Aim that passes for yours.
Humanised curves, per-weapon tuning, and a triggerbot that only fires when the shot will actually land.
- 7 aim curves
- Seeded hit chance
- Backtrack to 200 ms
- Knife bot
- VACnet safe mode
GriefBot is a Counter-Strike 2 overlay: legit aim that moves like a hand, visuals that know what you can actually see, and a skin changer that goes down to where each sticker sits. 286 features, one menu, opens on F2.
Seven corners of the menu, in brief. Each one links to its full list further down.
Humanised curves, per-weapon tuning, and a triggerbot that only fires when the shot will actually land.
ESP, chams and glow — drawn always, or only for enemies you've heard or spotted.
Any finish on any gun, with the float, stickers and charm exactly where you want them.
Trajectories, lineups for every map, live timers and the exact spread of every fire.
Ranks, parties, kick cooldowns, the enemy's next buy — and a replay through your killer's eyes.
Clips straight into voice chat, a pedalboard of effects for your voice, live chat translation and AI trash-talk.
Ctrl+K finds every switch in the menu. Configs sync between your PCs, and the public library has everyone else's.
Every build and what it added, newest first. Keep loading to walk all the way back to day one.
No longer swings your head across your body when no angle would hide it any better, and while you peek your head escapes to cover as soon as your angle is about to show it. Now moves your head out of an enemy's sight even while another enemy can see it from every angle, instead of holding it in the open. Judges where an enemy can step to in the next moments against their real body, so walls beside them now block the strafe it expects instead of being missed.
No longer stays off after you respawn until you move the mouse, and your keys walk where you look from the first tick after a spawn.
Body shots at a standing enemy now keep your full anti-aim on the shot itself, and every other shot shows your head far less than before, so on-shot backtracks find less to hit. On servers that allow it, every rage shot now keeps your head down and turned away on the shot itself, even at moving and jumping enemies, instead of facing them for that tick. The first rage shot on each new server or map, which checks how the server fires, now keeps your head down too instead of facing the enemy.
Now curves you around walls, props, players and molotov fire in your path while you hop, then swings you back onto your direction once it is clear; open hallways are left alone. Now actually sees the walls, props, cars and barrels in your path, so it steers round them instead of into them, and it no longer nudges you for walls far ahead or switches sides mid-turn.
No longer gets you stuck sliding up steep slopes: when a ramp catches you it turns you across it for a moment so the next hop fires, then swings you back to where you aim.
No longer freezes the game on a white screen when a player dies at the moment it checks which way you should face.
A miss whose bullet passed through the enemy as you saw them now says prediction, and one that went wide of them says spread, judged from the server's own bullet line.
Shots fired under the full hide are lag-compensated again: the anti-aim angle sent with the bullet now stays close enough to your target, so moving enemies are no longer shot where they are now instead of where you saw them.
The rage bot no longer stutters the game for 10-25 ms when it refines a shot: refining multipoints and backtrack records now stops after 3 ms and keeps the best shot found so far. No longer hitches for a tenth of a second the first time it checks a shot through a wall after you load in. Shots at moving and jumping enemies now aim where the server actually checks them: every shot used to lead a moving target by one tick of their movement, and backtrack shots hit a tick older than the record aimed at.
Removed. CS2 servers run one command per tick, so no enemy can fake-lag far enough to escape lag compensation; every enemy is shot where you see them.
Removed. No enemy can move far enough between updates to break lag compensation on CS2's servers, so the ghost never had anything to show.
Best shot now takes the enemy who can kill you soonest first, and fires before the stop finishes when a ready enemy could kill you before it does. Kill time now counts the chest and arm hits a missed head shot still lands, so a head shot that often misses into the body is taken over a slower sure body shot. No longer throws a long-odds shot just because another enemy could fire on you; it waits the tick or two for the sure shot, and a backtrack shot keeps its target time when the plan blinks.
Also stops and scopes for an enemy about to run out from behind cover, so your shot is accurate on the first tick they show.
Keeps you moving and skips the zoom when seeds land the shot just as fast without them, and goes back to stopping and zooming if none lands within a few ticks.
Features broken on the current CS2 build say so in the menu header and on their own rows, with what to do next.
Legitbot pages say when the rage bot owns the gun, so the pages do not read as armed while they are not.
The active config's cog puts every setting back to stock, keeping your skins, pins and the menu key.
Loading another config while the active one has unsaved edits asks first, with Save and switch, Discard and Cancel.
Config has a Keybinds page listing every bound key with its mode, and a key shared by two switched-on features is marked.
Home shows what shipped in a new build once, until you dismiss it.
A fresh install opens on three facts: the menu key, Ctrl+K for search, and right-click to pin a row to Home.
Where the vote reveal card sits is kept across sessions, like every other HUD card.
A Lua script can call handle:set_help on each setting, and the menu shows its settings greyed while the script is off.
Triggerbot visible-for time, which the bot already read from shared configs, is now a row beside reaction delay.
Rage strafe says it needs Autostrafer, a page greyed by its tab master names the switch, and the aimbot's team check reads deathmatch.
Clicking off the key field cancels the capture instead of binding Mouse1, and the field marks it when another feature already waits on that key.
Every slider and colour picker whose value is in the config has a one-click restore arrow when it has moved off the default.
The on-screen binds card lists every bound key the config holds, including per-weapon aim keys, record and play, and sound board clips.
Ctrl+K finds rows inside the cog popups and jumps to them, opening the cog on the way.
A shot you never landed because you were killed first now says so, even on servers that respawn you instantly, instead of reading as a lost bullet. Misses the server caused now say so: lost, dropped or substituted for a stand-in because your shot arrived late.
Peeks now: the enemy it is timed on is run forward along their path, so a retreat that keeps going clears the spot by the time you are on it, and spots too slow for your backtrack are skipped.
The enemy with a line on you now decides the yaw; the ones who could step out only break ties, and no longer turn your back on everyone. Show in world draws the ring of yaw costs it chose from, the pick, your head and every enemy it costs. Back to them turns your actual back to them (the model stands 30 degrees off the shipped angle). Show in world draws the ring where your head goes for each yaw, with the 3-degree strip the pick came from; a flat row is one colour.
Shots at a running enemy are placed where the server has them when the shot lands, not where they were a moment before, and a wall-bang the server stops in the wall is logged as a wall miss rather than a prediction miss. After a scoped AWP, Scout or auto-sniper shot, the next shot now waits the one tick for the scope to come back in instead of firing unscoped the moment the bolt is ready.
Your own box and name, and the Freestanding ring around you, no longer fall behind you and jump back on servers with ping. Dead and spectating players no longer show up as a pile of boxes in the middle of the map.
The killer's first-person view now shows the gun they killed you with, even when they have switched to a knife or another weapon since.
On servers that allow the full hide, every shot you fire now keeps your anti-aim, not just the rage bot's: your head no longer comes up for a tick on the command after a rage shot or on your own clicks.
A Visuals switch that keeps your normal field of view and mouse speed while scoped; the gun stays scoped with the same accuracy.
Now keeps the scope's black cross lines across the screen while you are scoped, so you can tell you are zoomed; turn Scope lines off to remove the overlay entirely.
Zooms in together with Quick stop, including the stop for an enemy about to step out, and no longer cycles through the zoom levels after a shot or with Remove scope overlay on.
Now searches every spread seed inside the weapon's whole spread each tick, not just the few beside your aim, so moving, jumping and unscoped shots find a landing seed far more often.
Times a fake-lagger's carried pose to when the server actually runs your shot, counting the ticks it waits in the server's queue, and turns their body the way the server will.
New ESP tag: after an enemy fires an AWP, Scout, Deagle, R8 or shotgun, counts down the seconds until that gun can shoot again.
New ESP tag that flags a player whose bullets land outside where they were looking, with the shot count and how many degrees off.
New ESP tag that flags a player looking straight down while moving or shooting, jittering or spinning their view, or twisting their body away from it.
New ESP tag that flags a player landing 7 or more perfect bunny hops in a row, with their longest chain.
New chams ghost showing where the server will test your shot on an enemy who broke lag compensation.
When a match is found, a card shows both teams' parties, ranks, wins, levels and commendations, plus the map and data centre, before you accept.
Misc > Matchmaking lists the server's movement, lag-compensation, queue and mode settings in its cog, and backtrack and bhop adapt to them.
Jump shots: with In air on it slows you in the air for the top of the jump, where a Scout is as accurate as standing, and while bunny hopping it skips the hop to stop on a landing when that is the better shot. No longer fires a tick early when the brake only just gets you under your gun's accurate speed, so a stop that falls a few units short waits one more tick instead of spraying wide.
No longer freezes the game on a white screen when a player dies just as a wall-bang or Freestanding check is reading their body.
No longer aims at a jumping enemy's arms, legs or feet when a body hitbox or the head is enabled; those were missing, mostly when you shot from a crouch. Missed-shot log: a shot that landed is no longer reported as 'no impact' with a miss sound, and the next shot no longer takes its miss reason from the previous bullet. Right after a respawn it no longer judges shots from where you died, which made it fire at enemies across the map as if they were point-blank.
When it turns your back because no angle hides your head, it no longer picks an angle that shows clearly more of you, and it stops nudging your back around as enemies move. While your back is turned to enemies it no longer keeps swinging your head as they move; it re-aims only when it must.
Your camera no longer looks at the floor behind you for a moment when you die.
Keeps your anti-aim on through a click, a held trigger or a spray, so enemies see your real head only on the tick each bullet leaves; on servers that allow it, the rage bot's shots keep the anti-aim on that tick too and stay fully hidden.
Updated for the October 22 game patch, with every offset re-checked; autowall, hit chance, recoil control and sound ESP work again on the new build.
New Sound board tab: give teammates a clip each and it plays when they start talking; a looping clip keeps going while they talk, and the team list shows who is talking live.
Meets your teammate where they will cross, holds the middle of a doorway, keeps up with side-to-side jiggling instead of backing off, and can draw its plan on the floor.
Auto Peek on the Movement tab is now Auto Unpeek: mark your spot, peek out yourself, and the moment you fire it drives you back and stops dead on the spot.
Hold a key behind cover: when an enemy ducks back out of sight it peeks out just far enough to shoot where they were a moment ago, while they cannot see you, then takes you back.
Aim curves now count your own mouse movement, so a flick toward an enemy no longer gets carried up to 3 degrees past them, and a short pause mid-aim no longer makes the crosshair jump.
Now counts the spread that would hit cover in front of the hitbox, so a head just over a box no longer reads 100%; the bot picks the open part or waits for a tighter cone.
Counts a rewind in the enemy's own updates, so a late or bunched packet no longer puts a backtrack shot a tick off their body.
Against an enemy breaking lag compensation the bot no longer falls back to the pose they left, and their aim point no longer jumps twice when their next update lands.
Effects now live on a pedalboard beside the menu: drag pedals in, patch them with cables in any order, and run separate boards for your voice and your clips.
13 rebuilt effects, including a pitch shifter that keeps your voice sounding human, a synth, a whisper, a radio with squelch, a compressor and a proper reverb.
14 starting boards such as Broadcast, Deep, Giant, Radio, Synth and Arena replace the old voice presets, and your old voice settings carry over as a board.
Drive has moved off each clip onto the Clips pedalboard, where every clip shares one chain of effects.
Rage minimum damage can now follow each enemy's health: a Scout tags any real hit, then only takes the kill; an AWP only ever takes kills. On for snipers, R8 and Deagle.
Wall-bangs are judged on their full predicted damage, the same as shots in the open.
Hold the key while looking at a door and it is used 32 times a second, so it keeps turning back and barely moves. Unbound, holding your use key does it.
Fires the first tick your stop clears your hit chance, aims from where your gun really fires so shots stay on target while moving, and retargets faster after a kill.
Starts braking a few units before an enemy comes into view, holds the stop through the tick your shot fires, and no longer stops you for an enemy a standstill could not hit.
Stops flicking your head back and forth: each new angle is held for the 200 ms enemy backtrack window unless your current one is being shot at, and turning your back no longer fires on a half-read view. With several enemies close together it turns your back to all of them instead of one, keeps any enemy that can see your head in its checks, and reads your speed steadily while you move. Keeps your head in the middle of the covered angles instead of right on the edge of cover, and judges where your head really is while you move. On busy servers it keeps checking which walls enemies can shoot through after every kill, so it no longer hides your head behind walls that get wall-banged. Flicks your head less while it re-centres in cover, and spots enemies who can strafe out to see your head before they peek. When no angle can hide your head it turns your back to the enemies nearest your crosshair, averaged across them, and it now weighs where enemies can strafe to either side within the backtrack window.
No longer stops reading the game's own spread for the rest of the session after you die mid-shot, which left every later shot judged on an estimate.
Your camera no longer flicks down to the anti-aim pitch for a frame, or sticks looking at the floor after a silent shot. Your camera no longer snaps to the floor behind you when anti-aim switches off, such as the moment you die.
Picks the shot and the enemy that end the fight in the fewest expected shots, weighing hit chance against damage left over, so a likely one-tap beats a sure hit that leaves them alive.
The shot now goes on the first tick your stop makes it accurate, judged on the tick it actually fires, and a slow gun waits a tick or two when the steadier shot kills sooner.
Points are laid out across the hitbox as you see it, so every extra point covers more of a head peeking round a corner or tucked behind the shoulders.
Cost less frame time: the per-draw work on CS2's render threads skips repeated lookups and locks.
No longer causes a 3 ms hitch every half second: it reads two players' Steam presence at a time instead of the whole server at once.
No longer causes a small hitch every 5 seconds: it only prepares an upload when a kill counter actually changed.
No more frame drops on full community servers: it gives its enemy checks a fixed slice of time each tick and spreads any extras over the next few ticks, so a fast PC checks more enemies at once and a slow one keeps its frame rate. Min damage holds on backtracked shots: a rewound body hitbox is no longer priced as a headshot, so it can't sneak past your damage bar and land for body damage. Min damage is judged on the hitbox you aim at: a body point whose bullet would graze the head is no longer counted as a headshot, so wall-bangs and edge shots stop landing for body damage under your bar. Fixed shooting heads hidden behind the body: a head the enemy's own back or shoulder covers from where you stand is now judged as a body shot, so min damage stops firing it for 290 and landing 70 on players looking down. Stopped wall-bangs into walls the bullet can't get through: a player leaving could switch off the game's own wall check for the match. Without that check the bot now only shoots what it can see.
No longer floods Steam with lookups on servers with more than 32 players, which stuttered the game.
The triggerbot's hitboxes are now picked on the real CS2 agent, with each hit area slider beside it and a body figure on every row.
Rage > Weapons now opens on the gun in your hand, or its class, like the Legitbot pages; multipoint rows show which hitbox they set.
The weapon in your hand is now marked in your accent colour on the class and weapon strips, and the Triggerbot's In hand line is gone.
Every feature key now has a small x to unbind it, and Backspace unbinds while a key is listening. The menu key stays bound so the menu can always open.
Dropdowns match the rest of the menu: a dark inset box with an accent outline on hover, a chevron that flips open, and options as rows with the current one highlighted.
Every button, dropdown, slider, text field, key field, switch and chip now shares one height, one outline and one accent style, and text on the accent stays readable whatever accent you pick.
The fire control chips (Auto stop, Scoped only, Auto scope, Standing only, Through smoke, While flashed) now sit on the Target card, just above Copy to other weapons.
Fixed the odd shot going into the floor: a click that reached the server only as a quick tap now always fires where you or the rage bot aim, never at the anti-aim angle. Holding the scope key on a sniper or rifle no longer drops the anti-aim; only knife stabs and the R8 still use your real angle on right-click.
On community servers that move you only along your view angle and use high air acceleration, the strafer, quick stop and anti-aim walking now go exactly where you want instead of up to 22 degrees off.
Auto stop now hands your movement back right after a shot on slow guns (Deagle, R8, scout, AWP, auto-snipers, shotguns) and brakes again just before the next shot is ready.
Removed: holding packets back made you walk slowly on the server.
The head now gets three points across the back of the skull (left, centre and right), set by which way the enemy faces, so a head turned away round a corner can still be hit.
Picks only the yaw (your pitch stays as set), keeps your head on the covered side as you peek, turns your back to the enemy when no angle can hide it, and reads your movement reliably. Stops counting on your own body to hide your head once a headshot comes through that cover, and turns your back to the most dangerous shooter that sees you.
The Scout and AWP now plan their shot at the scoped cone while still unscoped, so they zoom and fire at range instead of only point-blank.
When the best point is too blurred for your hit chance, the shot moves to a sharper point, a record or the next hitbox tier instead of skipping the enemy.
No longer costs frames while you play: with cloud sync on, the overlay was re-reading your whole config every frame to check the StatTrak counts, which on slower PCs cost several ms a frame.
Smoke in the kill cam no longer has hard edges cut into it by players who are not there, and no longer shows through walls - the live bodies the replay hides are now left out of the draw entirely instead of only losing their colour.
Molotov and incendiary flames can now take a separate colour per thrower - enemy, teammate and your own - the way smokes already do.
Aims and shoots for you at any angle on a key you choose or always on; each shot leaves along its own angle while your camera stays where you look. Smoother while armed: the shot judge does a fraction of the work per tick (each enemy's hitboxes read once, a target dropped the moment it fails a gate, backtrack positions ranked before they are refined), so a full server no longer dents your frame rate.
One template for everything, or separate settings per weapon class or per single weapon, picked from the same strip of gun thumbnails as Legitbot.
Picks the enemy closest to your crosshair, closest in distance, lowest on health or the one you can hurt most; Aim nearest overrides it. New Best shot targeting, now the default, takes a kill first, then the shot likeliest to do the most damage, and stays on its target unless another is clearly better.
Fires only when the spread lands on the chosen hitbox at least this often, from 1 to 100%.
Takes only shots that do at least 1 to 130 damage after walls and armour, with a switch that lets a killing hit through below the bar.
Shoots through walls the bullet can actually cross, judged on the game's own bullet path, through up to 1 to 4 walls.
Aims across each hitbox instead of only its centre, set per head, body and legs or scaled to your range and spread, so a half-hidden enemy is still hit. Each of the seven hitboxes now has its own point scale, and Auto scale sizes the arms and feet to their real width.
Shoots where an enemy was up to 6 ticks ago whenever that pose is the better shot. The Backtrack slider now goes up to 12 ticks and shows, beside your setting, how far back your ping lets a shot reach right now.
Waits up to 3 ticks for a peek that is still opening, and fires at once if the shot already kills. Now forecasts the next ticks for both of you and holds only while they promise a clearly better shot, never against an enemy looking at you, and each enemy keeps their own window.
Re-judges the target on the frame it fires, so a moving enemy is shot where they are now. No longer swaps an extrapolated shot back to the enemy's stale position. Removed: every shot is already re-aimed each tick and follows the body between ticks, so it changed nothing.
Stops you for the shot: after a landing, as soon as an enemy can be hit, or before a ledge. Now lets Auto peek walk you back after the shot, instead of holding you at the peek while the enemy is still in sight. New options: keep moving between shots and stop just in time, brake in the air for jump shots, and crouch while it stops you.
Scopes in for you on the AWP, Scout and auto-snipers and fires once the zoom is in.
Hold a key to fire past the hit chance, or the Manual shot key to drop the damage bar too.
Draws a line from your crosshair to the point the next shot takes, with its hitbox, damage, hit chance and why it is waiting.
Turns your camera onto the target instead of aiming the shot on its own.
Fires on the moment the shot's spread seed lands it on the target, instead of on a hit chance.
Leads an enemy whose updates arrive late by their speed, never further than a safety distance of 8 to 128 units. Now leads only fake-laggers the server can no longer rewind, plays their next bursts out against walls, floors and gravity, works with Seed check, and the Safety slider is gone.
Skips any point with a teammate standing on the line to it.
Shows each enemy's best rage hit chance beside their ESP box, green when it clears your bar, placed like any other player tag.
Caps the aim FOV, how far the aim turns per tick, reaction time, kill delay and a mouse deadzone, so the bot reads more like a hand.
Adds every missed rage shot to the event log with why: spread, prediction, backtrack, damage, no impact or death.
Sends the server a different angle whenever you are not shooting, while your camera, your shots and your movement stay yours. Your hands and gun stay with your camera instead of swinging with the fake angle the server is sent. No longer leaves your camera on the fake angle when the angle the server is sent changes from one tick to the next. Your camera no longer flicks or sticks on the anti-aim angle when the fake yaw points straight behind you, including with jitter on.
Points your head down, up, level, or swings it between up and down every tick. New Custom pitch: pick any angle from straight up to straight down.
Faces backward, left, right or a fixed offset of up to 180 degrees, measured from the enemy nearest your crosshair or from your view. New Spin yaw that turns you round at 1 to 45 degrees a tick.
Swings the yaw up to 90 degrees either side every tick, alternating or in three steps.
Three toggle keys turn your anti-aim to face left, right or back until you press them again. Adds a Face forward key beside left, right and back.
With the Zeus out, zaps the first enemy it would kill, in reach and in sight, on your rage key.
Hold a key to steer your anti-aim with your mouse instead of from the nearest enemy.
Mirrors your anti-aim from left to right each time someone hits you.
Your radar, off-screen arrows, sound bearings, penetration crosshair, grenade preview and hitbox ESP follow your camera again instead of the angle anti-aim sends the server.
A rage shot's tracer follows the angle the bullet actually left along, not your camera.
Its crosshair ray and aim guard read your camera, so an anti-aim angle on the wire no longer makes it refuse to fire.
Names the angle the server sees you at while anti-aim or a rage shot is on the wire.
Picks the anti-aim pitch and yaw that leave the least of you to shoot at, costed against every enemy near your crosshair with the game's own bullet, walls included. Now costs every angle with your body where the game really leaves it, and can turn your body up to 20 degrees away from your head when that shows less of you. While you move, also costs the up to 45 degree gap your body trails behind a turn, at both ends of the next 200 ms. Your own body now counts as partial cover, so in the open it turns you to hide as much of your head behind your shoulders as it can. Partial cover is now judged against each enemy's own weapon spread, so a sliver of head behind your back counts only as the chance of a headshot it really gives them. Hides your head at the first moment each enemy can see you on a peek, weighs how fast each enemy can kill you, ranks enemies by real danger, and treats any visible head as a headshot until an enemy shows spread. In the open it turns your back to the enemy again: a partly hidden head now counts as a smaller chance of a headshot instead of a sure one, and small gains are no longer drowned out. Turning your back now pays off properly: a head hidden behind your shoulders counts as a real drop in headshot chance, since most guns shoot the first opening rather than waiting for your head.
With a knife out, slashes or stabs the nearest enemy in reach and turns the swing onto them, so they need not be under your crosshair. On the rage key.
Land on a crouching teammate and it keeps you on their head, following them wherever they crouch-walk.
The rage bot, the knife bot and the triggerbot no longer click while the pause menu is open, where a click could press a menu button.
Hides your head more precisely: it measures the head first, judges it from exactly where you stand, counts the sides of your head that show past a corner, and stops second-guessing itself mid-turn. No longer crashes the game when a map loads, or when no enemy is in play yet, with freestanding on. Now counts your own body as cover (turns away in the open when your shoulders can hide your head) and judges your pose where you are moving to, so strafing past a corner no longer shows your head. Switches to the safer angle as soon as it is clearly safer, instead of sometimes staying stuck on a worse one, and stays locked on the same enemy instead of flicking between two every frame. Picks any angle in 3 degree steps instead of fixed 15 degree positions, and judges each pose at its worst moment for backtrack: where you are, where your movement takes you, and every angle you turn through. No longer parks at an angle in the open believing your own shoulders hide your head: your body only counts as cover when it blocks every line an enemy has onto your head. No longer stays stuck at a badly exposed angle just because turning away would briefly pass through other exposed angles - it turns unless the turn itself is worse than staying. Flips straight to the safest angle instead of treating the change as a turn through the angles in between.
Rank hitboxes 1st to 4th on the real CS2 agent in Rage > Aim: the bot takes the 1st whenever it can be hit, and every multipoint it aims at is drawn on the model.
Rage > Anti-aim shows the yaw and pitch the server sees on a dial, jitter swing included, and what was actually sent while you play.
The Rage pages are regrouped: Main, Target, Shot and Timing on Aim; Accuracy, On screen, Limiters and Knife and Zeus on Extra; Angles, Jitter and adapt and Manual on Anti-aim. Fires on the exact tick your gun is ready, keeps its aim on a moving enemy between ticks, and now shoots enemies peeking only a hitbox edge or just behind cover. The Rage tab is now General (switch, key, targeting, every hold key, accuracy, on-screen, limiters, knife and Zeus) and Weapons (all per-gun settings), with Anti-aim unchanged.
1st priority is now red on the hitbox model in Legitbot and Rage, and Legitbot's targeting rows sit beside the model, with Scope and Copy moved into the Aim card.
Hold a key to swap in a second Minimum damage or Hit chance, set per weapon under each row's cog in Rage > Aim.
Prefer the body when a body shot kills, or stop head shots on enemies in the air, under a health line, after 1 to 5 misses, or while a key is held.
Pulls every aim point well inside its hitbox on enemies in the air, after 1 to 5 misses, or while a key is held.
Scripts get vectors, timers, menu buttons, world-space lines and rings, player boxes and bones, grenades and fires, and 13 more game events.
No longer flicker or swing toward your anti-aim angle - the arrows, radar and sound bearing always follow where you are really looking.
Holds your movement packets back for 1 to 14 ticks and sends them together, so the server sees you in bursts; a shot is never held.
Hold its key to walk at the fastest speed your gun stays fully accurate at, scoped or not.
Climbs ladders up and down at twice the normal speed while your view stays where you look.
Crouches through every jump so you clear more, and stands you back up as you land.
With the bomb out in a site, stops you and starts the plant at once; any movement key hands it back.
Buys your primary, pistol, armour and utility the moment you spawn in a buy zone, skipping what you already hold.
Your grenades go where you look even on the run - your speed no longer bends the throw, a jump still adds height.
A ring at the crosshair the size of your gun's spread right now, so you can see where every bullet can land.
Hold fire with a semi-auto pistol and it shoots again the moment the gun can.
Keeps the R8's hammer cocked while the rage key is held, so its shot leaves without the wind-up.
A new rage key: while it is held every enemy is shot in the head and nowhere else.
Under the crosshair, the damage and hit chance overrides, body aim, headshot only and safe points you are holding, plus the side your manual anti-aim faces.
No arm, leg or foot shots at a running enemy, whose limbs swing out of the point before the bullet lands.
Anti-aim turns you to face an enemy with a knife out as soon as they are close enough to stab.
Holding use keeps your anti-aim; only the press itself and a defuse send your real angle.
New miss sound for rage shots that miss and a hurt sound when someone damages you, each with its own switch.
New Fade when scoped: your model turns see-through while you are scoped so it never blocks the shot.
Now lists every rage key and the manual anti-aim keys, plus slow walk.
Never aims at a position from before an enemy's lag-compensation break, which the server no longer has.
Showing 8 of 77 builds
Nothing held back and nothing padded: this is the menu, page by page. Search it, or pick a tab.
Aim assist that moves like a hand: tuned per weapon, ranked by hitbox, with recoil it pulls the way a person would.
Aim assist on a key you choose (hold, toggle, hold-to-disable or always on), with FOV from 1° to 30° and smoothing from 1 to 50.
One template for everything, or separate settings per weapon class or per single weapon, picked from a strip of skinned gun thumbnails across the top of both Legitbot tabs. The menu opens on the gun in your hands.
A class or a single weapon can have its own key, falling back weapon → class → global.
Arms the aimbot when your own hand is already moving toward an enemy in the FOV, on its own or alongside the key, with the speed, heading and hold time you set.
Copy aimbot or triggerbot settings and keys to every class, every weapon or one target in a click, or clear the overrides.
Click the real CS2 agent, T-posed, to rank seven hitboxes 1st to 4th or switch them off; each ranked hitbox wears your chams in its priority colour.
Aims at whichever enabled hitbox is closest to your crosshair, with an adjustable pull toward your priorities.
Skips hitboxes whose predicted damage after armour and walls is too low. A hitbox that would kill is always kept.
Removes 0–100% of vertical and horizontal recoil while you spray. Shared by both bots, and the stronger setting wins.
Shape every aim movement: seven curves including human min-jerk and overshoot, reaction delay, jitter, path bend and tremor, with an animated preview.
Recoil pull that reacts like a person — reaction time, pull duration, strength jitter and overshoot — previewed against the real kick.
Ignore teammates, and targets you can't actually see.
Lets an enemy's recent lag-compensated positions compete with the live one, up to 200 ms back. Shared with the triggerbot.
Rewinds your own manual shots to the best recent tick, even with both bots off.
One switch caps FOV at 3°, smoothing at 20+, reactions at 120 ms+, and turns off backtrack and wallbangs. Visuals and skins stay as they are.
Fires when the shot will land: hit chance, wall damage, backtrack, and a knife bot that picks the killing swing.
Fires automatically when a valid target is under your crosshair. Its own key modes, per-weapon keys and per-class or per-weapon settings.
Slashes or stabs — whichever kills faster — the moment a swing would connect; closing in on a back, it holds for the one-hit stab. Never moves your aim.
Click the real CS2 agent to choose which of seven hitboxes count, each with its own tolerance around the centre.
Requires a spread hit-chance percentage. At 0 it switches to seeded mode and only fires when this exact shot's spread will hit.
Only fires when the predicted damage, wall penetration included, meets your threshold.
Never fires through a wall.
Reaction delay up to 1 s and an after-shot cooldown up to 2 s, each with ± randomisation.
Auto stop, standing only, through smoke and while flashed. Snipers add scoped only and auto scope.
Separate vertical and horizontal amounts per weapon, on the shared humanised recoil curve.
Also fires at recent lag-compensated ticks, picking the one with the best predicted damage.
Draws the capsules the triggerbot tests — for your target, every enemy or everyone — with its fire zone and labels.
Aims and fires for you at any angle, through walls and back in time, while your camera stays where you look; its key, targeting, keys and caps.
Aims and shoots for you at any angle on a key you choose or always on; each shot leaves along its own angle while your camera stays where you look.
Best shot takes the fastest kill, first on whoever can kill you soonest; or pick closest to crosshair, closest, lowest health or most damage.
Turns your camera onto the target instead of aiming the shot on its own.
Hold a key to fire past the hit chance, or the Manual shot key to drop the damage bar too.
Hold a key to swap in a second Minimum damage or Hit chance, set per weapon under each row's cog.
Hold a key and every enemy is shot in the head and nowhere else.
Fires the moment a spread seed lands the shot, searching the weapon's whole spread each tick, so you keep moving and skip the zoom when that is just as fast.
Skips any point with a teammate standing on the line to it.
Draws a line from your crosshair to the point the next shot takes, with its hitbox, damage, hit chance and why it is waiting.
Shows each enemy's best rage hit chance beside their ESP box, green when it clears your bar, placed like any other player tag.
Adds every missed rage shot to the event log with why: spread, prediction, backtrack, damage, no impact, death, or the server losing, dropping or substituting your shot.
Under the crosshair, the overrides, body aim, headshot only and safe points you are holding, plus the side your manual anti-aim faces.
Caps the aim FOV, how far the aim turns per tick, reaction time, kill delay and a mouse deadzone, so the bot reads more like a hand.
With the Zeus out, zaps the first enemy it would kill, in reach and in sight, on your rage key.
With a knife out, slashes or stabs the nearest enemy in reach and turns the swing onto them, so they need not be under your crosshair.
Hold fire with a semi-auto pistol and it shoots again the moment the gun can.
Keeps the R8's hammer cocked while the rage key is held, so its shot leaves without the wind-up.
Hold a key behind cover: as an enemy steps back out of sight it peeks out just far enough to shoot where they were, while they cannot see you, then takes you back.
Per weapon class or single weapon: what a shot must clear, which hitboxes and points, body aim, and when it is taken.
One template for everything, or separate settings per weapon class or per single weapon, picked from the same strip of gun thumbnails as Legitbot.
Fires only when the spread lands on the chosen hitbox at least this often, from 1 to 100%.
Takes only shots that do at least 1 to 130 damage after walls and armour, with a switch that lets a killing hit through below the bar.
Runs the damage ladder per enemy: any hit your floor allows until one of your gun's body hits would kill them, then only the kill. A Scout tags, then finishes; an AWP only takes kills. On for snipers, R8 and Deagle.
Shoots through walls the bullet can actually cross, judged on the game's own bullet path, through up to 1 to 4 walls.
Rank the seven hitboxes 1st to 4th on the real CS2 agent: the bot takes the 1st whenever it can be hit, and every point it aims at is drawn on the model.
Aims across each hitbox instead of only its centre, with its own scale for each of the seven hitboxes or scaled to your range and spread, shown live on the model.
Prefer the body when a body shot kills, or stop head shots on enemies in the air, under a health line, after 1 to 5 misses, or while a key is held.
Pulls every aim point well inside its hitbox on enemies in the air, after 1 to 5 misses, or while a key is held.
No arm, leg or foot shots at a running enemy, whose limbs swing out of the point before the bullet lands.
Shoots where an enemy was up to 12 ticks ago whenever that pose is the better shot, as far back as your ping allows.
Holds a fresh peek up to 3 ticks while the next ticks promise a clearly better shot; never holds a kill or against an enemy looking at you.
Stops you for the shot after a landing, before a ledge, before you peek an enemy or before one runs out from cover; can move between shots, crouch and brake in the air.
Scopes in for you on the AWP, Scout and auto-snipers at the moment Quick stop starts braking for the shot, and fires once the zoom is in.
The angle the server sees between your shots, while you see, shoot and move as normal.
Sends the server a different angle whenever you are not shooting, while your camera, your hands and gun, your shots and your movement stay yours.
A top-down dial and a side gauge show the yaw and pitch the server sees, jitter swing included, and what was actually sent while you play.
Points your head down, up, level, at any custom angle, or swings it between up and down every tick.
Faces backward, left, right, a fixed offset of up to 180° or spins at 1 to 45° a tick, measured from the enemy nearest your crosshair or from your view.
Swings the yaw up to 90° either side every tick, alternating or in three steps.
Four toggle keys turn your anti-aim to face left, right, back or forward until you press them again.
Turns you to face an enemy with a knife out as soon as they are close enough to stab.
Holding use keeps your anti-aim; only the press itself and a defuse send your real angle.
Keeps your anti-aim on through a click, a held trigger or a spray, so enemies see your real head only on the tick each bullet leaves; on servers that allow it, every shot stays fully hidden.
Hold a key to steer your anti-aim with your mouse instead of from the nearest enemy.
Mirrors your anti-aim from left to right each time someone hits you.
Picks the yaw that makes you slowest to kill: the enemy with a line on you decides, the ones who could step out break ties. Show in world draws the ring it chose from, your head and every enemy it costs.
Boxes, tags, chams and glow on every player, laid out where you want them and previewed live on a real model.
Draw enemies and/or teammates in your own colours for enemies, teammates and yourself — or each player's matchmaking colour.
Full or corner box, optionally fitted to the bones so it hugs crouches and peeks, with gradient fill and soft glow.
Gradient HP bar with the number, a white ghost of the health just lost, and a light sweep on high HP.
The HP bar hatches the health a player is about to lose to grenades in the air, fire and the bomb's last seconds, and outlines what your held grenade would take.
Each player's name, distance in metres and bone skeleton.
A line from each player's eyes the way they are looking, out to the first wall, with a dot where it lands.
Lines from the bottom, centre or top of your screen to each player, with outline and fade.
Chips for planting and defusing (ringed with their real progress), scoped, bomb carrier, low HP, flashed, behind smoke, reloading, shift-walking, a pulled grenade pin and a defuse kit.
Weapon icon, money, Premier or skill-group rank, T/CT letter, party pill, flash blind timer, the map callout each player stands in and an icon for every grenade they carry.
After an enemy fires an AWP, Scout, Deagle, R8 or shotgun, counts down the seconds until that gun can shoot again.
Flags a player whose bullets land outside where they were looking, with how many shots and how many degrees off.
Flags a player looking straight down while they move or shoot, jittering or spinning their view, or with their body twisted away from it.
Flags a player who lands 7 or more perfect bunny hops in a row, with their longest chain.
A thin bar above the box for armour (helmet or vest) and one below for the magazine.
Put each tag on any side of the box, reorder or stack tags by dragging — in the menu or on the preview — and give each its own team colours.
Text size from 0.5× to 2.5×, larger text for nearby players, and a coloured glow that stays readable over smoke.
Marks other GriefBot users in your match.
Recolour enemies, teammates and your own model, with separate in-view and behind-wall passes — each with its own material, colour, opacity, or player and health colours.
Flat, Shaded, Plastic, Metallic, Rainbow, a glowing-rim Glow, Pulse and a true triangle Wireframe.
The game's own outline glow through walls, in your colour, the matchmaking colour or by health.
A ghost of the enemy in the pose they were in when your shot landed, coloured by hit, headshot, kill or headshot kill.
A ghost model at the oldest tick you can still hit.
Dots at each enemy's recent head positions, newest brightest.
A pulsing halo on the enemy nearest your crosshair.
Dims a flashed enemy's ESP, so you can see who's blind at a glance.
Fades ESP down to 40% past a distance you set.
Recolours every corpse on the map.
Changes gravity for corpses only, so bodies drop slowly, float or rise.
Players the server updates rarely glide between updates like everyone else, instead of jumping.
A pane beside the menu shows a real CS2 model wearing your ESP and real chams, in view and behind a wall, as you change them.
Pick the gun or knife the preview holds, in your own skin, and replay its inspect animation.
Decide when an enemy you can't see gets drawn — always, only when you hear them, or only once they're spotted.
One switch: off, and ESP, the chams wall pass and glow only show enemies you can actually see.
Separately for ESP, chams and glow: draw hidden enemies always, when heard, when spotted, or when heard or spotted.
How long a heard or spotted enemy stays revealed, a fade to a frozen marker, and an optional line to where they really are.
What counts as heard: the engine's own sound volume, a minimum volume and an earshot range.
Separate behind-wall and behind-smoke colours for ESP, glow and off-screen arrows.
Your view model, your crosshair, and every gun lying on the floor.
Shows the damage your shot would do to the player under your crosshair, through cover — and says KILL when it's lethal.
A ring at the crosshair the size of your gun's spread right now, so you can see where every bullet can land.
FOV from 25 to 240, X/Y/Z offset, and pitch, yaw and roll that turn your whole arms and weapon, past the game's own limits.
Recolour your arms, sleeves and the gun in your hands.
Drops the black sniper overlay and keeps the zoom, with the scope's cross lines left on screen so you can tell you are scoped (switchable).
Keeps your normal field of view and mouse speed while scoped; the gun stays scoped with the same accuracy.
A dot or cross on snipers, with size, gap, thickness, outline and colour.
3D box, kill-feed icon and name on every gun and knife on the floor.
Recolour floor weapons, visible and through walls.
The game's outline on floor weapons, through walls.
Repaint the map, clear the haze, and move the camera.
Camera behind you on a key, 30–200 units back, dropping to first person while you line up a grenade and fading your model while you are scoped.
Turns off the map's distance and volumetric fog.
Clears bloom, vignette and colour grading.
Recolour the map's sky, with brightness up to 4×.
Tint every light on the map and keep its shadows and highlights.
Tint map geometry and keep its texture detail.
Icon on the dropped or planted C4, with chams and a through-wall glow.
A red outline on the floor where the planted bomb's blast kills you at your current health, from the map's own damage grid.
Icon, chams and glow on dropped defuse kits.
Every nade in the air, every fire on the ground, and the lineups to throw your own.
Predicted arc and landing spot for the grenade in your hand, bouncing off walls and glancing off enemies, with its effect radius and the damage it does to each player it reaches.
While you hold any grenade, marks where each player it will reach will stand when it pops (for fire, when it first burns them) and the path they take there.
Lets go of your HE or molotov the moment it kills or hits enemies hard enough where they will be, and of a smoke the moment it would put out an enemy fire.
Your grenades go where you look even on the run - your speed no longer bends the throw, a jump still adds height.
Landing point and countdown for every grenade in the air, with full arcs, a position dot and a warning when an enemy nade is coming at you.
Recolour thrown and dropped grenades separately, with optional wall passes.
Outlines thrown grenades in the thrower's colour, and dropped ones in their own.
Thin smokes down to nothing, or recolour them per thrower. Only you see it.
Traces the real edge of every smoke from the game's own smoke volume, bullet and HE holes included, as a glowing contour on the floor.
Caps flashbang whiteout anywhere from 0 to 100%.
Thrower's name and time left above every fire.
Outlines the fire's exact spread on the floor with the smoke outline's glowing edge, coloured per thrower.
Recolours the flames of every molotov and incendiary to any colour you pick, or a colour each for enemy, teammate and your own. Only you see it.
A badge over every fire a smoke will extinguish, for the smoke in your hand or any in the air, with the seconds until it goes out.
Countdowns over every fire and smoke — even ones already up when you joined — with an optional progress bar.
Lineups for the current map: where to stand, where to aim and how to throw, with the arc and a recipe card on screen.
Every lineup for the map, nearest first, with focus, filter and cycle keys.
Press a key, then throw: the lineup saves your spot, aim, jump, crouch, run and mouse button from the throw itself, named after the callout.
Pull in a folder of lineup files, skipping ones you already have.
Import CS2's official guides for nine maps plus Workshop and local ones as lineups, and export yours as guides the game draws itself.
Timers, radar, arrows and the things the scoreboard won't tell you — on cards you place yourself.
Drag every overlay card around a mock of your screen with snapping, and watch the in-game card follow.
When you die, replay the kill through your killer's eyes, 2–8 seconds back, with their own gun in view and every bullet impact and blood hit.
C4 countdown, whether a defuse makes it in time, and the blast damage you'd take.
Your own overlay minimap, enemy blips on CS2's radar, or both.
Smokes, fires, grenade landings, sound pings and last-known enemy spots on the radar.
Enemies you just heard, where they were and how long ago.
Arrows to players outside your view, with name, health, weapon, glow and distance fade.
Arrows that point only at enemies you heard, and pulse on every sound.
An enemy's arrow pulses while their crosshair is on your head.
Crosshair flick, stacking damage numbers, a hit or kill sound, and optional sounds for a missed rage shot and for being hurt.
An X where each of your hits landed on the enemy.
Shot-to-impact lines for you, enemies or teammates, as a glowing beam or an overlay line.
Keeps kills in CS2's kill feed for the whole round, or as long as you like.
A scrolling card of kills, damage by hitgroup, bomb events, buys, rounds, flashes and kicks.
Calls out the enemy's likely next buy — save, eco, force or full — whenever it changes.
Every player's rank on the scoreboard, mid-match.
Who queued together, as scoreboard pills, an ESP pill and a HUD card.
When a match is found, before you accept: both teams' parties, ranks, wins, levels and commendations, plus the map and data centre.
Kick messages re-posted with the reason and how long the cooldown lasts.
Who called a vote, and how everyone voted.
Who's watching you, and in which camera mode.
Every teammate's team damage and team kills toward the kick, and a kicked teammate's cooldown in red beside their name.
Every bound key on screen, lit while it's active.
CS2's own particle effects, played on the moments you choose. Only you see them.
Play CS2's own particle effects on players and events, visible only to you.
On hit, death, footstep, shot, jump or land; bomb plant, defuse and explode; impacts, round start, flashed — or constantly on players.
Up to six effects per state, each with its own anchor, offset, delay, lifetime, colour and size.
Cooldowns, only my hits, headshots only, a max range and a cap on overlapping plays.
Curated effects plus every particle in the game files, searchable.
A key drops your chosen effect wherever you aim.
Any finish on any gun, down to the seed, the float and exactly where each sticker sits.
Any finish on any gun from a searchable, rarity-coloured thumbnail grid, sorted by rarity, your most used or A–Z. Changes apply instantly.
Open the whole finish catalogue on any weapon, each finish labelled with the guns it normally comes on.
Every gun as a rendered thumbnail wearing its finish, stickers and charm, with StatTrak count and wear.
The selected gun with its finish, stickers and charm, with pan and zoom.
Opens CS2's own inspect window on your item — finish, float, StatTrak, stickers, charm and name tag.
Pattern seed and wear per gun.
Shows the fade percentage or blue coverage for any seed you type.
Whether the seed changes anything on this finish, and its real float range — with a clamp when your float can't exist.
Pick from catalogued community seeds for this exact gun and finish: blue gems by tier, Fire & Ice, full fades.
StatTrak with a count you set, or Live, which adds one for every kill.
Five sticker slots per gun with real icons, wear per slot, and a searchable picker filtered by collection.
Move, rotate and scale stickers by dragging them on the live model, or type the values.
Copy one gun's stickers, wear and positions onto every gun that side buys.
Every keychain charm in the game with its pattern number, one per gun — stock guns included.
Drag the charm along the gun, type X/Y/Z or step through preset spots, then copy the spot to every charmed gun.
Everything you carry and wear that isn't a gun.
Any knife model, each remembering its own finish, wear, seed and StatTrak — with the kill-feed icon changed to match.
Any glove model, each remembering its own finish, wear and seed.
Any agent model from a searchable list with a live preview, separately for CT and T, applied on every spawn. Only you see it.
Up to three patches on your CT and T agents, from a searchable icon grid.
Your vanity chicken, your way: breed, growth stage from egg to hen, colour, seed, a custom name, how full its feeder is and a live preview.
Skins and containers in CS2's own inventory, equipped and opened in the game's own menus.
Your skins show up in CS2's own inventory and loadout; equip one there and the skin changer takes it too, on both teams unless your skins are split per team.
Add any container with its key and open it in CS2's own case popup, rolled from its real contents at its own real odds.
A shelf each for souvenir packages, sticker and autograph capsules, patch packs, graffiti boxes, music kit capsules and pin capsules - 454 containers, with a search box.
Which skins go where, and who else gets to see them.
CT and T each get their own inventory, swapped by the game at halftime, with one-click copy CT → T and T → CT. Saved with the loadout.
Only skins guns you bought or spawned with; guns you pick up keep their real finish. Saved with the loadout.
Every case you open from the in-game inventory drops a knife or gloves, from that case's own pool.
A custom name tag on every skinned item.
One seed for every skin that doesn't set its own.
Everyone in the server on one page, with rules that follow them from match to match.
Every player with avatar, side, HP, money, callout, rank, party and level — search by name or note, and sort.
Mark anyone friend or ignore, set a priority, an ESP colour and a note. Rules survive config switches.
The aimbot skips friends and prefers priority targets, the triggerbot holds fire, and ESP takes their colour.
Each player's level, XP, commends, medals and wins, straight from the game coordinator.
Rules for players who've left, applied the moment they rejoin.
Getting into a game, picking where it's hosted, and the small edges once you're in.
A spinning 3D globe with a pin for every data centre: drag, zoom, and click pins to allow or deny them.
Limit matchmaking to the data centres you tick, from ~50 sites sorted by live ping, with a Nearest 3 button.
Accepts a found match instantly, even while you're tabbed out.
Lists the server's 22 movement, lag-compensation, queue and mode settings, and adapts backtrack and bhop to them.
Adds an EXIT button to the match-found dialog that works even after you've accepted.
Grabs dropped guns that rank above the one you hold — under your crosshair or anywhere in your buy zone — and grenades too.
Drag every gun into your own order, with its price and a take or skip switch.
Hold a key while defusing and it finishes on the very last tick.
Hold the key while looking at a door and it is used 32 times a second, so it keeps turning back and barely moves.
While dead, cycle through every living player, enemies included.
Takes a tiny step out and back after 20 seconds without input, so you are never kicked for being idle.
With the bomb out in a site, stops you and starts the plant at once; any movement key hands it back.
Buys your primary, pistol, armour and utility the moment you spawn in a buy zone, skipping what you already hold.
Read every language, talk back in any of them, and say things in other people's names.
Foreign chat translated into English as it arrives, with the original underneath — and optionally posted for your team.
Type in the menu and it's sent translated into any language seen in chat, team-only if you like.
Post a chat line under any player's name in the match, then switch back to your own.
An AI model writes your chat lines in a personality you choose, replies to others and taunts after kills, with a human typing delay.
Start a kick vote under one teammate's name against another.
A one-click Steam friend link that needs no accept, with your own number of uses and expiry.
Your Steam accounts as a grid of profile pictures showing Prime and cooldown; pick one and the game restarts signed in. Import more from a CSV, or remove them here or from Steam.
Set your in-game name from the menu.
Pick your matchmaking colour; it applies from your next connect.
Every hop on the tick, every stop on a dime.
Hold jump and it jumps again on the exact tick you land.
Steers your air-strafes while you hop; just look where you want to go.
Hold WASD to pick the direction you strafe in, no mouse needed: D swings you right, S turns you around.
Jumps on the tick you land after a drop, cancelling the fall damage.
Crouches through every jump so you clear more, and stands you back up as you land.
Hold its key to walk at the fastest speed your gun stays fully accurate at, scoped or not.
Climbs ladders up and down at twice the normal speed while your view stays where you look.
Hold its key and walking off a ledge jumps on the last instant your feet still have ground; stairs and slopes don't set it off.
Taps the opposite key when you let go of a movement key, so you stop dead.
Mark a spot, peek out yourself, and the moment you fire it drives you back and stops dead on the spot.
Hold a key to block the nearest teammate: it slides to where they will cross, steps back only when it must, rides crouching heads, and can draw its plan on the floor.
Record a route with one key; its start shows as a ring on the floor, and stepping in and pressing play runs it with your keys, jumps, crouches and view.
Play your own clips down CS2's voice chat, and change what your real voice sounds like.
Play your own clips into CS2 voice chat — no microphone involved — to voice, to your speakers, or both, with a Stop on every playing clip.
Drop in mp3, wav, flac, m4a, aac or wma files.
Trim on a zoomable waveform with a live playhead, or cut the silence off both ends in one click.
Gain, normalise, speed, fades, reverse and loop per clip — then export the result as a WAV.
A key for every clip, plus a stop-everything key.
Give teammates a clip each and it plays whenever they start talking; a looping clip keeps going while they talk, and a live team list shows who is talking.
Changes your real mic voice before CS2 encodes it, so everyone hears it through normal voice chat.
A pane beside the menu with two boards of effect pedals, one for your voice and one for your clips: drag pedals in, patch them with cables, turn the knobs.
13 pedals: gate, compressor, EQ, filter, a pitch shifter that keeps your voice natural, synth, whisper, radio, drive, crush, chorus, delay and reverb.
14 starting boards, from Clean and Broadcast to Deep, Giant, Radio, Synth, Whisper and Arena, one click each with an undo.
Hear your changed voice as you talk, and flip back to your own on a key.
A before-and-after view of your mic and what everyone else hears.
Your own overlays in a few lines of Lua, with their own settings in the menu.
Write Lua that draws on screen and in the world, reads players, grenades, fires and the bomb, runs timers and reacts to 34 game events. Saving reloads it.
A script can add switches, sliders, dropdowns, colours, keys and buttons, drawn in its card's cog and saved for you.
Everything a script prints, and the exact line and message when one stops, in one panel under your scripts.
Scripts can draw and read the game but never touch your files or the network, and an endless loop is stopped in a fraction of a second.
Publish a script to the public library, or get other people's: they install switched off until you turn them on.
Settings and skins saved apart, synced between your PCs, and shared with everyone else.
Save, load, rename and delete named profiles. Every edit saves itself the moment you make it.
One card per profile in its own colour, showing what it turns on, how far it is from stock and whether it has unsaved changes.
Skins live in loadouts, apart from settings, and each config remembers which loadout it wears.
A 3D view of every item in a loadout — finish, float, StatTrak, pattern and stickers — with CT and T tabs for a per-team loadout.
Configs and loadouts follow you across PCs, with push, pull and a list of exactly which settings differ.
Live StatTrak counts sync across your machines.
Browse configs and loadouts other users published — search, tags, trending, most starred, most used.
Publish your own with a description and auto-derived tags, star other people's, and pull updates when authors change theirs.
Config has a Keybinds page listing every bound key with its mode. A key two switched-on features share is marked and tells you which ones.
The active config's cog puts every setting back to stock. Your skins, pins on Home, menu key, size and font are kept.
Loading another config while the active one has unsaved edits asks first, with Save and switch, Discard and Cancel.
Try a broader word, or one of these:
Sign in to download the loader, talk on the forum, and see your plan, your devices and your recent sign-ins.