GriefBot v6.3
Released · the newest build
Rage quick stop
Rage › WeaponsJump 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
Rage › WeaponsNo 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
Rage › Anti-aimWhen 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
Rage › Anti-aimYour 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
Misc › MovementMeets 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
Legitbot › AimbotAim 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
Rage › WeaponsNow 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
Rage › WeaponsCounts 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
Rage › GeneralAgainst 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
Misc › Sound boardDrive 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
Rage › WeaponsWall-bangs are judged on their full predicted damage, the same as shots in the open.