Documentation

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CrystalAura

CrystalAura is the all-in-one tool for crystal PvP: it automatically places end crystals next to your target and then attacks them to detonate, dealing huge burst damage. When enabled it constantly scans for the best spot where an explosion hurts the enemy far more than it hurts you, places a crystal there (using obsidian or bedrock as a base), and breaks it the instant it appears. Built-in damage checks keep you from blowing yourself up, and it only ever acts on positions that clear your thresholds. It's also known by its alias AutoCrystal.

It pairs naturally with crystal-PvP setups — for example Surround and AutoTrap to protect yourself, and it can react to client-side block breaks from PacketMine. The many triggers, prediction options, and the BasePlace builder let you tune it for anything from a legit tick-based aura to an extremely fast, ID-predicting double. CrystalAura turns itself off when you leave a server.

Category: Combat Enabled by default: No

Settings

SettingTypeDefaultRangeDescription
TargetSetting GroupSee Shared: Target.
PlaceToggleable GroupOnWhether (and how) CrystalAura places crystals. Turn off to only destroy.
Place → SwingChoiceDoNotHideDoNotHide, HideForBoth, HideForClient, HideForServerWhether and to whom your arm swing is shown when placing.
Place → SwitchChoiceSilentSilent, Normal, NoneHow the client switches to your crystals — silently, like a normal hotbar swap, or not at all.
Place → 1_12_2TogglefalseUse 1.12.2-style placement rules (requires two air blocks above the base).
Place → DelayInteger00..1000 msMinimum wait between placements.
Place → RangeDecimal4.51.0..6.0Maximum reach for placing crystals you can see.
Place → WallsRangeDecimal4.50.0..6.0Maximum reach for placing through walls/blocks.
Place → OnlyAboveTogglefalseOnly place on the top face of blocks. Outdated and usually not recommended.
Place → SequencedTogglefalsePlace using a sequenced (confirmed) interaction, which can be safer on some servers.
Place → NotFacingAwayTogglefalseAvoid placing on block faces that point away from you. Only applies without OnlyAbove.
Place → JitterTogglefalseSlightly varies aim between placements. Only applies without OnlyAbove.
Place → TargetRenderingToggleable GroupOnSee Shared: Placement Rendering.
DestroyToggleable GroupOnWhether (and how) CrystalAura attacks crystals to detonate them.
Destroy → SwingChoiceDoNotHideDoNotHide, HideForBoth, HideForClient, HideForServerWhether and to whom your arm swing is shown when breaking.
Destroy → DelayInteger00..1000 msMinimum wait between attacks.
Destroy → RangeDecimal4.51.0..6.0Maximum reach for breaking crystals you can see.
Destroy → WallsRangeDecimal4.50.0..6.0Maximum reach for breaking through walls/blocks.
Destroy → PrioritizeVisibleFacesTogglefalsePrefer crystal faces you can actually see. More legit, but may slow the aura down.
DamageSetting GroupThresholds that decide whether a crystal is worth placing or breaking.
Damage → MaxSelfDamageDecimal2.00.0..10.0Won't act if the explosion would deal you more than this much damage.
Damage → MaxFriendDamageDecimal1.00.0..10.0Won't act if it would deal a friend more than this much damage.
Damage → MinEnemyDamageDecimal3.00.0..10.0Only acts if the enemy would take at least this much damage.
Damage → AntiSuicideToggletrueNever place or break a crystal that would kill you.
Damage → EfficientToggletrueOnly act when the enemy takes more damage than you do.
Damage → TerrainToggletrueIgnores blocks the blast would destroy when estimating damage, for more accurate numbers.
TriggersSetting GroupWhich game events cause CrystalAura to recheck and act.
Triggers → NotWhileUsingItemTogglefalsePause while you're using an item (eating, drinking, blocking) to avoid anticheat flags.
Triggers → Off-ThreadToggletrueRun calculations on a separate thread to reduce FPS impact.
Triggers → TickToggletrueAct every tick. The most legit trigger.
Triggers → BlockChangeToggletrueReact the moment a block is broken in the aura's area, e.g. to instantly fill enemy surrounds.
Triggers → ClientBlockBreakToggletrueReact even earlier on blocks broken client-side (useful with PacketMine).
Triggers → CrystalSpawnToggletrueReact when a crystal spawns.
Triggers → CrystalDestroyToggletrueReact when a crystal is removed.
Triggers → ExplodeSoundToggletrueReact when an explosion sound is received.
Triggers → EntityMoveToggletrueReact when a nearby entity moves.
Triggers → SelfMoveTogglefalseReact when you move.
PredictSetting GroupUses simulated future positions to judge damage and placement.
Predict → SelfToggleable GroupOnPredict your own future position.
Predict → Self → PlaceTicksInteger20..20Ticks ahead to predict for placing (roughly 20 ÷ your crystals-per-second).
Predict → Self → BreakTicksInteger10..20Ticks ahead to predict for breaking. Normally lower than PlaceTicks.
Predict → Self → BasePlaceTicksInteger40..20Ticks ahead to predict for base-place. Normally higher than PlaceTicks.
Predict → Self → CalculationModeMode SelectorBothBoth, PredictOnlyHow the predicted data is used for damage calculation.
Predict → Self → CalculationMode → [Both] → LogicChoiceAndAnd, OrCombine the current and predicted damage values with And or Or.
Predict → Self → CheckIntersectToggletrueSkip spots your predicted position would block.
Predict → TargetToggleable GroupOnPredict the target's future position.
Predict → Target → PlaceTicksInteger20..20Ticks ahead to predict for placing (roughly 20 ÷ your crystals-per-second).
Predict → Target → BreakTicksInteger10..20Ticks ahead to predict for breaking. Normally lower than PlaceTicks.
Predict → Target → BasePlaceTicksInteger40..20Ticks ahead to predict for base-place. Normally higher than PlaceTicks.
Predict → Target → CalculationModeMode SelectorBothBoth, PredictOnlyHow the predicted data is used for damage calculation.
Predict → Target → CalculationMode → [Both] → LogicChoiceAndAnd, OrCombine the current and predicted damage values with And or Or.
Predict → Target → CheckIntersectToggletrueSkip spots the target's predicted position would block.
IDPredictToggleable GroupOnSends the break packet instantly by guessing the new crystal's entity ID, for very fast doubles.
IDPredict → OffsetRangeInteger Range1..21..100Range of entity-ID offsets to attack.
IDPredict → SwingAlwaysTogglefalseSwing before every attack instead of only once.
IDPredict → RotateToggleable GroupOnSend an extra rotation packet before the predicted attack.
IDPredict → Rotate → BackTogglefalseRotate back to your original view afterward.
SetDeadToggleable GroupOnInstantly removes hit crystals from the world instead of waiting for the server, allowing faster re-placement.
SetDead → ConfirmTimeInteger15010..2000 msHow long to wait before restoring a crystal if no confirmation arrives.
BasePlaceToggleable GroupOnBuilds obsidian/bedrock bases to create better crystal spots.
BasePlace → CalcDelayInteger1200..1000 msHow long to wait before starting a new base-place calculation.
BasePlace → TimeOutInteger2400..5000 msAfter this long, the planned base placement is cleared.
BasePlace → PlatformOnlyTogglefalseOnly build directly below the enemy.
BasePlace → OnlyAboveSelfTogglefalseOnly build at or above your own level, so you don't help the enemy.
BasePlace → TerrainToggletrueExclude terrain for base-place damage estimates. Only has an effect when Damage → Terrain is on.
BasePlace → SimulateMovementToggleable GroupOnMake sure you won't walk into the base placement.
BasePlace → SimulateMovement → TicksInteger31..20How many ticks of your movement are simulated.
BasePlace → SimulateMovement → ErrorDecimal0.10.0..2.0How much your hitbox grows per simulated tick.
BasePlace → SimulateMovement → ErrorStepDecimal0.050.0..1.0How much the growth increases each tick.
BasePlace → SimulateMovement → DownErrorTogglefalseAlso extend the simulated hitbox downward.
BasePlace → SimulateMovement → AntiPlatformSimulateToggletrueExclude levels you might step onto, so you don't build a platform for the enemy.
BasePlace → MinAdvantageDecimal2.00.1..10.0Extra damage a base-place spot must offer over a normal spot to be worth it.
BasePlace → PlacingSetting GroupSee Shared: Block Placer.
TargetRenderingToggleable GroupOnSee Shared: TargetRendering.
RotationModeMode SelectorNormalNormal, NoneHow the client aims when placing and breaking.
RotationMode → [Normal] → PostMoveTogglefalseApply the rotation after movement.
RotationMode → [Normal] → InstantTogglefalseSnap to the rotation instantly.
RotationMode → [Normal] → RotationsSetting GroupSee Shared: Rotations.
RotationMode → [Normal] → IgnoreOpenInventoryToggletrueKeep rotating even while your inventory is open.
RotationMode → [None] → PostMoveTogglefalseApply the rotation after movement.
RotationMode → [None] → InstantTogglefalseSnap to the rotation instantly.
RotationMode → [None] → SendRotationPacketTogglefalseSend a rotation packet even though no aiming is performed.

Last updated: 2026-06-08 — Based on source code