you have independently arrived at what all nine of these players did.
Then check the setting that matters more than any of this. If your sensitivity is higher than your mousepad can physically support, no crosshair saves you. The eDPI Calculator gives you your centimetres per 360 in ten seconds, and the Sensitivity Converter carries a setting over from another game without changing how far your hand has to travel.
If you want to see what these same players do with the rest of their setup, the CS2 Pro Positions tool shows where every player on an HLTV top 50 team stands, round by round across seven maps, and which positions actually win the opening duel.
And for the number that tells you whether a crosshair change is working, what counts as a good ADR explains why headshot percentage climbs 13 points between ranks while ADR barely moves. A better crosshair shows up in the first number, not the second.

WRITTEN BY
Brian Sirbu
CS2 COACH // GAMESENSELAB
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