LOUD won VALORANT Champions 2026 on Sunday with five players whose sensitivities all sit between 160 and 200 eDPI. At VALORANT's yaw that is 65 to 82 centimetres of mouse travel for a full 360 degree turn. Vitality, who lost the grand final 3-1, played anywhere from 160 to 336 eDPI. We went through the settings pages of both rosters and the pattern says more than a trivia line about sensitivity: LOUD plays like one school, Vitality like five separate answers to the same question.
What happened in Shanghai
The final was played on Sunday 18 October in Shanghai. LOUD beat Team Vitality 3-1 and became the first organisation to win a second VALORANT world title (the first came in 2022 in Istanbul). They took the opener, Summit, 13-11 after clawing back from 3-9, according to Insider Gaming. Vitality answered on Lotus, 13-8, then LOUD won Sunset 13-5 and Haven 13-10. Out of the $2.25 million pool the champions took a million, Vitality $400,000. LOUD captain Roberto "erde" Lobos was named MVP.
It is also the youngest roster to ever win the event, averaging 20 years and five months. Enzo "tkzin" Zimiani finished Sunset on 26/10/3, and erde posted 255 ACS on Haven. On the other side, Insider Gaming pointed out that Chronicle played Neon in the final and looked short on experience with the agent.
Where the numbers come from, and what they do not promise
We read the settings off the players' ProSettings pages, which were refreshed this week: erde's page changed on 20 October, DaviH, Darker, tkzin, Lukxo and four of five Vitality players the day before, Chronicle's on 14 October. These are public settings, not a record of what each player had in the final. Players change them without notice, so treat the data as the state on 20 October 2026, which most likely describes the final as well.
Rosters come from VLR.gg: LOUD are erde, Lukxo, DaviH, Darker and tkzin, Vitality are Jamppi, PROFEK, Derke, Chronicle and Sayonara. Lukxo has mouse and screen settings on ProSettings but no crosshair code, so he is missing from the crosshair part. We calculate sensitivity the way our VALORANT crosshair database does: DPI times in-game sensitivity is eDPI, and centimetres per turn come from a yaw of 0.07.
LOUD: five names, two values
The five LOUD players have only two eDPI values between them: erde, tkzin and Lukxo play 160, DaviH and Darker 200. They each get there differently. erde uses 800 DPI at 0.2, tkzin and Lukxo 1600 DPI at 0.1, DaviH 800 DPI at 0.25 and Darker 1600 DPI at 0.125. For the hand it is the same movement: 81.6 cm per turn at 160 eDPI and 65.3 cm at 200.
That kind of agreement inside one team does not look accidental. Three people on an identical 160 eDPI at different DPI either tuned their settings together or lean heavily on each other. We cannot tell which, but the conclusion for the reader is the same: the world champions play low sensitivity.
Vitality: from 160 to 336
The European finalists have no common school. Sayonara, the youngest in the roster, plays the same 160 eDPI as LOUD's trio, and PROFEK plays 200. Then comes the jump: Chronicle 280, Derke 296, captain Jamppi 336, which is 38.9 cm per turn, half the travel of erde. The spread inside one team is more than double, and Vitality average about 254 eDPI against LOUD's 176.
Derke is the most interesting case here: he plays 400 DPI at 0.74 and is the only one of the ten finalists not on 800 or 1600 DPI. His 296 eDPI sits in the middle of Vitality's range, so his choice says less about how high his sensitivity is and more about being used to a low DPI.
Seven of ten at 200 eDPI or lower
Count it across the whole final. Seven of the ten players sit at 200 eDPI or lower: all five of LOUD plus Sayonara and PROFEK of Vitality. In our database of 41 players from the top of the VLR rankings the median is 224 eDPI, or 58.3 cm per turn. The world champions sit clearly below it.
For CS2 players this is a handy reference. VALORANT has a yaw of 0.07 against 0.022 in CS2, so 160 eDPI in VALORANT matches roughly 509 eDPI in CS2 and 200 eDPI about 636. The median in our database of CS2 pros is 800 eDPI, or 52 cm per turn. You can convert your own values in the VALORANT to CS2 sensitivity converter, and the method is explained in our sensitivity conversion guide.
Crosshairs: small, outlined, often with a dot
LOUD's crosshairs are small: DaviH has the longest inner lines (3), the rest 1 to 2. erde plays a green crosshair with four single pixels and an outline. tkzin and Darker use white crosshairs with an outline, a centre dot and very short lines. DaviH is the only one of the four with a code on a plain white cross without an outline. Three of the four have outer lines switched on, which ProSettings does not describe with dimensions, so they are not in the drawing.
Vitality is broader. Jamppi and Chronicle play thin white crosses of length 4 without an outline, Derke a 4/1 cross with an offset of 2 and an outline. PROFEK and Sayonara have crosshairs without any lines, just a dot with an outline, and nobody at LOUD plays exactly that. Import codes and all values are on the player pages in the VALORANT crosshair database, and the pro crosshairs page is the place to pick a game and a tool.
Mouse: 4000 Hz on one side, 1000 on the other
One difference is purely hardware and very clear. Four of five LOUD players (erde, Lukxo, tkzin and Darker) list their mouse at 4000 Hz on ProSettings, only DaviH stayed at 1000. All five Vitality players are on 1000 Hz.
That does not mean 4000 Hz wins finals. It does show that a high polling rate has made it into the roster that took the biggest title, in a game where micro-movement at low sensitivity shows on every turn. If you wonder whether it makes sense for you too, our guide to 8000 Hz mice explains when you can feel the difference and when you just load the CPU.
Screen: one side on full Fill, the other with three exceptions
Vitality plays 1920x1080 in Fill mode across the board. LOUD is more varied: erde and tkzin also use 1920x1080 Fill, but Darker plays 1920x1080 with Letterbox, DaviH 1680x1050 and Lukxo 1280x960 (4:3), also with Letterbox. Settings like these are hard to copy, because they depend on the monitor and on habits from earlier games.






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