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.