Version

AntiBot

Works out which entities are real players. Every module that targets entities checks here first.

Settings

Filters
Checks an entity has to pass to count as real. Move Check requires a player to have moved since it came into view; standing still or only turning doesn't count. Have Been Visible requires an entity to have been seen visible at least once. Only In Tab requires a player to be in the tab list. Name Checks marks a player whose name has no letter, digit or underscore at all, and one whose name has a space in it on anyone who has never been hit.
Invalid UUID
Marks a player whose account UUID is version 2.

AntiCheat

Watches the other players around you and flags the ones that look like they're cheating, with a chat line, a ping and a row on the alert panel. It's guesswork, not proof. Every check reads what the server sends about each player the moment it arrives, before any of your own lag modules hold it, so Blink, Lag Range, Backtrack or a Velocity delay never skew what it sees.

Settings

Skip Teammates
Skips players Grave detects as your teammates (your friends list). Players AntiBot hasn't verified are always skipped while AntiBot is on.
Checks
Which detections run. AutoBlock flags a player who keeps swinging for 10 ticks while their sword block stays up, which vanilla can't do. Scaffold flags automated bridging that stays within vanilla movement, three ways. Aim Sync: a scaffold turns to each new block face on the tick it places and holds still until the next, so their aim moves almost only on their placements; a player's aim moves on its own time, or not at all. Telly: a jump that takes off facing forward, turns behind to place, and faces forward again, taken twice in a row straight off the first one's landing. Snap: a scaffold that keeps the camera forward turns 45 degrees or more to the block for each placement and comes straight back within 4 ticks; four placements in a row like that flags. Legit Scaffold flags repeated 1-2 tick crouch taps timed on each placement while walking backward, looking down with blocks, and needs three detections before it flags. KB Displace flags a player who was aimed at their target, snapped well off it for the one tick their hit landed on, then aimed straight back. Knockback follows the attacker's aim, so that is a hit sent sideways. The server only shares rotation every other tick, so roughly half of these are visible. NoSlow flags a player who keeps moving faster than eating, drinking, drawing a bow or blocking allows once their momentum is gone, and needs two separate uses before it flags. Nuker flags a player who broke a block, or a bed, with no open path from their eyes to it: every route is blocked by full blocks or glass, so no legit look could have reached it. Air and the empty part of beds, slabs and fences count as open. The breaker is the player the server showed digging that block; for a break with no dig shown (an instant one), the only player in dig range, and none if there are several. It skips blocks you dug, breaks near explosions, dragons and withers, and the server clearing every bed at once. FastBreak times digs off the server's own dig progress, which it shows players near the block. Hit Delay: vanilla waits 5 ticks of held attack after each break before the next block takes damage, so three chained digs in a row where the next block starts taking damage 4 ticks or less after the last break is a shortened delay. Early Stop: a vanilla client finishes a block once its own progress reaches 100%, and the server's progress keeps pace with it; three of a player's last five digs stopped before the server reached 100% is a faster dig. Digs in the air don't count. KillAura flags a player whose look flicks back and forth between two opponents three times in a row, each flick at most 2 ticks long, turning 20 degrees or more, and landing within 5 degrees of the opponent's hitbox. An aura fighting two players does that; a hand flicking that far that fast misses. It also flags a player whose pitch keeps riding their opponent's height: 11 of their last 20 looks where the opponent's height moved 3 degrees or more moved pitch the same way, while fighting within 1.5 to 5 blocks. A hand chasing a target mostly turns in yaw and lets pitch sit. Looking down to place a block doesn't count toward it. And it flags hits that hop between players: three different players hit within 10 ticks, or four hits in a row each on a different player than the last, each within 5 ticks. Each hit counts for whichever nearby swinger was aiming closest at the victim. It only catches obvious cases. Timer flags a player who falls through the air slower than time passes: matching each move to vanilla gravity, one stretch in the air fell 40 ticks fewer than went by. A Timer under 1 does that, held steady or let go in short bursts. A lag spike freezes too but falls every tick it missed when it catches up, and flight's steady speed doesn't match gravity at all. It waits until a player has stood on the ground since spawning, since pregame lobbies freeze players in the air on join. It's off while the sidebar reads REPLAY, since a Hypixel replay can be paused and scrubbed. Clutch flags a player knocked hard (0.6 blocks a tick or more) out over at least 12 blocks of air who starts placing blocks within 10 ticks of the hit, puts down three or more, every one under their path, and lands on them without wasting one: the pad a clutch module places. Its thresholds are a first guess.
Flag Cooldown
Minimum seconds between repeat notifications for the same check on the same player. Off notifies on every detection. The check keeps counting underneath; this only rate-limits the notifications.
Verbose
Adds the reason behind each flag to the notification: the numbers that tripped the check. Off shows just 'PlayerName failed CheckName xN'.
List Duration
How long a flag row stays on the panel before it ages out. A new flag on the same player refreshes it; once the row is gone, the next flag starts its count again.

NoHitDelay

Removes the hit delay added in 1.8 that causes a miss hit to inflict 10 ticks of attack and block interaction cooldown.

Settings

HitFix
1.7.10 only. Applies inbound packets every frame instead of once per tick the way 1.8 does. Blocks, entity spawns and despawns and hit feedback land as they arrive. Player and mob hitboxes still move on the tick, so hit registration is unchanged for them.

NoUseDelay

Removes the post-use stall after eating food or drinking potions. The higher your ping, the more impact this module will have on you.

Settings

Mode
Vanilla releases the use key for you once the timer ends, so you can't use the item again until the server's slot packet lands. Remove clears the item-in-use state locally instead, with nothing sent, so the next consumable starts instantly with no visible release-and-rehold.

FreeLook

Lets you rotate the camera independently of your character so you can look around without affecting your facing direction.

Settings

Mode
Third puts the camera behind your character (third-person view). Forward keeps third-person but locks the camera in front of you. First stays in first-person and just decouples your view rotation from your body.

Freecam

Detaches your camera from your body so you can fly around the world without moving your real position. The server still sees you standing where you started.

Settings

Speed
How fast the detached camera moves while flying around.

CameraTweaks

A collection of camera-related tweaks.

Settings

No Hurt Cam
Cancels the screen-tilt animation vanilla plays when you take damage.
No Clip Camera
Stops the third-person camera from pulling in when a block sits between you and the camera. The camera holds its full distance and passes through walls.
Third Person Distance
Camera distance (in blocks) used in third-person view. 4.0 is the vanilla default; higher pulls the camera further out.
Scroll to Zoom
Scroll the mouse wheel to push the third-person camera further out than the configured distance. The offset resets when switching between first and third person.

Zoom

Narrows the FOV for a magnified first-person view while the module is enabled. Set the keybind to Hold for Optifine-style hold-to-zoom.

Settings

Zoom Multiplier
Multiplier applied to the base zoom FOV. Higher values shrink the FOV further (more magnified); lower values bring the zoom closer to normal.
Scroll to Zoom
Scroll the mouse wheel while zoomed to adjust the zoom FOV. Disabling the module snaps it back to the Zoom Multiplier.
Smooth Camera
While zoomed, switches on vanilla's cinematic camera so aiming glides instead of stepping. Your own cinematic camera setting is restored on disable.

FOVChanger

Sets your base FOV and controls how much sprinting, speed and slowness potions, drawing a bow and flying change it, from vanilla's amounts down to a fully static FOV.

Settings

Custom FOV
Replaces the FOV from video settings with the FOV slider below, up to vanilla's 110.
FOV
The base field of view used while Custom FOV is on.
Dynamic FOV
Off keeps your FOV static no matter what you do. On lets sprinting, potions, bows and flying change it, scaled by the sliders below.
Sprint FOV
How much sprinting widens your FOV. 100% matches vanilla, 0% removes it.
Speed FOV
How much the Speed effect widens your FOV, per level. 100% matches vanilla.
Slowness FOV
How much the Slowness effect narrows your FOV, per level. 100% matches vanilla.
Bow FOV
How much drawing a bow narrows your FOV. 100% matches vanilla.
Flying FOV
How much creative flight widens your FOV. 100% matches vanilla.
Transition Speed
How quickly the FOV moves to its new value when your state changes. 50% matches vanilla; Instant snaps with no easing.
Underwater FOV
Keeps vanilla's slight zoom-in while your head is underwater. Off leaves your FOV unchanged in water.

BlockIn

Fills the blocks around you (sides and roof) so you're encased and can't be hit. Nine slots make up the shell: the roof, four at your feet and four at head height.

The gauge on your crosshair maps those nine slots. Each band sits in the direction of its block, head height on the inner ring and feet on the outer, with the roof in the center. Open slots show bright, closed ones thin down to a hairline. It clears once the shell is finished.

Settings

Reach
Maximum distance (in blocks) to a placement face.
Speed
Rotation speed (in degrees per tick) the module pulls toward each placement target.
Rotation Reset Ticks
Ticks the spoofed placement rotation stays committed before being released back to your real one.
Slot Reset Ticks
Ticks the auto-swapped slot stays held before reverting to your previous slot.
Behavior
Auto Switch swaps to a set of specific bedwars blocks, ordered by priority: the strongest goes into the slots an enemy can reach, filler into anything deeper. Move to Optimal nudges your movement so your own body stops blocking a slot it needs to fill. Disable When Done switches the module off the moment the shell is complete. Require Ground pauses placing while you're in the air and picks back up when you land. Center First walks you to the middle of your block before and while it builds, so your own body never covers a wall.
Filters
Slots the module refuses to take. Skip Next to Bed drops any that would land directly next to a bed. Skip Closest to Aim drops whichever of the four bottom side slots your real aim lines up with most closely, leaving you a hole to hit through. A filtered slot doesn't count toward the total or the progress, and shows gray on the gauge instead of open.
Display
Cage Gauge is the ring on your crosshair. Target Face marks the block face being clicked, with a band sweeping across it as the placement goes out. Target Block marks where that click lands, with a reticle closing on it and a line joining the two. After the block is placed, the mark stays there and fades out over about a second. Count is the digits under the gauge.
Display → Gauge Scale
Size of the crosshair ring, relative to your screen's shorter side.
Target Color
The color the target face and target block are drawn in, both while aimed at and while fading out afterward. It also flashes across a gauge band as a slot closes, but open slots stay red whatever this is set to.
Glow
Additive bloom across the whole overlay. 0 turns it off.

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.

AutoWater

While you're on fire and standing on the ground, aims down and empties a water bucket at your feet to put you out, then picks the water back up.

Settings

Auto Switch
Swaps to the bucket 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 water bucket 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 - it only places and scoops when you happen to already be looking at the right block.
Start Delay
How many ticks the bucket 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 a bucket you were already carrying doesn't wait. Rolled from the range once per placement.
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 placement, 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 placement, like the rotation window.
Pickup Delay
Delay (in ms) between the water going down and the scoop attempt, rolled once per placement so the pickup isn't on a fixed beat.
Grace Window
How long the scoop keeps retrying past the pickup delay before the water is written off, in case the server is slow to place it. A scoop skipped because the water is behind you or out of reach doesn't touch the clock, so turning back inside the window still gets the bucket.

Drain

Picks loose water and lava back up with the empty buckets in your hotbar. The placing modules (Auto Water, Auto Burn, MLG, Clutch) only reclaim what they put down themselves; this is the one that cleans up what everybody else left lying around, and it stays out of their way.

Only source blocks count, never the flowing edge running off one. A scoop only goes out when your real aim and the rotation the server has both land on it.

Settings

Mode
Which liquids the module goes after: water only, lava only, or both.
Mode → Prefer
Which of the two goes first when both are allowed and both are in reach. Past that it works nearest first.
Auto Switch
Lets the module pull an empty bucket out of your hotbar for the scoop. With it off, the module only acts from the slot you're already holding, and Empty Bucket can't run at all, since covering the liquid needs a second swap to a block.
Auto Aim
Lets the module turn for you. With it off nothing is spoofed - it only acts when you happen to already be looking at a source.
Range
How far a source can sit and still be worth aiming at, measured from your eyes to the block. The game itself won't let a bucket reach past 5 blocks, so that's the ceiling no matter what you set here.
FOV
How far off your real rotation, in degrees, the module may aim. A source that needs a bigger turn is skipped outright rather than aimed at slowly. It still applies with Auto Aim off, where it limits a rotation another module spoofed.
Auto Aim → Rotation Speed
Range (in degrees per tick) the rotation pulls toward a source, and the speed it comes back to yours afterward. Rolled once per scoop.
Auto Aim → Rotation Reset Ticks
How many ticks the spoofed rotation is held after the last request before the aim goes back to yours. Rolled once per scoop, like the speed.
Auto Switch → Slot Reset Ticks
How many ticks the hotbar stays pinned to the bucket after the last request before it snaps back to the slot you actually chose. Rolled once per scoop.
Liquid Age
How long a source has to have been sitting there before it's worth taking, so a bucket somebody just emptied isn't answered on the same tick. The clock starts the first time the module sees the source and keeps running while it stays in Range; a second or so out of sight starts it over.
Start Delay
How many ticks the empty bucket 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 a bucket you were already carrying doesn't wait.
Self Pickup Delay
How long a source you placed yourself is off limits. At the top of the slider it reads Never, which is the default, so anything you put down on purpose is left alone.
Empty Bucket
After a scoop, pours the liquid back out beside you and covers it with a block, so the bucket is free again. The spot is picked away from where you'll be standing next tick, clear of anything that would soak or burn you. It needs a block in your hotbar, or it never runs.
Empty Bucket → Empty Delay
Ticks between the scoop and pouring it back out. Rolled once per bucket.
Empty Bucket → Block Swap Delay
Ticks between the pour and the block that covers it, which is also the room the hotbar swap needs. If somebody else takes or builds over the liquid in that window the sequence just ends.
Block Off
With no empty bucket in your hotbar, buries a source under a block instead of taking it. It's an ordinary block placement into the liquid, clicking the floor under it first, then the walls, then a ceiling. Strictly a fallback for when the bucket can't do the job. Self Pickup Delay is ignored here.

Stash

Moves items between you and an open chest with the scroll wheel: scroll up to put your listed items into the chest, scroll down to take them out. Items move one shift-click at a time, most wanted first, in the order of your list. With Require Label on, it only works in containers whose title matches one of your labels, so scrolling in a shop or menu never buys or picks anything.

Settings

Start Delay
How long after a chest opens before the first click. Scrolling early still counts; it just waits this long.
Delay
Time between clicks, counted in game ticks (50ms each). Below 50ms it does several clicks per tick instead, and 0 moves everything in a single tick. Scrolling on in the same direction never speeds it up; only scrolling the other way starts over.
Close When Done
Closes the chest once nothing on your list is left to move. It stays open if the other side just ran out of room.
Require Label
Only acts in containers whose title contains one of the labels below. Shops and menus have their own titles, and a shift-click in one would buy or pick something.
Labels
Titles Stash works in, matched as case-insensitive text anywhere in the container's title. The special label @empty matches a container with no title at all, which Hypixel sometimes gives its chests. Defaults: Chest, Large Chest, Ender Chest and @empty.
Items
What gets moved. Whitelist moves only these items, most wanted first in list order; Blacklist moves everything except them. The default is Whitelist with the Bedwars preset, which lists emeralds and diamonds, fireballs, stone to diamond swords, gold and iron, TNT, pearls, golden apples, bridge eggs, water buckets, bows and arrows, then building blocks.

HideWindow

Keeps windows the server opens on you off your screen. Packet mode stores the window's own packets and replays them when you turn the module off, so the menu opens later, on your terms. Lag mode instead freezes everything coming in the moment the window packet arrives: the server keeps sending but nothing reaches your client, so the world stands still around you until the hold ends and everything, window included, arrives at once.

A Lag hold also ends the moment you hit or interact with someone the hold has left behind. While it runs, the server's view of where everyone is stays frozen too, so if your hit could no longer reach the target on that stale view, the hold flushes instead of sending a hit that would flag.

Settings

Mode
Which of the two above runs. Packet stores just the window's own packets and replays them when you turn the module off. Lag freezes the incoming stream for up to Max Hold Time.
Mode → Show Window
Shows the window instead of hiding it. You can still walk around with it open, but the moment you interact with it your movement stops, like a normal container screen.
Mode → Max Hold Time
How long a Lag hold may last before it flushes on its own. The freeze ends at this cap and every packet held behind it is delivered, so the window opens then. At the top of the slider it reads ∞ and the hold runs until something else ends it.
Mode → Max Hold Time → Disable On Expire
Turns the module off when a hold reaches the cap, rather than leaving it armed to freeze the next window too. Hidden when Max Hold Time is ∞, since that hold never expires.
Mode → Only Physics
Narrows what a Lag hold keeps back. Off, everything freezes for the full hold: anything that moves you - knockback, a teleport, a potion effect, an explosion - reaches you all at once when the hold ends, late but still in the right order. On, only the window and movement packets are held and everything else keeps flowing, so there's no visible freeze.
Sneaking To Trigger
Only hide a window if you were sneaking when it arrived; otherwise it opens normally. While a hold is running, a fresh press of the sneak key ends it, so the same key both arms and releases.
Whitelist Label
Only hide windows whose title matches the list below. The title comes off the open-window packet, so it is read before the GUI is built.
Whitelist Label → Whitelist Names
Titles to match, as case-insensitive substrings. A window is hidden when its title contains any entry, so 'Shop' also catches 'Item Shop'.

AutoText

Sends a chat message when that message's keybind is pressed. Each entry pairs a message with its own keybind, and entries only fire while the module is enabled.

Settings

Entries
How many message and keybind pairs to show.
Message 1
The chat message entry 1 sends. Slash-prefixed text runs as a command exactly as if typed.
Keybind 1
The key that sends Message 1. Entries sharing a key all send, one per tick.
Message 2
The chat message entry 2 sends. Slash-prefixed text runs as a command exactly as if typed.
Keybind 2
The key that sends Message 2. Entries sharing a key all send, one per tick.
Message 3
The chat message entry 3 sends. Slash-prefixed text runs as a command exactly as if typed.
Keybind 3
The key that sends Message 3. Entries sharing a key all send, one per tick.
Message 4
The chat message entry 4 sends. Slash-prefixed text runs as a command exactly as if typed.
Keybind 4
The key that sends Message 4. Entries sharing a key all send, one per tick.
Message 5
The chat message entry 5 sends. Slash-prefixed text runs as a command exactly as if typed.
Keybind 5
The key that sends Message 5. Entries sharing a key all send, one per tick.
Message 6
The chat message entry 6 sends. Slash-prefixed text runs as a command exactly as if typed.
Keybind 6
The key that sends Message 6. Entries sharing a key all send, one per tick.
Message 7
The chat message entry 7 sends. Slash-prefixed text runs as a command exactly as if typed.
Keybind 7
The key that sends Message 7. Entries sharing a key all send, one per tick.
Message 8
The chat message entry 8 sends. Slash-prefixed text runs as a command exactly as if typed.
Keybind 8
The key that sends Message 8. Entries sharing a key all send, one per tick.

Spoofer

Spoofs certain things locally, on your client only.

Settings

Spoof Name
Replace your in-game username when enabled. This may not work properly with some mods/modpacks.
Spoof Name → Name
The name string to display instead of your real one.
Skin
Original keeps your skin. Steve and Alex swap to the default models. Custom fetches another player's skin by username.
Skin: Custom → Custom Skin
Username whose skin to fetch. Press Enter to commit; the module then downloads and applies it.
Cape Source
Preset picks from the built-in cape list below. Custom wears the cape you uploaded on the Cape page, falling back to the Grave default until you upload one.
Cape Source: Preset → Cape
Pick a cape to wear locally from the available list.
Cape Source → Shoulder Offset
Shifts the cape down the player's shoulder while sneaking, the way many cape mods render it. Only touches the spoofed cape, so it hides while the cape is None.
Spoof EXP
Override the experience level shown above your hotbar with a fixed value.
Spoof EXP → EXP
The experience level to display instead of your real one.
Hide Game ID
Hides the hypixel lobby id in your scoreboard.

Freeze

While the keybind is held, stops the game processing anything at all, so it looks exactly like a real FPS freeze.