Valorant: A Beginner's Guide and Crosshair Creator

29 agents, four roles, economy fundamentals, crosshair placement philosophy, and — the heart of this guide — an interactive code generator/importer for visually building your own crosshair and copying it straight into the game.

This guide is not affiliated with Riot Games.

Tactical FPS 12 min read July 20, 2026 Last checked: July 2026

Quick summary

What to do before your first match, for those short on time:

  1. Simplify your video and graphics settings. Adjust resolution and detail under Settings › Video to match your hardware; higher FPS means lower input latency.
  2. Set up your crosshair. Go to Settings › Crosshair and build your own with the creator below (Section 6), then import the code.
  3. Spend your first 10-15 hours in low-pressure modes. Warm up with Deathmatch and Spike Rush; don't jump into Competitive right away.
  4. Start with a simple, forgiving first agent. Pick one that doesn't demand precise aim and is useful in every situation — see Section 3.
  5. Make head-level crosshair placement a habit. The two fundamentals in Section 5 win more matches than raw aim skill.

What is Valorant? The basic game flow

Valorant is a tactical, round-based 5v5 shooter released by Riot Games in 2020 — its structural skeleton (buy economy, single-life rounds, attacking/defending sides) closely resembles Counter-Strike, on top of which each agent adds their own active/passive abilities (including spell-like "ultimates").

Buy Phase 30 sec Round max. ~1:40 If the Spike Is Planted 45 sec detonation timer Round End Economy carries over Next round
The four phases of a round; the winning/losing team's economy carries over into the next round.

The basic flow of a match:

  • A match is usually played in a format where the first team to win 13 rounds wins (the round count and overtime rules can vary by game mode — in Competitive, the side that reaches 13 wins; if tied, play continues in extra rounds).
  • Each round starts with a short buy phase, where players spend the credits they've earned on weapons, shields (armor) and abilities.
  • Once the round starts, the attacking side tries to plant a bomb-like device (the Spike) at a "site" (bomb site), while the defenders try to prevent this or defuse it.
  • If you die during a round, you don't respawn for that round (single life) — the round lasts until one side is eliminated, the Spike detonates or is defused, or time runs out.
  • As the round ends, the winning/losing team's economy (credits) carries over to the next round; this accumulation logic is explained in detail in Section 4.

Besides weapons, every agent has 2-4 active abilities (usually one is free and refreshes each round, one is bought with credits, and one is an "ultimate" that charges up with in-round points) — see the role system in Section 3 to understand how these abilities come together.

Verified numeric details:
  • Spike detonation time: 45 seconds.
  • Spike plant time: 4 seconds.
  • Defuse time: 7 seconds (if interrupted, progress is kept for up to 3.5 seconds).
  • Buy phase: 30 seconds (extends to 45 seconds on round 1 and the first round of every overtime).
  • Pistol round starting credits: 800.

Agent roles and first agent selection

Valorant's 29 agents (as of the time this guide was written) are split into four roles. Ideally, a competitive team fields all four at once.

Values can change with future patches. Agent abilities are regularly updated by Riot through patches; the recommendations here reflect the patch current at the time of writing and may change later.
Duelist entry fragger Controller blocks sightlines Initiator intel gathering Sentinel defense / flank watch
Four roles, four jobs: the Duelist opens space, the Initiator gathers intel, the Controller blocks sightlines, the Sentinel locks down the defense.
  • Duelist: The team's primary entry fragger. Agents with aggressive kits tasked with opening up space and winning the first engagement.
  • Controller: Provides map control through smoke and sightline-blocking abilities; cuts off the enemy's vision to let the team advance safely.
  • Initiator: Makes the Duelists' job easier with intel-gathering and revealing abilities (flashes, recon); sets the team up for engagements on offense.
  • Sentinel: The defensive specialist; locks down areas, watches flank routes, and protects the team while planting or defusing the Spike.

Recommended agents for beginners

Click one of the cards below; the agent's role and why it's recommended for beginners opens in the panel underneath.

Choosing an agent isn't a permanent commitment — thanks to the free weekly rotation and the practice range, you can try out many agents before ever queueing for a match.

Economy fundamentals

Valorant's economy is a series of decisions about how much to spend each round — winning the round matters, but so does how much money you leave for future rounds. There are four basic round types.

Values can change with future patches. Credit/price figures are updated by Riot from time to time; that's why round types are explained conceptually here — check the in-game store for current prices.
Eco Half-buy Force-buy Full-buy
Spending intensity increases from left to right; exact credit figures aren't given here since they change with patches.
  • Pistol Round: The first round of each half (and, in Competitive, of every overtime cycle); everyone starts with a fixed, equal, low amount of credits. Winning this round provides an economic advantage.
  • Eco Round: A round where you deliberately spend the minimum to save up credits. The goal isn't to win this round, but to reach a full buy a few rounds later.
  • Half-buy / Force-buy: A risky but potentially high-reward round where you spend everything you have even though it's not enough for a full buy. Usually chosen to disrupt the opponent's economy.
  • Full-buy: The round where you go in with your best rifle/sniper, full armor and all your abilities — the round type where you have the highest chance of winning.
  • Bonus Round: After winning a round (especially the pistol round), an in-between round where you deliberately play with weaker weapons to build your economy toward a full buy.

Pay attention to what your teammates are buying — if everyone buys for a different round type (one full-buying, one eco'ing) the team's overall strength becomes inconsistent. The round-type call is usually made by the team captain/IGL (in-game leader) or the most experienced player; you can help by sharing a clear intent in chat, like "eco" or "full buy".

Tip: Exact credit figures and prices are updated by Riot from time to time; it's enough to check the in-game store for current prices once at the start of each new season.

Aiming philosophy: crosshair placement

In Valorant, good aim is often less about pulling off fast flicks and more about where your crosshair is sitting before the engagement even starts. If your crosshair is already at head level and already looking at the most likely threat, you don't need to react faster than your opponent — you only need to click at the right moment.

  1. Keep it at head level: Headshots deal disproportionately high damage with most weapons. Keeping your crosshair at the height a potential enemy's head would appear means you land headshots while your opponent lands body shots — that's an advantage that can win the match on its own.
  2. Pre-aim: As you approach a corner, door or lane, move your crosshair ahead of time to the exact point where an enemy's head would appear if they came out. Memorize that point using fixed landmarks on the map (a crack, a texture change, a shadow line).
Wall / corner Head level pre-aimed spot
The crosshair is already at head level and at the exact exit point before an enemy ever steps out from the corner.

Deathmatch mode is the fastest way to practice these two habits repeatedly, under low stakes, in constant engagement.

This philosophy is independent of which crosshair you pick — but the right visual crosshair settings (size, color, opacity, movement/firing error display) can make these two habits much easier or much harder. That's exactly what we're setting up in the next section.

Crosshair settings and the code system

Valorant's crosshair system has more layers than CS2's: it includes a color, an outline, a center dot, and independently adjustable inner lines and outer lines (the "error" lines that open up during movement/firing). Visually build your own crosshair with the creator below; every change is reflected instantly in the code box underneath.

Code sharing is official, but the schema isn't officially documented: Generating and copying a crosshair code is a built-in, official feature of the game; however, the exact meaning of the fields (tokens) inside that code has never been officially documented by Riot Games — this schema was entirely reverse-engineered by the community. It's a stable format that has been used reliably by thousands of players for years, so it's practically trustworthy; still, if you hit an edge-case combination (very high/low settings) the game rejects, try tweaking that field slightly and retry.
  • Most top-level players turn Outer Lines off entirely — they'd rather rely on mechanical discipline (stopping, aiming and firing) than see movement/firing error visually.
  • The Center Dot is usually off — at a distance, a dot can cover 1-2 pixels of an opponent's head and reduce precision.
  • Cyan and Green stand out as offering the highest contrast against the warm tones of most maps; White is the second most common pick.
  • It's recommended to keep Opacity close to 1 at all times — low opacity can make the crosshair invisible against smoke or bright areas.
Crosshair Creator

Preview background
Generated Code
0;P;c;5;h;1;t;2;o;1;d;0;z;2;a;1;0b;1;0t;2;0l;4;0o;2;0a;1;0m;0;0f;0;1b;0;1t;1;1l;4;1o;2;1a;1;1m;0;1f;0

Separate ADS and Sniper profiles are less commonly used in this community-reverse-engineered format; the exact field coverage of the Sniper profile in particular should be verified in the real game.

Color
Outline
Center Dot
Inner Lines
Outer Lines
Preset Patterns

By default, this creator only produces the Primary profile. For a different crosshair while aiming down sights (ADS) or in the sniper scope, check the Advanced option above to edit all three profiles separately.

Import a Code

The preview is approximate; the in-game look includes dynamic movement/firing error animation, so it may differ slightly from this static preview.

Pasting it into the game

  1. Open Settings › Crosshair.
  2. Make sure the Primary/General sub-tab is selected (choose ADS/Sniper Scope instead if you want a different crosshair there).
  3. Click Import Profile Code.
  4. Paste the code you copied above and confirm — your crosshair will appear in the game exactly as previewed.
If you're using Advanced mode: the code above carries the Primary/ADS/Sniper sections together in one line. Some player reports suggest this combined code fills all three profiles when imported once while "Advanced Options" is enabled in-game; however, this hasn't been verified by OpenMoon in the real game — check the Sniper tab after importing to confirm it filled correctly.

5 mistakes beginners commonly make

Small habits in play style show up even dozens of hours in. The most common ones:

1. Dragging the crosshair to the target

Wrong
Yanking the mouse toward an opponent with a big movement after spotting them — late, inaccurate shots.
Right
Pre-placing your crosshair at head level and the likely exit point (Section 5) ahead of time and firing with a small correction.

2. Playing every round like a full buy

Wrong
Spending every credit you have every round without thinking about the economy — the team never actually reaching a real full buy.
Right
Coordinating the round types from Section 4 with your teammates.

3. Trying to only play Duelist

Wrong
Queueing into every match with aggressive, high-frag agents and leaving the other three roles (especially Controller and Sentinel) empty — an unbalanced roster.
Right
Trying a different role in at least one round, to feel why a balanced roster wins.

4. Spending abilities "just to spend them"

Wrong
Using all your abilities on impulse at the start of the round with no plan — leaving you with nothing mid-round.
Right
Using abilities tied to a specific purpose (holding a corner, confirming information, flashing an open angle).

5. Jumping into Competitive too early

Wrong
Starting to play Competitive from your very first hours — hurting both your own learning curve and your teammates' experience.
Right
Spending your first 10-20 hours in Deathmatch/Spike Rush/Unrated to lock in the fundamentals.
VALORANT is a registered trademark of Riot Games, Inc. This guide is not affiliated with, endorsed by, or sponsored by Riot Games. All illustrations on this page are original OpenMoon artwork; no official game assets or logos are used.
Agent abilities, economy rules, and weapon/gear prices are in-game values that Riot Games updates regularly through patches; the figures here reflect the patch current at the time of writing and may change.

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