Version

LeftClicker

Automates left-clicking while you hold the button down.

Settings

Mode
Picks the click pattern. Jitter spaces every click at a fresh random rate; Butterfly fires them in two-finger bursts of one to three. Custom replays a pattern you recorded yourself; the in-game record button captures your own hold and gap timings until you stop it.
Mode → CPS
Clicks-per-second range, for Jitter and Butterfly. Each click picks a fresh rate somewhere between the two ends, so the timing never repeats exactly. Custom mode ignores it and uses the recorded timings instead.
Only Weapons
Restricts the clicker to the ticks you are holding a weapon. Anything else in hand and it stays quiet.
Only Weapons → Force Click
With a type (Player or Fireball) selected, forces a click whenever your crosshair is on that target, even if you're not holding a weapon. Lets the autoclicker stay off for everything else.
Containers
Allows clicks to fire while a container or inventory GUI is open. Skips clicks when you have an item picked up (dragging) in your inventory.
Break Blocks
Holds the button down instead of clicking whenever your crosshair is on a block you are allowed to break, so mining behaves like it does by hand rather than being restarted by every click.

Velocity

Reduces, cancels, or delays knockback

Settings

Weapons Only
Limits the knockback reduction and the sprint-jump to hits you take while holding a weapon. The packet delay is not affected by it.
FOV
Controls when Velocity triggers based on hit direction. Low FOV: mostly only reacts to hits that push you away from where you are looking (front hits). High FOV: reacts to more angles, including side hits, so it activates more often.
Horizontal Reduction
How much of the sideways/backwards knockback to cancel. 0% takes the hit exactly like vanilla, 100% leaves you standing where you were.
Vertical Reduction
Same for the upward part of the knockback. Cutting it keeps you closer to the ground after a hit.
Jump Chance
Per-hit % chance to sprint-jump on the same tick a hit lands. Minecraft adds the knockback onto the speed you already have, so sprint-jumping toward the attacker on that tick cancels part of the push. The motion itself is fully vanilla - what stands out is hitting the timing on every single hit, which is what this chance controls.
Delay ms
Starts holding your incoming packets the moment a velocity one arrives, then flushes them after the set number of milliseconds, so the knockback lands late.
Delay ms → Air Only
Only delays knockback taken in the air; knockback taken on the ground goes through untouched, and anything still held flushes the moment you land. Only relevant once Delay ms is non-zero.

Reach

Extends how far you can hit entities and place/break blocks past the vanilla limits.

Settings

Combat Reach
Entity hit distance, randomized per swing between the two ends. Vanilla is 3.0; most servers stop accepting hits somewhere around 3.1-3.3, so anything above that gets rejected rather than hidden.
Block Reach
Same for placing and breaking blocks. Vanilla is 4.5 in creative and 5.0 for the server's own check.

Hitboxes

Resizes entities hitboxes so you can interact with them when you normally couldn't.

Settings

Mode
Compensated only ever covers positions the server itself still accepts, so it does nothing on a server without an anticheat. Resize ignores that entirely and multiplies the target's real box by a fixed amount, which any server that checks reach will see for what it is.
Mode → Resize Multiplier
Scale of what the hitbox is multiplied by in Resize mode.
Draw Advantage
On a click that only landed because of the added room, draws that room. Clicks that would have hit anyway draw nothing.
Draw Advantage → Fade Time
How long one of those shapes takes to fade out.
Draw Advantage → Color
Color, drawn as a wireframe.

AimAssist

Pulls your aim toward the closest valid target. Note that this is due for a rework to make it look more legit.

Settings

Assist Mode
Percentage pulls a fraction of the remaining angle difference each tick, fast at first and easing off as you center. Linear pulls a fixed amount per tick regardless of how far off you are. Human models a real arm: it reacts before it moves, flicks then makes small corrections, and lags behind and predicts moving targets. Selecting it shows its own set of controls.
Assist Mode → Horizontal
Percentage of the remaining yaw difference pulled per tick, picked fresh from this range each tick. 100% snaps onto the target in one tick, low values drift toward it. Percentage and Linear only.
Assist Mode → Vertical
Same for pitch.
Human → Speed
How fast the aim settles onto a target. Higher values reach the target more quickly, lower values move more gradually.
Human → Damping
Controls overshoot as the aim arrives. Below 1 the aim passes the target slightly then settles back onto it. At 1 it arrives without overshooting. Above 1 it slows its approach and settles more gradually.
Human → Lead
How far the aim predicts a moving target's motion and aims ahead of it. At 0 the aim follows behind a moving target. At 1 it fully compensates for the target's velocity and stays centered on it.
Human → Reaction
Range of delay, in milliseconds, before the aim begins moving toward a target that just appeared or that you switched to. A fresh value is rolled from this range each time. A target your crosshair is already near (within On-Target Angle) pays half of it.
Human → Ignore Knockback
When a hit knocks a player up and back down, holds the vertical aim on the height the body will land at instead of following the bob. The landing height is found by simulating the target's fall. Vertical tracking resumes if the target is knocked far enough to leave the held aim.
Human → Max Speed
Caps how fast the aim can move, in degrees per tick. Limits the peak speed of large flicks.
Human → Noise
Adds random scatter to the aim that scales with how fast it is currently moving. Largest during fast flicks and near zero once the aim has settled.
Human → Track Lag
How far behind a moving target the aim follows, in milliseconds. Higher values increase the visible trailing distance on moving targets.
Human → Perception Noise
Adds constant random jitter to the position the aim treats as the target, applied every tick including while the target is still. Unlike Noise, it does not scale with aim speed.
Human → On-Target Angle
If your crosshair is already within this many degrees of a target when it appears, the aim skips the full reaction delay and pays only half of it. Larger values widen the range that counts as already on target.
Human → Undershoot
How far the first movement travels toward the target. Below 1 it stops short and a follow-up correction covers the rest. At 1 the first movement aims directly at the target.
Human → Corrections
Maximum number of follow-up movements after the first one lands short of the target. 0 reaches the target in a single movement.
Human → Correct Angle
The remaining distance to the target, in degrees, that triggers a follow-up correction after a movement lands. Smaller values correct smaller errors.
Human → Correct Delay
Delay, in milliseconds, between a movement landing and a follow-up correction beginning.
Human → Catch-up Angle
While tracking a moving target, the distance the aim falls behind, in degrees, that triggers a quick catch-up movement instead of continuing to track smoothly.
Type
Which entities count as targets. Living also includes mobs (zombies, skeletons, villagers, etc.).
Target Selection
How the next target is picked when more than one is in range. Angle picks the one closest to your crosshair, Health picks the lowest-HP target, Hurt Time picks the one most recently hit, which can hand the aim to a different player every few ticks. Distance picks the nearest.
Max Distance
Furthest a target can be, in blocks, for the assist to pull toward it. A target that drifts past it is dropped.
Through Walls Range
Lets the assist target entities that are behind a wall, up to this many blocks.
Max Angle
Maximum angle (in degrees) between your crosshair and a target for it to count. For reference, 180 means anything in the world, 10 means the target must already be almost dead on your crosshair before the assist will engage.
Filters
What the assist refuses to pull at. Mouse Down Only holds it off unless you are holding left-click. Weapons Only holds it off unless a weapon is in hand. Stop When Breaking disengages it while you are breaking a block, after the hover delay elapses, so mining a block your crosshair is on doesn't get hijacked by the aim pull. Ignore Team skips players Grave detects as your teammates, which you configure on the Friends page. Ignore Invisibles skips entities that are currently invisible, so the assist won't lock onto a target you can't see. Ignore Behind Entities re-aims around (or skips) targets blocked by another entity's hitbox, so you don't pull onto someone standing in front of your real target.
Filters → Hover Delay
How long (in ms) to keep the assist active after you start breaking a block before Stop When Breaking disengages it. A short grace period so the assist isn't dropped the instant your crosshair brushes a block.
Apply Pitch
How vertical aim is handled. Normal pulls pitch at the configured speed always. Until on Target pulls pitch only until your crosshair is on the target, then leaves it alone. None ignores pitch entirely - yaw-only assist.
Horizontal Multipoint
Percent toward the closest face on X/Z. 100% aims at the closest visible point of the hitbox, 0% aims at its horizontal center.
Vertical Multipoint
Percent toward the closest face on Y. 100% aims at the closest visible Y of the hitbox, 0% aims at the target's eye-level / face.
Show Target
Draws the shared target indicator on whoever the assist is currently pulling toward.

KillAura

Silently aims toward the closest valid target, auto attacking if configured to do so.

Settings

Attack Mode
Auto attacks for you on its own CPS clock. Manual never attacks for you, you must attack yourself.
Manual → Mouse Down to Aim
When on, the spoofed rotation only pulls toward the target while you hold the left mouse button.
Auto → CPS
Attack rate range for Auto mode, re-rolled between the two ends on every swing.
Rotation Mode
How the crosshair travels to the target. Linear pulls a fixed degrees-per-tick. Smooth uses a percentage-based curve that eases in and out. Acceleration models a hand speeding up and slowing down with optional jitter and falloff.
Linear → Horizontal Speed
Degrees of yaw moved per tick, re-rolled inside this range every tick. The speed is fixed regardless of how far off you are.
Linear → Vertical Speed
Same for pitch.
Smooth → Horizontal Speed %
Percent of the remaining yaw difference covered per tick. Because it's a fraction of what's left, the movement is fast far out and eases off as you center.
Smooth → Vertical Speed %
Same for pitch.
Smooth → Midpoint
The angle at which the easing shape changes - above it the pull is gentle, below it it steepens as you close on the target.
Smooth → Direction Change Factor %
Speed multiplier applied when the target changes direction (strafing, jumping). Higher % = harder catch-up, lower = lazier reaction to direction changes.
Acceleration → Yaw Accel
Base yaw acceleration range in degrees per tick squared. This is the ramp-up rate, not a speed cap - the rotation keeps gaining speed at this rate until deceleration takes over.
Acceleration → Pitch Accel
Same for pitch.
Acceleration → Dynamic Accel
Scales base yaw/pitch acceleration based on distance to target and how aligned your crosshair already is. Lets the rotation accelerate harder on far targets and ease off when you're already close.
Dynamic Accel → Coef Distance
How strongly distance feeds into that scaling. Positive means more acceleration the farther the target is; 0 removes distance from the equation.
Dynamic Accel → Yaw Crosshair
Yaw acceleration range used once the crosshair is already on the target, replacing the base value.
Dynamic Accel → Pitch Crosshair
Same for pitch.
Acceleration → Acceleration Error
Adds a random amount to each acceleration step, scaled to how hard it's accelerating. Breaks up the otherwise perfectly smooth rotation curve.
Acceleration Error → Yaw Error
Size of that random multiplier for yaw, as a fraction of the current acceleration. It scales with speed, so it's biggest mid-flick and nearly gone once you settle.
Acceleration Error → Pitch Error
Same for pitch.
Acceleration → Constant Error
Adds a small fixed-size random jitter to yaw and pitch each tick. Unlike Acceleration Error this doesn't scale with speed, so it stays visible after you've settled on the target.
Constant Error → Yaw Constant Error
Degrees of that fixed jitter applied to yaw each tick.
Constant Error → Pitch Constant Error
Same for pitch.
Acceleration → Sigmoid Deceleration
Eases the rotation off as you approach the target using a sigmoid (S-curve) falloff.
Sigmoid Deceleration → Steepness
How sharply the slowdown bites near the target. Higher values hold full speed longer then brake hard; lower values bleed off gradually the whole way in.
Sigmoid Deceleration → Sigmoid Midpoint
Where the slowdown centers, as a fraction of the starting angle difference. 0.5 means you're at half speed when you're halfway there.
Targets
Which entity classes count as targetable. Players is just real players. Players & Mobs adds hostile mobs. Living adds peaceful mobs too. Specific lets you hand-pick entity types.
Specific → Entities
The hand-picked list used by the Specific target mode.
Target Selection
How the next target is picked when more than one is in range. Angle picks the one closest to your crosshair, Health picks the lowest-HP target, Hurt Time picks the most recently hit, Distance picks the nearest.
Target Range
How far a target can be and still be picked. Reach still decides what actually lands, so anything past your reach is tracked but not swung at.
Through Walls Range
Lets KillAura keep targeting an entity behind a wall, up to this many blocks.
Max Angle
Maximum angle (in degrees) between your crosshair and a target for it to count. 180 means anything around you, 10 means the target must already be almost on your crosshair before KillAura will engage.
Filters
What the aura refuses to engage on. Weapons Only holds it off unless a weapon is in hand. Ignore Invisibles skips entities that are currently invisible, so it won't lock onto a target you can't see. Stop When Breaking disengages it while you're breaking a block, so mining isn't interrupted by a swing at someone walking past.
Filters → Hover Delay
Grace period (ms) after you start breaking before Stop When Breaking disengages the aura, so it doesn't flicker off and on when your crosshair clips a block mid-fight.
Horizontal Multipoint
Percent toward the closest face on X/Z. 100% aims at the closest visible point of the hitbox, 0% aims at its horizontal center.
Vertical Multipoint
Percent toward the closest face on Y. 100% aims at the closest visible Y of the hitbox, 0% aims at the target's eye-level / face.
Strict Strafe
Aligns your strafe input with the spoofed rotation instead of your real one. Either way you still travel where you're actually looking; the keys are adjusted for you.
Show Target
Draws the shared target indicator on whoever the aura is currently locked onto.

AutoBlock

Right-clicks your sword to block damage when a target is in range. Cycles between blocking and unblocking so you can still attack.

Settings

Mode
Vanilla forces the use key, cycling between blocked and unblocked so attacks fit in the gaps - simple, but the server sees you drop the block every cycle. Swap alternates between two swords instead: the server never sees the block end, so you keep the 50% damage reduction at all times, and attacks land during the slot change. Swap needs a second sword in your hotbar (ideally identical, since hits resolve with whichever is held) and keeps you at blocking movement speed the whole time.
Activate
What decides the block should go up. Range looks for something worth blocking against, using Targets, Entities and Max Range to judge it, so it blocks on its own whether or not you touch the mouse. Pressed leaves that decision to you: it blocks while you hold right click and ignores range and targets entirely, so those three settings are hidden. Either way the module still drops the block for the reblock gap so your own hits land, which is what holding right click alone can't do.
Targets
Which entity classes count as targetable. Players is just real players. Players & Mobs adds hostile mobs. Living adds peaceful mobs too. Specific lets you hand-pick entity types.
Specific → Entities
The hand-picked list used by the Specific target mode.
Max Range
How close a target has to be before AutoBlock starts blocking.
Block Time
In Vanilla, how long the sword stays blocked once a cycle starts, in milliseconds (a tick is 50ms). Higher means blocked longer and slowed more. In Swap, attacks only land on the swap tick, so raising this cuts how many of your clicks get through: at 20 CPS input, 50ms gives about 10, 100ms about 6.7 and 150ms about 5. Raising it swaps less often for the same uninterrupted block.
Slot Reset Ticks
Swap mode only. Ticks the module holds the slot it swapped to before returning to the one you actually chose. That return is the second of the cycle's two ticks, so this is what times it.
Reblock Delay
Vanilla mode only. Cooldown (in milliseconds) between block cycles after one finishes. Bigger gap = less slowdown but more vulnerable frames.
Lag On Block
Vanilla mode only. Holds your packets across the gap between block cycles. You aren't slowed down client side, but the server still has you frozen mid-block, so it never sees the sword come down. Lag Time decides how much of the gap that covers.
Lag On Block → Lag Time
How much of the reblock gap the hold covers, as a percent, rolled fresh every cycle. The gap is a whole number of ticks, so the percent buys whole ticks: at a one-tick gap it takes 50% to cover it at all, and at a two-tick gap 34% covers the first tick and 67% the second. 0% never lags, 100% covers the whole gap. A range makes the length vary from cycle to cycle instead of being the same every time.
Cancel Jumps
Suppresses your jump while a block is being forced. Vanilla slows a blocking player to 0.2 movement speed but leaves the jump alone, so jumping mid-block is otherwise a full-height hop at blocking speed. Works in both modes, and it can never swallow a jump for good: Vanilla drops the block every reblock gap anyway, and Swap lets every 20th tick through, so the longest a jump can be held back is 19 ticks.
Optimize Attacks
Vanilla mode only. Gives back the hits the block costs you. While an item is in use Minecraft throws away every attack click that tick instead of swinging, so each block cycle quietly eats part of your clicking. With this on the eaten clicks are counted and re-issued on the ticks the block is down, at the rate they were being lost, so your effective CPS on the target stays close to what you're actually clicking. It only repays clicks that would have hit something: presses made while your crosshair is on air aren't owed back, nothing is added once you stop clicking, and losing the target clears the tally.
Pause On Hurt
Stops auto-blocking for a moment after you take a hit. Detects the hurt animation the server sends you (the red flash), drops the block, and stays off for Pause Ticks.
Pause On Hurt → Pause Ticks
How many ticks to stay unblocked after taking a hit.

KeepSprint

Adjusts the post-hit motion slowdown vanilla applies whenever you attack a player.

Settings

Weapons Only
When on, the patched slowdown only applies while you're holding a weapon.
Slow %
Scales vanilla's 0.6 slowdown multiplier by this percentage. At 100 the constant stays at 0.6 (vanilla, 40% slowdown). Lower values shrink it further - 50 means motion reduction drops to 30% on hit, 0 zeroes out the motion reduction entirely.

AntiFireball

Detects fireballs heading toward you and rotates to swing-deflect them.

Settings

FOV
Maximum angle (in degrees) between your view direction and a fireball's position for the module to engage. Higher values let the module react to fireballs coming from your sides; lower values restrict it to fireballs roughly in front of you.
Range
Maximum distance from you to a fireball for it to count as a target. Fireballs travel fast, so this also acts as your reaction window: bigger range = more time to engage but also more candidates to consider per tick.
Horizontal Speed
Degrees of yaw moved per tick toward the fireball, re-rolled inside this range every tick. Fireballs close fast, so low values won't finish the turn in time.
Vertical Speed
Same for pitch.
Max Attacks
Caps how many swings to commit per fireball before moving on. 4 means unlimited - keep swinging until it's gone or out of range. Lower values stop after the configured count even if the fireball is still alive.
Reset Ticks
How many ticks the spoofed rotation stays locked to the target aim before it returns to your real one.

BackTrack

Holds a target's incoming position packets for a moment, so you keep hitting where they were instead of where they are.

Settings

Target Mode
Attack engages BackTrack only on the tick you actually swing at a valid target. Range engages whenever a target is inside the configured Distance window, regardless of swings.
Weapons Only
Restricts BackTrack to the ticks you are holding a weapon. Applies to both target modes.
Distance
How far a target can be for BackTrack to hold its packets. In Range mode this window is what triggers it outright; in Attack mode it still gates which swings qualify.
Chance (%)
% chance per qualifying activation to actually engage. Lower values mix untouched hits in between the backtracked ones. Applies to both target modes.
Max Hurt Time
Skips targets that are still inside their vanilla invulnerability window, so you don't burn a backtrack on a hit that can't land.
Max Hurt Time → Hurt Time
When Max Hurt Time is on, BackTrack pauses while the target's vanilla invuln window is still longer than this threshold (in ms). Lower values are stricter (only engages once the target is well out of invuln); higher values let BackTrack stay active even on recently-hit targets.
Disable On Knockback
Cancels BackTrack the moment you take a knockback packet.
Delay (ms)
Range (in ms) for how long to hold the target's position packets before releasing them. Each activation rolls a fresh value inside this window. Bigger delay = harder for the target to dodge but also a bigger client/server desync that's easier to flag.
Cooldown
Minimum time (in ms) between activations. After releasing the held packets, BackTrack stays idle this long before considering another activation.
Persist Duration
How long (in ms) to keep BackTrack active after the target leaves the Distance window, so a target briefly stepping out of range doesn't force a re-trigger.
Max Duration
Hard cap (in ms) on how long any single BackTrack session can last before it forces a release.
Show Target
Draws the held position you're actually hitting.
Show Target → Render Mode
Picks how the target's held position is drawn. Box renders a bounding-box outline at that position; Shape draws a filled copy of the entity's model.
Show Target → Color
Color of the box or shape. The alpha channel sets the fill opacity, so a low alpha leaves the outline carrying the shape.
Box → Glow
Additive bloom strength on the box and the smear's head. 0 turns it off. Box mode only.
Box → Trail
Smears the box between the held position and the target's current one, showing the whole gap rather than just its end. Box mode only.
Box → Trail → Trail Length
How far back the trail is drawn.

HitSelect

Drops attacks that wouldn't pay off, so you don't get slowed down. Each mode picks a different definition of the 'right' attack.

Settings

Mode
Second Hit cancels swings when you and the target are far apart and not closing in, so your hit lands once you're actually engaged. Critical Hits cancels swings while you're rising in a jump, so the click fires on the way down and registers as a crit. WTap Hits cancels swings while you're already sprinting forward in open space, so the click only goes through after a sprint reset (collision, slowed input, or sprint already broken).
Show Fake Swing
When a click gets canceled, plays the arm-swing animation client-side anyway so the cancel isn't visible to you. The swing packet is not sent to the server.

Piercing

Re-picks who your crosshair is actually 'on' so unwanted entities don't eat your hits. Your aim ray can pass through skipped entities and hit a real target behind them.

Settings

Mode
How candidates are ranked when more than one is in your aim path. Hurt Time picks the target with the lowest invuln remaining. Health picks the lowest-HP target.
Hurt Time → Hurt Skip Time
When Mode is Hurt Time, the maximum invuln (in ticks) a candidate can have and still count. 0 means only fully-out-of-invuln targets qualify (strictest); 10 means anyone qualifies (effectively disables the filter).
Weapons Only
Only re-targets while you're holding a weapon.
Ignore Friends
How players marked as friends are handled. Pierce lets your aim pass through them; Ignore drops them as targets entirely.
Ignore Bots
How entities AntiBot hasn't verified are handled. Pierce shoots past them to a real player behind; Ignore drops them as targets entirely. Requires AntiBot to be enabled to have any effect.
Ignore Non-Players
How non-player entities (mobs, armor stands, item frames, etc.) are handled. Pierce lets your aim pass through them to a player behind; Ignore drops them as targets entirely.
Through Blocks
How far (in blocks) your aim ray is allowed to continue past a wall to find a target. 0 disables wall-piercing; 3+ uncaps the depth so any entity within reach can be targeted regardless of how thick the wall is.
Apply Ghost Effect
Renders pierced entities as a translucent red ghost, marking which entities the module is letting your hits pass through.

GhostHand

Suppresses entity hits in front of the block you're aiming at, so your click reaches the block instead of the entity standing between you and it.

Settings

Require
What has to be in your hand for the module to run. Leave every entry off and it runs no matter what you're holding. Tools covers tools and shears; Blocks covers anything placeable. Any other item is named row by row in Extra Items instead.
Extra Items
Specific items that qualify on top of whatever Require covers, an empty hand included. The list only ever adds items, never removes them. It's ignored while every Require entry is off, since the gate is already open. Rows are picked in-game; the dashboard can't add them.
Teammates & Bots
How teammates and unverified bots are treated. Normal handles them like any entity. Only restricts the skip to just teammates/bots (everyone else still blocks your hit). Not refuses to skip teammates/bots (you'll hit them normally) while still skipping everyone else.
Always Skip
Skips the entity even when there's no block behind it. With this off, the module only takes effect when your crosshair would otherwise hit a block past the entity.
Apply Ghost Effect
Renders skipped entities as a faint translucent ghost so you can see which entities are being skipped.

Displace

Turns you sideways on the tick you attack, so the knockback you deal goes off at an angle instead of straight back. It cancels your click, turns you the configured number of degrees to one side, then the next tick puts your aim back on the target and attacks. The server resolves the hit using the rotation from the tick before, so your opponent flies the way you were turned - as long as it's a sprint hit or your weapon has Knockback.

Settings

Mode
Normal turns your real view through the sideways angle and back, so what you see and what the server sees match. Spoofed sends the sideways rotation in the outgoing packet only, leaving your view where it is. Note Normal is always the worse of the two, since it costs one extra tick of delay.
Direction
Which side to displace toward. Left and Right are fixed. Dynamic simulates where the target would land for both sides and picks whichever leaves them worse off, preferring a lower landing, more holes around it, or a longer trip through the air.
Dynamic → Skip when unoptimal
Also simulates the plain hit and skips the displace when keeping your current aim would do just as well, letting the click go out normally instead of spending a sideways kick that buys nothing.
Weapons Only
Only displaces while you're holding a configured weapon.
Handle Knockback
Swap holds the hotbar's best Knockback item for the displace hit and gives it straight back, so the slot change rides in the same tick as the attack and the hit lands with the knockback but your original weapon's damage. Require only displaces while the Knockback item is already in hand. Both requires it anywhere in the hotbar instead, since Swap is going to switch to it anyway.
Displacement
Range (in degrees) of the sideways yaw flick. Each click rolls a fresh value inside this window. Bigger angles knock the target further away from your real aim point.
Cancel Non Displace
Drops attacks that don't go through the displace pipeline (e.g. clicks fired during cooldown). Stops you from leaking 'normal' hits that would knock the target straight back.
Disable on Displace
Toggles the module off automatically the moment a displace fires, so you only get one. Re-enable manually for the next.
Cooldown
Minimum time (in ms) between displaces on the same target.
Re-displace Range
After a displace lands, refuses to displace the same target again until they're farther than this many blocks away. Set to None to disable - any click on the same target after the cooldown will displace again.

SprintReset

Briefly drops your sprint shortly after landing a hit so the server registers a sprint reset, letting you deal full sprint-hit knockback while taking less yourself.

Settings

Mode
How the reset is performed for the one tick. WTap lets go of W (forward input). NoStop stops your sprint directly, but you keep walking. Sneak taps sneak.
Players Only
Only resets against real players. Off also resets against other living entities.
Chance
Percent chance the reset fires on each qualifying hit.
Delay Until Reset
Time (in ms) to wait after the hit before sprint is actually dropped.
Delay Between Reset
Minimum time (in ms) between two resets, measured from when sprint came back on after the previous reset.

AutoBurn

Drops lava or lights a fire in the block a nearby player is standing in, as long as they aren't already burning. Lava is scooped back up afterward; a fire is left where it lands.

Settings

Method
Which items the module may use. With both on it tries lava first and falls back to flint & steel. Fire only sticks in empty air with solid ground under it, so in practice it lands at a standing player's feet. Flint & steel also needs your crosshair on the block it clicks, so it aims around anyone in the way - GhostHand with Flint & Steel selected clears them out instead.
Auto Switch
Swaps to the item it needs and hands the slot back afterward. Turn it off and the module only acts on what you're already holding: it places while a lava bucket or flint & steel is in your hand, and scoops while an empty one is.
Auto Aim
Lets the module turn for you. With it off nothing is spoofed - the shot only goes out when you happen to already be looking at a block that would light them.
Start Delay
How many ticks the item has to have been in your hand before the click goes out. Counted on the held item rather than on the module's own swap, so something you were already carrying doesn't wait. Rolled from the range once per shot.
Range
How far away, in blocks from your eyes to their hitbox, a player can be and still get burned. Flint & steel is also limited to your build reach.
FOV
How far off your own look, in degrees, the module is allowed to aim. Measured against your real rotation, not the spoofed one.
Auto Aim → Rotation Speed
Range (in degrees per tick) the rotation pulls toward the placement.
Auto Aim → Rotation Reset Ticks
How many ticks the rotation is held after the last request before it returns to your own look. Rolled once per shot, so one cycle keeps one value.
Auto Switch → Slot Reset Ticks
How many ticks the hotbar slot is held after the last request before it returns to what you had selected. Rolled once per shot, like the rotation window.
Method → Pickup Delay
Delay (in ms) between the lava going down and the scoop attempt, rolled once per shot. The scoop is skipped, without resetting the clock, while the lava is behind you or out of reach. Lava only, a fire is never picked back up.
Grace Window
How long the module keeps waiting after a shot before giving up on it. The scoop retries for this long past the pickup delay before the lava is written off, and whoever it just burned is left alone for the same window, so it doesn't spend a second item on them while the server catches up.

AimBot

Solves the launch angle for projectiles (bows, eggs, snowballs, fireballs, etc.) so they land on a target. The solver predicts where the target will be when the projectile arrives, starting from the position the server itself last reported, and accounts for gravity, drag, and your round trip.

Settings

Mode
Real pulls your real rotation toward the solved angle at a configurable speed. Spoofed sends the solved angle directly in the outgoing rotation packet without moving your view, and for bows only commits once fully charged.
Real → Horizontal
Range (in degrees per tick) the assist will pull your yaw toward the solved angle. Each tick rolls a fresh value inside this window. Caps out once the remaining yaw delta is smaller than the rolled speed.
Real → Vertical
Range (in degrees per tick) the assist will pull your pitch toward the solved angle. Each tick rolls a fresh value inside this window.
Types
Which projectile types AimBot will solve for. With Bow selected and Auto Shoot on, AimBot will also solve using a bow stashed elsewhere in your hotbar before swapping to it.
Ignore Team
Skips players Grave detects as your teammates. Configure teammates from the Friends page.
Aim Invis
When off, invisible entities are skipped as targets.
Max Distance
Maximum horizontal distance (in blocks) from you to a target's bounding-box center for it to be considered. Targets beyond this are skipped before the trajectory solve.
FOV
Maximum angular deviation (in degrees) between where you're looking and the direction to a target for it to be considered. 180 = no limit (target anywhere).
Ping
Your round trip to the server. The solver aims where the target will be when the arrow arrives, and the whole shot is one round trip behind by then: it starts from the position the server last sent you, and the arrow only spawns once your release reaches the server. Set this to your real ping - too low and you lead a running target short, too high and you lead past them.
Auto Shoot
Bow only. While a target is locked, holds right-click for you so the bow keeps drawing - and if the bow is in your hotbar but not in hand, swaps to it first. Fires at full charge, and cancels the draw by parking on another hotbar slot (never by letting go, which would fire a half-charged arrow) when you lose the target or the module turns off.
Auto Release
Bow only. Extends the same full-charge release to a bow you drew yourself rather than one Auto Shoot is holding, and keeps the aim committed for a single tick instead of every tick from full charge on.