Documentation

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Timer

Timer adjusts the speed at which the entire game runs on your client. A multiplier above 1.0 makes everything tick faster — you move, swing, and regenerate more quickly — while a value below 1.0 slows everything down. It is commonly used to cover ground faster, to farm more efficiently, or to gain an edge in combat timing.

Three modes are available to suit different needs. Classic applies a single, constant speed multiplier for as long as the module is active — straightforward but easy for anti-cheat systems to detect. Pulse automatically alternates between a slow phase and a fast phase on a configurable tick schedule, creating a more irregular pattern. Boost is the most nuanced option: it accumulates "boost credit" while you are standing still (running at a reduced speed), then spends that credit as a speed burst when you start moving, so the time averages out more naturally over the long run.

Boost mode includes several safeguards to keep it practical in combat. The NormalizeDuringCombat option resets the timer to 1× speed while you are fighting so that combat modules such as KillAura or CrystalAura are not disrupted. The AccountTimerValues option keeps the credit math accurate by accounting for the actual speeds used. Enabling AllowNegative lets the timer boost even when no credit is saved — useful for aggressive scenarios like Scaffold bridging — but the client will then slow down afterward to compensate.

Category: World Enabled by default: No

Settings

SettingTypeDefaultRangeDescription
ModeMode SelectorClassicSelects which timer mode to use: Classic (constant speed), Pulse (alternating speeds), or Boost (movement-based credit system).
Mode → [Classic] → SpeedDecimal1.50.1–20.0Constant game speed multiplier. Values above 1.0 make the game run faster; values below 1.0 slow it down.
Mode → [Pulse] → NormalSpeedDecimal0.50.1–20.0Speed multiplier applied during the slow phase between boosts.
Mode → [Pulse] → NormalSpeedTicksInteger201–500 ticksHow long the slow phase lasts before switching to the boost phase.
Mode → [Pulse] → BoostSpeedDecimal2.00.1–20.0Speed multiplier applied during the fast phase.
Mode → [Pulse] → BoostSpeedTicksInteger201–500 ticksHow long the fast phase lasts before switching back to the slow phase.
Mode → [Pulse] → OnMoveTogglefalseWhen enabled, the pulse cycle only progresses while the player is moving; it pauses while standing still.
Mode → [Boost] → BoostSpeedDecimal1.30.1–20.0Speed multiplier applied when spending boost credit while moving.
Mode → [Boost] → SlowSpeedDecimal0.60.1–20.0Speed multiplier applied while standing still to accumulate boost credit.
Mode → [Boost] → TimeBoostTicksInteger121–60 ticksMaximum ticks of boost credit that can be stored while standing still.
Mode → [Boost] → AccountTimerValuesToggletrueScales credit accumulation and spending to account for the actual timer speeds used, keeping the overall time budget balanced.
Mode → [Boost] → NormalizeDuringCombatToggletrueReverts the timer to 1.0× speed while in combat to avoid disrupting combat module timing.
Mode → [Boost] → AllowNegativeTogglefalseAllows spending boost credit before it is earned (during combat or while Scaffold is active), then slowing down afterward to compensate.

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