LeftClicker
Automates left-clicking while you hold the button down.
Settings
- Mode
- Picks the click pattern. Using Custom, you can record your own click pattern and replay it.
- Only Weapons → Force Click
- With a type (Player or Fireball) selected, the module forces a click whenever your crosshair is on the selected target - even if you're not holding a weapon - useful for hitting back fireballs for example, when you don't want your autoclicker to be set on every item.
- Break Blocks
- Pauses clicking when your crosshair is on a block and you have breaking capabilities to allow you to break it.
- 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.
Velocity
Reduces knockback when you take a hit.
Settings
- Jump Chance
- Per-hit % chance to sprint-jump on the same tick a hit lands. When you take a hit, Minecraft combines your current movement with the incoming knockback, so any speed you already had toward the attacker reduces how far the knockback pushes you back. Sprint-jumping on that tick adds forward speed in the direction you are looking, which cancels out part of the backwards motion if you are looking at the direction of the attacker at the time of the hit. The behavior is fully vanilla, however some servers with advanced heuristics may detect perfect jumping timing on every hit, in that case lower the chance.
- 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.
- Delay ms
- Starts holding your incoming packets the moment a velocity one arrives. Flushes them after the set amount of milliseconds, causing for you to recieve delayed knockback.
- Delay ms → Air Only
- Only applies the delay value when you are in the air. Any knockback taken while on the ground will not be delayed, knockback taken in the air gets delayed and flushed instnatly when you are on the ground. Only relevant once Delay ms is non-zero.
Reach
Extends how far you can hit entities and place/break blocks past the vanilla limits.
AimAssist
Pulls your aim toward the closest valid target. Please note this will be reworked in the future with more legitimatization in mind.
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.
- 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.
- 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.
- 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 (if using this, you should use a high speed value).
- 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.
- Type
- Which entities count as targets. Living also includes mobs (zombies, skeletons, villagers, etc.).
- Ignore Team
- Skips players Grave detects as your teammates. You can configure this in 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.
- Stop When Breaking
- Disengages the assist while you're breaking blocks, after the hover delay elapses, so mining a block your crosshair is on doesn't get hijacked by the aim pull.
- Stop When Breaking → Hover Delay
- How long (in ms) to keep the assist active after you start breaking a block before it disengages. A short grace period so the assist isn't dropped the instant your crosshair brushes a block.
- 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.
KillAura
Silently aims towards the closest valid target, auto attacking if configured to do so.
Settings
- 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.
- 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.
- 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.
- Through Walls Range
- Lets KillAura keep targeting an entity behind a wall, up to this many blocks.
- Strict Strafe
- Aligns your strafe input with the spoofed rotation instead of your real one. Note even with this off, legitimate movement is still respected, the keys are adjusted so you attempt to move in the direction you are actually looking.
- Targets
- Which entity classes count as targetable. Players is just real players. Players & Monsters adds hostile mobs. Living adds peaceful mobs too. Specific lets you hand-pick entity types.
- 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.
- Smooth → Midpoint
- Threshold on the angle-difference curve where the easing shape switches - above the midpoint uses a bezier curve (gentle), below uses a sigmoid (steeper near the target). Tune this to control how the aim feels mid-pull.
- Smooth → Dir Change Factor %
- Speed multiplier applied when the target changes direction (strafing, jumping). Higher % = harder catch-up, lower = lazier reaction to direction changes.
- 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.
- Acceleration → Acceleration Error
- Adds a random multiplier to each accel step proportional to the current accel value. Breaks up the perfectly-smooth rotation curve so it doesn't read as a clean math function.
- Acceleration → Constant Error
- Adds a small fixed-magnitude random jitter to yaw/pitch each tick on top of the base rotation. Different from Acceleration Error: this one is the same size regardless of how fast you're rotating, so it stays visible even after you've slowed down on the target.
- Acceleration → Sigmoid Deceleration
- Eases the rotation off as you approach the target using a sigmoid (S-curve) falloff. Steepness controls how sharply it slows down near the target; Midpoint controls where on the angle-delta the slowdown kicks in.
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
- Targets
- Which entity classes count as targetable. Players is just real players. Players & Monsters adds hostile mobs. Living adds peaceful mobs too. Specific lets you hand-pick entity types.
- Block Ticks
- How many ticks the sword stays blocked once a block cycle starts. Higher = blocked longer, slowed down more.
- Reblock Delay
- Cooldown (in ticks) between block cycles after one finishes. Bigger gap = less slowdown but more vulnerable frames.
- Lag On Block
- % chance per cycle to start lagging the tick you unblock. This means you aren't slowed down client side, but the server represents you as blocking your sword as you are lagging, frozen in action.
- Only When Mouse Down
- Only auto-blocks while you're holding right click.
- No Interact
- While auto-block is forcing the sword to block, stops the right-click from registering as a block/entity interaction. The sword just blocks instead of, say, right-clicking a villager or a chest.
- Only Bots
- Restricts No Interact's entity suppression to bots only (entities AntiBot hasn't verified). Block hits are always suppressed; interactions with verified real players are left alone.
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.
- Reset Ticks
- How many ticks the spoofed rotation stays locked to the target aim before it returns to your real one.
- 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.
BackTrack
Holds incoming packets optimally so enemies .
Settings
- Delay
- 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.
- 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.
- Attack → Weapons Only
- Restricts Attack-mode activation to swings made with a configured weapon.
- Attack → Chance
- % chance per qualifying swing to actually activate. Lower values let you intersperse natural hits with backtracked ones so the timing pattern doesn't read as 'always backtracking'.
- 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. Lets you finish a combo on a target that briefly steps out of range without having to re-trigger.
- Max Duration
- Hard cap (in ms) on how long any single BackTrack session can last before it forces a release.
- 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.
- Show Target → Render Mode
- When Show Target is on, picks how the targets server position is drawn. Box renders a bounding-box outline at the held position; Shape draws a filled in shape of the entities model.
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.
- Apply Ghost Effect
- Renders pierced entities as a translucent red ghost so you can see at a glance which entities the module is letting your hits pass through.
- 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.
- 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).
GhostHand
Suppresses entity hits in front of the block you're aiming at, so your click reaches the block instead of the entity. Useful when an entity is blocking the spot you actually want to break or place on.
Settings
- Only Tools
- Only activates while you're holding a tool or shears. Combine with Tracked Items to whitelist additional items beyond vanilla tools.
- Tracked Items
- Extra items the held-item gate accepts in addition to tools/blocks. Add by display name or numeric id (use 'fist' or '0' for an empty hand). Items in this list pass the Only Tools and Only Blocks checks even when they aren't actually a tool or block.
- Only Blocks
- Only activates while you're holding a placeable block.
- 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.
- 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.
Displace
Abuses a serverside packet ordering issue to manipulate the knockback dealt to your opponents. On detected attack, cancels it and sets your rotation to the side with the configured amount of degrees. The next tick, sets your rotation back on the enemies hitbox where you were aiming and auto attacks. This causes your opponent to take knockback in the direction you were looking the previous tick (if it's a sprint hit or you are using an item with the knockback enchantment).
Settings
- Mode
- Normal interpolates your real rotation through the sideways angle and back, so what you see and what the server sees match. Spoofed sends the sideways rotation only in the outgoing packet while your view stays put. Note that normal mode is always more inoptimal, creating 1 longer tick of delay than spoofed.
- 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.
- Cooldown
- Minimum time (in ms) between displaces on the same target.
- Direction
- Which side to displace toward. Left and Right are fixed. Dynamic simulates the target's post-knockback landing for both sides and picks whichever leaves them in a worse spot - preferring lower landing block, more holes around the landing, or longer horizontal travel as tiebreakers.
- Weapons Only
- Only displaces while you're holding a configured weapon.
- Only With Knockback
- Only displaces while your held weapon has the Knockback enchantment.
- 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.
- 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.
- Disable on Displace
- Toggles the module off automatically the moment a displace fires, so you only get one. Re-enable manually for the next.
- Dynamic → Skip when unoptimal
- Also simulates the no-rotation hit and skips the displace entirely if keeping your current aim would already give an outcome at least as good as the best sideways candidate. Lets the click pass through normally so you don't waste a sideways kick when straight-back knockback is fine.
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.
- Chance
- Percent chance the reset fires on each qualifying hit.
- Delay Between Reset
- Minimum time (in ms) between two resets, measured from when sprint came back on after the previous reset.
- Delay Until Reset
- Time (in ms) to wait after the hit before sprint is actually dropped.
- Players Only
- Only resets against real players. Off also resets against other living entities.
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 and accounts for gravity, drag, and one-way network latency.
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.
- 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.
- 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).
- 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.
- Auto Release
- Bow only. The instant your bow hits full charge with a valid target locked, force-fires the arrow without waiting for you to release right-click.
- 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. Releases (without firing) when you lose the target or the module turns off.