Documentation

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KillAura

KillAura automatically locks on to nearby enemies and attacks them on every available click according to your Clicker schedule — without requiring you to click manually. It selects the best target within your configured Range, adjusts your view using Rotations and AimPoint, and fires attacks as fast as your attack cooldown and click settings allow. The Requires setting gates activation behind one or more conditions such as holding a weapon or pressing the attack key, giving you precise control over when the aura fires.

Several optional sub-systems extend the base behaviour. AutoBlocking makes KillAura shield or sword-block between swings, improving your effective defence. FailSwing performs a fake swing when no valid target is in reach, disguising KillAura's idle pattern from anti-cheat systems. FightBot (powered by AutoWalk) navigates you toward your target automatically, and RangeIndicator draws a ground circle showing your current attack radius. For a stronger setup, combine KillAura with Velocity to reduce incoming knockback and AutoWeapon to automatically switch to the best weapon for each target.

Category: Combat Enabled by default: No

Settings

SettingTypeDefaultRangeDescription
ClickerSetting GroupSee Shared: Clicker.
RangeSetting GroupSee Shared: Range.
TargetSetting GroupSee Shared: Target.
RotationsSetting GroupSee Shared: Rotations.
AimPointSetting GroupSee Shared: AimPoint.
RequiresMulti-SelectWeaponClick | Weapon | EmptyHand | VanillaName | NotBreakingConditions that must all be met for KillAura to activate. Click requires the attack key to be held or recently pressed; Weapon requires a sword, axe, or mace in the main hand; EmptyHand requires an empty main hand; VanillaName requires no custom item name; NotBreaking requires that you are not currently mining a block.
RaycastChoiceEnemyNone | Enemy | AllWhich entities can obstruct the attack hit-ray. None ignores all obstructions; Enemy only considers attackable entities; All considers any entity including non-targets.
CriticalsChoiceIgnoreSmart | Ignore | AlwaysCritical-hit timing mode. Smart times attacks to land critical hits when possible; Ignore attacks without waiting for crit conditions; Always only attacks when a critical hit can be dealt.
KeepSprintTogglefalseWhen enabled, preserves your sprint momentum after each attack rather than letting it reset.
IgnoreOpenInventoryToggletrueWhen enabled, KillAura continues targeting and attacking even while your inventory or a container screen is open.
SimulateInventoryClosingToggletrueSends a fake inventory-close packet to the server before each attack, allowing hits while the inventory remains open on your client.
AutoBlockingToggleable GroupOnAutomatically blocks with your shield or sword between attacks to improve your defence.
AutoBlocking → BlockModeChoiceFakeBasic | Interact | FakeHow the block action is sent. Basic uses a plain use-item packet; Interact right-clicks the entity or block in your crosshair; Fake only shows the blocking animation client-side without actually blocking on the server.
AutoBlocking → SimulateVanillaUseToggletrueMakes the blocking interaction behave like a vanilla right-click, which is more consistent with normal gameplay and less detectable.
AutoBlocking → UnblockModeChoiceStopUsingItemStopUsingItem | ChangeSlot | SwapHand | NoneHow KillAura cancels the block before each attack. StopUsingItem sends a release-item packet; ChangeSlot briefly switches hotbar slots; SwapHand sends two swap-hand packets; None keeps the block active during the attack.
AutoBlocking → ReblockInteger Range0..00..3 ticksRandom delay in ticks before re-engaging the block after an attack.
AutoBlocking → PauseOnUnblockInteger Range0..00..3 ticksRandom pause in ticks after unblocking before the next attack is allowed to fire.
AutoBlocking → ChanceDecimal100.00.0..100.0 %Probability that AutoBlocking will attempt to block on each cycle. Lower values make blocking appear more randomised.
AutoBlocking → BlinkInteger00..10 ticksNumber of ticks to queue outgoing packets while blocking, simulating a brief connection lag.
AutoBlocking → PrioritizeBlockingToggletrueReduces attack rate to ensure a block is fully established before each strike.
AutoBlocking → OnScanRangeTogglefalseStarts blocking when a target enters scan range but has not yet reached attack range.
AutoBlocking → OnlyWhenInDangerTogglefalseRestricts AutoBlocking to situations where a target is actively aiming at you.
AutoBlocking → AssumeShieldTogglefalseTreats the main-hand item as shield-capable on servers that do not support the 1.9+ offhand protocol, useful for 1.8-based servers.
TargetRenderingToggleable GroupOnSee Shared: TargetRendering.
FailSwingToggleable GroupOffPerforms a fake swing when no valid target is in attack range, disguising KillAura's idle timing pattern from anti-cheat.
FailSwing → AdditionalRangeDecimal Range2.5..3.00.0..10.0Extra range beyond the normal attack range within which a fake swing can be triggered.
FailSwing → NotifyWhenFailMode SelectorBoxNone | Box | SoundFeedback when a swing misses. None gives no feedback; Box renders a small indicator at the missed hit position; Sound plays an audio click.
FailSwing → NotifyWhenFail → [Mode: Box] → FadeInteger41..10 secsHow long the miss indicator box stays visible before fading out.
FailSwing → NotifyWhenFail → [Mode: Box] → ColorColorFill colour of the miss indicator box.
FailSwing → NotifyWhenFail → [Mode: Box] → RainbowTogglefalseCycles the miss indicator box through rainbow colours instead of using a fixed colour.
FailSwing → NotifyWhenFail → [Mode: Sound] → VolumeDecimal50.00.0..100.0Volume of the miss notification sound.
FailSwing → NotifyWhenFail → [Mode: Sound] → PitchDecimal0.80.0..2.0Pitch of the miss notification sound.
FightBotToggleable GroupOffSee Shared: AutoWalk.
RangeIndicatorToggleable GroupOffRenders a circle on the ground around you visualising your current attack range.
RangeIndicator → ColorModeChoiceStaticStatic | Rainbow | DistanceColour scheme for the range circle. Static blends between idle and active colours; Rainbow cycles through all hues; Distance interpolates colour based on how close the current target is.
RangeIndicator → IdleColorColorColour of the range circle when no target is selected.
RangeIndicator → ActiveColorColorColour of the range circle when a target is locked.
RangeIndicator → OutlineToggletrueDraws an outline along the edge of the range circle.
RangeIndicator → OutlineColorColorColour of the range circle outline.
RangeIndicator → PulseAnimationTogglefalseAnimates the circle with a rhythmic size pulse.
RangeIndicator → PulseSpeedDecimal2.00.5..5.0Frequency of the pulse animation cycle.
RangeIndicator → PulseIntensityDecimal0.150.05..0.5Amplitude of the pulse as a fraction of the circle radius.
RangeIndicator → FadeAnimationToggletrueSmoothly transitions the circle between idle and active colours rather than switching instantly.
RangeIndicator → FadeSpeedDecimal0.10.01..0.5Speed of the colour transition between idle and active states.
RangeIndicator → WallRangeColorColorColour of the through-walls range ring. Set alpha to 0 to hide it.
RangeIndicator → ScanRangeColorColorColour of the scan range ring. Set alpha to 0 to hide it.
RangeIndicator → OpponentRangeColorColorColour of the opponent's estimated range ring. Set alpha to 0 to hide it.
RangeIndicator → HideWhenDeadToggletrueHides the indicator while your character is dead.
RangeIndicator → HideWhenSpectatorToggletrueHides the indicator while in spectator mode.
RangeIndicator → HideInVehicleTogglefalseHides the indicator while you are riding a vehicle.
RangeIndicator → RespectInventorySettingToggletrueHides the indicator when a container is open and IgnoreOpenInventory is turned off.
RangeIndicator → CanBeCoveredTogglefalseAllows blocks and terrain to render on top of the range circle, enabling depth testing.

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