AutoClicker
Clicks for you while you hold a mouse button. Left and right each have their own mode, rate and filters.
Settings
- Buttons
- Which buttons it clicks for: Left, Right, or both. Each only clicks while you are holding that button yourself.
- Left → Mode
- The left click pattern. Jitter (the default) and Butterfly click with the rhythm of real jitter and butterfly clicking, each modeled on recorded human data: every burst picks a speed inside the CPS range and drifts naturally from there, and Jitter starts each burst rested and slows slightly as the arm tires. Custom replays a pattern you record in-game and does not click yet.
- Left → CPS
- Clicks-per-second range for the left button. Each click picks a fresh rate somewhere between the two ends, so the timing never repeats exactly. Custom ignores it.
- Left → Exhaust
- While no player is in reach, or about to be, and while you turn hard, the clicks hesitate and fumble more often.
- Left → Exhaust → Exhaust Strength
- How much more often it hesitates at full strain: 0% changes nothing, 50% hesitates up to 3.5 times as often, 100% up to 6 times.
- Left → Only Weapons
- Restricts left clicking to the ticks you are holding a weapon. Anything else in hand and it stays quiet.
- Left → Extra Items
- Widens the held-item gate: a listed item counts even when Only Weapons would reject it, and an empty hand can be listed too. With Only Weapons off the list decides on its own, by its whitelist/blacklist mode. Rows are picked in-game; the dashboard can't add them.
- Left → Force Click On Fireball
- Clicks whenever your crosshair is on a fireball.
- Left → Containers
- Allows left clicks to fire while a container or inventory GUI is open. Skips clicks when you have an item picked up (dragging) in your inventory.
- Left → Containers → Shift Drag
- Hold Shift and the left button and drag across slots: each slot you pass over is shift-clicked once, moving its stack, with a short human-like pause between slots. Most empty slots are passed over. Without Shift, Containers clicks at your CPS as usual.
- Left → 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.
- Left → Break Blocks → Blocks Filter
- Which blocks Break Blocks holds the button on. Any other block is clicked like open air. Left empty, every block counts. The Bedwars preset covers the blocks players build with.
- Left → Break Blocks → Break Start Delay
- How long your crosshair has to stay on a block before you start breaking it. 0 ms switches instantly.
- Left → Break Blocks → Break Stop Delay
- How long breaking keeps the button held after your crosshair leaves the block, so a player stepping in front of you while you mine is not attacked right away. Resets the moment you let go of the button. 0 ms goes back to clicking instantly.
- Left → Break Blocks → Break Stop Delay → Reset On Miss
- Cancels the stop delay the moment your crosshair is on open air, so the delay only covers something stepping in front of you while you mine.
- Right → Mode
- The right click pattern, with the same modes as the left button.
- Right → CPS
- Clicks-per-second range for the right button, re-rolled between the two ends on every click. Custom ignores it.
- Right → Only Blocks
- Only right clicks while you're holding a placeable block. With this off, it clicks for any held item.
- Right → Extra Items
- Widens the held-item gate: a listed item counts even when Only Blocks would reject it, and an empty hand can be listed too. With Only Blocks off the list decides on its own, by its whitelist/blacklist mode. Rows are picked in-game; the dashboard can't add them.
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.
- Only While Targeting
- Only reduces, jumps on or delays knockback while you are in a fight: KillAura or AimAssist holds a target, or a player within 6 blocks sits within 30 degrees of your crosshair.
- Disable While Holding S
- Takes the full knockback, with no reduction, jump or delay, while you hold your back key.
- 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.
- Reduction Chance
- The share of eligible hits whose knockback is reduced. The rest are taken whole; a jump reset still applies to them.
- Reduce Delay
- Ticks (50 ms each) the knockback plays out in full before the horizontal reduction cuts in. 0 reduces it the moment it arrives. While delayed, Vertical Reduction does not apply.
- 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. It only jumps when the jump takes at least 3% off the horizontal knockback, so a hit from the side or behind, where jumping would only add speed, is left alone. 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 → Only If Landing
- Only delays knockback taken in the air, and only when a simulation of your current fall says you land before the delay runs out. 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
- Model
- How the assist moves your aim. Multipoint pulls smoothly toward a point on the target every frame, hard when you are far off and not at all once you are within its dead zone. Stroke moves in short, hand-like strokes toward a spot on the body and follows the target as it moves.
- Multipoint → Style
- Regular pulls a share of the remaining angle every frame: fast when far off, slowing as it closes in. Linear turns at a constant speed until it arrives.
- Multipoint → Horizontal Speed
- How hard yaw is pulled. Regular closes (Speed/2)² of the gap per second: 3 closes about a tenth of it each tick, 5 about a quarter, 15 nearly all of it. Linear turns 5× that many degrees per second. Each frame's speed drifts a little either way.
- Multipoint → Vertical Speed
- The same as Horizontal Speed, for pitch. 0 leaves pitch to you, apart from a slight wobble that follows horizontal pulls. Pitch only joins in once yaw is nearly lined up.
- Multipoint → Horizontal Multipoint
- Where across the target the assist aims: 0% at the line through its eyes, 100% at the nearest point of its hitbox. Up close it eases back toward the eyes.
- Multipoint → Vertical Multipoint
- Where up and down the target the assist aims: 0% at its eye height, 100% at the nearest height on its hitbox, which is level with your own eyes whenever they are within its height.
- Multipoint → Randomization
- How far the aim point wanders around that spot, up to about a fifth of a block at 100%, less up close. It moves as you and the target move and holds still when you both do.
- Multipoint → Dead Zone
- Degrees on each axis the assist leaves for you. It pulls you to within this of its point and stops there, so it never fights your own aim once you are on the target.
- Multipoint → Min Range
- Closer than this many blocks to the target's hitbox, the pull stops: at point blank a small step swings the angle too far.
- Multipoint → Require Mouse Moved
- The assist never moves an axis further than your own mouse moved it that frame, and does nothing while your mouse is still.
- Stroke → Mode
- Pull follows a target you are on or near as it moves, corrects drift, and moves onto a target that enters your field of view after a short reaction. Track does the same without the pull: it acts only once your own crosshair is on the target, and never pulls you onto something you were not aiming at. Assist only moves while you move your mouse, bending your own movement toward the target. It leaves you alone near the middle of the body, and it can slow your own movement but never stops or reverses it.
- Stroke → Speed
- How fast the assist's movements are, as a percentage.
- Stroke → Vertical
- How much the assist moves your pitch. At 100% it tracks height fully; lower, it only moves pitch as far as needed to keep the crosshair on the body.
- Stroke → Aim Height
- Where on the target the assist aims, as a percent from the top of its hitbox. The point wanders a little around it.
- Pull → Reaction
- Milliseconds before Pull starts moving you onto a target you are not on: a new one, or the same one after you steer off it.
- Assist → Strength
- How much of your own mouse movement the assist may bend toward the target, as a percent of that movement. It bends nothing near the middle of the body and the full amount from halfway to its edge outward.
- 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. A target in plain sight always beats one behind a wall. Among those, Angle picks the one closest to your crosshair, Health the lowest HP, Hurt Time the one whose hit cooldown has run out and Distance the nearest, with ties going to the one closest to your crosshair.
- Sticky Ticks
- Angle only. How many ticks the current target stays locked while it is out of range or behind blocks, so one that steps just out of reach or behind a pillar isn't swapped for someone else. A target that dies, leaves, fails a filter or leaves your Max Angle is dropped at once.
- Max Distance
- Furthest a target can be, in blocks, for the assist to pull toward it. A target that drifts past it is dropped, after Sticky Ticks in Angle mode.
- 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; under Stroke a click within the last 200 ms also counts, so clicking fast keeps it on. 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.
- Mouse Down Only → Click Window
- Also treats a recent click as holding the mouse, so the assist stays on while you jitter or butterfly click, when the button is up most of the time.
- Click Window → Window
- Milliseconds after each click that the assist stays on.
- 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.
- 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.
- Auto → Hide Swing
- Your sword won't swing visually but you will attack your target with this enabled.
- Rotation Mode
- How the aim moves onto the target. Multipoint turns onto a point on the target at a fixed speed, with the point set by the two Multipoint sliders. Smooth eases into each movement, rests while the crosshair sits on the target and keeps to a spot on the body.
- Multipoint → 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.
- Multipoint → Vertical Speed
- Same for pitch.
- Multipoint → 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.
- Multipoint → 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.
- Smooth → Speed
- Fastest the aim turns, in degrees per tick, re-rolled between the two ends for each movement. It rests while the crosshair sits on the target and moves only once the target drifts toward the edge.
- Smooth → Smoothness
- How gently the aim speeds up into a movement. 0 moves at full speed at once; higher eases in over more ticks, which looks smoother but lands fewer hits on fast targets.
- Smooth → Aim Height
- Where on the target's body the aim rests, in percent from the top of its hitbox. The point wanders a little around it so the aim never sits frozen on one spot.
- 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. A target in plain sight always beats one behind a wall. Among those, Angle picks the one closest to your crosshair, Health the lowest HP, Hurt Time the one whose hit cooldown has run out and Distance the nearest, with ties going to the one closest to your crosshair.
- Sticky Ticks
- Angle only. How many ticks the current target stays locked while it is out of range or behind blocks, so one that steps just out of reach or behind a pillar isn't swapped for someone else. A target that dies, leaves, fails a filter or leaves your Max Angle is dropped at once.
- 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.
- 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.
- Mouse Down
- An extra condition on top of the target search. Off -> no extra condition. Left -> require left click to be held. Right -> requires right click to be held. Both -> requires both left and right click to be held.
- 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.
- Spoof Blocking
- Vanilla mode only. Keeps the sword raised on your own screen across the gap it is really down for. Purely cosmetic: nothing is sent, the server still sees the block come down exactly when it did before, and your hits still land in the gap. It is there because the sword dropping and snapping back several times a second is distracting to play behind. Pairs naturally with Lag On Block, which hides the same gap from the server rather than from you.
- Spoof Blocking → Spoof Mode
- Which way the spoof points. Blocked keeps the sword raised across the gap it is really down for, so the pose stops flickering. Unblocked is the mirror image: on the ticks the module is holding the use key for you, the block is taken off your screen entirely, so the only raised sword you ever see is one you pressed for yourself. Both are purely what you are drawn — nothing is sent either way, and the server sees the same block in both.
- 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.
- 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.
- Predict
- Only blocks across the ticks their next hit can actually land in, instead of the whole time a target is in range. Every tick the block is up costs you something - blocking speed, a swallowed click, a dead jump key - so the ticks a hit cannot arrive on are worth getting back. It times the opponent from their swing packets as the server sends them, not from the swing animation your client draws afterwards, and it also runs both of you forward through Minecraft's own movement physics to check they could still reach you when the swing lands: someone winding up while backing away cannot hit you. Until it has seen enough of their swings, any time they go quiet, and any time the hits you take stop matching what it called, it blocks the old way instead of guessing. Range mode only, since it needs a target to time.
- Predict → Predict Lead
- How early the block goes up, in milliseconds, covering the time your block takes to reach the server. Set it to your upload latency: roughly half the ping the tab list shows you. Too low and hits slip through the front of the window; too high just costs you ticks you did not need to be blocked for. Everything else about the window's shape is measured from the opponent rather than set here.
- Predict → Predict Reach
- The distance the reach check allows, measured from their eyes to your hitbox at the moment they would swing. Vanilla's own limit is 3.0; the default leaves room for the extra reach lag gives people in a real fight. Lower it to skip more blocks, raise it if hits are landing from further out than expected.
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 %
- How much of your speed a hit takes. 0% keeps all of it, 40% matches vanilla (which keeps 60%), 100% stops you dead.
- Keep Slowdown When It Helps
- Leaves vanilla's slowdown on for a hit you make while moving away from the target.
- Chance
- Chance for reduced slowdown.
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.
- Approach Distance
- How much of the gap (in blocks) the target has to take back by moving toward you before the held packets are released. BackTrack stays on the target, so the next knockback can be held again. 0 releases on any ground they take back.
- 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 long (in seconds) each part of the trail lasts before it fades.
HitSelect
Cancels clicks that cannot deal damage yet and would cost you ground.
Settings
- Spacing Cost
- How much worse a click may leave your spacing before it is cancelled. 0 cancels any click that makes it worse at all.
- Landing Margin
- Ticks of doubt about when the target can be hit again.
- Combo Hold
- Experimental. Holds back a hit that would land when its knockback is predicted to carry the target out of reach before your next hit could land, and waiting a tick or two would not. Never holds while the target is facing you within hitting range and able to hit you.
- Combo Hold → Max Hold Ticks
- The longest Combo Hold will delay one hit, in ticks (50 ms each).
- Criticals
- Cancels hits while rising in a jump until you start falling, so it lands as a crit.
- Criticals → Max Crit Wait
- The longest a hit will wait for the fall, in ticks (50 ms each). A jump from flat ground starts falling about six ticks after you leave the ground.
- Cancel Rate
- How many of the clicks Hit Select decides to cancel are actually cancelled.
- 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.
- Require Inside Hitbox
- Only re-targets while your eye is inside an entity's hitbox, such as a player standing inside you. Everywhere else your crosshair picks targets exactly as vanilla does.
- 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
- Trigger
- Manual displaces the hits you (or KillAura) click. Auto needs no click: it follows KillAura's or AimAssist's target (or the nearest player in reach), waits for the moment the target can take knockback again, and fires a displace itself whenever the sideways hit leaves them worse off than a straight one. Auto always uses Spoofed, and it handles your sprint and the hurt timing by itself, so it has no cooldown and never cancels your other hits.
- Auto Mode
- Advantage displaces whenever the sideways hit beats the straight one: into the void, into a fall that hurts, keeping someone who is running away inside your reach, or dropping them to lower ground. Void only displaces when the sideways hit knocks them off an edge into the void and the straight one would not.
- Max Displacement
- The widest angle (in degrees) Auto may turn to either side. Auto tries every angle up to this and picks whichever one leaves the target worst off, so a lower limit keeps the turns smaller at the cost of fewer options.
- 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: into the void, into fall damage, still in your reach for the next hit, or onto lower ground. Strafe turns toward the side you are strafing (A or D) and Strafe (Inverted) away from it, so the turn follows your own movement; with no strafe key down they use the last one you held.
- Weapons Only
- Only displaces while you're holding a configured weapon.
- Lag
- Holds packets across a displace. Inbound holds what the server sends from the moment the displace starts until its hit is out. Both also holds what you send, so the sideways turn, the hit and the turn back reach the server together and no one ever sees your head swing.
- 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
- Manual only. 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.
AttributeSwap
Swaps to a better-enchanted hotbar item on the tick you attack, so the hit lands with that item's enchantments while your damage attribute is still the one from the weapon you were holding.
Settings
- Lag On Swap
- Freezes your packets in both directions for the length of the swap, so other players never see that you switched items.
- Cooldown
- Minimum time (in ms) between swaps on the same target.
- Weapons Only
- Only swaps while you're holding a configured weapon.
- Enchantments
- Which enchantments are worth swapping for. Knockback ranks above Fire Aspect, which ranks above Sharpness: holding a lower-ranked one looks for a higher-ranked type anywhere in the hotbar first, and only then for a strictly higher level of its own type.
- Cancel Non Swap
- Drops attacks on a target that is still on swap cooldown.
- Switch Back
- Returns to the slot you were on after the swap. Off leaves the swapped item in your hand, as if you had switched to it yourself.
- Reset Ticks
- How many ticks the slot request is held before the slot goes back to what you were on. One tick is enough for the hit; longer keeps the swapped item in hand.
SprintReset
Taps your sprint after you land a hit, at the moment that keeps the fight's spacing in your favor.
Settings
- Spacing Taps
- Also taps purely for spacing when the server still has your sprint, a tap clearly keeps you out of the target's reach better than holding W.
- Max Tap Ticks
- The longest a single tap may last, in ticks (50 ms each). Longer taps give more spacing control and cost more speed.
- No Stop
- Lets a tap drop only your sprint while you keep holding W, so you lose almost no speed. Vanilla cannot do this: sprint only stops when you let go of W.
- Sneak Taps
- Lets a tap use a quick sneak instead when optimal.
- Require Weapon
- Only starts a tap while you're holding a weapon.
AimBot
Solves the launch angle for projectiles so they land on a target: your bow while you draw it, and fishing rods, snowballs and eggs through the throw keys. 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, which Grave measures itself.
It also throws for you, on a key (Macro) or with the rod on its own (Auto). On a key, the key switches to the item, aims the way Mode does and throws the moment a hit is predicted, then switches back.
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.
- 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).
- Auto Shoot
- 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, cancelled shots preserve arrows by switching to another slot in your hotbar.
- Auto Release
- Automatically releases a bow shot when it's fully charged, aiming just for 1 tick as needed to shoot the arrow towards the target.
- Throw → Throw Mode
- Macro throws when you press the Rod Key or Throwable Key. Auto does the rod/throw sequence automatically when it's advantageous to you.
- Throw → Throw Items
- Which of the fishing rod, snowballs and eggs the Rod Key and Throwable Key may throw.
- Macro → Rod Key
- Throws your fishing rod at the nearest target you can hit.
- Macro → Throwable Key
- Key to trigger a projectile throw. Holding the key keeps throwing at Throw Speed whenever a hit is predicted, and letting go switches back.
- Macro → Throw Speed
- Snowballs and eggs thrown per second while the Throwable Key is held.
- Auto → Rod Range
- Blocks from you to the target at the moment the hook lands.