NewAll keybinds · 27 Oct

See everything.
Grief everyone.

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.

The GriefBot menu open over a live Counter-Strike 2 round: Visuals › Player with the ESP preview beside it, and chams and glow on the enemies

Visuals › Player, mid-round

GriefBot's voice changer open over a live CS2 round, with chams, glow and health bars on the enemies

Voice changer, mid-round

The GriefBot menu over a live CS2 round with each enemy chammed in their own colour

Chams in per-player colours

In-game screenshot The menu open over a live round: Visuals › Player with ESP, chams and glow on
Highlights

The parts you'll use every round.

Seven corners of the menu, in brief. Each one links to its full list further down.

Legitbot 26 features

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 Legitbot › Aimbot with the humanise curve editor open over the hitbox priority model

Aimbot › humanise curve

Legitbot › Aimbot for rifles: aim key, activation, FOV, smoothing, targeting and the hitbox priority model

Legitbot › Aimbot

The recoil control curve editor: when the pull starts, how long it takes and how much it jitters

Aimbot › recoil curve

Per-weapon aimbot tuning: the AWP with its own aim key and settings, picked from the weapon strip

Per-weapon tuning (AWP)

Legitbot › Triggerbot: hit chance per hitbox, reaction delay, cooldown and fire control

Legitbot › Triggerbot

In-game screenshot Legitbot › Aimbot: the hitbox model and the humanise curve
Visuals 104 features

Walls are optional.

ESP, chams and glow — drawn always, or only for enemies you've heard or spotted.

  • 8 chams materials
  • Heard / spotted reveal
  • Live model preview
GriefBot chams and glow on enemies behind the Long doors on Dust II, each player in their own colour

Chams through walls

ESP names, health bars, money and snaplines on visible enemies, with green chams and red glow

ESP on visible enemies

Chams, glow and snaplines on a group of enemies at Long doors on Dust II

Glow and snaplines

Third-person camera with enemies chammed through the crates at Long doors

Third person

Visuals › World with the sky and lighting tint switched on over Dust II

World › sky and lighting tint

Visuals › Visibility over a live round: when hidden enemies are drawn, the reveal window and line-of-sight colours

Visuals › Visibility

Visuals › Particles: particle effects tied to game states, with the live effect editor

Visuals › Particles

In-game screenshot Chams and glow on enemies behind a wall

Every skin. Your seed.

Any finish on any gun, with the float, stickers and charm exactly where you want them.

  • Blue-gem seeds
  • Free sticker placement
  • Per-team inventories
GriefBot Skins › Weapons: a StatTrak AK-47 in the live preview above the grid of finishes

Weapons › finish

Sticker slots on the AK-47 with wear and position, above the sticker browser

Weapons › stickers

The charm picker for the AK-47 with pattern and position controls

Weapons › charm

Skins › Knives: a Butterfly Knife Doppler (Ruby) in the live preview with float and seed

Knives

Skins › Gloves: Specialist Gloves in the live preview above the glove finishes

Gloves

Skins › Agents: the chosen CT agent in the preview, with patch slots

Agents

Skins › Pet: a chicken riding on the agent's shoulder, with breed and stage

Pet

In-game screenshot Skins › Weapons with the live preview and stickers
Grenades 20 features

Every lineup, on screen.

Trajectories, lineups for every map, live timers and the exact spread of every fire.

  • Lineup library
  • Molotov spread
  • CS2 map guides
The predicted HE grenade arc and landing point while the pin is pulled

Trajectory prediction

A molotov's landing spread drawn on the ground before the throw, with the throw aim grid

Molotov landing preview

A burning molotov with its exact fire spread outlined and a countdown timer

Molotov spread and timer

Visuals › Grenades: grenade chams and glow, smoke and flash, live grenade timers, prediction and lineups

Visuals › Grenades

In-game screenshot A lineup with its arc and recipe card

Know who you're playing.

Ranks, parties, kick cooldowns, the enemy's next buy — and a replay through your killer's eyes.

  • Party detector
  • Enemy economy
  • Killer replay
Visuals › HUD: overlays, match intel (rank reveal, party detector, kick cooldowns), trackers and the HUD layout editor

HUD and match intel

The Players tab over a live round: player rules and profile intel from the Game Coordinator

Players › profile intel

In-game screenshot Scoreboard with ranks and party pills
Voice & chat 21 features

Loud in every language.

Clips straight into voice chat, a pedalboard of effects for your voice, live chat translation and AI trash-talk.

  • Sound board
  • Voice changer
  • Chat translate
GriefBot Misc › Sound board: clips with their waveforms, ready to play into voice chat

Sound board

The voice changer's presets (Natural, Deep, Demon, Chipmunk, Robot and more) with pitch, tone and effect controls

Voice changer

Misc › General: chat translation, AI trash-talk, send a message, vote kick and matchmaking helpers

Chat and match helpers

In-game screenshot Misc › Sound board with clips and the voice changer
Configs & menu 26 features

Any setting in one keystroke.

Ctrl+K finds every switch in the menu. Configs sync between your PCs, and the public library has everyone else's.

  • Command palette
  • Cloud sync
  • Public library
  • Pinned controls
The GriefBot Ctrl+K command palette searching for glow over the Config tab

Ctrl+K command palette

The command palette listing every chams setting, over a live CS2 round

Palette over a live round

The public config library: browse and filter shared configs by tag, and manage the ones you published

Public config library

In-game screenshot The Ctrl+K palette over the Config shelf
What's new

Shipped lately.

Every build and what it added, newest first. Keep loading to walk all the way back to day one.

October 2026

  • Rage freestanding

    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.

  • Anti-aim

    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.

  • Hide shots

    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.

  • Rage strafe

    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.

  • Autostrafer

    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.

v6.5.1
  • Freestanding

    No longer freezes the game on a white screen when a player dies at the moment it checks which way you should face.

  • Log missed shots

    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.

  • Hide shots

    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.

  • Rage

    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.

  • Extrapolate

    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.

  • Server pose

    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.

  • Targeting

    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.

  • Rage quick stop

    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.

  • Seed check

    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.

  • Feature health states

    Features broken on the current CS2 build say so in the menu header and on their own rows, with what to do next.

  • Legitbot stand-down notice

    Legitbot pages say when the rage bot owns the gun, so the pages do not read as armed while they are not.

  • Reset to defaults

    The active config's cog puts every setting back to stock, keeping your skins, pins and the menu key.

  • Switch config confirm

    Loading another config while the active one has unsaved edits asks first, with Save and switch, Discard and Cancel.

  • Keybinds

    Config has a Keybinds page listing every bound key with its mode, and a key shared by two switched-on features is marked.

  • What's new

    Home shows what shipped in a new build once, until you dismiss it.

  • First-run facts

    A fresh install opens on three facts: the menu key, Ctrl+K for search, and right-click to pin a row to Home.

  • Vote revealer

    Where the vote reveal card sits is kept across sessions, like every other HUD card.

  • Scripts

    A Lua script can call handle:set_help on each setting, and the menu shows its settings greyed while the script is off.

  • Hidden settings exposed

    Triggerbot visible-for time, which the bot already read from shared configs, is now a row beside reaction delay.

  • Needs X hints

    Rage strafe says it needs Autostrafer, a page greyed by its tab master names the switch, and the aimbot's team check reads deathmatch.

  • Keybind captures

    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.

  • Reset arrows

    Every slider and colour picker whose value is in the config has a one-click restore arrow when it has moved off the default.

  • HUD binds card

    The on-screen binds card lists every bound key the config holds, including per-weapon aim keys, record and play, and sound board clips.

  • Palette reaches cogs

    Ctrl+K finds rows inside the cog popups and jumps to them, opening the cog on the way.

v6.5
  • Log missed shots

    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.

  • Rage auto peek

    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.

  • Freestanding

    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.

  • Rage

    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.

  • Player ESP

    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.

  • Killer replay

    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.

  • Hide shots

    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.

  • Remove scope zoom

    A Visuals switch that keeps your normal field of view and mouse speed while scoped; the gun stays scoped with the same accuracy.

  • Remove scope overlay

    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.

  • Quick scope

    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.

  • Seed check

    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.

  • Extrapolate

    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.

  • Re-fire timer

    New ESP tag: after an enemy fires an AWP, Scout, Deagle, R8 or shotgun, counts down the seconds until that gun can shoot again.

  • Silent aim suspect

    New ESP tag that flags a player whose bullets land outside where they were looking, with the shot count and how many degrees off.

  • Anti-aim suspect

    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.

  • Bhop suspect

    New ESP tag that flags a player landing 7 or more perfect bunny hops in a row, with their longest chain.

  • Server pose

    New chams ghost showing where the server will test your shot on an enemy who broke lag compensation.

  • Lobby preview

    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.

  • Server rules

    Misc > Matchmaking lists the server's movement, lag-compensation, queue and mode settings in its cog, and backtrack and bhop adapt to them.

v6.4
  • Rage quick stop

    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.

  • Autowall

    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.

  • Rage bot

    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.

  • Freestanding

    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.

  • Anti-aim

    Your camera no longer looks at the floor behind you for a moment when you die.

  • Hide shots

    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.

  • CS2 build 2000935

    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.

  • Party mode

    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.

  • BlockBot

    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 Unpeek

    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.

  • Rage auto peek

    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 humanisation

    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.

  • Hit chance

    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.

  • Rage backtrack

    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.

  • Extrapolate

    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.

  • Pedalboard

    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.

  • Effect pedals

    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.

  • Ready-made boards

    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.

  • Clip shaping

    Drive has moved off each clip onto the Clips pedalboard, where every clip shares one chain of effects.

  • Adaptive damage

    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.

  • Rage minimum damage

    Wall-bangs are judged on their full predicted damage, the same as shots in the open.

v6.3
  • Door spam

    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.

  • Rage bot

    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.

  • Rage quick stop

    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.

  • Freestanding

    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.

  • Hit chance

    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.

  • Anti-aim

    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.

v6.2
  • Rage bot

    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.

  • Rage quick stop

    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.

  • Multipoint

    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.

  • Player chams

    Cost less frame time: the per-draw work on CS2's render threads skips repeated lookups and locks.

  • Party detector

    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.

  • StatTrak sync

    No longer causes a small hitch every 5 seconds: it only prepares an upload when a kill counter actually changed.

v6.1.1
  • Rage bot

    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.

  • Profile intel

    No longer floods Steam with lookups on servers with more than 32 players, which stuttered the game.

  • Hitboxes & hit area

    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

    Rage > Weapons now opens on the gun in your hand, or its class, like the Legitbot pages; multipoint rows show which hitbox they set.

  • Weapon strip

    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.

  • Unbind keys

    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.

  • Menu dropdowns

    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.

  • Menu controls

    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.

  • Triggerbot

    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.

  • Anti-aim

    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.

  • Movement

    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.

  • Fire control

    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.

  • Fake lag

    Removed: holding packets back made you walk slowly on the server.

  • Multipoint

    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.

  • Freestanding

    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.

  • Quick scope

    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.

  • Rage hitbox priority

    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.

  • Cloud sync

    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.

v6.1
  • Killer replay

    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.

  • Fire colour

    Molotov and incendiary flames can now take a separate colour per thrower - enemy, teammate and your own - the way smokes already do.

  • Rage

    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.

  • Rage per-weapon settings

    One template for everything, or separate settings per weapon class or per single weapon, picked from the same strip of gun thumbnails as Legitbot.

  • Targeting

    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.

  • Hit chance

    Fires only when the spread lands on the chosen hitbox at least this often, from 1 to 100%.

  • Rage minimum damage

    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.

  • Autowall

    Shoots through walls the bullet can actually cross, judged on the game's own bullet path, through up to 1 to 4 walls.

  • Multipoint

    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.

  • Rage backtrack

    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.

  • Delay shot

    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.

  • Refine shot

    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.

  • Rage quick stop

    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.

  • Quick scope

    Scopes in for you on the AWP, Scout and auto-snipers and fires once the zoom is in.

  • Force shot

    Hold a key to fire past the hit chance, or the Manual shot key to drop the damage bar too.

  • Visual aimbot

    Draws a line from your crosshair to the point the next shot takes, with its hitbox, damage, hit chance and why it is waiting.

  • Visible aim

    Turns your camera onto the target instead of aiming the shot on its own.

  • Seed check

    Fires on the moment the shot's spread seed lands it on the target, instead of on a hit chance.

  • Extrapolate

    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.

  • Avoid collision

    Skips any point with a teammate standing on the line to it.

  • Hit chance ESP

    Shows each enemy's best rage hit chance beside their ESP box, green when it clears your bar, placed like any other player tag.

  • Limiters

    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.

  • Log missed shots

    Adds every missed rage shot to the event log with why: spread, prediction, backtrack, damage, no impact or death.

  • Anti-aim

    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.

  • Anti-aim pitch

    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.

  • Anti-aim yaw

    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.

  • Anti-aim jitter

    Swings the yaw up to 90 degrees either side every tick, alternating or in three steps.

  • Manual anti-aim

    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.

  • Zeus bot

    With the Zeus out, zaps the first enemy it would kill, in reach and in sight, on your rage key.

  • Anti-aim mouse override

    Hold a key to steer your anti-aim with your mouse instead of from the nearest enemy.

  • Flip on hit

    Mirrors your anti-aim from left to right each time someone hits you.

  • Visuals under anti-aim

    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.

  • Tracers under silent aim

    A rage shot's tracer follows the angle the bullet actually left along, not your camera.

  • Triggerbot under anti-aim

    Its crosshair ray and aim guard read your camera, so an anti-aim angle on the wire no longer makes it refuse to fire.

  • Hitbox ESP readout

    Names the angle the server sees you at while anti-aim or a rage shot is on the wire.

  • Freestanding

    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.

  • Rage knife bot

    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.

  • BlockBot

    Land on a crouching teammate and it keeps you on their head, following them wherever they crouch-walk.

  • Pause menu

    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.

  • Rage freestanding

    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.

  • Rage hitbox priority

    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.

  • Anti-aim dial

    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.

  • Rage bot

    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.

  • Hitbox priority model

    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.

  • Damage and hit chance override

    Hold a key to swap in a second Minimum damage or Hit chance, set per weapon under each row's cog in Rage > Aim.

  • Body 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.

  • Safe point conditions

    Pulls every aim point well inside its hitbox on enemies in the air, after 1 to 5 misses, or while a key is held.

  • Lua scripts

    Scripts get vectors, timers, menu buttons, world-space lines and rings, player boxes and bones, grenades and fires, and 13 more game events.

  • Off-screen arrows

    No longer flicker or swing toward your anti-aim angle - the arrows, radar and sound bearing always follow where you are really looking.

  • Fake lag

    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.

  • Slow walk

    Hold its key to walk at the fastest speed your gun stays fully accurate at, scoped or not.

  • Fast ladder

    Climbs ladders up and down at twice the normal speed while your view stays where you look.

  • Air duck

    Crouches through every jump so you clear more, and stands you back up as you land.

  • Quick plant

    With the bomb out in a site, stops you and starts the plant at once; any movement key hands it back.

  • Auto buy

    Buys your primary, pistol, armour and utility the moment you spawn in a buy zone, skipping what you already hold.

  • Super toss

    Your grenades go where you look even on the run - your speed no longer bends the throw, a jump still adds height.

  • Spread circle

    A ring at the crosshair the size of your gun's spread right now, so you can see where every bullet can land.

  • Auto pistol

    Hold fire with a semi-auto pistol and it shoots again the moment the gun can.

  • Auto revolver

    Keeps the R8's hammer cocked while the rage key is held, so its shot leaves without the wind-up.

  • Headshot only

    A new rage key: while it is held every enemy is shot in the head and nowhere else.

  • Rage indicators

    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.

  • Skip limbs when moving

    No arm, leg or foot shots at a running enemy, whose limbs swing out of the point before the bullet lands.

  • Avoid backstab

    Anti-aim turns you to face an enemy with a knife out as soon as they are close enough to stab.

  • Anti-aim on use

    Holding use keeps your anti-aim; only the press itself and a defuse send your real angle.

  • Hitmarkers

    New miss sound for rage shots that miss and a hurt sound when someone damages you, each with its own switch.

  • Third person

    New Fade when scoped: your model turns see-through while you are scoped so it never blocks the shot.

  • Keybind list

    Now lists every rage key and the manual anti-aim keys, plus slow walk.

  • Backtrack

    Never aims at a position from before an enemy's lag-compensation break, which the server no longer has.

v6

Showing 8 of 77 builds

The full list

Every feature. All 286.

Nothing held back and nothing padded: this is the menu, page by page. Search it, or pick a tab.

Legitbot › Aimbot

Aimbot

Aim assist that moves like a hand: tuned per weapon, ranked by hitbox, with recoil it pulls the way a person would.

15
  • Aimbot

    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.

  • Per-weapon settings

    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.

  • Per-weapon keys

    A class or a single weapon can have its own key, falling back weapon → class → global.

  • Mouse motion activation

    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 to other weapons

    Copy aimbot or triggerbot settings and keys to every class, every weapon or one target in a click, or clear the overrides.

  • Hitbox priority model

    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.

  • Nearest to crosshair

    Aims at whichever enabled hitbox is closest to your crosshair, with an adjustable pull toward your priorities.

  • Minimum damage

    Skips hitboxes whose predicted damage after armour and walls is too low. A hitbox that would kill is always kept.

  • Recoil control

    Removes 0–100% of vertical and horizontal recoil while you spray. Shared by both bots, and the stronger setting wins.

  • Aim humanisation

    Shape every aim movement: seven curves including human min-jerk and overshoot, reaction delay, jitter, path bend and tremor, with an animated preview.

  • Recoil humanisation

    Recoil pull that reacts like a person — reaction time, pull duration, strength jitter and overshoot — previewed against the real kick.

  • Team check & visible only

    Ignore teammates, and targets you can't actually see.

  • Backtrack

    Lets an enemy's recent lag-compensated positions compete with the live one, up to 200 ms back. Shared with the triggerbot.

  • Backtrack on fire

    Rewinds your own manual shots to the best recent tick, even with both bots off.

  • VACnet safe mode

    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.

Legitbot › Triggerbot

Triggerbot

Fires when the shot will land: hit chance, wall damage, backtrack, and a knife bot that picks the killing swing.

11
  • Triggerbot

    Fires automatically when a valid target is under your crosshair. Its own key modes, per-weapon keys and per-class or per-weapon settings.

  • Knife bot

    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.

  • Hitboxes & hit area

    Click the real CS2 agent to choose which of seven hitboxes count, each with its own tolerance around the centre.

  • Hit chance & seeded mode

    Requires a spread hit-chance percentage. At 0 it switches to seeded mode and only fires when this exact shot's spread will hit.

  • Minimum damage (autowall)

    Only fires when the predicted damage, wall penetration included, meets your threshold.

  • Require visible

    Never fires through a wall.

  • Timing

    Reaction delay up to 1 s and an after-shot cooldown up to 2 s, each with ± randomisation.

  • Fire control

    Auto stop, standing only, through smoke and while flashed. Snipers add scoped only and auto scope.

  • Trigger recoil control

    Separate vertical and horizontal amounts per weapon, on the shared humanised recoil curve.

  • Trigger backtrack

    Also fires at recent lag-compensated ticks, picking the one with the best predicted damage.

  • Draw hitboxes

    Draws the capsules the triggerbot tests — for your target, every enemy or everyone — with its fire zone and labels.

Rage › General

Rage bot

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.

18
  • RageNew

    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.

  • TargetingNew

    Best shot takes the fastest kill, first on whoever can kill you soonest; or pick closest to crosshair, closest, lowest health or most damage.

  • Visible aimNew

    Turns your camera onto the target instead of aiming the shot on its own.

  • Force shotNew

    Hold a key to fire past the hit chance, or the Manual shot key to drop the damage bar too.

  • Damage and hit chance overrideNew

    Hold a key to swap in a second Minimum damage or Hit chance, set per weapon under each row's cog.

  • Headshot onlyNew

    Hold a key and every enemy is shot in the head and nowhere else.

  • Seed checkNew

    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.

  • Avoid collisionNew

    Skips any point with a teammate standing on the line to it.

  • Visual aimbotNew

    Draws a line from your crosshair to the point the next shot takes, with its hitbox, damage, hit chance and why it is waiting.

  • Hit chance ESPNew

    Shows each enemy's best rage hit chance beside their ESP box, green when it clears your bar, placed like any other player tag.

  • Log missed shotsNew

    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.

  • Rage indicatorsNew

    Under the crosshair, the overrides, body aim, headshot only and safe points you are holding, plus the side your manual anti-aim faces.

  • LimitersNew

    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.

  • Zeus botNew

    With the Zeus out, zaps the first enemy it would kill, in reach and in sight, on your rage key.

  • Rage knife botNew

    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.

  • Auto pistolNew

    Hold fire with a semi-auto pistol and it shoots again the moment the gun can.

  • Auto revolverNew

    Keeps the R8's hammer cocked while the rage key is held, so its shot leaves without the wind-up.

  • Rage auto peekNew

    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.

Rage › Weapons

Rage weapons

Per weapon class or single weapon: what a shot must clear, which hitboxes and points, body aim, and when it is taken.

14
  • Rage per-weapon settingsNew

    One template for everything, or separate settings per weapon class or per single weapon, picked from the same strip of gun thumbnails as Legitbot.

  • Hit chanceNew

    Fires only when the spread lands on the chosen hitbox at least this often, from 1 to 100%.

  • Rage minimum damageNew

    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.

  • Adaptive damageNew

    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.

  • AutowallNew

    Shoots through walls the bullet can actually cross, judged on the game's own bullet path, through up to 1 to 4 walls.

  • Rage hitbox priorityNew

    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.

  • MultipointNew

    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.

  • Body aimNew

    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.

  • Safe point conditionsNew

    Pulls every aim point well inside its hitbox on enemies in the air, after 1 to 5 misses, or while a key is held.

  • Skip limbs when movingNew

    No arm, leg or foot shots at a running enemy, whose limbs swing out of the point before the bullet lands.

  • Rage backtrackNew

    Shoots where an enemy was up to 12 ticks ago whenever that pose is the better shot, as far back as your ping allows.

  • Delay shotNew

    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.

  • Rage quick stopNew

    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.

  • Quick scopeNew

    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.

Rage › Anti-aim

Anti-aim

The angle the server sees between your shots, while you see, shoot and move as normal.

12
  • Anti-aimNew

    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.

  • Anti-aim dialNew

    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.

  • Anti-aim pitchNew

    Points your head down, up, level, at any custom angle, or swings it between up and down every tick.

  • Anti-aim yawNew

    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.

  • Anti-aim jitterNew

    Swings the yaw up to 90° either side every tick, alternating or in three steps.

  • Manual anti-aimNew

    Four toggle keys turn your anti-aim to face left, right, back or forward until you press them again.

  • Avoid backstabNew

    Turns you to face an enemy with a knife out as soon as they are close enough to stab.

  • Anti-aim on useNew

    Holding use keeps your anti-aim; only the press itself and a defuse send your real angle.

  • Hide shotsNew

    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.

  • Anti-aim mouse overrideNew

    Hold a key to steer your anti-aim with your mouse instead of from the nearest enemy.

  • Flip on hitNew

    Mirrors your anti-aim from left to right each time someone hits you.

  • FreestandingNew

    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.

Visuals › Player

Player ESP & chams

Boxes, tags, chams and glow on every player, laid out where you want them and previewed live on a real model.

31
  • Player ESP

    Draw enemies and/or teammates in your own colours for enemies, teammates and yourself — or each player's matchmaking colour.

  • Bounding box

    Full or corner box, optionally fitted to the bones so it hugs crouches and peeks, with gradient fill and soft glow.

  • Health bar

    Gradient HP bar with the number, a white ghost of the health just lost, and a light sweep on high HP.

  • Expected damageNew

    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.

  • Name, distance & skeleton

    Each player's name, distance in metres and bone skeleton.

  • Look directionNew

    A line from each player's eyes the way they are looking, out to the first wall, with a dot where it lands.

  • Snaplines

    Lines from the bottom, centre or top of your screen to each player, with outline and fade.

  • Status tags

    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.

  • Info tags

    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.

  • Re-fire timerNew

    After an enemy fires an AWP, Scout, Deagle, R8 or shotgun, counts down the seconds until that gun can shoot again.

  • Silent aim suspectNew

    Flags a player whose bullets land outside where they were looking, with how many shots and how many degrees off.

  • Anti-aim suspectNew

    Flags a player looking straight down while they move or shoot, jittering or spinning their view, or with their body twisted away from it.

  • Bhop suspectNew

    Flags a player who lands 7 or more perfect bunny hops in a row, with their longest chain.

  • Armour & ammo bars

    A thin bar above the box for armour (helmet or vest) and one below for the magazine.

  • Tag layout editor

    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 styling

    Text size from 0.5× to 2.5×, larger text for nearby players, and a coloured glow that stays readable over smoke.

  • GriefBot users chip

    Marks other GriefBot users in your match.

  • Player chams

    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.

  • 8 chams materials

    Flat, Shaded, Plastic, Metallic, Rainbow, a glowing-rim Glow, Pulse and a true triangle Wireframe.

  • Player glow

    The game's own outline glow through walls, in your colour, the matchmaking colour or by health.

  • Hit pose

    A ghost of the enemy in the pose they were in when your shot landed, coloured by hit, headshot, kill or headshot kill.

  • Backtrack chams

    A ghost model at the oldest tick you can still hit.

  • Backtrack trail

    Dots at each enemy's recent head positions, newest brightest.

  • Focused target

    A pulsing halo on the enemy nearest your crosshair.

  • Flashed dim

    Dims a flashed enemy's ESP, so you can see who's blind at a glance.

  • Distance fade

    Fades ESP down to 40% past a distance you set.

  • Ragdoll chams

    Recolours every corpse on the map.

  • Ragdoll gravity

    Changes gravity for corpses only, so bodies drop slowly, float or rise.

  • Out-of-PVS smoothingAlways on

    Players the server updates rarely glide between updates like everyone else, instead of jumping.

  • Live ESP previewAlways on

    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.

  • Preview weapon & view model

    Pick the gun or knife the preview holds, in your own skin, and replay its inspect animation.

Visuals › Visibility

Visibility

Decide when an enemy you can't see gets drawn — always, only when you hear them, or only once they're spotted.

5
  • Through walls master

    One switch: off, and ESP, the chams wall pass and glow only show enemies you can actually see.

  • Hidden-enemy reveal

    Separately for ESP, chams and glow: draw hidden enemies always, when heard, when spotted, or when heard or spotted.

  • Reveal window

    How long a heard or spotted enemy stays revealed, a fade to a frozen marker, and an optional line to where they really are.

  • Hearing

    What counts as heard: the engine's own sound volume, a minimum volume and an earshot range.

  • Line-of-sight colours

    Separate behind-wall and behind-smoke colours for ESP, glow and off-screen arrows.

Visuals › Weapon

Weapon

Your view model, your crosshair, and every gun lying on the floor.

10
  • Penetration crosshair

    Shows the damage your shot would do to the player under your crosshair, through cover — and says KILL when it's lethal.

  • Spread circleNew

    A ring at the crosshair the size of your gun's spread right now, so you can see where every bullet can land.

  • View model editor

    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.

  • View model chams

    Recolour your arms, sleeves and the gun in your hands.

  • Remove scope overlay

    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).

  • Remove scope zoomNew

    Keeps your normal field of view and mouse speed while scoped; the gun stays scoped with the same accuracy.

  • Sniper crosshair

    A dot or cross on snipers, with size, gap, thickness, outline and colour.

  • Dropped weapon ESP

    3D box, kill-feed icon and name on every gun and knife on the floor.

  • Dropped weapon chams

    Recolour floor weapons, visible and through walls.

  • Dropped weapon glow

    The game's outline on floor weapons, through walls.

Visuals › World

World

Repaint the map, clear the haze, and move the camera.

9
  • Third person

    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.

  • Remove fog

    Turns off the map's distance and volumetric fog.

  • Remove post-processing

    Clears bloom, vignette and colour grading.

  • Sky tint

    Recolour the map's sky, with brightness up to 4×.

  • Lighting tint

    Tint every light on the map and keep its shadows and highlights.

  • Wall tint

    Tint map geometry and keep its texture detail.

  • Bomb marker

    Icon on the dropped or planted C4, with chams and a through-wall glow.

  • Lethal zoneNew

    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.

  • Defuse kit marker

    Icon, chams and glow on dropped defuse kits.

Visuals › Grenades

Grenades

Every nade in the air, every fire on the ground, and the lineups to throw your own.

20
  • Grenade trajectory

    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.

  • Positions at pop

    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.

  • Auto throw

    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.

  • Super tossNew

    Your grenades go where you look even on the run - your speed no longer bends the throw, a jump still adds height.

  • Projectile ESP

    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.

  • Grenade chams

    Recolour thrown and dropped grenades separately, with optional wall passes.

  • Grenade glow

    Outlines thrown grenades in the thrower's colour, and dropped ones in their own.

  • Smoke visuals

    Thin smokes down to nothing, or recolour them per thrower. Only you see it.

  • Smoke outlineNew

    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.

  • Anti-flash

    Caps flashbang whiteout anywhere from 0 to 100%.

  • Molotov tracker

    Thrower's name and time left above every fire.

  • Molotov spread

    Outlines the fire's exact spread on the floor with the smoke outline's glowing edge, coloured per thrower.

  • Fire colourNew

    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.

  • Smoke puts it outNew

    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.

  • Molotov & smoke timers

    Countdowns over every fire and smoke — even ones already up when you joined — with an optional progress bar.

  • Lineup helper

    Lineups for the current map: where to stand, where to aim and how to throw, with the arc and a recipe card on screen.

  • Lineup library

    Every lineup for the map, nearest first, with focus, filter and cycle keys.

  • Record lineups

    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.

  • Import lineups

    Pull in a folder of lineup files, skipping ones you already have.

  • CS2 map guides bridge

    Import CS2's official guides for nine maps plus Workshop and local ones as lineups, and export yours as guides the game draws itself.

Visuals › HUD

HUD & intel

Timers, radar, arrows and the things the scoreboard won't tell you — on cards you place yourself.

23
  • HUD layout canvas

    Drag every overlay card around a mock of your screen with snapping, and watch the in-game card follow.

  • Killer replay

    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.

  • Bomb timer

    C4 countdown, whether a defuse makes it in time, and the blast damage you'd take.

  • Radar

    Your own overlay minimap, enemy blips on CS2's radar, or both.

  • Radar intel layers

    Smokes, fires, grenade landings, sound pings and last-known enemy spots on the radar.

  • Heard list

    Enemies you just heard, where they were and how long ago.

  • Off-screen arrows

    Arrows to players outside your view, with name, health, weapon, glow and distance fade.

  • Sound arrows

    Arrows that point only at enemies you heard, and pulse on every sound.

  • Aiming-at-you warning

    An enemy's arrow pulses while their crosshair is on your head.

  • Hitmarkers

    Crosshair flick, stacking damage numbers, a hit or kill sound, and optional sounds for a missed rage shot and for being hurt.

  • Impact markers

    An X where each of your hits landed on the enemy.

  • Bullet tracers

    Shot-to-impact lines for you, enemies or teammates, as a glowing beam or an overlay line.

  • Persistent kill feed

    Keeps kills in CS2's kill feed for the whole round, or as long as you like.

  • Event log

    A scrolling card of kills, damage by hitgroup, bomb events, buys, rounds, flashes and kicks.

  • Enemy economy

    Calls out the enemy's likely next buy — save, eco, force or full — whenever it changes.

  • Rank reveal

    Every player's rank on the scoreboard, mid-match.

  • Party detector

    Who queued together, as scoreboard pills, an ESP pill and a HUD card.

  • Lobby previewNew

    When a match is found, before you accept: both teams' parties, ranks, wins, levels and commendations, plus the map and data centre.

  • Kick cooldowns

    Kick messages re-posted with the reason and how long the cooldown lasts.

  • Vote revealer

    Who called a vote, and how everyone voted.

  • Spectator list

    Who's watching you, and in which camera mode.

  • Team-damage tracker

    Every teammate's team damage and team kills toward the kick, and a kicked teammate's cooldown in red beside their name.

  • Keybind list

    Every bound key on screen, lit while it's active.

Visuals › Particles

Particles

CS2's own particle effects, played on the moments you choose. Only you see them.

6
  • Particle effects

    Play CS2's own particle effects on players and events, visible only to you.

  • 29 trigger states

    On hit, death, footstep, shot, jump or land; bomb plant, defuse and explode; impacts, round start, flashed — or constantly on players.

  • Effect stacks

    Up to six effects per state, each with its own anchor, offset, delay, lifetime, colour and size.

  • State filters

    Cooldowns, only my hits, headshots only, a max range and a cap on overlapping plays.

  • Effect browser

    Curated effects plus every particle in the game files, searchable.

  • Spawn at crosshair

    A key drops your chosen effect wherever you aim.

Skins › Weapons

Weapon skins

Any finish on any gun, down to the seed, the float and exactly where each sticker sits.

15
  • Weapon skin changer

    Any finish on any gun from a searchable, rarity-coloured thumbnail grid, sorted by rarity, your most used or A–Z. Changes apply instantly.

  • Any finish, any gun

    Open the whole finish catalogue on any weapon, each finish labelled with the guns it normally comes on.

  • Rendered weapon list

    Every gun as a rendered thumbnail wearing its finish, stickers and charm, with StatTrak count and wear.

  • Live 3D preview

    The selected gun with its finish, stickers and charm, with pan and zoom.

  • Inspect in game

    Opens CS2's own inspect window on your item — finish, float, StatTrak, stickers, charm and name tag.

  • Seed & float

    Pattern seed and wear per gun.

  • Fade & blue %

    Shows the fade percentage or blue coverage for any seed you type.

  • Pattern intel

    Whether the seed changes anything on this finish, and its real float range — with a clamp when your float can't exist.

  • Special patterns

    Pick from catalogued community seeds for this exact gun and finish: blue gems by tier, Fire & Ice, full fades.

  • StatTrak

    StatTrak with a count you set, or Live, which adds one for every kill.

  • Stickers

    Five sticker slots per gun with real icons, wear per slot, and a searchable picker filtered by collection.

  • Sticker placement

    Move, rotate and scale stickers by dragging them on the live model, or type the values.

  • Sticker layout to every gun

    Copy one gun's stickers, wear and positions onto every gun that side buys.

  • Charms

    Every keychain charm in the game with its pattern number, one per gun — stock guns included.

  • Charm placement

    Drag the charm along the gun, type X/Y/Z or step through preset spots, then copy the spot to every charmed gun.

Skins › Knives · Gloves · Agents · Pet

Knives, gloves, agents & pet

Everything you carry and wear that isn't a gun.

5
  • Knife changer

    Any knife model, each remembering its own finish, wear, seed and StatTrak — with the kill-feed icon changed to match.

  • Glove changer

    Any glove model, each remembering its own finish, wear and seed.

  • Agent changer

    Any agent model from a searchable list with a live preview, separately for CT and T, applied on every spawn. Only you see it.

  • Agent patches

    Up to three patches on your CT and T agents, from a searchable icon grid.

  • Pet chicken changer

    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 › Inventory

In-game inventory

Skins and containers in CS2's own inventory, equipped and opened in the game's own menus.

3
  • In-game inventoryNew

    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.

  • Case openingNew

    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.

  • ContainersNew

    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.

Skins › Settings

Skin settings

Which skins go where, and who else gets to see them.

7
  • Separate skins per team

    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.

  • Own weapons only

    Only skins guns you bought or spawned with; guns you pick up keep their real finish. Saved with the loadout.

  • Finishes in the buy menu

    Your finishes, names and rarity colours in the buy menu, and your gloves on the buy-menu character.

  • Force special itemNew

    Every case you open from the in-game inventory drops a knife or gloves, from that case's own pool.

  • Shared skins

    Swap skin sets with other GriefBot users in your match, so you see each other's guns, knives, gloves and agents.

  • Name tag

    A custom name tag on every skinned item.

  • Global pattern seed

    One seed for every skin that doesn't set its own.

Players

Players

Everyone in the server on one page, with rules that follow them from match to match.

5
  • Live roster

    Every player with avatar, side, HP, money, callout, rank, party and level — search by name or note, and sort.

  • Per-player rules

    Mark anyone friend or ignore, set a priority, an ESP colour and a note. Rules survive config switches.

  • Rules drive the bots

    The aimbot skips friends and prefers priority targets, the triggerbot holds fire, and ESP takes their colour.

  • Profile intel

    Each player's level, XP, commends, medals and wins, straight from the game coordinator.

  • Saved rules

    Rules for players who've left, applied the moment they rejoin.

Misc › General

Match tools

Getting into a game, picking where it's hosted, and the small edges once you're in.

13
  • Region globe

    A spinning 3D globe with a pin for every data centre: drag, zoom, and click pins to allow or deny them.

  • Server region picker

    Limit matchmaking to the data centres you tick, from ~50 sites sorted by live ping, with a Nearest 3 button.

  • Auto accept

    Accepts a found match instantly, even while you're tabbed out.

  • Server rulesNew

    Lists the server's 22 movement, lag-compensation, queue and mode settings, and adapts backtrack and bhop to them.

  • Exit queue button

    Adds an EXIT button to the match-found dialog that works even after you've accepted.

  • Auto Stealer

    Grabs dropped guns that rank above the one you hold — under your crosshair or anywhere in your buy zone — and grenades too.

  • Steal list

    Drag every gun into your own order, with its price and a take or skip switch.

  • Last-tick defuse

    Hold a key while defusing and it finishes on the very last tick.

  • Door spamNew

    Hold the key while looking at a door and it is used 32 times a second, so it keeps turning back and barely moves.

  • Spectate enemies

    While dead, cycle through every living player, enemies included.

  • Anti-AFKNew

    Takes a tiny step out and back after 20 seconds without input, so you are never kicked for being idle.

  • Quick plantNew

    With the bomb out in a site, stops you and starts the plant at once; any movement key hands it back.

  • Auto buyNew

    Buys your primary, pistol, armour and utility the moment you spawn in a buy zone, skipping what you already hold.

Misc › General

Chat & social

Read every language, talk back in any of them, and say things in other people's names.

9
  • Chat translate

    Foreign chat translated into English as it arrives, with the original underneath — and optionally posted for your team.

  • Send translated

    Type in the menu and it's sent translated into any language seen in chat, team-only if you like.

  • Send as another player

    Post a chat line under any player's name in the match, then switch back to your own.

  • AI trash-talk

    An AI model writes your chat lines in a personality you choose, replies to others and taunts after kills, with a human typing delay.

  • Vote kick as teammate

    Start a kick vote under one teammate's name against another.

  • Steam quick invite

    A one-click Steam friend link that needs no accept, with your own number of uses and expiry.

  • Account switcherNew

    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.

  • Name changer

    Set your in-game name from the menu.

  • Team colour

    Pick your matchmaking colour; it applies from your next connect.

Misc › Movement

Movement

Every hop on the tick, every stop on a dime.

12
  • Bhop

    Hold jump and it jumps again on the exact tick you land.

  • Autostrafer

    Steers your air-strafes while you hop; just look where you want to go.

  • Rage strafe

    Hold WASD to pick the direction you strafe in, no mouse needed: D swings you right, S turns you around.

  • JumpBug

    Jumps on the tick you land after a drop, cancelling the fall damage.

  • Air duckNew

    Crouches through every jump so you clear more, and stands you back up as you land.

  • Slow walkNew

    Hold its key to walk at the fastest speed your gun stays fully accurate at, scoped or not.

  • Fast ladderNew

    Climbs ladders up and down at twice the normal speed while your view stays where you look.

  • Edge JumpNew

    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.

  • Quick Stop

    Taps the opposite key when you let go of a movement key, so you stop dead.

  • Auto Unpeek

    Mark a spot, peek out yourself, and the moment you fire it drives you back and stops dead on the spot.

  • BlockBot

    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.

  • Movement recorderNew

    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.

Misc › Sound board

Sound board & voice

Play your own clips down CS2's voice chat, and change what your real voice sounds like.

12
  • Sound board

    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.

  • Clip import

    Drop in mp3, wav, flac, m4a, aac or wma files.

  • Waveform trim editor

    Trim on a zoomable waveform with a live playhead, or cut the silence off both ends in one click.

  • Clip shaping

    Gain, normalise, speed, fades, reverse and loop per clip — then export the result as a WAV.

  • Clip hotkeys

    A key for every clip, plus a stop-everything key.

  • Party modeNew

    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.

  • Voice changer

    Changes your real mic voice before CS2 encodes it, so everyone hears it through normal voice chat.

  • PedalboardNew

    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.

  • Effect pedals

    13 pedals: gate, compressor, EQ, filter, a pitch shifter that keeps your voice natural, synth, whisper, radio, drive, crush, chorus, delay and reverb.

  • Ready-made boards

    14 starting boards, from Clean and Broadcast to Deep, Giant, Radio, Synth, Whisper and Arena, one click each with an undo.

  • Hear yourself & bypass key

    Hear your changed voice as you talk, and flip back to your own on a key.

  • Live voice scope

    A before-and-after view of your mic and what everyone else hears.

Scripts

Lua scripts

Your own overlays in a few lines of Lua, with their own settings in the menu.

5
  • Lua scriptsNew

    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.

  • Script settingsNew

    A script can add switches, sliders, dropdowns, colours, keys and buttons, drawn in its card's cog and saved for you.

  • Script outputNew

    Everything a script prints, and the exact line and message when one stops, in one panel under your scripts.

  • Script sandboxNew

    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.

  • Script libraryNew

    Publish a script to the public library, or get other people's: they install switched off until you turn them on.

Config

Configs & loadouts

Settings and skins saved apart, synced between your PCs, and shared with everyone else.

12
  • Configs

    Save, load, rename and delete named profiles. Every edit saves itself the moment you make it.

  • Config shelf

    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.

  • Skin loadouts

    Skins live in loadouts, apart from settings, and each config remembers which loadout it wears.

  • Loadout preview

    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.

  • Cloud sync

    Configs and loadouts follow you across PCs, with push, pull and a list of exactly which settings differ.

  • StatTrak sync

    Live StatTrak counts sync across your machines.

  • Clipboard sharing

    Copy a config or loadout as text, and paste a friend's in without touching yours.

  • Public library

    Browse configs and loadouts other users published — search, tags, trending, most starred, most used.

  • Publish & stars

    Publish your own with a description and auto-derived tags, star other people's, and pull updates when authors change theirs.

  • All keybindsNew

    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.

  • Reset to defaultsNew

    The active config's cog puts every setting back to stock. Your skins, pins on Home, menu key, size and font are kept.

  • Switch-config confirmNew

    Loading another config while the active one has unsaved edits asks first, with Save and switch, Discard and Cancel.

Home · header · everywhere

The menu

One window on F2 that finds any setting in a keystroke and remembers how you like it.

14
  • Command palette

    Ctrl+K searches every setting, page and action, including rows inside the cog popups — Enter jumps to it (opening the cog on the way) or flips a switch in place.

  • Home dashboard

    Session time and FPS, the live match — map, players alive, side, money, rank — and your K/D, headshot %, ADR and best round.

  • What's newNew

    Home shows what shipped in a new build once, until you dismiss it.

  • First-run factsNew

    A fresh install opens on three facts: the menu key, Ctrl+K for search, and right-click to pin a row to Home.

  • Feature healthNew

    Features that cannot run on the current CS2 build say so in the menu header and on their own rows, with what to do next.

  • Account cardNewAlways on

    The foot of the sidebar is your griefbot.net account as the forum shows it: picture, name in its forum colour, plan tag with the days left, and the build version.

  • Pinned controls

    Right-click any switch, slider or button to pin the real control to Home — up to 12.

  • Header master switches

    Legitbot, Visuals, Misc and Skins on or off, one click away on every page.

  • Baking status

    A pill in the header while skin tiles bake: the weapon and finish in flight, how far through the job it is, a bar that fills, and a word when the game menu is needed.

  • Accent, font & size

    Any accent colour, any installed font, menu scale 85–130% and HUD scale 75–160%.

  • Menu key

    Opens on F2 by default; rebind it to any key.

  • Help on every control

    Hover help on nearly every row, still readable when a control is greyed out.

  • Frame timing graph

    Milliseconds per frame over the last two seconds, so every stutter shows.

  • Diagnostics overlay

    A profiler that tells you whether a slow frame is the overlay or the game.

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