GriefBot v6
Released · the newest build
Killer replay
Visuals › HUDSmoke 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
Visuals › GrenadesMolotov and incendiary flames can now take a separate colour per thrower - enemy, teammate and your own - the way smokes already do.
Rage
Rage › GeneralAims 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
Rage › WeaponsOne template for everything, or separate settings per weapon class or per single weapon, picked from the same strip of gun thumbnails as Legitbot.
Targeting
Rage › GeneralPicks 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
Rage › WeaponsFires only when the spread lands on the chosen hitbox at least this often, from 1 to 100%.
Rage minimum damage
Rage › WeaponsTakes 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
Rage › WeaponsShoots through walls the bullet can actually cross, judged on the game's own bullet path, through up to 1 to 4 walls.
Multipoint
Rage › WeaponsAims 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
Rage › WeaponsShoots 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
Rage › WeaponsWaits 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
Rage › WeaponsStops 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
Rage › WeaponsScopes in for you on the AWP, Scout and auto-snipers and fires once the zoom is in.
Force shot
Rage › GeneralHold a key to fire past the hit chance, or the Manual shot key to drop the damage bar too.
Visual aimbot
Rage › GeneralDraws 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
Rage › GeneralTurns your camera onto the target instead of aiming the shot on its own.
Seed check
Rage › GeneralFires on the moment the shot's spread seed lands it on the target, instead of on a hit chance.
Extrapolate
Rage › GeneralLeads 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
Rage › GeneralSkips any point with a teammate standing on the line to it.
Hit chance ESP
Rage › GeneralShows each enemy's best rage hit chance beside their ESP box, green when it clears your bar, placed like any other player tag.
Limiters
Rage › GeneralCaps 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
Rage › GeneralAdds every missed rage shot to the event log with why: spread, prediction, backtrack, damage, no impact or death.
Anti-aim
Rage › Anti-aimSends 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
Rage › Anti-aimPoints 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
Rage › Anti-aimFaces 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
Rage › Anti-aimSwings the yaw up to 90 degrees either side every tick, alternating or in three steps.
Manual anti-aim
Rage › Anti-aimThree 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
Rage › GeneralWith the Zeus out, zaps the first enemy it would kill, in reach and in sight, on your rage key.
Anti-aim mouse override
Rage › Anti-aimHold a key to steer your anti-aim with your mouse instead of from the nearest enemy.
Flip on hit
Rage › Anti-aimMirrors 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
Rage › Anti-aimPicks 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
Rage › GeneralWith 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
Misc › MovementLand 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
Rage › WeaponsRank 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-aimRage > 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
Legitbot › Aimbot1st 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
Rage › GeneralHold 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
Rage › WeaponsPrefer 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
Rage › WeaponsPulls 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
ScriptsScripts 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
Visuals › HUDNo longer flicker or swing toward your anti-aim angle - the arrows, radar and sound bearing always follow where you are really looking.
Fake lag
Rage › Anti-aimHolds 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
Misc › MovementHold its key to walk at the fastest speed your gun stays fully accurate at, scoped or not.
Fast ladder
Misc › MovementClimbs ladders up and down at twice the normal speed while your view stays where you look.
Air duck
Misc › MovementCrouches through every jump so you clear more, and stands you back up as you land.
Quick plant
Misc › GeneralWith the bomb out in a site, stops you and starts the plant at once; any movement key hands it back.
Auto buy
Misc › GeneralBuys your primary, pistol, armour and utility the moment you spawn in a buy zone, skipping what you already hold.
Super toss
Visuals › GrenadesYour grenades go where you look even on the run - your speed no longer bends the throw, a jump still adds height.
Spread circle
Visuals › WeaponA ring at the crosshair the size of your gun's spread right now, so you can see where every bullet can land.
Auto pistol
Rage › GeneralHold fire with a semi-auto pistol and it shoots again the moment the gun can.
Auto revolver
Rage › GeneralKeeps the R8's hammer cocked while the rage key is held, so its shot leaves without the wind-up.
Headshot only
Rage › GeneralA new rage key: while it is held every enemy is shot in the head and nowhere else.
Rage indicators
Rage › GeneralUnder 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
Rage › WeaponsNo arm, leg or foot shots at a running enemy, whose limbs swing out of the point before the bullet lands.
Avoid backstab
Rage › Anti-aimAnti-aim turns you to face an enemy with a knife out as soon as they are close enough to stab.
Anti-aim on use
Rage › Anti-aimHolding use keeps your anti-aim; only the press itself and a defuse send your real angle.
Hitmarkers
Visuals › HUDNew miss sound for rage shots that miss and a hurt sound when someone damages you, each with its own switch.
Third person
Visuals › WorldNew Fade when scoped: your model turns see-through while you are scoped so it never blocks the shot.
Keybind list
Visuals › HUDNow lists every rage key and the manual anti-aim keys, plus slow walk.
Backtrack
Legitbot › AimbotNever aims at a position from before an enemy's lag-compensation break, which the server no longer has.