Chams
Renders selected entities through walls so they're visible regardless of line of sight.
Settings
- Targets
- What gets drawn through walls: Players, Armor Stands, Mobs, Items, Projectiles (arrows, snowballs, eggs, ender pearls), Fireballs and TNT. Hitboxes is different: it doesn't add an entity type, it draws the hitbox outline of whichever of the above are already ticked, showing through walls like the rest.
- Override Render Dist
- Forces Chams targets to render even when they're past the chunk's normal render distance, so distant entities still draw.
- Disable Lighting
- Skips the world-lighting shading on Chams targets so they render at full brightness regardless of the light level they're in.
ESP
Highlights entities so they stand out through walls. Multiple render styles are available, each with its own set of tunable visuals.
Settings
- Mode
- Box draws a 3D bounding box around each entity. Outline traces the entity's silhouette. 2D projects a flat rectangle in screen space.
- Targets
- Players is just real players. Living adds peaceful and hostile mobs. All adds every entity type Grave can highlight. Ground items are never included here - they belong to ItemESP.
- Show Own
- Also highlights you in third person view.
- Show Health
- Adds a health bar to the side of the entity - a floating 3D gauge in Box and Outline, a vertical bar pinned to the left edge of the rectangle in 2D.
- Show Nametags
- Re-renders vanilla's exact nametag where it normally sits, but through walls.
- Color
- The color every highlight is drawn in, and the alpha of its border. Use Team Colors and Use Entity Color both override it when either one applies.
- Use Team Colors
- Overrides the picked color with the entity's team color (from scoreboard teams) when one is set.
- Outline → Use Entity Color
- Tints the outline with the entity's actual model color instead of the picked color. A team color wins over this when one applies.
- Filled
- Fills the box/outline with a translucent color in addition to the border. Box and Outline only - the 2D rectangle is border-only.
- Filled → Opacity
- Alpha of the fill, 0.05 (barely visible) to 1.0 (fully opaque).
- Box/2D → Line Thickness
- Width (in pixels) of the border - the 3D box edge, or the 2D rectangle border. Outline mode has no equivalent, since its stroke width is fixed.
- Box → Size
- Multiplier on the rendered box size relative to the entity's actual bounding box. 1.0 is true size; higher values inflate it. Only applies to the player boxes in Box mode.
- Box → Face Player
- Rotates the 3D box to face where the target is looking, instead of being world-axis aligned.
- 2D → Corner Radius
- Rounds the corners of the 2D box. 0 is a hard rectangle.
- Outline → Clip Outlines
- Keeps the outline of an entity visible when another entity is standing in front of it.
- Glow
- Additive bloom around the highlight. 0 turns it off. Box and Outline only - the 2D rectangle carries its own soft shadow instead.
Nametags
Configurable nametags that display information about the target entity.
Settings
- Targets
- Players is just real players. Living also includes peaceful and hostile mobs.
- Render Own Nametag
- Renders a nametag on your own player when you are in third person view.
- Hide Original
- Hides vanilla's built-in nametag rendering so only Grave's nametag shows. Without this, both stack on top of each other.
- Show Info
- Picks which extra info renders in the tag text: Health (with absorption) and Distance in meters. The name itself always shows.
- Show Info → Show Brackets
- Wraps the health and distance blocks in [ ] brackets. Only shown when at least one info block is enabled.
- Show Brackets → Bracket Color
- Color of the [ ] brackets.
- Show Equipment
- Renders the entity's currently equipped armor and held item on top of the nametag.
- Show Equipment → Equipment Bar
- How durability shows on damaged equipment: Bar draws the vanilla durability bar under the item, Number shows remaining/max durability colored green to red by how much is left, Hide shows nothing.
- Show Equipment → Show Enchantments
- Draws each item's enchantments above it as icons, reading left to right, with the level when above 1 (e.g. the armor icon + 4 for Protection IV). Unknown modded/custom enchant ids show their numeric id instead.
- Show Enchantments → Enchantments
- Pick which enchantments show, by name. Unknown modded/custom ids always show regardless of this list.
- Show Effects
- Renders icons for active potion effects on the entity, above the nametag and equipment.
- Scale
- Flat size of the nametag. Auto Scale then works off this as its base.
- Auto Scale
- Scales the nametag based on distance so it stays visible on entities at any distance.
- Auto Scale → Multiplier
- Base scale factor applied on top of the distance-based sizing. 1.0 leaves the distance sizing alone; higher values make tags bigger overall.
- Auto Scale → Max Size
- Caps how large auto-scaled tags can grow when entities are very close.
- Show Background
- Draws a backdrop behind the nametag so the text stays readable against bright terrain.
- Show Background → Background Color
- Color and opacity of that backdrop. Alpha down to 0 leaves the plate invisible while the text keeps its halo.
- Show Background → Corner Radius
- Rounds the backdrop's corners. 0 is a hard rectangle.
- Show Background → Padding
- Space between the text and the edge of the backdrop.
- Glow
- Additive bloom around the text. 0 turns it off. Capped low on purpose, since more bloom than a faint lift just blurs the text.
ItemESP
Highlights item drops on the ground along with their stack size + optional name.
Settings
- Mode
- Box draws a 3D bounding box around the item. Outline traces the item silhouette.
- Tracked
- Which drops get drawn, and in what color - the swatch on each row sets that item's box/outline color independently. Rows are picked in-game; the dashboard can't add them.
- Armor Stand Items
- Also highlights items held by invisible armor stands (a server trick used to fake item drops on some servers). These aren't real item entities, so they're skipped by the normal item scan.
- Show Name
- Draws the item's display name above the highlight. The label still appears without it whenever a pile holds more than one of something, since the count has to be shown somewhere.
- Item Icons
- Draws the actual item texture next to the label instead of text alone.
- Background Color
- Color and opacity of the plate behind the label. There is no separate toggle; alpha 0 hides it.
- Scale
- Flat size of the label text. Auto Scale then works off this as its base.
- Auto Scale
- Scales the stack size and name text with distance so distant drops stay readable.
- Auto Scale → Multiplier
- Base scale factor applied on top of the distance-based sizing.
- Auto Scale → Max Size
- Caps how large the auto-scaled highlight can grow when items are close.
- Filled
- Fills the box/outline with a translucent color in addition to the border.
- Filled → Opacity
- Alpha of the fill.
- Box → Line Thickness
- Width (in pixels) of the box border. Outline mode has no equivalent, since its stroke width is fixed.
- Outline → Use Entity Color
- Tints the outlines with the item's actual model color instead of the picked color.
- Glow
- Additive bloom around the highlight. 0 turns it off.
Indicators
Simulates every projectile in the air near you and flags the ones on course to hit you. Each one gets a blade on a ring around your crosshair, pointing at the direction the shot is coming from, with echoes running inward to show which way it is travelling. A card beside it shows which projectile it is.
The blade tracks time to impact rather than distance, so a slow arrow far away looks less urgent than a fireball closing in. As the time runs down the blade brightens and sharpens. The blade has no toggle; the settings only control what is drawn on top of it.
Settings
- Types
- Which projectiles the module tracks. Anything unticked isn't simulated, counted as a threat, or drawn.
- Display
- What gets drawn alongside the blade. Flight Line traces each tracked projectile's simulated trajectory through the world. Impact Marker rings the spot the shot will land on, with a second ring pulsing outward from it, and works with the line off. Distance and Time are the two readouts on the card: how far the projectile is, and how long until it reaches you. With both off, the card is just the projectile's icon.
- Display → Impact Glow
- Additive bloom on the impact rings. 0 turns it off.
Trajectories
Draws the predicted flight path of the projectile you're holding, through blocks and entities, and marks where it lands.
Settings
- Types
- Which held projectiles get an arc: bow, fishing rod, splash potion, ender pearl, egg, snowball, fireball. Only the thing currently in your hand is simulated - projectiles already in the air belong to Indicators.
- Show Collisions
- Also draws what stops the shot: the block's collision box, or a fill over the entity the arc lands on. The impact mark itself is always drawn.
- Show Collisions → Color
- Color and opacity of that collision volume. The arc and the impact mark keep their own colors.
- Glow
- Additive bloom on the arc, impact marker and collision box. 0 turns it off.
Tracers
Draws a line from your camera to nearby entities, so you can see them through walls and behind you.
Settings
- Targets
- Which entities to draw tracers for. Players: only other players. Living: players plus all living entities (mobs). All: everything except dropped items.
- Handle Invisible
- How to treat invisible entities. Skip: hide them entirely. Show: draw with the normal tracer color. Show Custom: draw with a separate color (the Invis Color picker below). Only: draw invisible entities only, hiding all visible ones.
- Handle Invisible → Invis Color
- Color used for invisible entity tracers when Handle Invisible is set to Show Custom.
- Beam
- Draws the tracer as a soft tapered beam - narrow at the eye, full width at the target - instead of a flat line.
- Beam → Pulse
- Speed of the light traveling along the beam. 0 leaves it static.
- Line Width
- Thickness of the tracer lines in pixels (1-5). Scales the beam's world width too.
- Color
- Color and opacity of the tracer lines.
- Glow
- Additive bloom on the lines. 0 turns it off.
Alerts
Sends a notification when other players hold/have equipped a tracked item.
Settings
- Tracked Items
- Items to flag. Players carrying any of them trigger an alert. The Bedwars and Hypixel MM buttons fill the list with a preset for that gamemode. Rows are picked in-game; the dashboard can't add them.
- Item Format
- Template string for the per-item alert notification. Placeholders for player name and item name.
- Armor
- Also checks armor slots for the tracked items. Held items and worn armor stay separate claims, so they get their own rows and their own message.
- Armor → Armor Format
- Template string for the armor alert notification.
- Filters
- Who and where the module refuses to flag. Ignore Teammates skips players Grave detects as your teammates. Lobby Check suppresses alerts while you're sitting in a Hypixel lobby, spotted by the lobby id on the scoreboard. Scoreboard Check only lets alerts through when the scoreboard header matches the text below, so the module stays quiet in the wrong gamemode. Changing any of them clears every currently flagged player, so nothing stays on screen under a rule that no longer applies.
- Filters → Scoreboard Text
- The header Scoreboard Check matches against, color codes stripped. Use 'Set To Current' to capture whatever's on the scoreboard right now.
- Remove Unloaded
- Drops a player from the alert list once they get unloaded (out of render distance), instead of keeping them flagged.
- Write in Chat
- Also writes the alert to the in-game chat so that every other player can see it.
- Sparkle
- Sends a plume of particles up off a player the moment they're flagged.
- Show Targets
- Outlines flagged players in the world.
- Show Targets → Target Color
- Color uses whatever you set below. Real uses the player's own model colors instead.
- Show Targets → Color
- The color the outline is drawn in, in Color mode.
- Show Targets → Filled
- Fills the indicator instead of drawing just its outline. Applies in both color modes.
- Filled → Opacity
- Alpha of that fill.
PickupAlerts
Notifies you whenever someone picks up a tracked item.
Settings
- Tracked Items
- Items to watch for. Rows are picked in-game; the dashboard can't add them.
- Format
- Template string for the pickup notification. Supports placeholders for player name, item name.
- Notify Pickup Value
- Minimum stack size before a pickup fires a notification. Off disables value-gating entirely.
- Ignore Teammates
- Skips pickups by players Grave detects as your teammates.
- List Duration
- How long a pickup row stays on the panel before it ages out. The running tally lasts exactly as long as the row, so once it's gone the next pickup starts counting from one again.
- Write in Chat
- Also writes the alert to the in-game chat so that other players in your game can see it.
- Sparkle
- Sends a burst of particles up off whoever collected the item.
BlockESP
Highlights tracked blocks in the world so you can spot specific ones (chests, ores, beds, etc.) at a glance even through walls.
Settings
- Mode
- Box draws a 3D bounding box around the block. Outline traces the block's silhouette.
- Blocks
- Which blocks get drawn, and in what color - the swatch on each row sets that block's highlight color independently. Rows are picked in-game; the dashboard can't add them.
- Max Blocks
- Cap on how many tracked blocks can render at once. Chunks are drawn nearest first, so the cap is always spent on what's closest to you. 1000+ removes the limit.
- Outline → Use Block Color
- Tints the outline with the block's intrinsic color instead of the per-id picker color.
- Filled
- Fills the box/outline with a translucent color in addition to the border.
- Filled → Fill Opacity
- Alpha of the fill, 0.0 (invisible) to 1.0 (solid).
- Box → Line Thickness
- Width (in pixels) of the box border lines. Outline mode has no equivalent, since its stroke width is fixed.
- Glow
- Additive bloom around the highlight. 0 turns it off.
DamageTags
Shows floating damage numbers above entities when their health changes, reading directly from the server's health/absorption updates.
Settings
- Show Healing
- Also shows green '+' numbers when an entity regains health, not just red damage numbers. Off shows damage only.
- Combo Merge
- Rolls repeat hits on the same entity into one running total instead of stacking a new number per hit. Sparks still fire per swing either way, so a merged combo still looks like several hits.
- Duration
- How long each damage number stays on screen, in milliseconds, before it fades out and rises away.
- Scale
- Size multiplier for the damage number text. 1.0 is unscaled; higher values make the numbers bigger.
- Constant Size
- Keeps the number the same on-screen size no matter how far away the entity is, instead of shrinking with distance.
- Display
- Extras drawn with the number, each independent of the rest. Shadow puts a drop shadow behind the text. Sparks throws a small particle burst out of the impact, sized by how hard the hit was. Trail leaves a fading comet streak behind the number as it rises - damage only, since a heal drifts too slowly for it. None of them changes which numbers appear.
- Glow
- Additive bloom on the numbers. 0 turns it off.
TargetHUD
Draws a floating panel beside whichever entity your aura is currently locked onto, showing its name, health, absorption and distance. The panel sticks to the target's head and follows them around the screen, sliding to the other side when they near the screen edge so it stays in view.
Absorption gets its own strip over the health bar rather than being added to the health number, so the health you see is what the target really has left. The chunk taken by the last hit stays marked until it fades.
The same panel also works on blocks. A bed BedBreaker is working on, or the block under your crosshair, gets the panel with its icon, name and coordinates, plus a progress bar while it's being broken. Entities always win over blocks, and a module's target always wins over your crosshair.
Wherever it ends up, the panel shifts sideways to stay clear of your crosshair and the Block Counter readout, so it never covers your aim.
Settings
- Show For
- Which modules the panel may take its target from. A module still has to be enabled and actually holding a target. When more than one is, the first one in the list wins, with the combat modules ahead of BedBreaker.
- Show On Hover
- When no module is holding a target, show the HUD for whatever is under your crosshair. A held module target always takes priority; this is the fallback for when you're just looking around.
- Show On Hover → Hover
- What the crosshair fallback picks up: Entities is living mobs and players only, Blocks is world blocks (with live break progress while you mine one), Both prefers an entity and falls back to a block.
- Show On Hover → Hover Hold
- How long the panel stays up after your crosshair leaves the target, in seconds, so it doesn't flicker when your aim slips off. 0 drops it the instant the crosshair moves away.
- Display
- What the panel shows. None of it changes which target is picked. Face draws the target's face on the left, from its real skin or texture, and it flashes red with the target's hurt animation. Distance runs from your eyes to the nearest point of the target's hitbox, the same way reach is measured, so a wide target doesn't read as further away. It turns green while KillAura can actually reach them, and stays neutral under a bow module, whose range isn't a reach. Position adds the target's live X, Y, Z. Hit Cooldown is a line along the bottom edge that closes inward while the target still can't be damaged, and vanishes the instant a swing will land. The name and the health bar are always there.
- Preferred Side
- Which side of the target the panel rests on. It only slides across to the other side when the target nears that screen edge.
- Side Offset
- How far to the side of the target the panel sits, in blocks, measured along your camera's right axis. 0 puts it directly over their head.
- Scale
- Size multiplier for the whole panel. Text, bars and face all scale together, and 1.0 is unscaled.
- Background Opacity
- Opacity of the panel's black backdrop. 0 leaves only the text and bars floating with no background.
- Blur
- Strength of the frosted-glass blur applied to whatever is behind the panel. 0 turns it off entirely.
- Effects
- Strength of the panel's animated layers: impact bloom, the low-health glow, and the target-switch and ready flashes. 0 keeps every readout intact and removes only the animation.
ItemAnimations
Reworks how your held item looks and swings in first person. Picks a custom block-blocking pose, scales the held item, speeds up the swing, and keeps the block animation visible through lag.
Settings
- Block Style
- The pose your item takes while blocking with a sword. Vanilla leaves the block pose untouched (Scale and Swing Speed still apply); every other option is a distinct held-item animation ported from popular clients.
- Spoof Blocking On Lag
- Keeps the sword-block pose showing client-side while Blink is holding your packets, so the block animation stays visible during lag instead of snapping back.
- Swing Speed
- How fast the arm swing animation plays, shown as its tick length. 6t is the vanilla swing; higher values stretch the swing out to as long as 20 ticks.
- Scale
- Size of the held item model in first person, as a percentage. 100% is vanilla; below shrinks it, above enlarges it.
Particles
Customizes how the game's particles are rendered.
Settings
- Hide Particles
- Multi-select of particle types to stop rendering entirely. Each entry covers the whole vanilla family it names: Explosions takes all three explosion sizes, Water takes splashes, bubbles, wakes and drips, and so on. Hiding wins over every other setting here: pick Sharpness and the enchanted-hit swirl stays gone even with Always Show Sharpness on.
- Hide First Person Potion Particles
- Removes the potion swirl your own active effects spawn around you, but only while you are in first person, since that's the one that drifts through the camera and blocks your view. Other players' swirls, and your own in third person, are left alone.
- Hide Block-Breaking Particles
- Removes the block dust thrown off while a block is being mined and the burst when it finally breaks, from anyone's mining, not just yours.
- Always Show Sharpness
- Spawns the enchanted-hit swirl on every entity you attack, instead of only when your weapon carries a damage enchantment. The particles are drawn locally the moment you swing, so they show up without waiting on the server's animation packet.
ExplosionRadius
Simulates TNT and fireball explosions ahead of time and outlines exactly which blocks will be destroyed, with an optional countdown to detonation.
Settings
- Sources
- Multi-select of which explosion sources to simulate and outline. TNT outlines the blast radius of primed TNT entities. Fireball outlines where a fireball will land and the blast radius it will create there, accounting for its current trajectory.
- Show Timers
- Draws a countdown showing how long until the explosion goes off, above the TNT or at the fireball's landing spot.
- Show Timers → Format
- Units for the countdown. MS shows whole milliseconds (e.g. 1200ms); Second shows seconds with two decimals (e.g. 1.20s).
- Show Timers → Timer Scale
- Base size of the countdown text. It still auto-scales with distance so it stays readable; this sets the baseline size on top of that.
- Debris
- Throws particle debris off the blocks that are going to be destroyed.
- Color
- Color of the highlighted blast volume. Its alpha sets the base fill opacity, which then fades in as the explosion gets closer to going off.
- Glow
- Additive bloom around the blast volume. 0 turns it off.
AntiDebuff
Hides negative visual effects (blindness and nausea). The server still applies the effect; only the client-side visual is suppressed.
Settings
- Show Notifications
- Notifies you when an effect is suppressed using Graves notification system. Must have notifications enabled in the settings.