Balanced Static Cross
Assault Rifle, Burst Rifle, Minigun, Exogun, general ranked play
This is the source-backed default recommendation.
Best first setup before you personalize anything.
RIVALS pages use current code pages, wiki structure, and 2026 guide sources, then keep source conflicts visible. Weapon and map guidance is not an official ranked meta, pro setting, or exact loadout planner.
Use this first. It is the source-backed baseline before making weapon-specific variants.
| Setting | Value | Why |
|---|---|---|
| Static | On | Removes distracting movement effects. |
| Disabled | Off | Keeps the reticle visible. |
| Override Special Crosshairs | Off | Keeps Shotgun and special weapon behavior intact. |
| Rotation | 0 | Keeps the reticle readable. |
| Bars Enabled | On | Makes tracking easier than dot-only for most weapons. |
| Bars Color | #00ff21 / green | High visibility across most RIVALS maps. |
| Bars Spacing | 5 | Enough center gap without losing close-range readability. |
| Bars Length | 10 | Large enough for tracking targets while moving. |
| Bars Thickness | 5 | Visible during slides, jumps, and quick peeks. |
| Bars Transparency | 0.5 | Visible without fully blocking the target. |
| Bars Shape | Sharp | Crisp edges make the center easier to read. |
| Top / Bottom / Left / Right Bar | On | Keeps a full cross layout. |
| Dot Enabled | On | Gives a clear center point for burst and tap shots. |
| Dot Color | #ff1435 / red | Contrasts with the green bars. |
| Dot Thickness | 5 | Easy to see at speed. |
| Dot Transparency | 0 | Keeps the center dot fully visible. |
| Dot Shape | Sharp | Matches the bar shape. |
| Outline Enabled | On | Prevents the crosshair from disappearing on bright maps. |
| Outline Color | Black | Best general contrast. |
| Outline Thickness | 1 | Adds contrast without making the reticle bulky. |
| Outline Transparency | 0 | Keeps the outline fully visible. |
| Outline Type | Round | Softens the edge without hurting precision. |
Assault Rifle, Burst Rifle, Minigun, Exogun, general ranked play
This is the source-backed default recommendation.
Best first setup before you personalize anything.
Sniper Rifle, Revolver, Burst Rifle tap-heavy play
Shorter bars keep the target less covered at long range.
Less visual clutter for head-level aiming.
Small center point helps precision shots.
Keeps the tiny reticle visible.
Uzi, Shotgun, Scythe approach fights, fast close-range duels
Bigger shape stays readable while sliding and jumping.
Keeps visibility during close-range movement.
Maintains a clear center while tracking.
Keeps the reticle visible without covering targets.
Scoped weapons and aim-down-sights play
Useful if you lose center reference while aiming.
Dot-only scoped aim can be cleaner for long range.
Use the color that stays visible on your monitor/map.
RIVALS now separates scoped sensitivity from normal aim settings.
Use one comfortable baseline, then tune scoped and aiming sensitivity separately. Copying another player is less useful than building consistency.
Higher FOV helps awareness in fast duels, but lower it if long-range targets feel too small.
The wiki records this setting as a newer option. It can improve visibility when firing while aiming.
PGG recommends max aim assist for easier mobile aiming. Adjust downward only if it fights your tracking.
The 2026 settings update added profile switching and sharing. Keep one balanced profile, one scoped profile, and one mobile/controller profile if needed.
The base preset uses Pro Game Guides crosshair values from its April 2025 RIVALS guide. RIVALS Wiki update notes are used to keep the guide aligned with newer settings-profile, scoped-crosshair, and aiming-setting changes. Extra presets are editorial variants of the base preset, not official pro settings.