
There is no single best VALORANT sensitivity, but a useful PC starting test is 200–320 eDPI. Pick one point in that broad range, make sure you can turn comfortably and micro-correct without tension, then compare only small changes across the same drills and matches. Your final setting should reduce repeated over-flicks or under-flicks—not copy someone else’s number.
Last verified: , during VALORANT Patch 13.05. The 200–320 eDPI band is an editorial calibration range, not an official Riot requirement or a guarantee.
| Mouse DPI | In-game sensitivity | eDPI |
|---|---|---|
| 400 | 0.60 | 240 |
| 800 | 0.30 | 240 |
| 1600 | 0.15 | 240 |
Equivalent eDPI does not make two mice, pads, resolutions, postures, or players feel identical. It only normalizes the two sensitivity inputs. Polling rate, sensor behavior, available desk space, grip, and display conditions are separate variables.
Patch 11.06 removed the PC RawInputBuffer toggle and made the setting always enabled. If an old guide asks you to find that switch, it is no longer a current step.
If you have no baseline, start near the middle of the 200–320 eDPI calibration band—for example, 240 eDPI—and test from there. This range is broad by design. Current professional databases show successful players outside it, so it should never be treated as a rule or ranking shortcut.
A very low value can provide calm micro-control but require more arm travel and mouse lifts. A high value can turn quickly but magnify small tension or correction errors. Neither automatically belongs to a particular role.
Test a baseline, 10% lower, and 10% higher. Change only base sensitivity, keep the task and DPI fixed, and do not decide from one personal best.
| Test | What it checks | Record |
|---|---|---|
| Small static targets | Micro-correction and click confirmation | Overshoots, undershoots, misses, and tension |
| Horizontal strafe target | Smooth target reading and direction changes | Lag behind, jump ahead, or unstable correction |
| Custom-map route | Head-height pre-aim and comfortable turns | Mouse lifts, lost height, and wide corrections |
| First contacts in a match | Transfer under movement, utility, and pressure | Starting crosshair position and correction direction |
Run several repetitions per setting in a rotated order so warming up does not always favor the last number. Select the most controllable candidate, use it for at least several normal sessions, then review a sample of first contacts.
The Aimlabs task guide offers verified drills, while the crosshair-placement guide prevents a sensitivity change from masking poor pre-aim.
VALORANT exposes separate multipliers for aim-down-sights and scoped weapons. Keep them at a stable baseline while finding base sensitivity. Afterward, change only the multiplier that produces a repeatable problem.
Do not assume a multiplier of 1 creates identical physical monitor-distance behavior at every zoom. If your base aim is clean but scoped corrections consistently pass the target, lower only the scoped multiplier in small steps and retest. The Operator guide adds hold-width and shot-recovery context.
First rule out a crosshair starting-position error. A player who aims at the wrong wall will make a large correction at any sensitivity. The response-time guide separates detection, decision, placement, and execution.
eDPI does not apply to analog sticks. On PlayStation 5 and Xbox Series X|S, tune base horizontal/vertical look, Focus, ADS, scope, deadzones, and response behavior through the options currently shown on your console build.
Riot does not support mouse-and-keyboard play on console, and PC/console competitive pools are separate. Do not use adapters intended to disguise input.
A bad match is not evidence that the setting changed. Hold one configuration through several sessions and tag first-contact errors: over, under, wrong height, late detection, movement inaccuracy, or bad exposure. If placement and decision errors dominate, sensitivity is not the current bottleneck.
Professional settings are examples, not proof. They change over time and reflect different equipment, roles, bodies, and preferences. Our dated TenZ settings record explicitly shows why conflicting public snapshots need dates rather than being copied as permanent.
No single value is best. The 200–320 eDPI band in this guide is a broad place to begin testing on mouse, not an official or universal answer. Physical space and repeatable errors determine the final choice.
Yes, but DPI alone does not state your in-game turn speed. Multiply it by the VALORANT base sensitivity. At 800 DPI, 0.30 equals 240 eDPI.
Change it only after a stable sample shows the same correction or comfort problem. Adjust one field by a small amount, date it, and repeat the same tests.
The DPI-times-sensitivity calculation does not change with resolution. Resolution and aspect ratio can change how motion looks, so keep display conditions stable while comparing feel.
Use a source-dated setting as a comparison point only. It may be inaccurate, later changed, or unsuitable for your mousepad, grip, and correction habits.
Update log: September 3, 2026 — removed the stale 2024 label and undated pro list; added transparent eDPI math, a three-setting test, observable error criteria, scoped/ADS separation, console guidance, RawInputBuffer status, and a stability rule.
Posted On: May 7th, 2024