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
| Setting | Type | Default | Range | Description |
|---|---|---|---|---|
| Clicker | Setting Group | — | — | See Shared: Clicker. |
| Range | Setting Group | — | — | See Shared: Range. |
| Target | Setting Group | — | — | See Shared: Target. |
| Rotations | Setting Group | — | — | See Shared: Rotations. |
| AimPoint | Setting Group | — | — | See Shared: AimPoint. |
| Requires | Multi-Select | Weapon | Click | Weapon | EmptyHand | VanillaName | NotBreaking | Conditions 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. |
| Raycast | Choice | Enemy | None | Enemy | All | Which entities can obstruct the attack hit-ray. None ignores all obstructions; Enemy only considers attackable entities; All considers any entity including non-targets. |
| Criticals | Choice | Ignore | Smart | Ignore | Always | Critical-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. |
| KeepSprint | Toggle | false | — | When enabled, preserves your sprint momentum after each attack rather than letting it reset. |
| IgnoreOpenInventory | Toggle | true | — | When enabled, KillAura continues targeting and attacking even while your inventory or a container screen is open. |
| SimulateInventoryClosing | Toggle | true | — | Sends a fake inventory-close packet to the server before each attack, allowing hits while the inventory remains open on your client. |
| AutoBlocking | Toggleable Group | On | — | Automatically blocks with your shield or sword between attacks to improve your defence. |
| AutoBlocking → BlockMode | Choice | Fake | Basic | Interact | Fake | How 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 → SimulateVanillaUse | Toggle | true | — | Makes the blocking interaction behave like a vanilla right-click, which is more consistent with normal gameplay and less detectable. |
| AutoBlocking → UnblockMode | Choice | StopUsingItem | StopUsingItem | ChangeSlot | SwapHand | None | How 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 → Reblock | Integer Range | 0..0 | 0..3 ticks | Random delay in ticks before re-engaging the block after an attack. |
| AutoBlocking → PauseOnUnblock | Integer Range | 0..0 | 0..3 ticks | Random pause in ticks after unblocking before the next attack is allowed to fire. |
| AutoBlocking → Chance | Decimal | 100.0 | 0.0..100.0 % | Probability that AutoBlocking will attempt to block on each cycle. Lower values make blocking appear more randomised. |
| AutoBlocking → Blink | Integer | 0 | 0..10 ticks | Number of ticks to queue outgoing packets while blocking, simulating a brief connection lag. |
| AutoBlocking → PrioritizeBlocking | Toggle | true | — | Reduces attack rate to ensure a block is fully established before each strike. |
| AutoBlocking → OnScanRange | Toggle | false | — | Starts blocking when a target enters scan range but has not yet reached attack range. |
| AutoBlocking → OnlyWhenInDanger | Toggle | false | — | Restricts AutoBlocking to situations where a target is actively aiming at you. |
| AutoBlocking → AssumeShield | Toggle | false | — | Treats the main-hand item as shield-capable on servers that do not support the 1.9+ offhand protocol, useful for 1.8-based servers. |
| TargetRendering | Toggleable Group | On | — | See Shared: TargetRendering. |
| FailSwing | Toggleable Group | Off | — | Performs a fake swing when no valid target is in attack range, disguising KillAura's idle timing pattern from anti-cheat. |
| FailSwing → AdditionalRange | Decimal Range | 2.5..3.0 | 0.0..10.0 | Extra range beyond the normal attack range within which a fake swing can be triggered. |
| FailSwing → NotifyWhenFail | Mode Selector | Box | None | Box | Sound | Feedback 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] → Fade | Integer | 4 | 1..10 secs | How long the miss indicator box stays visible before fading out. |
| FailSwing → NotifyWhenFail → [Mode: Box] → Color | Color | — | — | Fill colour of the miss indicator box. |
| FailSwing → NotifyWhenFail → [Mode: Box] → Rainbow | Toggle | false | — | Cycles the miss indicator box through rainbow colours instead of using a fixed colour. |
| FailSwing → NotifyWhenFail → [Mode: Sound] → Volume | Decimal | 50.0 | 0.0..100.0 | Volume of the miss notification sound. |
| FailSwing → NotifyWhenFail → [Mode: Sound] → Pitch | Decimal | 0.8 | 0.0..2.0 | Pitch of the miss notification sound. |
| FightBot | Toggleable Group | Off | — | See Shared: AutoWalk. |
| RangeIndicator | Toggleable Group | Off | — | Renders a circle on the ground around you visualising your current attack range. |
| RangeIndicator → ColorMode | Choice | Static | Static | Rainbow | Distance | Colour 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 → IdleColor | Color | — | — | Colour of the range circle when no target is selected. |
| RangeIndicator → ActiveColor | Color | — | — | Colour of the range circle when a target is locked. |
| RangeIndicator → Outline | Toggle | true | — | Draws an outline along the edge of the range circle. |
| RangeIndicator → OutlineColor | Color | — | — | Colour of the range circle outline. |
| RangeIndicator → PulseAnimation | Toggle | false | — | Animates the circle with a rhythmic size pulse. |
| RangeIndicator → PulseSpeed | Decimal | 2.0 | 0.5..5.0 | Frequency of the pulse animation cycle. |
| RangeIndicator → PulseIntensity | Decimal | 0.15 | 0.05..0.5 | Amplitude of the pulse as a fraction of the circle radius. |
| RangeIndicator → FadeAnimation | Toggle | true | — | Smoothly transitions the circle between idle and active colours rather than switching instantly. |
| RangeIndicator → FadeSpeed | Decimal | 0.1 | 0.01..0.5 | Speed of the colour transition between idle and active states. |
| RangeIndicator → WallRangeColor | Color | — | — | Colour of the through-walls range ring. Set alpha to 0 to hide it. |
| RangeIndicator → ScanRangeColor | Color | — | — | Colour of the scan range ring. Set alpha to 0 to hide it. |
| RangeIndicator → OpponentRangeColor | Color | — | — | Colour of the opponent's estimated range ring. Set alpha to 0 to hide it. |
| RangeIndicator → HideWhenDead | Toggle | true | — | Hides the indicator while your character is dead. |
| RangeIndicator → HideWhenSpectator | Toggle | true | — | Hides the indicator while in spectator mode. |
| RangeIndicator → HideInVehicle | Toggle | false | — | Hides the indicator while you are riding a vehicle. |
| RangeIndicator → RespectInventorySetting | Toggle | true | — | Hides the indicator when a container is open and IgnoreOpenInventory is turned off. |
| RangeIndicator → CanBeCovered | Toggle | false | — | Allows blocks and terrain to render on top of the range circle, enabling depth testing. |
Last updated: 2026-06-08 — Based on source code