# Welcome to Akira

<figure><img src="/files/Wkw644DCiqrsEMfQv6pl" alt="Akira banner"><figcaption><p>Akira — Minecraft software built for performance and security.</p></figcaption></figure>

## What is Akira?

Akira is a suite of software for Minecraft players who want to enhance their gameplay safely and reliably. The lineup includes:

* [**Akira Memory**](/product-guides/akira-memory) — our flagship memory client, designed to stay undetected while giving you a powerful feature set.
* [**Akira JNI**](/product-guides/akira-jni) — an injection-based client offering deeper game integration and even greater capabilities.
* [**Akira Clicker**](/product-guides/akira-clicker) — a free, highly customizable autoclicker with human-like randomization.

Not sure which one fits you? See [Choosing Your Akira](/product-guides/choosing-your-product) for a side-by-side comparison. New here? Use the **Quick links** below, or jump straight to the [FAQ](/faq/general-questions) if you have a question.

## The Journey of Akira

The story of Akira Memory Client, also known as Akira Ghost, began as a passion project around the summer of 2022. It was initially designed for a specific launcher called MesterMC.

### Early Success and a Turning Point

As the first versions of Akira made their way to friends and trusted individuals, the software remained nameless but carried immense potential. Its initial success marked the beginning of a transformative journey. Within a few months, an anonymous content creator uploaded a video about Akira on YouTube, launching it onto the global stage. The identity of this creator remains a mystery.

### A Solo Development and Overcoming Challenges

Throughout this period, Akira remained a solo endeavor. The sole developer faced the daunting task of managing a growing user base while continuously refining and expanding the software. Limited programming experience in the early stages presented its share of challenges. The journey wasn't without setbacks, including encounters with scams and deceit from individuals who were meant to be trusted allies. These obstacles often made the project seem impossible to continue. Yet, the resilience and determination of the developer prevailed.

### Birth of a Community

As the software's popularity grew, individuals from around the world joined the Akira community. Questions, suggestions, and feature requests poured in, expanding community engagement.

### Shift to Registration, Expansion, and Financial Challenges

Approximately six months from its inception, a registration system was introduced to gauge the software's user base. The results were astounding, prompting the creation of a dedicated website and a renewed focus on development. As the popularity of Akira surged, the financial burden of maintaining the project grew, adding complexity to the journey. A custom API and backend were created to support a sustainable paid model, ensuring the project's longevity.

### Future Horizons and Gratitude

The vision for Akira extends beyond its current offerings. Plans are underway to release multiple software products under the Akira brand, including an auto clicker, macro recorder, and more. The journey forward is driven by passion and the dedication of the Akira community.

Every form of support, whether from users, web developers, discord bot developers, or enthusiasts looking to contribute, is deeply appreciated. Challenges persist, and new opportunities always arise. The journey continues, and the story of Akira is far from over.

## Quick links

{% content-ref url="/pages/oOtDPOWXaZoADODCiZjG" %}
[Akira Memory](/product-guides/akira-memory)
{% endcontent-ref %}

{% content-ref url="/pages/WKQEocZ9GsVeT1DW6A6U" %}
[Akira JNI](/product-guides/akira-jni)
{% endcontent-ref %}

{% content-ref url="/pages/Zwf5iRcpanxgGFDJ8vIL" %}
[Akira Clicker](/product-guides/akira-clicker)
{% endcontent-ref %}

## FAQ

We've put together some helpful guides for you to get setup with our product quickly and easily.

{% content-ref url="/pages/8nSrXmSmmD6mVeKnEsV1" %}
[General Questions](/faq/general-questions)
{% endcontent-ref %}

{% content-ref url="/pages/9bAH4ZeIWOSoFfV7ajoQ" %}
[Installing and Starting](/faq/software-related/installing-and-starting)
{% endcontent-ref %}

{% content-ref url="/pages/EVyXpi5mcrDY3dOJZL5v" %}
[Support](/faq/general-questions/support)
{% endcontent-ref %}

{% content-ref url="/pages/dj0yvNiJPd11SrN66s0I" %}
[FAQ](/product-guides/akira-memory/faq)
{% endcontent-ref %}


# Choosing Your Akira

A quick comparison of Akira Memory, Akira JNI, and Akira Clicker to help you pick the right one.

Akira comes in three products. They solve different problems, so the right pick depends on what you play, where you play, and how much you want the software to do. Here's the short version.

|                        | Akira Memory                                                   | Akira JNI                                                        | Akira Clicker                                  |
| ---------------------- | -------------------------------------------------------------- | ---------------------------------------------------------------- | ---------------------------------------------- |
| **What it is**         | Memory client — reads the game from outside without injecting. | Injection client — loads into the game and becomes part of it.   | A standalone autoclicker.                      |
| **Minecraft versions** | 1.7.10 – 1.12.2                                                | 1.7.10 and 1.8.9                                                 | Any version (it's external)                    |
| **Launchers**          | Wide range (Forge, Vanilla, Lunar, Feather, LabyMod, and more) | Vanilla, Forge, Lunar                                            | Any — it isn't tied to the game                |
| **Feature breadth**    | Broad: combat, movement, visuals, utility                      | Broadest: deeper integration unlocks more, with higher precision | Clicking only, deeply customizable             |
| **Compatibility**      | Very broad                                                     | Narrower (injection is pickier about versions and launchers)     | Universal                                      |
| **Best for**           | Most players who want a full client that stays low-profile     | Players on 1.7.10 / 1.8.9 who want maximum capability            | Anyone who just needs a human-like autoclicker |
| **Price**              | Paid                                                           | Paid                                                             | Free                                           |

## Feature availability

A quick look at where the common features live. This is a curated list, not every module — see each product's feature pages for the full set.

| Feature                  | Memory | JNI | Clicker |
| ------------------------ | :----: | :-: | :-----: |
| Autoclicker (left/right) |    ✓   |  ✓  |    ✓    |
| Randomization            |    ✓   |  ✓  |    ✓    |
| Click Recorder           |    ✓   |  ✓  |    ✓    |
| BlockHit                 |    ✓   |  ✓  |    ✓    |
| Double Clicker           |    ✓   |  —  |    ✓    |
| Velocity                 |    ✓   |  ✓  |    —    |
| Reach                    |    ✓   |  ✓  |    —    |
| Refill                   |    ✓   |  ✓  |    —    |
| Jitter                   |    —   |  —  |    ✓    |

Beyond the shared features, each product has its own strengths. **JNI** alone has the full visual suite (ESP, Chams, Tracers, and more) and injection-only combat like Aim Assist, Backtrack, and Trigger Bot. **Memory** adds knockback assists (WTap, STap, AutoCrouch) and utility modules. **Clicker** focuses entirely on humanized clicking — Jitter and granular Drop, Spike, and Exhaust randomization.

## Choose Akira Memory if…

You want a full-featured client with the widest version and launcher support. Memory is the flagship — it hooks the game from the outside instead of injecting, which trades a little capability for broad compatibility and a low profile. If you're not sure which to get, start here. See [Akira Memory](/product-guides/akira-memory).

## Choose Akira JNI if…

You play on 1.7.10 or 1.8.9 through Vanilla, Forge, or Lunar, and you want the deepest feature set and highest precision available. JNI injects into the game, so it can do things a memory client can't — at the cost of a shorter version and launcher list. Check [Compatibility](/product-guides/akira-jni/compatibility) first, then see [Akira JNI](/product-guides/akira-jni).

## Choose Akira Clicker if…

You only need an autoclicker. Clicker is free, works on any version, and focuses entirely on making your clicks look human. It pairs fine with either client, or stands on its own. See [Akira Clicker](/product-guides/akira-clicker).

{% hint style="info" %}
Want the deeper technical difference between a memory client and an injection client? The [Akira Memory FAQ](/product-guides/akira-memory/faq) breaks it down.
{% endhint %}


# Akira Memory

A secure, undetected memory client for Minecraft, compatible with a wide range of clients and versions.

![](/files/Wkw644DCiqrsEMfQv6pl)

Akira Memory is built for Minecraft players who want to improve their performance with a secure, undetected client. It works across a wide range of custom Minecraft clients and versions, so you get consistent functionality wherever you play.

## Memory client advantage

Akira operates as a memory client: it modifies Minecraft's memory instead of relying on Minecraft's internal features. This approach makes for a more robust, efficient experience while reducing the risk of detection.

## Compatibility

Akira is designed to integrate with a wide range of custom Minecraft clients and modded versions. It adapts to different environments to provide a consistent level of functionality. For the full list of supported clients and versions, see the [FAQ](/product-guides/akira-memory/faq).

## Limitations to understand

{% hint style="warning" %}
**A memory client can't do everything a JNI client can.** Because Akira works by reading memory rather than injecting into the game, some cheats are restricted — advanced visuals and modifications based on your surroundings are limited. If a feature you rely on matters, confirm it's supported before you buy.
{% endhint %}

If you're unfamiliar with how a memory client works, ask us before purchasing. Understanding what the product can and can't do is key to a good experience — our Discord community has detailed explanations ready. If you're still uncertain, hold off on buying until your questions are answered.

## Focus on undetection

Keeping Akira undetected by screen-sharing tools is a primary goal. We know how much account security matters, so Akira is built to help you improve your skills without putting your account at risk.

## Quick links

{% content-ref url="/pages/9WwwNN7YjRq5BRNFSjl0" %}
[Features](/product-guides/akira-memory/features)
{% endcontent-ref %}

{% content-ref url="/pages/RsvOf07nTeiZZ7vWaGhw" %}
[Bypassing](/product-guides/akira-memory/bypassing)
{% endcontent-ref %}

{% content-ref url="/pages/dj0yvNiJPd11SrN66s0I" %}
[FAQ](/product-guides/akira-memory/faq)
{% endcontent-ref %}

{% content-ref url="/pages/o09Rp7tJL1KPrfr966Su" %}
[Screenshots](/product-guides/akira-memory/screenshots)
{% endcontent-ref %}

## See also

* [Choosing Your Akira](/product-guides/choosing-your-product) — how Memory compares to JNI and Clicker, with a feature matrix.
* [Akira JNI](/product-guides/akira-jni) — our injection client for 1.7.10 and 1.8.9.
* [Akira Clicker](/product-guides/akira-clicker) — our free autoclicker.


# Getting Started

Register, prep your system, and run Akira Memory in Minecraft for the first time.

This takes you from a new account to playing with Akira Memory. Memory needs a bit of system prep before its first run, so set aside a few extra minutes the first time.

{% hint style="info" %}
Akira Memory runs on Minecraft 1.7.10–1.12.2 across a wide range of launchers. Check your version and launcher in the [FAQ](/product-guides/akira-memory/faq) before you start.
{% endhint %}

## Set up and run

{% stepper %}
{% step %}

### Create your account

Register and log in at [akiraghost.com](https://akiraghost.com). The full walkthrough is in [Getting Started](/faq/general-questions/user-account/getting-started) under your account.
{% endstep %}

{% step %}

### Prep your system

Memory uses techniques antivirus and screen-share tools often misread, so prepare Windows before the first run. Work through [Before running Akira](/product-guides/akira-memory/bypassing/before-running-akira) — or run the [bypass tool](https://dashboard.akiraghost.com/utils/bypass.bat) as Administrator to handle it automatically.
{% endstep %}

{% step %}

### Download Akira Memory

With an active subscription, download Akira only from our official website, [akiraghost.com](https://akiraghost.com). Follow the download and run steps in the bypassing guide exactly — they matter for staying low-profile.
{% endstep %}

{% step %}

### Whitelist it in your antivirus

Whitelist Akira so your antivirus doesn't quarantine it. On Windows Defender, BitDefender, ESET, or Avast, our [whitelist tool](https://dashboard.akiraghost.com/utils/whitelist.bat) does it for you. The full guide is in [Installing and Starting](/faq/software-related/installing-and-starting).
{% endstep %}

{% step %}

### Run Akira and log in

Start Akira and sign in with your account. Memory runs alongside the game rather than injecting into it, so it doesn't depend on a specific launcher.
{% endstep %}

{% step %}

### Open Minecraft and play

Launch any supported Minecraft version on your usual client, then open Akira's menu in-game. From there you can browse the [features](/product-guides/akira-memory/features), bind your keys, and load a config.
{% endstep %}
{% endstepper %}

{% hint style="success" %}
Something not working? The [Troubleshooting](/product-guides/akira-memory/troubleshooting) page covers the common fixes.
{% endhint %}


# Screenshots

Get a closer look at the software's key features and design through detailed screenshots. These images provide a visual preview of the interface, giving you a better idea of how the software looks.

A visual tour of Akira Memory — from launch to in-game features and customization.

<figure><img src="/files/9qku1e8SNBPDzGUkY49R" alt="Akira Memory loading screen"><figcaption><p>The Akira Memory loading screen.</p></figcaption></figure>

<figure><img src="/files/HPm2qTaQbYDOBa5ien2y" alt="Akira Memory main menu"><figcaption><p>The main menu, where you toggle and configure features.</p></figcaption></figure>

<figure><img src="/files/54T6yyBUBCuwq4g1BnK3" alt="A feature enabled in-game"><figcaption><p>A feature active in-game.</p></figcaption></figure>

<figure><img src="/files/fXh3QdE4X4XhtKjIWozH" alt="Akira Memory configs menu"><figcaption><p>The configs menu for saving and loading setups.</p></figcaption></figure>

<figure><img src="/files/s3JbR8nVCuhB9Bf1hhYs" alt="Akira Memory theme customization"><figcaption><p>Theme and appearance customization.</p></figcaption></figure>


# FAQ

Common questions about Akira Memory — supported versions, clients, performance, and safety.

## What versions does Akira Memory support?

Akira Memory supports Minecraft versions 1.7.10 through 1.12.2, and we're actively adding more.

Not every function behaves identically across versions, so a feature may work on 1.8.9 but not on 1.12.2. We aim to make everything compatible across all supported versions.

## Which clients and launchers are supported?

Akira Memory is compatible with a wide range of launchers, including but not limited to:

* Forge
* Vanilla
* Lunar
* Feather
* Salwyrr
* LabyMod
* Cosmic
* Orbit
* Sklauncher
* BatMod
* CMClient

Not every feature is available on every launcher.

## Which operating systems are supported?

Akira Memory is built for:

* Windows 10
* Windows 11

It isn't developed for custom Windows builds (Atlas, ReviOS, Ghost Spectre, etc.), so we can't guarantee compatibility there. It's also not compatible with macOS or Linux. For the best experience, we recommend Windows 11.

## Does Akira Memory increase my lag?

Akira itself doesn't add lag, but some CPU-intensive features raise your overall CPU usage, which can cause minor lag. Used within reasonable limits, the impact should be minimal — Akira is built to run as efficiently as possible. If you still hit lag spikes, let our support team know and we'll resolve it.

## Is Akira Memory detectable?

As with any cheating software, there's always some risk of detection by a server's anti-cheat. Akira uses advanced techniques to minimize that risk. There's never a 100% guarantee, but Akira is built to keep your experience as safe and secure as possible.

## Is Akira Memory a virus or malware?

No. Akira is safe to use and poses no threat to your device. Because of how it interacts with other programs, some antivirus software may flag it as a threat — a false positive that can happen with any software using techniques commonly associated with malware.

We take false positives seriously and work with antivirus companies to keep Akira recognized as safe and legitimate. If you have concerns, reach out through our support channels.

## Memory client vs. JNI client — what's the difference?

Two main categories of Minecraft cheating software stand out: memory clients and JNI (Java Native Interface) clients. They take different approaches with different trade-offs.

**JNI clients**

* **Injection into the game.** JNI clients inject a DLL into the game's process, becoming part of the game's code and gaining significant control.
* **Access to internal features.** Injecting code directly lets them tap into internal game features and retrieve comprehensive data.
* **Greater capabilities.** Deep integration lets them leverage game functions and perform actions memory clients find difficult or impossible.
* **Open-ended.** Their range of capabilities is broad and adaptable to many scenarios.

**Memory clients**

* **Non-intrusive hooking.** Memory clients hook into the game's memory without injecting code. They monitor and analyze memory for patterns and data rather than becoming part of the game.
* **Limited memory access.** Because of how the JVM works in Minecraft, the absence of direct pointers makes some data hard to extract.
* **Pattern recognition.** They rely on recognizing patterns in memory, which is time-consuming and needs continuous adaptation across versions.
* **Broad compatibility.** They work with a wide range of custom launchers and Minecraft versions.
* **More limited capabilities.** They're constrained by the patterns and data they can identify in memory.

In short: JNI clients integrate deeply and can access internal game data comprehensively, while memory clients use non-intrusive monitoring and trade some capability for broad compatibility. Choose based on your own needs and preferences.


# Features

Browse Akira Memory by category — combat, movement, visuals, misc, configs, and settings.

These pages mirror Akira Memory's in-app tabs. Pick a category to see every feature it includes, with each setting, its options, and its default.

{% content-ref url="/pages/zyNVGrPTAOki9R7oYc0s" %}
[Combat](/product-guides/akira-memory/features/combat)
{% endcontent-ref %}

{% content-ref url="/pages/cmxMRvZakVUVI8nVX5tz" %}
[Movement](/product-guides/akira-memory/features/movement)
{% endcontent-ref %}

{% content-ref url="/pages/3t7lhS054vDVsOYp17H8" %}
[Visuals](/product-guides/akira-memory/features/visuals)
{% endcontent-ref %}

{% content-ref url="/pages/dy2Wwts1wTPla1DRpCZY" %}
[Misc](/product-guides/akira-memory/features/misc)
{% endcontent-ref %}

{% content-ref url="/pages/TT8fGEzHAuGccKttcWsU" %}
[Configs](/product-guides/akira-memory/features/configs)
{% endcontent-ref %}

{% content-ref url="/pages/bEQnIR42Zq4WpNN5gmg1" %}
[Settings](/product-guides/akira-memory/features/settings)
{% endcontent-ref %}

{% content-ref url="/pages/VnjigtdXsWGvz86r93th" %}
[Account & Status](/product-guides/akira-memory/features/account-and-status)
{% endcontent-ref %}


# Combat

Akira Memory's full combat suite — autoclickers, knockback control, reach, and the assists that win fights.

Akira Memory's combat features cover clicking, reach, knockback, and the small movement tricks that separate a good fight from a bad one. The complex features each have their own page; the simpler ones are documented here.

{% content-ref url="/pages/fmtB1KWGDgSduxvx4qMe" %}
[Clickers](/product-guides/akira-memory/features/combat/clickers)
{% endcontent-ref %}

{% content-ref url="/pages/n0KVgGeqbeQ5aWWcnXUk" %}
[Randomization](/product-guides/akira-memory/features/combat/randomization)
{% endcontent-ref %}

{% content-ref url="/pages/FoDSo394B2vuBC05LckK" %}
[Double Clicker](/product-guides/akira-memory/features/combat/double-clicker)
{% endcontent-ref %}

{% content-ref url="/pages/YTHNnd7AKH6Fqjt0O5nc" %}
[Velocity](/product-guides/akira-memory/features/combat/velocity)
{% endcontent-ref %}

{% content-ref url="/pages/FJDC8zpqlMXHIMI11uhr" %}
[Click Recorder](/product-guides/akira-memory/features/combat/clickrecorder)
{% endcontent-ref %}

{% content-ref url="/pages/RMm3O1HR20lzpqrsLw2A" %}
[BlockHit](/product-guides/akira-memory/features/combat/blockhit)
{% endcontent-ref %}

{% content-ref url="/pages/uTKDETvD9ZM3RLqvBvKM" %}
[Reach](/product-guides/akira-memory/features/combat/reach)
{% endcontent-ref %}

{% content-ref url="/pages/0fqyBI6oPlx9VaLkZlI6" %}
[WTap](/product-guides/akira-memory/features/combat/wtap)
{% endcontent-ref %}

{% content-ref url="/pages/721pxO1UdPSwBLp1nwcR" %}
[STap](/product-guides/akira-memory/features/combat/stap)
{% endcontent-ref %}

{% content-ref url="/pages/qERoHMY6aDAdDdJOH7Wi" %}
[AutoCrouch](/product-guides/akira-memory/features/combat/auto-crouch)
{% endcontent-ref %}


# Clickers

Two independent autoclickers — one for each mouse button — at the core of Akira Memory's combat toolkit.

The *Left Clicker* and *Right Clicker* handle automatic mouse input for each button. They share nearly all of the same settings but run independently, so you can enable one, the other, or both at the same time.

## Click rate

Each clicker has its own CPS range, from `1.0` to `20.0` clicks per second (default `11–14`). A random value is picked from within the range each cycle, so the rate varies slightly rather than staying perfectly constant. **Uncap CPS** (off by default) lifts that ceiling to `80.0`, for rates beyond what most mice can physically reach.

**Smart Mode** (on by default) blends autoclicks with your real clicks instead of stacking the full target on top — it counts how many times you actually clicked and adds only the gap. Clicking at 8 CPS with a 13 CPS target injects roughly 5 extra clicks per second, which reads as a fast player rather than automation. **No Hit Delay** (on by default) removes the short pause that normally sits between a mouse-down and mouse-up event, letting the clicker fire at higher rates without events bunching up.

## Left-only controls

* **RMB Lock** — off by default; pauses the left clicker for as long as you hold the right mouse button, useful when blocking or aiming without extra clicks firing.
* **Break Blocks** — off by default; lets the left clicker keep firing while you mine instead of stopping automatically.
* **Shift Disable** — off by default; suspends the left clicker while you hold Shift, for sneaking or careful block placement.
* **Click Sounds** — off by default; plays an audio cue on each left click so you can monitor timing by ear. **ClickSound** picks which sound plays (default **GPro**), with Normal, GPro, G502, G303, Model O, HP, and Microsoft click sounds, or a custom audio file of your own.

## Right-only controls

**Use Items** (on by default) makes the right-click action also trigger item use — throwing potions, eating food, or placing blocks, depending on what you're holding.

## Slots and inventory

**Slot Whitelist** (off by default, on either clicker) restricts firing to the hotbar slots you check among the nine available, all of which are on by default once the whitelist is enabled. **Work in Inventory** (off by default) allows either clicker to fire while an inventory or chest screen is open.

## Recorded timing and conditions

**Use ClickRecorder Clicks** replays the exact rhythm captured in [ClickRecorder](/product-guides/akira-memory/features/combat/clickrecorder) instead of using the CPS range, once a recording exists. **Conditions** restricts clicking to specific movement states — Walking, Standing, Sprinting, Sneaking — with nothing checked meaning either clicker fires in any state.

{% hint style="success" %}
**Recommended:** leave Smart Mode on and pick a CPS range around `11–14` on both clickers to keep your total click rate believable. Enable Slot Whitelist and restrict it to your sword slot if you only want clicking active in combat. Pair with [Multi Clicker](/product-guides/akira-memory/features/combat/randomization) for natural-looking variation on top.
{% endhint %}


# Randomization

Vary your click delays so your CPS looks human rather than perfectly mechanical.

A perfectly steady click rate is easy to spot — real human clicking is never that consistent. The *Multi Clicker* module varies the gaps between clicks so your CPS looks natural. Three variation types are available: **Drop** lowers your rate briefly, **Spike** pushes it up, and **Exhaustion** simulates a gradual slowdown during long fights. Only one of the three can run at a time.

## Settings

**Apply to Left Clicker** (on by default) and **Apply to Right Clicker** (off by default) control which clicker the variation is applied to. **No Same Value** (on by default) stops the randomizer from picking the exact same interval twice in a row, keeping the pattern from developing a detectable rhythm.

## Drop

A Drop briefly lowers your CPS, as if your hand slipped slightly. Real players do this naturally — a small dip every few seconds is expected, not suspicious.

**Drop Enabled** (on by default) lets the variation run. **Drop Adaptive CPS** (off by default) calculates the drop size from your actual CPS at the moment it fires; when it's on, the **Drop CPS** range below is hidden. When Adaptive CPS is off, **Drop CPS** sets the range of CPS reduction applied, from `0.1` to `7.0` (default `2.2–3.3`).

**Drop Mode** chooses how drops are triggered — **Chance** gives each click a random probability of triggering a drop, while **Delay** (the default) fires drops on a timed interval. With Chance selected, **Drop Chance** sets that probability, from `1%` to `100%` (default `20–25%`); with Delay selected, **Drop Delay** sets the interval between drops, from `1` to `60` (default `2.3–3.0`), with a fresh value picked after each drop ends. **Drop Time** sets how many seconds the reduction stays active once a drop fires, from `1` to `10 sec` (default `2–3`).

## Spike

A Spike briefly pushes your CPS above the normal target, mimicking a burst of rapid clicks. Real players spike during combos and fast hits — a short burst followed by a return to baseline is convincing.

**Spike Enabled** (on by default) lets the variation run. **Spike Adaptive CPS** (off by default) scales the spike size from your actual CPS at trigger time, hiding the **Spike CPS** range below when it's on. When Adaptive CPS is off, **Spike CPS** sets the CPS boost applied, from `0.1` to `7.0` (default `2.0–3.5`).

**Spike Mode** chooses how spikes are triggered — **Chance** gives each click a random probability of triggering a spike, while **Delay** (the default) fires spikes on a timed interval. With Chance selected, **Spike Chance** sets that probability, from `1%` to `100%` (default `20–25%`); with Delay selected, **Spike Delay** sets the interval between spikes, from `1` to `60` (default `3–4`). **Spike Time** sets how many seconds the boost stays active, from `1` to `10 sec` (default `2–3`).

## Exhaustion

Exhaustion gradually reduces your CPS over a longer fight, simulating hand fatigue. It's subtle but adds realism to extended combat where clicking perfectly steady for minutes on end wouldn't make sense.

**Exhaustion Enabled** (off by default) lets the variation run. **Exhaustion Adaptive CPS** (on by default) calculates the reduction from your actual click rate, hiding the **Exhaustion CPS** range below when it's on. When Adaptive CPS is off, **Exhaustion CPS** sets the reduction applied, from `1` to `10` (default `3–6`).

**Exhaustion Mode** chooses how exhaustion is triggered — **Chance** gives each click a probability of triggering a phase, while **Delay** (the default) fires it on a timed interval. With Chance selected, **Exhaustion Chance** sets that probability, from `1%` to `100%` (default `5–7%`); with Delay selected, **Exhaustion Delay** sets the interval between phases, from `1` to `60` (default `5–7`). **Exhaustion Time** sets how many seconds each phase lasts, from `1` to `10 sec` (default `4–5`).

{% hint style="success" %}
**Recommended:** leave Drop and Spike both enabled with their defaults — together they produce natural-looking variation without any extra tuning. Keep Exhaustion off unless you're in very long fights; it adds realism but can noticeably hurt your combat performance if the phase hits at a bad moment.
{% endhint %}


# Double Clicker

Fire extra clicks after each real click to multiply your effective click output.

The *Double Clicker* module injects additional clicks after each real mouse click you make. Instead of replacing your clicks like an autoclicker, it amplifies them — each input you send becomes two or more. The result is a higher effective click rate while keeping your own clicking rhythm in charge.

## Extra Clicks

How many additional clicks fire after each real click, from `1` to `5` (default `1`). At `1`, every click becomes two; at `5`, every click becomes six.

## Chance

How likely the extra clicks are to fire on any given click, from `1%` to `100%` (default `80%`). Lower values make the injection intermittent, which can look more natural.

## Cooldown

The delay range that must pass after an injection before another can fire, from `1` to `250 ms` (default `50–75 ms`). Prevents extra clicks from stacking too tightly.

## Click Delay

How long to wait after your real click before firing the extra clicks, from `1` to `250 ms` (default `15–40 ms`). A short delay keeps them close together; a longer one spreads them out.

## Restrictions

* **Break Blocks** — off by default; lets Double Clicker keep injecting while you mine instead of stopping automatically.
* **Slot Whitelist** — off by default; restricts firing to the hotbar slots you check among the nine available (Slot 1 on by default).
* **Work in Inventory** — off by default; allows Double Clicker to fire while an inventory or chest screen is open.

{% hint style="success" %}
**Recommended:** start with Extra Clicks at `1` and Chance at `80%` — that gives you an effective double-click on most inputs without the pattern looking too uniform. Keep Click Delay between `15–40 ms` and Cooldown at the default `50–75 ms`; too tight and the extra clicks can cause detection issues, too loose and you lose the CPS benefit. Enable Slot Whitelist if you only want the boost in combat.
{% endhint %}


# Velocity

Reduce or reverse the knockback you take so you stay in control during fights.

When you take a hit in Minecraft, you get knocked back — the *Velocity* module changes how much of that knockback actually affects you. You can dial it down so hits barely move you, or flip it entirely so knockback pushes you toward your attacker instead of away. Either way, you stay in position while your opponent loses control of the fight.

## Chance

When enabled (off by default), Velocity only activates on some hits rather than all of them — the percentage affected is set separately, from `1%` to `100%` (default `80–100%`). This makes the effect less consistent, which can look more natural.

## Reverse

When on (off by default), knockback pushes you toward your attacker instead of away — useful for closing the gap on a retreating opponent.

## Simple Mode

Switches between a single overall knockback slider and separate horizontal/vertical controls. Off by default.

### Value

Shown when Simple Mode is on. Sets how much knockback you receive as a percentage of the original, from `1` to `100` (default `90–100`). At the top of the range almost all knockback is kept and the effect is subtle; lower values barely let a hit move you.

### Vertical and Horizontal

Shown when Simple Mode is off. **Vertical** sets how much of the upward force from a hit you retain, from `1%` to `100%` (default `100%`) — at `100%` vertical movement is unchanged, lower values keep you grounded. **Horizontal** sets how much of the sideways/backward force you retain, from `1%` to `100%` (default `100%`) — lower values reduce how far a hit pushes you.

## Conditions

Limits when Velocity is active based on your current movement — with nothing checked, it applies in any state.

* **Walking** — you are walking.
* **Standing** — you are standing still.
* **Sprinting** — you are sprinting.
* **Sneaking** — you are sneaking.

{% hint style="success" %}
**Recommended:** enable Simple Mode and set Value to around `90–100` for a subtle reduction that's hard to notice but keeps you from being knocked far. For more precise control, turn Simple Mode off and lower Horizontal to around `20–40` while leaving Vertical near `100` — this keeps you close to your opponent without affecting your vertical position. Pair with Chance around `80–100%` if you want the occasional full knockback to look natural.
{% endhint %}


# Click Recorder

Record your own real clicks and replay them so your clicking pattern is genuinely yours.

The *ClickRecorder* module captures your real mouse clicks and plays them back through the clickers. Instead of generating a synthetic pattern, it uses your own timing — record a session once and Akira replays those exact gaps whenever you switch it on. The result is a click pattern that is actually human because it came from you.

## Randomize Start

Instead of always starting playback from the first recorded click, playback begins at a random position in the recording. Off by default; turning it on adds variation between sessions so the same sequence doesn't repeat every time you enable it.

## Ignore Above

Any gap between clicks longer than this threshold, from `100` to `1000 ms` (default `600 ms`), is treated as idle time and dropped from the recording — keeping playback tight even if you paused mid-session while recording.

## Speed Multiplier

Compresses the gaps captured during recording, from `1.0×` to `7.5×` (default `1.0×`). Raise it to record a faster-than-real pattern without having to actually click faster.

## Playback Multiplier

Speeds up the recorded intervals on replay, independently of how they were captured, from `1.0×` to `7.5×` (default `1.0×`). Raise it to replay clicks faster without re-recording.

## Record Button

Chooses which mouse buttons are captured during a recording session — **Left**, **Right**, or both (default **Left**).

## Recorder Data

These read-outs appear once you have a recording. They show information about the current recording and cannot be edited.

* **Average MS** — the average gap between recorded clicks in milliseconds.
* **Average Left CPS** — average left-click rate across the recording.
* **Total Recorded Clicks** — total number of clicks captured.
* **Reset Clicks** — clears the entire recording after a confirmation prompt.


# BlockHit

Automatically right-clicks to block with your sword in sync with your attacks, dealing damage while absorbing some of the return hit.

The *BlockHit* module automatically right-clicks to block with your sword in sync with your attacks. Hitting and blocking at the same moment deals your damage while absorbing part of the return hit — a standard Minecraft PvP technique.

## Standalone

Runs BlockHit from your real mouse clicks so it works on its own (on by default). With it off, BlockHit only fires while the Left Clicker is running.

## Mode

How block-hits are triggered.

### Chance

Fires on a per-click probability. **Chance range** sets that probability, from `1%` to `100%` (default `20 - 45%`) — a value is drawn from the range each click, and a block fires if it lands within the threshold.

### Delay

Fires on a timed or counted interval (the default mode). **Delay range** sets it, from `0.1` to `5.0` (default `3 - 5`): seconds between blocks with **Standalone** on, or number of clicks between blocks with Standalone off.

### Consistent

Fires every N clicks in a steady rhythm. **Consistent range** sets how many clicks pass before the next block, from `1.0` to `40.0` (default `30 - 40`).

### Adaptive

Blocks for as long as you hold the right mouse button.


# Reach

Extends how far you can hit or interact with objects, letting you land attacks from a greater distance than normal.

The *Reach* module extends how far you can hit or interact with objects, letting you land attacks from farther away than normal.

## Reach value

The block distance at which you can attack or interact with entities and objects, from `3.0` to `6.0 blocks` (default `3.0 - 3.2`). Higher values let you land hits from farther away.

## Chance

Applies extended reach on only a percentage of attacks rather than all of them (off by default). When enabled, **Chance range** sets how often it applies, from `1%` to `100%` (default `80 - 100%`).

## Conditions

Limit Reach to specific movement states — with nothing checked, it applies in any state.

* **Walking** — while you're walking
* **Standing** — while standing still
* **Sprinting** — while sprinting
* **Sneaking** — while sneaking


# WTap

Briefly taps W after each attack to reset your sprint and increase the knockback you deal — automating a well-known PvP technique.

The *WTap* module briefly taps the W key after each attack to reset your sprint, which increases the knockback you deal. It's a well-known PvP technique — doing it consistently by hand is hard, so WTap automates it.

## On Bind

When on (default), WTap only fires while its bound key is held. When off, it fires on every attack.

## Sound Indicator

Plays a short audio cue each time WTap triggers, so you can hear it working. On by default.

## WTap Mode

Controls how taps are triggered: **Delay** (the default) fires taps on a timed interval, while **Chance** gives each attack a probability of triggering a tap.

### Delay range

Shown when WTap Mode is set to Delay. Sets the interval range between W taps, from `0.1` to `15 sec` (default `0.5–2.0 sec`).

### Chance range

Shown when WTap Mode is set to Chance. Sets the chance range that triggers a tap on each attack, from `1%` to `100%` (default `20–40%`).


# STap

Taps S after each attack to reset your sprint for extra knockback — the same idea as WTap but backward, and both can run together.

The *STap* module taps the S key after each attack to reset your sprint for extra knockback — the same idea as WTap, but tapping backward instead of forward. Both can run together.

## On Bind

When on (default), STap only fires while its bound key is held. When off, it fires on every attack.

## Sound Indicator

Plays a short audio cue each time STap triggers. On by default.

## STap Mode

Controls how taps are triggered: **Delay** (the default) fires taps on a timed interval, while **Chance** gives each attack a probability of triggering a tap.

### Delay range

Shown when STap Mode is set to Delay. Sets the interval range between S taps, from `0.1` to `15 sec` (default `0.5–2.0 sec`).

### Chance range

Shown when STap Mode is set to Chance. Sets the chance range that triggers a tap on each attack, from `1%` to `100%` (default `20–40%`).


# AutoCrouch

Crouches automatically after attacks to briefly lower your hitbox and help you dodge incoming hits.

The *AutoCrouch* module crouches automatically after attacks to help you dodge incoming hits. A quick crouch lowers your hitbox briefly, which can make the difference in a close fight.

## On Click

Syncs crouching to your clicks, firing in rapid succession tied to each one. When off, AutoCrouch uses the Crouch Delay timer instead.

## Crouch Delay

How long to wait after the previous crouch ends before crouching again, from `0` to `8 sec`. Active only when On Click is off.

## Release Delay

How many milliseconds Shift is held down during each crouch, from `25` to `500 ms` (default `55 ms`). Shorter values give a quick tap; longer values hold the crouch position for a visible moment.


# Movement

Movement features that change how you move around the world, from bridging assists to speed boosts and jump height.

These features change how your character moves. Most have a Keybind with a bind mode — Hold (active only while the key is held), Toggle (press to switch on or off), or Always (always on, key ignored).

{% content-ref url="/pages/EjAW8tSEqdm9KkYBQDdO" %}
[BridgeAssist](/product-guides/akira-memory/features/movement/bridge-assist)
{% endcontent-ref %}

{% content-ref url="/pages/yCvWhzam9eLBb8e1w7Qt" %}
[Timer](/product-guides/akira-memory/features/movement/timer)
{% endcontent-ref %}

{% content-ref url="/pages/ZWPtpy23MgWKars8NQIf" %}
[Speed](/product-guides/akira-memory/features/movement/speed)
{% endcontent-ref %}

{% content-ref url="/pages/5U90To8h0oJQ7Rw3IQZU" %}
[Glide](/product-guides/akira-memory/features/movement/glide)
{% endcontent-ref %}

{% content-ref url="/pages/8EPd1USQtYUUQr6uEPnL" %}
[MegaJump](/product-guides/akira-memory/features/movement/mega-jump)
{% endcontent-ref %}

{% content-ref url="/pages/Kcm2vIOHCV9ibVybAnH8" %}
[BHop](/product-guides/akira-memory/features/movement/bhop)
{% endcontent-ref %}

{% content-ref url="/pages/hCXKjLns8fCMOsaLzhiP" %}
[AutoSprint](/product-guides/akira-memory/features/movement/auto-sprint)
{% endcontent-ref %}


# BridgeAssist

Auto-crouches at block edges so you don't walk off while bridging — essential for Eagle bridging where one misstep ends the run.

The *BridgeAssist* module auto-crouches at block edges so you don't walk off while bridging. It's especially useful for Eagle bridging, where a single misplaced step ends the run.

## Pitch check

Only auto-crouches when your camera is angled down far enough, so the crouch never triggers while you're looking straight ahead (on by default). When enabled, **Pitch check value** sets the minimum downward angle needed, from `-1.0` to `1.0` (default `-0.8`) — lower values require a steeper downward look.

## Delay after place

Inserts a short pause after placing a block before the next action, to match the pacing of manual bridging (off by default). When enabled, **Delay** sets how long that pause lasts, from `0` to `500 ms` (default `20 ms`).


# Timer

Speeds up in-game time so your movement and actions happen faster than normal.

The *Timer* module speeds up in-game time, making your movement and actions happen faster than normal — everything tied to the game clock runs quicker while it's active.

## Modifier

Multiplies the speed of in-game time, from `1.00×` to `4.00×` (default `1.0 - 1.2×`). At `2.0×` the game runs at double speed, which affects movement, block-place timing, and everything else tied to the game clock.


# Speed

Increases how fast you move across the ground, with a Legit mode for a subtler, more natural-looking boost.

The *Speed* module increases how fast you move across the ground.

## Legit

Applies a smaller, more natural-looking speed increase instead of the full boost (off by default). While Legit is on, the **Modifier** below is ignored.

## Modifier

How much faster you move, as a multiplier of normal walking speed, from `1.00×` to `15.00×` (default `1.0 - 1.2×`). Higher values are more noticeable. Only applied when **Legit** is off.


# Glide

Slows your fall so you drift down gradually and avoid fall damage.

The *Glide* module slows your fall so you drift down gradually instead of dropping like a stone, letting you avoid fall damage on the way down.


# MegaJump

Makes you jump higher than normal, with an adjustable multiplier for jump height.

The *MegaJump* module makes you jump higher than normal.

## Modifier

Multiplies your jump height, from `1.00×` to `10.00×` (default `1.0 - 1.2×`). At `2.0×` you jump roughly twice as high as normal.


# BHop

Chains hops together to build up speed — each landing gives you a burst of momentum.

The *BHop* module chains hops together to build up speed — each hop you land gives you a burst of momentum.

## Modifier

How much speed each successful hop adds, from `1.00×` to `15.00×` (default `1.0 - 2.0×`). Higher values let you accelerate faster.


# AutoSprint

Holds sprint for you automatically whenever you move forward — no need to keep Ctrl pressed.

The *AutoSprint* module holds sprint for you automatically whenever you move forward, so you never have to keep Ctrl pressed. There's no keybind — enable it once in the menu and it stays on.


# Visuals

Visual tweaks that make enemy players and dark areas easier to see.

These features adjust what you see — making players stand out, enlarging nametags, and lighting up dark areas. None of them change your hitboxes or movement.

{% content-ref url="/pages/vlvKE8DTpRZsI6c4tDJ6" %}
[ESP (Nametag ESP)](/product-guides/akira-memory/features/visuals/nametag-esp)
{% endcontent-ref %}

{% content-ref url="/pages/ThK21u5fOkIZFrUXhKWG" %}
[NameTags](/product-guides/akira-memory/features/visuals/nametags)
{% endcontent-ref %}

{% content-ref url="/pages/SLHTWfpBkr28rcZIJg2R" %}
[FullBright](/product-guides/akira-memory/features/visuals/fullbright)
{% endcontent-ref %}

{% content-ref url="/pages/aRXmc2BL0c4D9Av2fPHe" %}
[Player Size](/product-guides/akira-memory/features/visuals/player-size)
{% endcontent-ref %}


# ESP (Nametag ESP)

Grows enemy nametags to player size so they're easy to spot even at distance or through clutter.

The *ESP* module (Nametag ESP) grows enemy nametags to player size, making opponents easy to spot even at a distance or through visual clutter.


# NameTags

Makes enemy nametags bigger, or hides them entirely for a cleaner screen.

The *NameTags* module makes enemy nametags bigger so they're easier to read — or hides them entirely if you'd rather have a cleaner screen.

## No nametags

Removes all nametags from your view instead of enlarging them (off by default). Useful when you want to cut down on-screen noise.

## Multiplier

How large nametags appear, from `1.0×` to `3.0×` (default `1.0×`). At `1.0×` they show at their default size; at `3.0×` they're three times larger.


# FullBright

Brightens the game to maximum so dark areas look as well-lit as daylight.

The *FullBright* module brightens the game to maximum, so caves, nighttime, and other dark areas look as well-lit as daylight.


# Player Size

Visually enlarges enemy players on your screen while leaving their real hitboxes unchanged.

The *Player Size* module visually enlarges enemy players on your screen. Only what you see changes — their real hitboxes stay exactly the same.

## Multiplier

The visual scale of enemy player models, from `1.0×` to `3.0×` (default `1.0×`). At `1.0×` players appear their normal size; at `3.0×` they appear three times larger.


# Misc

Utilities that don't fit elsewhere — packet tools, refill, macros, and system tweaks.

This category covers tools that sit outside combat, movement, and visuals. Some of these are complex enough to have their own pages; simpler ones are documented below.

{% content-ref url="/pages/kHMEX1civCkWa26St7Oj" %}
[Network](/product-guides/akira-memory/features/misc/network)
{% endcontent-ref %}

{% content-ref url="/pages/OkruEPXsmD1H2A556vMv" %}
[Refill](/product-guides/akira-memory/features/misc/refill)
{% endcontent-ref %}

{% content-ref url="/pages/bgE87Ga3v1EnHea3kcys" %}
[Macro Recorder](/product-guides/akira-memory/features/misc/macro-recorder)
{% endcontent-ref %}

{% content-ref url="/pages/8aBFuoIAWNqOFuP73fLq" %}
[ThrowPot](/product-guides/akira-memory/features/misc/throw-pot)
{% endcontent-ref %}

{% content-ref url="/pages/sTCT2l7jOuHLX9V4m26K" %}
[ThrowPearl](/product-guides/akira-memory/features/misc/throw-pearl)
{% endcontent-ref %}

{% content-ref url="/pages/ZnPalNpB4ApnMz4rCTJe" %}
[AutoRod](/product-guides/akira-memory/features/misc/auto-rod)
{% endcontent-ref %}

{% content-ref url="/pages/zDH3noOcWeuj6NX7p9m5" %}
[Input Delay Fixer](/product-guides/akira-memory/features/misc/input-delay-fixer)
{% endcontent-ref %}

{% content-ref url="/pages/plbe8MXRF4QyJ9VqC1qw" %}
[Anti-AFK](/product-guides/akira-memory/features/misc/anti-afk)
{% endcontent-ref %}

{% content-ref url="/pages/khjL6UzNHxuYZD557M1f" %}
[FastBreak](/product-guides/akira-memory/features/misc/fastbreak)
{% endcontent-ref %}

{% content-ref url="/pages/GgkrmTKR2J71g9re75nA" %}
[System Optimizer](/product-guides/akira-memory/features/misc/system-optimizer)
{% endcontent-ref %}


# Network

Control how your outgoing connection looks to the server and other players.

The *Network* tools tamper with your outgoing connection to change how the server and other players see you. Each one affects a different aspect of how your movement and updates are delivered.

## Blink

Holds your movement back so you appear to lag or teleport to others; when you release, everything catches up at once. **Blink time** sets how long movement is held back before it catches up in one burst, from `0.10` to `5.00 sec` (default `0.4 - 1.0`) — shorter values produce a brief stutter, longer values create a more dramatic teleport effect. **Conditions** restricts Blink to specific movement states, so only movement packets generated in those states are held back:

* **Walking** — active while moving at normal speed
* **Standing** — active while completely still
* **Sprinting** — active while sprinting
* **Sneaking** — active while crouching

All are unchecked by default, so Blink applies regardless of movement state.

## Lag

Makes you appear laggy to other players by artificially delaying your outgoing updates. **Lag time** sets the range of delay applied to outgoing updates, from `5` to `2500 ms` (default `50 - 210 ms`) — a random value within the window is picked each time.

## Drop

Randomly discards some of your outgoing updates so your position looks choppy or erratic to others. **Drop chance** sets the probability that any given update is discarded, from `1%` to `100%` (default `10 - 20%`) — higher values drop more updates for a more chaotic appearance.

## Throttle

Limits how often your updates go out based on a per-frame chance, creating an inconsistent update cadence. **Throttle frame** sets the frame window used to determine throttling intervals, from `1` to `1500` (default `30 - 40`) — higher values spread the effect over more frames. **Throttle chance** controls how likely a given frame's update is held back, from `1%` to `100%` (default `10%`) — at `100%` nearly all updates are suppressed, at low values only occasional ones are.


# Refill

Automatically restock your hotbar with soups or potions during a fight.

The *Refill* module watches your hotbar and automatically pulls soups or potions from your inventory when you use one. You don't have to think about inventory management in the middle of a fight — Refill handles it for you.

## Humanization

Adds natural variation to how Refill navigates your inventory, so the automated clicks read as less mechanical. **Humanize** introduces small, human-like cursor variations as Refill moves through your inventory (off by default). **Randomize step** changes the order Refill navigates your inventory slots each time it restocks, keeping repeated refills from following an identical pattern (off by default).

## Click timing

**Delay** paces the restock with a pause between each inventory click, on by default. With it enabled, **click delay** sets that pause, from `1` to `1000 ms` (default `20 ms`), and **inventory close delay** sets how long Refill waits after the final click before closing your inventory, also `1` to `1000 ms` (default `20 ms`).

## Inventory scope

**Fullscreen mode** corrects the inventory click coordinates when Minecraft is running in fullscreen — turn this on if Refill's clicks land in the wrong spot while fullscreen (off by default). **Inv steps** sets how many inventory interactions Refill performs in a single restocking pass, from `1` to `9` (default `9`). **Source slots** is a grid of checkboxes covering your full inventory (27 slots); only checked slots are scanned when looking for soups or potions to move into your hotbar — all slots are checked by default, so Refill can pull from anywhere in your inventory.


# Macro Recorder

Record mouse and keyboard actions and replay them to automate repetitive tasks.

Macro Recorder captures what you do — mouse movement, clicks, scrolling, and keypresses — and plays it back on demand. Anything you can do manually, a macro can repeat for you.

Recordings are not managed through the main settings panel. Instead, they are saved and loaded through the **Configs** tab under the **Macros** section. Loading a saved macro arms it for replay; the macro runs as soon as you trigger it.

## How to use macros

{% stepper %}
{% step %}

### Record a macro

Enable the recorder and perform the actions you want to capture. Macro Recorder tracks your mouse movement, clicks, scroll input, and keyboard presses throughout the session.
{% endstep %}

{% step %}

### Save it as a config

When you are done recording, open the **Configs** tab and save your recording under **Macros**. Give it a descriptive name so you can find it later.
{% endstep %}

{% step %}

### Load to replay

Open the Configs tab, find your macro under Macros, and load it. The macro will run from start to finish, repeating every captured action in order.
{% endstep %}
{% endstepper %}


# ThrowPot

Throws a pot or drinks a soup on a keybind, then switches back to your previous hotbar slot automatically.

The *ThrowPot* module throws a pot or drinks a soup on a keybind, then automatically switches back to your previous hotbar slot — so healing or throwing mid-fight doesn't cost you a manual item swap.

## Throw item

When on, the pot is thrown as a projectile instead of being drunk in place. Off by default.

## Double throw

Fires two pots back-to-back each time the keybind is pressed. Off by default.

## Pot slots

Nine checkboxes corresponding to hotbar slots 1-9; only checked slots are scanned when looking for a pot to use. Slots `3-9` are checked by default.

## Throw delay

How long Akira waits after switching to the pot slot before initiating the throw or drink, from `1` to `1000 ms` (default `100 ms`).

## Release delay

Controls how long the use action is held before releasing, from `1` to `1000 ms` (default `100 - 250 ms`) — a range so each throw feels slightly different.

## Return position

The hotbar slot Akira switches back to after throwing or drinking, from `1` to `9` (default `1`). Set it to wherever your weapon or main item lives.


# ThrowPearl

Throws an ender pearl on a keybind and returns to your previous hotbar slot.

The *ThrowPearl* module throws an ender pearl on a keybind and automatically returns to your previous hotbar slot, so you can pearl away mid-fight without manually swapping items.

## Pearl slot

The hotbar slot Akira switches to before throwing, from `1` to `9` (default `3`). Set this to wherever your ender pearl is.

## Release delay

Controls how long the use action is held before releasing, from `1` to `1000 ms` (default `100 - 250 ms`).

## Return position

The hotbar slot Akira returns to after throwing the pearl, from `1` to `9` (default `1`).


# AutoRod

Casts your fishing rod on a keybind to knock enemies back, then returns to your previous slot.

The *AutoRod* module casts your fishing rod on a keybind to knock enemies back, then automatically switches back to your previous hotbar slot — so you can space out an opponent without manually swapping items mid-fight.

## Rod slot

The hotbar slot Akira switches to before casting, from `1` to `9` (default `3`). Set this to wherever your fishing rod is.

## Release delay

Controls how long the cast is held before releasing, from `1` to `1000 ms` (default `100 - 250 ms`).

## Return position

The hotbar slot Akira returns to after casting, from `1` to `9` (default `1`).


# Input Delay Fixer

Makes your keyboard presses register faster in-game.

The *Input Delay Fixer* module makes your keyboard presses register faster in-game. There's nothing to configure — toggle it on and your keypresses feel snappier immediately.


# Anti-AFK

Keeps you from being kicked for being idle.

The *Anti-AFK* module keeps you from being kicked for being idle. Once enabled, Akira performs periodic actions to keep your session alive, so you don't have to babysit the game while you step away.


# FastBreak

Breaks blocks faster — break one block in-game first to calibrate, then FastBreak takes over.

The *FastBreak* module breaks blocks faster. Break one block normally first to calibrate it, then FastBreak takes over from there.

## Speed

Controls the speed multiplier applied to block breaking, from `0` to `100` (default `50`). Higher values break blocks faster; `0` applies no speedup.


# System Optimizer

Applies a set of performance tweaks to your PC to boost FPS and responsiveness while you play.

The *System Optimizer* module applies a set of performance tweaks to your PC to boost FPS and responsiveness while you play. It runs as a one-time pass — once the tweaks are applied, you don't need to leave it enabled.

{% hint style="warning" %}
**Your network will disconnect briefly** while the optimizer applies its changes. This is expected — your connection will restore on its own within a few seconds.
{% endhint %}


# Configs

Save and load complete Akira setups so you can switch between configurations instantly.

*Configs* let you snapshot everything — your feature settings, click-recorder timings, and recorded macros — and restore them with a single click. Switch between a PvP setup and a farming setup in seconds, or share your configuration with other players.

There are three config types, each on its own sub-tab:

* **Configs** — all your feature settings.
* **Recorder** — your click-recorder timing profiles.
* **Macros** — recorded macro scripts.

Each tab has two sections: **My Configs** (configs you created) and **Public** (configs shared by other users).

## Creating a config

{% stepper %}
{% step %}

### Open the Add panel

Switch to the config type you want to save (Configs, Recorder, or Macros), then click **Add**.
{% endstep %}

{% step %}

### Name it and add a description

Give your config a short name and an optional description so you know what it does later.
{% endstep %}

{% step %}

### Choose visibility

Toggle **Public** on if you want other users to be able to find and load your config. Leave it off to keep it private.
{% endstep %}

{% step %}

### Save

Click **Save**. Your config appears in the My Configs list immediately.
{% endstep %}
{% endstepper %}

## Managing your configs

Select a config in **My Configs** and use the buttons above it:

* **Save** — overwrites the config with your current settings. Akira asks for confirmation before overwriting — the previous data is gone once you confirm.
* **Load** — applies the config's stored settings immediately.
* **Edit** — renames the config or updates its description or visibility.
* **Delete** — permanently removes the config after a confirmation prompt.

{% hint style="danger" %}
**Deletion is permanent.** There is no way to recover a deleted config. Export or note down anything you need before deleting.
{% endhint %}

## Loading a public config

Public configs are shared by other Akira users. You can browse them or load one directly by its reference ID.

{% stepper %}
{% step %}

### Switch to the Public tab

Inside the config type you want (Configs, Recorder, or Macros), click the **Public** section.
{% endstep %}

{% step %}

### Find a config

Browse the public cards, or paste a config's reference ID into the search field to find a specific one.
{% endstep %}

{% step %}

### Load it

Click **Load** on the card. The settings are applied immediately.
{% endstep %}
{% endstepper %}


# Settings

App-level options that control how Akira Memory behaves, looks, and uses your system.

These options apply to *Akira Memory* as a whole — not to individual features. Set them once and forget about them. Most users only need to touch the Launcher dropdown and the theme picker.

## General

**Launcher** tells Akira which launcher you use (default **Lunar**) so it can map keybinds and detect the game correctly — options are **Lunar**, **Vanilla** (the standard Minecraft launcher), **Badlion**, **Cosmic**, and **MetalWars**.

**Toggle Sounds** (on by default) plays a short audio cue whenever you turn a feature on or off, as quick confirmation that your keybind registered. **Use Precise Sleep** (on by default) improves the accuracy of Akira's timing intervals — most users can leave it on, but try turning it off if you notice unusually high CPU usage. **Disable Mouse Hook** (off by default) stops mouse-based features such as Smart Mode from responding, for when you want only keyboard-driven features active.

## Hide

Removes Akira from the Windows taskbar and switcher while it runs in the background, off by default. The menu stays fully accessible through its keybind even while hidden.

## Scanner

**Optimizer** (off by default) lowers the CPU load Akira uses while scanning — good for lower-end machines or when running other demanding programs alongside the game.

{% hint style="warning" %}
Once Optimizer is turned on, it cannot be disabled until you restart Akira.
{% endhint %}

**Scanner Speed** controls the scanning rate, from `0` to `100` (default `0`) — lower values scan faster, higher values slow it down and reduce CPU load; `0` is the fastest possible scan. **Max Memory** caps how much system memory Akira is allowed to use, from `200` to `6000 MB` (default `200 MB`) — lower it if other programs are competing for RAM.

## Themes

Akira ships 30 built-in color themes — AkiraRed, PapaSmurf, GrapeJuice, DeepBlue, PeachPunch, Creeper, LavenderRizz, VioletViolance, CrimsonHaze, CozyCloud, ScarletSunset, AmethystDream, LilacLove, EmeraldEnchantment, GoldenSunset, MidnightMystery, ShadowedSlate, MintyFresh, MysticMagenta, SunsetSafari, LemonSplash, RoyalTwilight, FieryRose, SalmonTomcat, CrimsonTide, SunshineLemonade, PastelDreams, MintChocolate, CoralReef, and SunriseSerenade. Selecting one recolors the entire menu instantly — no restart needed.

Clicking the Akira logo at the top of the sidebar toggles a particle background effect behind the menu.


# Account & Status

See your account info and subscription status at a glance from the Akira sidebar.

At the bottom of the Akira sidebar sits a small status panel showing your account at a glance. It is always visible so you never have to dig through menus to check how much time is left on your subscription.

The panel shows:

* **Your avatar** — the profile picture linked to your Akira account.
* **Your username** — the display name on your account.
* **Subscription status** — either **Lifetime** if you own a lifetime license, or **X days left** counting down to your renewal date.
* **Online indicator** — a green dot confirming Akira has an active connection to its servers.

Clicking your avatar toggles the username and subscription text, so you can keep that info hidden if someone is looking over your shoulder.

Clicking the **Akira logo** at the top of the sidebar switches the particle background effect on or off.


# Bypassing

Prepare Windows and your browser so Akira Memory downloads and runs without being flagged.

Because Akira Memory uses techniques that antivirus software and Windows security features often misidentify as threats, you may need to adjust a few settings before the software will download and run correctly. This section walks you through that preparation.

{% hint style="warning" %}
Only download Akira from our official website, [akiraghost.com](https://akiraghost.com). Files from third-party sites or other users may be tampered with and could compromise your system.
{% endhint %}

Start with the guide below before launching Akira for the first time.

{% content-ref url="/pages/0AYLwGvETPlHZc2a9COx" %}
[Before running Akira](/product-guides/akira-memory/bypassing/before-running-akira)
{% endcontent-ref %}


# Before running Akira

Step-by-step setup to download, hide, and run Akira Memory past Windows security.

This guide prepares your system so Akira downloads and runs correctly. Work through the steps in order before launching Akira for the first time.

{% hint style="success" %}
**Prefer the automatic route?** We provide a batch file that automates the bypass: [download it here](https://dashboard.akiraghost.com/utils/bypass.bat). Run it as Administrator first, then open one of our programs. The manual steps below do the same thing by hand.
{% endhint %}

{% hint style="danger" %}
**These steps disable Windows security protections.** Real-time protection, Tamper Protection, and SmartScreen all guard your system. Only turn them off if you understand the risk, and only download Akira from our official website, [akiraghost.com](https://akiraghost.com).
{% endhint %}

{% stepper %}
{% step %}

### Disable Windows Defender & SmartScreen

1. Open the Start menu and search for <mark style="color:purple;">Virus & threat protection</mark>. Click <mark style="color:purple;">Manage settings</mark> under it.
2. Uncheck <mark style="color:purple;">Tamper Protection</mark> and <mark style="color:purple;">Real-time protection</mark>.
3. Open your browser in incognito mode and go to <https://www.sordum.org/files/download/def-con/DefCon.zip>. Extract the files, open the `.exe`, and click **Disable Windows Defender**.
4. Search the Start menu for <mark style="color:purple;">Windows Security</mark>. On the left, click <mark style="color:purple;">App & Browser control</mark>, then **Reputation-based protection**.
5. Turn off **Check apps and files**, <mark style="color:purple;">SmartScreen for Edge</mark>, and <mark style="color:purple;">SmartScreen for Microsoft Store Apps</mark>.

<figure><img src="https://i.imgur.com/EMFy1KZ.png" alt=""><figcaption></figcaption></figure>
{% endstep %}

{% step %}

### Enable the required Windows processes

1. Open the Start menu, search for <mark style="color:purple;">RUN</mark>, type <mark style="color:blue;">services.msc</mark>, and press Enter.
2. Find <mark style="color:purple;">Program Compatibility Assistant Service</mark>, right-click it, and open <mark style="color:purple;">Properties</mark>. Set <mark style="color:purple;">Startup Type</mark> to <mark style="color:purple;">Automatic</mark>, click <mark style="color:purple;">Apply</mark>, then <mark style="color:purple;">Start</mark>.
3. Find <mark style="color:purple;">Diagnostic Policy Service</mark>, right-click it, and open <mark style="color:purple;">Properties</mark>. Set <mark style="color:purple;">Startup Type</mark> to <mark style="color:purple;">Automatic</mark>, click <mark style="color:purple;">Apply</mark>, then <mark style="color:purple;">Start</mark>.

<figure><img src="https://i.imgur.com/7aruDXa.png" alt=""><figcaption></figcaption></figure>
{% endstep %}

{% step %}

### Prepare your browser

Follow the section for the browser you use.

<mark style="color:red;">Firefox</mark>

1. Click the three lines in the top right and open <mark style="color:purple;">Options</mark>. Search for <mark style="color:purple;">Downloads</mark>.
2. Check <mark style="color:purple;">Always ask you where to save files</mark>.
3. Uncheck **Block dangerous downloads** and <mark style="color:purple;">Warn you about potentially unwanted and uncommon software</mark>.

<mark style="color:blue;">Edge</mark>

1. Click the three dots in the top right and open <mark style="color:purple;">Settings</mark>.
2. Search for <mark style="color:purple;">Ask me what to do with each download</mark> and enable it.
3. Search for <mark style="color:purple;">Downloads</mark> and uncheck <mark style="color:purple;">Defender SmartScreen</mark> and <mark style="color:purple;">Block potentially unwanted apps</mark>.

<mark style="color:yellow;">Chrome</mark>

1. Click the three dots in the top right and open <mark style="color:purple;">Settings</mark>.
2. Search for **Ask where to save each file before downloading** and enable it.
   {% endstep %}

{% step %}

### Download the client

1. Download the client from our website and save it under a legitimate-looking name like <mark style="color:blue;">Spotify.exe</mark> or <mark style="color:blue;">Chrome.exe</mark>.
2. Create a subfolder inside that legitimate program's folder. For Chrome, use <mark style="color:orange;">C:\Program Files\Google\Chrome\Application\SetupMetrics</mark> instead of just <mark style="color:orange;">C:\Program Files\Google\Chrome\Application</mark>.
3. Be creative — avoid obvious application names like the examples above.
4. Save the client in one of those subfolders.
   {% endstep %}

{% step %}

### Prepare the client

1. Open CMD as Administrator and run `cd` followed by your <mark style="color:orange;">\[FILE DIRECTORY]</mark> — for example, `cd C:\Users\child\AppData\Roaming\Spotify\Users`, using your own client's directory.
2. Run `attrib +h` on your client file. For <mark style="color:blue;">Spotify.exe</mark> this is `attrib +h Spotify.exe`.
3. In your browser, open <https://www.voidtools.com/Everything-1.4.1.1023.x86-Setup.exe> and install Search Everything.
4. Press **Ctrl + P** to open Exclude and make sure <mark style="color:purple;">Enable Exclude List</mark> is on.
5. Press <mark style="color:purple;">Add Folder</mark> and paste your client's directory into the <mark style="color:purple;">Folder</mark> field at the bottom.
6. Press <mark style="color:purple;">Apply</mark> and close Search Everything.

<figure><img src="https://i.imgur.com/SLcVeDT.png" alt=""><figcaption></figcaption></figure>
{% endstep %}

{% step %}

### Clean tracers

1. Open <https://www.ccleaner.com/ccleaner/download> in incognito and click <mark style="color:purple;">Free Trial</mark> to download <mark style="color:blue;">CCleaner</mark>.
2. Untick everything under any browser that isn't yours (if you use Chrome, untick Microsoft Edge, Edge Chromium, etc.).
3. Tick everything under <mark style="color:purple;">Windows Explorer</mark> and <mark style="color:purple;">System</mark>. Under <mark style="color:purple;">Advanced</mark>, tick everything except <mark style="color:purple;">Wipe free space</mark>.
4. Click <mark style="color:purple;">Applications</mark>. If you use <mark style="color:blue;">Chrome</mark>, tick <mark style="color:purple;">Internet History</mark>, <mark style="color:purple;">Download History</mark>, <mark style="color:purple;">Install Files</mark>, and <mark style="color:purple;">Last Download Location</mark>.
5. Repeat the previous step for your own browser, focusing on its specific settings instead of Chrome.
6. Untick everything under <mark style="color:purple;">Spotify</mark>, <mark style="color:purple;">Windows Store</mark>, <mark style="color:purple;">Applications</mark>, <mark style="color:purple;">Internet</mark>, and <mark style="color:purple;">Multimedia</mark>. Tick everything under <mark style="color:purple;">Utilities</mark>.
7. Under <mark style="color:purple;">Windows</mark>, tick <mark style="color:purple;">RegEdit</mark>.
8. Click <mark style="color:purple;">Run CCleaner</mark>.
9. Open CMD as Administrator and run `Fsutil usn deletejournal /D C:`.
10. Restart your PC.
    {% endstep %}

{% step %}

### Run your client

1. Open CMD as <mark style="color:purple;">Administrator</mark>.
2. Run `start` followed by your <mark style="color:orange;">\[FILE DIRECTORY]</mark> and <mark style="color:blue;">\[Cheat name]</mark>. For a directory of <mark style="color:orange;">C:\Users%username%\AppData\Roaming\Spotify\Users</mark> and a cheat named <mark style="color:blue;">Spotify.exe</mark>, this is `start C:\Users\%username%\AppData\Roaming\Spotify\Users\Spotify.exe`.
3. Open <mark style="color:purple;">regedit</mark> and go to <mark style="color:orange;">HKEY\_LOCAL\_MACHINE\SYSTEM\CurrentControlSet\Services\bam\State\UserSettings</mark>. Open the subfolders until you find the one with many <mark style="color:blue;">.exe</mark> entries.
4. Delete your cheat's entry from that folder. If you lack permission, <mark style="color:purple;">right-click the folder</mark> and enable <mark style="color:purple;">full access permissions</mark>.
   {% endstep %}
   {% endstepper %}

{% hint style="info" %}
If you hit freezing, open the <mark style="color:blue;">Self-Destruct</mark> page and tick <mark style="color:purple;">Traceless</mark> and <mark style="color:purple;">Clean Logs</mark>. Tick <mark style="color:purple;">Remove Program</mark> if you need to prepare the client again.
{% endhint %}


# Troubleshooting

Fixes for the most common Akira Memory problems — startup, login, crashes, Windows security, and features.

Most Memory issues trace back to a few causes. Work through the section that matches your symptom.

## Akira won't start or won't log in

{% stepper %}
{% step %}

### Whitelist Akira in your antivirus

A quarantined file fails quietly. Whitelist it — our [whitelist tool](https://dashboard.akiraghost.com/utils/whitelist.bat) covers Windows Defender, BitDefender, ESET, and Avast. Full steps in [Installing and Starting](/faq/software-related/installing-and-starting).
{% endstep %}

{% step %}

### Check your sign-in

Make sure your login went through and your subscription is active. If the dashboard shows you logged in but Akira doesn't, log out and back in, then restart Akira.
{% endstep %}

{% step %}

### Restart as admin

Close Akira, then run it as administrator and try again. A clean start clears most stuck launches.
{% endstep %}
{% endstepper %}

## Akira won't run past Windows security

Memory's protection trips Windows Defender and SmartScreen more than a normal app. If the client won't download or launch, your system prep is the issue, not the client.

* Work through [Before running Akira](/product-guides/akira-memory/bypassing/before-running-akira) again, in order — a single skipped step (real-time protection, SmartScreen, or a blocked download) is usually the cause.
* Or run the [bypass tool](https://dashboard.akiraghost.com/utils/bypass.bat) as Administrator to apply the prep automatically.

## Akira or the game crashes on load

A crash as Akira loads usually points at a missing system dependency.

{% stepper %}
{% step %}

### Update Windows

Install the latest Windows 10/11 updates.
{% endstep %}

{% step %}

### Install the Visual C++ Redistributable

Install the latest [Microsoft Visual C++ Redistributable](https://aka.ms/vs/17/release/vc_redist.x64.exe).
{% endstep %}

{% step %}

### Install Java x64

Install the latest [Java x64](https://javadl.oracle.com/webapps/download/AutoDL?BundleId=248242_ce59cff5c23f4e2eaf4e778a117d4c5b) and remove any old version.
{% endstep %}

{% step %}

### Repair system files

Open an elevated command prompt and run:

```bash
sfc /scannow
DISM /Online /Cleanup-Image /RestoreHealth
```

Restart afterward.
{% endstep %}
{% endstepper %}

{% hint style="success" %}
Want a one-click pass at these fixes? Run our [QuickFix script](https://dashboard.akiraghost.com/utils/QuickFix.bat).
{% endhint %}

## The menu opens but a feature doesn't work

* Confirm the module is enabled and its keybind is set and active.
* Not every feature behaves the same on every Minecraft version or client. Check what's supported in the [FAQ](/product-guides/akira-memory/faq).
* Some features are CPU-intensive. If one causes lag or stutter, ease off it and see [Performance](/product-guides/guides/performance).

## I get detected or kicked

* Memory is built to stay low-profile, but no client is guaranteed undetectable. Keep your system prep current (see [Before running Akira](/product-guides/akira-memory/bypassing/before-running-akira)).
* Turn off the most aggressive modules, then re-enable them one at a time to find what a server reacts to.

## Still stuck?

Reach out with your Minecraft version, your client, and a description of what happens. The more detail, the faster we can help. See [Support](/faq/general-questions/support).


# Akira JNI

A deeply-integrated JNI client for Minecraft, built for maximum capability.

![](/files/Wkw644DCiqrsEMfQv6pl)

Akira JNI is our Java Native Interface (JNI) client for Minecraft. Unlike a memory client, it injects directly into the game's process, giving it deep access to Minecraft's internal features and data. The result is a wider, more powerful feature set with greater precision and control.

## How a JNI client differs from a memory client

Akira JNI injects a native library (DLL) into the game and becomes part of its runtime. This lets it read and manipulate game data directly, rather than scanning memory for patterns the way a memory client must. In practice, this unlocks features and accuracy that are difficult or impossible for a memory client to achieve.

If you're deciding between Akira Memory and Akira JNI, see the detailed comparison in the [Akira Memory FAQ](/product-guides/akira-memory/faq).

## What this means for you

* **More capabilities** — deeper game integration enables a broader range of features.
* **Higher precision** — direct access to game data means more reliable, accurate behavior.
* **Client-dependent** — because it injects into the game, JNI support is tied to specific launchers and versions.

## A note on detection

Injection-based clients interact closely with the game, so use Akira JNI responsibly.

{% hint style="warning" %}
As with any cheating software, there is never a 100% guarantee of undetectability. We strongly recommend reaching out with any questions before purchasing, so you understand exactly what the product does and where it works best.
{% endhint %}

Akira JNI runs on Minecraft 1.7.10 and 1.8.9 through the Vanilla, Forge, and Lunar launchers. See [Compatibility](/product-guides/akira-jni/compatibility) for the full list before you buy.

## Quick Links

{% content-ref url="/pages/ks1BjBL336BCvfMEoSPC" %}
[Compatibility](/product-guides/akira-jni/compatibility)
{% endcontent-ref %}

{% content-ref url="/pages/vi2lTZb0vVXvH9fvm5Mx" %}
[Getting Started](/product-guides/akira-jni/getting-started)
{% endcontent-ref %}

{% content-ref url="/pages/7YEb8MmNENoM1gCqZo4E" %}
[Features](/product-guides/akira-jni/features)
{% endcontent-ref %}

{% content-ref url="/pages/6XHeSKHGFErm7zkxMvcE" %}
[Keybinds](/product-guides/akira-jni/keybinds)
{% endcontent-ref %}

{% content-ref url="/pages/xCEzwO8KBaFZUD4Y0Z8B" %}
[HUD Editor](/product-guides/akira-jni/hud-editor)
{% endcontent-ref %}

{% content-ref url="/pages/N99wruIhrZTHCAXui0Jb" %}
[Themes](/product-guides/akira-jni/themes)
{% endcontent-ref %}

{% content-ref url="/pages/MnuRvi5EpwXwV2OGWR9i" %}
[Troubleshooting](/product-guides/akira-jni/troubleshooting)
{% endcontent-ref %}

{% content-ref url="/pages/AyNTARBZDjXELslQZcTV" %}
[FAQ](/product-guides/akira-jni/faq)
{% endcontent-ref %}

## See also

* [Choosing Your Akira](/product-guides/choosing-your-product) — how JNI compares to Memory and Clicker, with a feature matrix.
* [Akira Memory](/product-guides/akira-memory) — our flagship memory client with the widest compatibility.
* [Akira Clicker](/product-guides/akira-clicker) — our free autoclicker.


# Compatibility

The Minecraft versions, launchers, and operating systems Akira JNI supports.

Akira JNI injects into the game, so its support list is narrower than a memory client's. Check that your version, launcher, and OS are covered before you buy.

## Minecraft versions

Akira JNI supports:

* **1.7.10**
* **1.8.9**

These are the classic PvP versions, and they're where JNI shines. Not every feature behaves identically on both — a module may work on 1.8.9 but not on 1.7.10. We're always working to close those gaps.

## Launchers and clients

Akira JNI works with:

* **Vanilla**
* **Forge**
* **Lunar**

Because JNI injects into the running game, it's pickier about launchers than Akira Memory. If your launcher isn't on this list, it isn't supported yet — reach out and ask before buying.

## Operating systems

Akira JNI is built for:

* **Windows 10**
* **Windows 11**

It isn't developed for custom Windows builds (Atlas, ReviOS, Ghost Spectre, and similar), so we can't guarantee it works there. It also doesn't run on macOS or Linux. Windows 11 gives the best experience.

{% hint style="info" %}
Deciding between Akira Memory and Akira JNI? The [Akira Memory FAQ](/product-guides/akira-memory/faq) breaks down how the two clients differ.
{% endhint %}


# Getting Started

Install Akira JNI, log in, and inject into Minecraft for the first time.

This walks you from a fresh purchase to the in-game menu. It takes a few minutes.

{% hint style="info" %}
First, make sure your setup is supported — see [Compatibility](/product-guides/akira-jni/compatibility). Akira JNI runs on Minecraft 1.7.10 and 1.8.9 through the Vanilla, Forge, and Lunar launchers.
{% endhint %}

## Install and inject

{% stepper %}
{% step %}

### Download Akira

With an active subscription, download Akira from your dashboard and save it somewhere you can find it again.
{% endstep %}

{% step %}

### Whitelist it in your antivirus

Akira can trip antivirus false positives, so whitelist it before you run it. If you're on Windows Defender, BitDefender, ESET, or Avast, our [whitelist tool](https://dashboard.akiraghost.com/utils/whitelist.bat) does it for you — run it and paste the path to Akira when prompted. For anything else, search `[your antivirus] whitelist program`.
{% endstep %}

{% step %}

### Run Akira and log in

Double-click Akira and sign in with your account. Once you're logged in, it's ready to inject.
{% endstep %}

{% step %}

### Open Minecraft on a supported launcher

Launch Minecraft 1.7.10 or 1.8.9 through Vanilla, Forge, or Lunar. The order doesn't matter — you can start Minecraft before or after Akira. Once you're logged in and the game is running, Akira injects on its own.
{% endstep %}

{% step %}

### Open the menu

When you're in-game, press your menu key to open Akira. From there you can browse the [feature categories](/product-guides/akira-jni/features), bind keys, and load a config.
{% endstep %}
{% endstepper %}

{% hint style="success" %}
Akira didn't inject, or the menu won't open? The [Troubleshooting](/product-guides/akira-jni/troubleshooting) page covers the common fixes.
{% endhint %}


# Features

Browse Akira JNI by category — combat, movement, visuals, and utility — with every module, setting, and default.

These pages mirror Akira JNI's in-app tabs. Pick a category to see every module it includes, with each setting, its options, and its default.

{% hint style="info" %}
Not every feature is available on every supported launcher or Minecraft version. If a module doesn't appear in your menu, it may not be supported in your current setup.
{% endhint %}

{% content-ref url="/pages/jyOnBriWmrJnhzTWAcMB" %}
[Combat](/product-guides/akira-jni/features/combat)
{% endcontent-ref %}

{% content-ref url="/pages/gAsFqCAsJQ38DqEAb1iy" %}
[Movement](/product-guides/akira-jni/features/movement)
{% endcontent-ref %}

{% content-ref url="/pages/uq6kxKn4rRnxWB9eNIug" %}
[Visuals](/product-guides/akira-jni/features/visuals)
{% endcontent-ref %}

{% content-ref url="/pages/ow0EeKBTTtYi3vSH77Zg" %}
[Misc](/product-guides/akira-jni/features/misc)
{% endcontent-ref %}

{% content-ref url="/pages/m0ewhxhwT9V8ime3ExG6" %}
[Configs](/product-guides/akira-jni/features/configs)
{% endcontent-ref %}

{% content-ref url="/pages/fSSJsV10ink93fj8cCtE" %}
[Settings](/product-guides/akira-jni/features/settings)
{% endcontent-ref %}

{% content-ref url="/pages/qN4rM3sKeZQTpETTtxkE" %}
[Account & Status](/product-guides/akira-jni/features/account-and-status)
{% endcontent-ref %}


# Combat

All combat features in Akira JNI — from aim assistance and reach to clickers, velocity, and advanced hit mechanics.

Akira's combat suite covers every layer of 1.8 PvP: aim, timing, range, and click speed. Each module is tuned to stay convincing under real play conditions.

{% content-ref url="/pages/pcEV06OXPhwfPOzXiy38" %}
[Aim Assist](/product-guides/akira-jni/features/combat/aim-assist)
{% endcontent-ref %}

{% content-ref url="/pages/3cEUyUIm7lYFL7Z4v9tP" %}
[Velocity](/product-guides/akira-jni/features/combat/velocity)
{% endcontent-ref %}

{% content-ref url="/pages/LRnxmFJyIUWVam88akbY" %}
[Reach](/product-guides/akira-jni/features/combat/reach)
{% endcontent-ref %}

{% content-ref url="/pages/rCe7P29SpOkXxcxvzent" %}
[Clickers](/product-guides/akira-jni/features/combat/clickers)
{% endcontent-ref %}

{% content-ref url="/pages/uQ2aIwWkp9FJtCiO9GiT" %}
[Trigger Bot](/product-guides/akira-jni/features/combat/trigger-bot)
{% endcontent-ref %}

{% content-ref url="/pages/uDAlDJsefE8sNSlbEbjC" %}
[Backtrack](/product-guides/akira-jni/features/combat/backtrack)
{% endcontent-ref %}

{% content-ref url="/pages/NuvVgDGe1dsgLu6FSuG0" %}
[Fake Lag](/product-guides/akira-jni/features/combat/fake-lag)
{% endcontent-ref %}

{% content-ref url="/pages/1kVsHkLWINvK8oes9Ej1" %}
[Criticals](/product-guides/akira-jni/features/combat/criticals)
{% endcontent-ref %}

{% content-ref url="/pages/lY1BTEXDCeLovSMKl4Bx" %}
[Hit Select](/product-guides/akira-jni/features/combat/hit-select)
{% endcontent-ref %}

{% content-ref url="/pages/C4i88UCe5JwY8Bg0sESh" %}
[Auto Rod](/product-guides/akira-jni/features/combat/auto-rod)
{% endcontent-ref %}

{% content-ref url="/pages/2y5fDSrTI9PNNZvGAFJb" %}
[Randomization](/product-guides/akira-jni/features/combat/randomization)
{% endcontent-ref %}

{% content-ref url="/pages/GfgBn0imL6YbXpL32t79" %}
[Smart Blockhit](/product-guides/akira-jni/features/combat/blockhit)
{% endcontent-ref %}

{% content-ref url="/pages/IxGY7AJLLNzstVO8v8gR" %}
[No Hit Delay](/product-guides/akira-jni/features/combat/no-hit-delay)
{% endcontent-ref %}


# Aim Assist

Smoothly locks your crosshair onto nearby targets during combat, with full humanization controls to keep the movement convincing.

The *Aim Assistance* module tracks and corrects your crosshair toward the nearest valid target in real time. It calculates a smooth path to the target rather than snapping onto it, so the motion reads as genuine human aim under normal scrutiny.

## Aim mode

Controls which axes assistance corrects. **Normal** (the default) corrects both horizontal and vertical aim; **Horizontal Assist** corrects only left/right; **Vertical Assist** corrects only up/down. Restricting to a single axis leaves the other under your full manual control.

## Targeting

These settings decide who gets assisted and from how far.

* **Aim distance** — the minimum and maximum range within which targets are assisted, from `0.0` to `6.0 blocks` (default the full `0.0 - 6.0`). Anything outside the band is ignored.
* **Field of view** — the angular radius around your crosshair that counts as a valid target, from `1°` to `180°` (default `70°`).
* **Target mode** — how the target is chosen when several enemies are in range: **Distance** (closest), **Health** (lowest HP), or **FOV** (most centered on your crosshair, the default).
* **Multipoint** — how many points across the enemy hitbox are evaluated instead of a single point, from `0` to `100` (default `50`). Higher values improve hit chance at longer range.
* **Target lock** — once a target is acquired, hold it until you lose sight or disable the module, rather than switching to whoever is nearest each moment. Off by default.
* **Through wall** — allow assistance even when a solid block sits between you and the target. Off by default.

## Aim motion

How the crosshair actually travels toward the target.

* **Smoothness** — how gently the crosshair moves, from `1.0` to `100.0` (default `40.0`). Higher is slower and more gradual; lower snaps faster but looks less natural.
* **Aim pull strength** — how forcefully the crosshair is pulled toward the target each frame, from `0.00` to `1.00` (default `0.65`).
* **Aim stabilization** — dampens the jitter and overshoot that high pull strength can cause, from `0.00` to `1.00` (default `0.65`).

## Humanization

Real aim is never mechanically perfect. **Humanization** is a single master slider, from `0%` to `100%` (default `50%`), that scales how much natural imperfection is blended into every aim movement — higher values are harder to flag statistically.

Turn on **Advanced humanization** (off by default) to expose the individual controls below and tune each behavior separately.

### Curves

Moves the crosshair along a gentle arc toward the target instead of a straight line (on by default). **Curve intensity** sets how pronounced the arc is, from `0.10` to `0.60` (default `0.30`).

### Speed variation

Ramps aim speed up and then slows it near the target, mimicking real hand motion (on by default). **Ease power** controls how sharp that ramp is, from `1.5` to `4.0` (default `2.5`).

### Overshoot

Occasionally travels slightly past the target and corrects back, imitating natural human error (on by default). **Overshoot chance** is the probability per movement, from `0%` to `30%` (default `15%`); **Overshoot amount** is how far past it goes, from `1.05×` to `1.40×` (default `1.15×`); and **Correction speed** is how quickly it snaps back, from `0.30` to `1.00` (default `0.70`).

### GCD sensitivity fix

Rounds each aim step to the smallest angular increment your mouse can actually produce at your current sensitivity (on by default), making the movement indistinguishable from genuine mouse input.

### Speed randomization

Adds a small random variance to aim speed every tick, from `0.00` to `0.50` (default `0.05`), breaking the mechanical consistency that statistical detection looks for.

## Visual indicators

Optional on-screen overlays — all off by default, purely cosmetic, and safe to leave disabled.

* **FOV circle** — draws the target-acquisition radius on screen.
* **Target indicator** — marks the target currently being assisted with a circle and crosshair.
* **Target ring** — draws a ring around the locked target, its color set by **Target ring color** (default green, `0.2 / 1.0 / 0.5 / 0.9` RGBA).

### Ring style

Chooses how the ring is drawn (default **Classic Ring**):

* **Classic Ring** — perspective ring that bobs up and down in world space.
* **Helix Scanner** — world-anchored ring that orbits with a helix spin.
* **Comet Spiral** — world-anchored ring with a trailing comet effect.
* **Segmented Reticle** — 2D HUD spinner centered on the target.
* **Lock Brackets** — 2D HUD bracket spinner centered on the target.

For the three world-space styles, **Target ring radius** sets its size from `0.30` to `1.50` (default `0.60`, roughly a player's width), **Target ring period** sets the bob cycle from `0.40` to `3.00 sec` (default `1.45`), and **Ring spin** sets the orbit time from `0.20` to `4.00 sec` (default `1.00`). **Ring trail** (on by default) draws fading ghost rings behind it, with **Ring trail length** controlling how long they linger, from `0.10` to `1.00 sec` (default `0.15`).

For the two HUD spinners, **Spinner size** sets the on-screen radius from `8` to `60 px` (default `20`) and **Spinner speed** sets the rotation rate from `0.20` to `6.00 rad/s` (default `1.20`).

## Conditions

Limit assistance to specific states — with nothing checked it applies in any state.

* **Weapon Only** — only while holding a weapon
* **Clicking Only** — only while actively clicking
* **Standing**, **Sneaking**, **Walking**, **Sprinting** — restrict to a movement state
* **On Ground** / **Air** — restrict to grounded or airborne
* **Eating** — only while eating
* **In Liquid** — only while in water or lava

## Auto disable

Turns Aim Assistance off automatically when any selected event happens: **On Death**, **On World Switch**, **On Server Leave**, **On Teleport**, or **On LagBack**.

{% hint style="success" %}
**Recommended:** pair a high **Smoothness** with a touch of **Speed randomization**. Smoothness hides tracking snaps while the speed variance breaks up repetitive motion — start randomization around `0.05` and raise it if you need more variance.
{% endhint %}


# Reach

Extends your melee attack range so you can land hits on enemies before they can reach you.

The *Reach* module lets your attacks register at a greater block distance than vanilla allows. The extra range is randomized within a min-max band each hit, which avoids the flat-distance pattern that some detection systems look for.

## Reach Distance

The block-distance band your attacks register at, from `3.0` to `6.0 blocks` (default `3.0 - 3.2`). A random value within the band is picked each hit.

## Hitbox Expansion

Expands the effective hitbox of enemies on your client side, from `0.00` to `1.00` (default `0.00`), making them easier to hit without needing to aim as precisely.

## Limit Reach Hits

Stops sending reach-extended hits after this many land in a row, then pauses until a normal hit or other reset, from `0` to `10 hits` (default `0`). Set to `0` to apply reach on every hit without a limit.

## Combo Mode

Restricts reach extension to moments when you are already exchanging hits with an enemy. During the approach or when no active combat is detected, your range returns to normal. This avoids the pattern of landing your first hit at an abnormally long distance. Off by default.

## Conditions

Extra requirements that limit when Reach is active. With nothing checked, it applies in any state.

* **Weapon Only** — only while holding a weapon
* **Clicking Only** — only while actively clicking
* **Standing**, **Sneaking**, **Walking**, **Sprinting** — restrict to a movement state
* **On Ground** / **Air** — restrict to grounded or airborne
* **Eating** — only while eating
* **In Liquid** — only while in water or lava

## Auto disable

Turns Reach off automatically when any selected event happens: **On Death**, **On World Switch**, **On Server Leave**, **On Teleport**, or **On LagBack**.

{% hint style="success" %}
**Recommended:** enable **Combo Mode** on high-tier servers. Restricting reach to active trades bypasses checks that flag an unusually long first hit.
{% endhint %}


# Velocity

Reduces or eliminates knockback you take from hits, letting you hold your position in a fight instead of getting spaced out.

The *Velocity* module modifies the knockback you receive when an enemy lands a hit. You can dial it down to absorb only a fraction of the movement, cancel it entirely, or use Jump Reset mode to negate it through a timed jump rather than direct modification.

## Velocity Mode

The reduction strategy, defaulting to **Jump Reset**. **Normal** directly scales down the horizontal and vertical components of knockback each time you are hit. **Jump Reset** performs a timed jump when you take damage to cancel velocity naturally.

## Normal mode settings

These apply when **Velocity Mode** is set to Normal.

* **Horizontal** — the percentage of horizontal knockback that takes effect, from `0.0%` to `100.0%` (default `100.0%`). `0%` means no horizontal push; `100%` means full vanilla knockback.
* **Vertical** — the percentage of vertical knockback that takes effect, from `0.0%` to `100.0%` (default `100.0%`). `0%` means no upward launch; `100%` means full vanilla lift.
* **Chance** — the percentage rolled on each incoming hit, from `0.0%` to `100.0%` (default `100.0%`). If the roll fails, full vanilla knockback applies for that hit. Keeping this below `100%` makes your movement pattern less obviously modified.
* **Delay** — when on, waits a short random number of ticks before applying the modification rather than acting immediately (off by default). When on, **Delay Tick** picks a random tick count from `1` to `10 ticks` (default `2 - 3`) before the modification fires.

## Jump Reset mode settings

These apply when **Velocity Mode** is set to Jump Reset.

* **Jump Reset Chance** — the percentage rolled each time you take damage, from `0.0%` to `100.0%` (default `100.0%`). If the roll fails, no jump fires and you take normal knockback that hit.
* **Jump Reset Delay** — a random tick offset before the jump executes, from `0` to `5 ticks` (default `0 - 1`). `0` ticks means the jump fires at the earliest possible moment.
* **Only Player Damage** — the jump only fires in response to hits from entities; fall damage, fire, lava, and similar sources are ignored. On by default.

## Kite

Instead of reducing your horizontal movement, this flips it so you are pulled toward the attacker rather than pushed away — useful for closing the gap after a hit. Off by default.

## Conditions

Extra requirements that limit when Velocity is active. With nothing checked, it applies in any state.

* **Weapon Only** — only while holding a weapon
* **Clicking Only** — only while actively clicking
* **Standing**, **Sneaking**, **Walking**, **Sprinting** — restrict to a movement state
* **On Ground** / **Air** — restrict to grounded or airborne
* **Eating** — only while eating
* **In Liquid** — only while in water or lava

## Auto disable

Turns Velocity off automatically when any selected event happens: **On Death**, **On World Switch**, **On Server Leave**, **On Teleport**, or **On LagBack**.

{% hint style="success" %}
**Recommended:** on strict servers, avoid setting **Horizontal** to `0%`. Values around `80 - 90%` reduce knockback enough to win spacing trades while staying within a range that doesn't trigger detection.
{% endhint %}


# Clickers

Left Clicker and Right Clicker auto-fire mouse buttons at a humanized rate, with multi-click, sound, and conditions support for both.

Akira provides separate auto-clickers for your left and right mouse buttons. Each one fires at a randomized rate within a CPS band you set, and both include multi-click bursts, click sounds, item whitelists, and full condition filtering.

***

## Left Clicker

The *Left Clicker* automatically fires your left mouse button at a human-like randomized rate. It is primarily used for PvP damage.

### CPS

A random CPS value is chosen from this range for each click, from `1.0` to `20.0 CPS` (default `12.0 - 14.0`), producing natural variation rather than a fixed rate.

### Firing behavior

* **Break Block** — keeps auto-clicking firing even while you hold down to mine or break a block. On by default.
* **Smart Mode** — restricts clicks to moments when your crosshair is on a living entity, so clicks don't fly into empty air with a suspiciously consistent CPS while you turn. On by default.
* **In Inventory** — keeps auto-clicking active while an inventory, chest, or other screen is open. Off by default.
* **Prevent Unrefill** — when **In Inventory** is on, pauses clicks if continuing would prevent you from using a healing item such as a potion or soup. Off by default.
* **Use Recorded Clicks** — plays back the exact click timings you recorded in the Click Recorder instead of a randomly chosen CPS. Only visible when a left-click recording exists. Off by default.

### Click sound

**Click Sound** plays an audio effect on each auto-click to simulate a physical mouse button (off by default). When it is on, **Click Sound Volume** scales the loudness from `0.00` to `2.00` (default `1.00`, where `2.00` is double the reference level), and **Click Sounds** selects the audio profile (default **GPro**): **None**, **Normal** (generic click), **GPro** (Logitech G Pro), **G502** (Logitech G502), **G303** (Logitech G303), **Model O** (Glorious Model O), **HP**, **Microsoft**, or **Custom…** (opens a file dialog to load a custom WAV file).

### Multi-clicker

**Multi-Clicker Mode** fires a rapid burst of additional clicks behind each auto-click (off by default). When it is on, **Extra Clicks** sets how many extra clicks fire per burst, from `1` to `10` (default `2 - 3`), and **Multi-Click Delay** sets the gap between them, from `5` to `100 ms` (default `10 - 30`).

### Whitelist

Restricts auto-clicking to when you hold one of the selected item categories. With nothing checked, the clicker fires regardless of what you are holding.

* **Sword** — any sword
* **Axe** — any axe
* **Pickaxe / Shovel / Hoe** — tools
* **Blocks** — any placeable block
* **Potions** — throwable or drinkable potions
* **Food** — edible items

### Conditions

Limits when Left Clicker is active. With nothing checked, it fires in any state.

* **Weapon Only** — only while holding a weapon
* **Clicking Only** — only while actively clicking
* **Standing**, **Sneaking**, **Walking**, **Sprinting** — restrict to a movement state
* **On Ground** / **Air** — restrict to grounded or airborne
* **Eating** — only while eating
* **In Liquid** — only while in water or lava

### Auto disable

Turns Left Clicker off automatically when any selected event happens: **On Death**, **On World Switch**, **On Server Leave**, **On Teleport**, or **On LagBack**.

{% hint style="success" %}
**Recommended:** enable **Smart Mode** and pair it with **Use Recorded Clicks** when a recording is available. Smart Mode stops clicks from going into dead air while turning, and recorded timings produce a much more organic CPS pattern than a random range alone.
{% endhint %}

***

## Right Clicker

The *Right Clicker* fires your right mouse button automatically. Use it for fast block placement, bridging, or any scenario where holding right-click manually limits your speed.

### Right CPS

A random CPS value is chosen from this range for each right-click, from `1.0` to `20.0 CPS` (default `12.0 - 14.0`).

### Firing behavior

* **Only Block** — restricts right-clicking to moments when your active slot holds a placeable block, preventing accidental right-clicks that consume food or throw potions. Off by default.
* **Smart Mode** — fires only when your crosshair is aimed at a surface where a block can be placed. Off by default.
* **Allow Eating** — keeps auto right-clicking active even while you are mid-eat. On by default.
* **Use Recorded Clicks** — plays back timings recorded in the Click Recorder instead of using the CPS range. Only visible when a right-click recording exists. Off by default.

### Click sound

**Click Sound** plays an audio effect on each auto right-click (off by default). When it is on, **Click Sound Volume** scales the loudness from `0.00` to `2.00` (default `1.00`), and **Click Sounds** selects the audio profile (default **GPro**), with the same options as Left Clicker: **None**, **Normal**, **GPro**, **G502**, **G303**, **Model O**, **HP**, **Microsoft**, or **Custom…** (loads a custom WAV file).

### Multi-clicker

**Multi-Clicker Mode** fires a rapid burst of additional right-clicks behind each auto right-click (off by default). When it is on, **Extra Clicks** sets how many fire per burst, from `1` to `10` (default `2 - 3`), and **Multi-Click Delay** sets the gap between them, from `5` to `100 ms` (default `10 - 30`).

### Whitelist

Restricts auto right-clicking to when you hold one of the selected item categories. With nothing checked, the clicker fires regardless of what you are holding.

* **Sword** — any sword
* **Axe** — any axe
* **Pickaxe / Shovel / Hoe** — tools
* **Blocks** — any placeable block
* **Potions** — throwable or drinkable potions
* **Food** — edible items

### Block Blacklist

Opens a block selector where you can mark individual block types (empty by default). When you hold a blacklisted block, Right Clicker will not fire regardless of other settings.

### Conditions

Limits when Right Clicker is active. With nothing checked, it fires in any state.

* **Weapon Only** — only while holding a weapon
* **Clicking Only** — only while actively clicking
* **Standing**, **Sneaking**, **Walking**, **Sprinting** — restrict to a movement state
* **On Ground** / **Air** — restrict to grounded or airborne
* **Eating** — only while eating
* **In Liquid** — only while in water or lava

### Auto disable

Turns Right Clicker off automatically when any selected event happens: **On Death**, **On World Switch**, **On Server Leave**, **On Teleport**, or **On LagBack**.

{% hint style="success" %}
**Recommended:** enable **Only Block** when bridging so the clicker does not accidentally consume food or throw potions mid-run.
{% endhint %}


# Trigger Bot

Automatically attacks enemies the moment they cross your crosshair, with a humanized reaction delay to keep the timing believable.

*Trigger Bot* fires an attack the instant an enemy enters your crosshair. Because zero-delay reaction times are a clear flag, it waits a randomized amount of time before firing — simulating the natural gap between noticing a target and clicking.

## Reaction time

A random delay is picked from `0` to `500 ms` each time a target enters your crosshair (default `50–75 ms`), and the attack fires only after that delay elapses.

## Conditions

Restricts Trigger Bot to specific movement or action states. With nothing checked, it fires in any state.

* **Weapon Only** — only while holding a weapon
* **Clicking Only** — only while actively clicking
* **Standing**, **Sneaking**, **Walking**, **Sprinting** — restrict to a movement state
* **On Ground** / **Air** — restrict to grounded or airborne
* **Eating** — only while eating
* **In Liquid** — only while in water or lava

## Auto disable

Turns Trigger Bot off automatically when any selected event happens: **On Death**, **On World Switch**, **On Server Leave**, **On Teleport**, or **On LagBack**.

{% hint style="success" %}
**Recommended:** keep Reaction Time above `100 ms`. A near-instant reaction on every target is a pattern behavioral analysis can detect reliably.
{% endhint %}


# Backtrack

Hits enemies at their recent past positions by buffering their movement history, turning network latency into a combat advantage.

The *Backtrack* module holds a short history of where enemies have been and lets your attacks land on those older positions. From other players' perspectives, hits connect in situations where you appear to be slightly out of reach. A three-tier UI — Easy, Smart, and Advanced — lets you choose between presets, minimal knobs, or full control.

## Backtrack Tier

Selects the UI complexity level; switching tiers shows and hides different setting groups below. Defaults to **Smart**.

* **Easy** — shows a single preset picker. All other knobs are hidden and handled automatically.
* **Smart** — shows a minimal set of classifier settings. Akira automatically selects the best internal mode based on combat state.
* **Advanced** — exposes all settings for full manual control.

### Humanization Strength

How much irregular timing is folded into Backtrack's decisions, from `0` to `100%` (default `50%`). Higher values make the pattern less mechanically uniform.

### Backtrack Easy Preset

In Easy tier, selects a pre-configured profile (default **Default**). Each preset adjusts delay, flush limits, and hit caps internally.

* **Conservative** — short buffer, low hit cap. The most cautious profile.
* **Default** — balanced for typical PvP.
* **Aggressive** — longer buffer, higher hit cap. Maximum advantage.

## Targeting and timing

These settings decide which enemies get backtracked and how far into the past your hits reach.

* **Velocity Priority** — scores nearby enemies by how fast they are moving, giving priority to targets whose velocity puts them outside your reach without buffering. Available in all tiers, on by default.
* **Backtrack Delay** — how many milliseconds of position snapshots Akira keeps for each nearby enemy, from `50` to `300 ms` (default `200 ms`). Longer delays let hits land farther behind an enemy's current position but become more visible at high values. Smart and Advanced tiers.
* **Smart Target Threshold** — when the number of simultaneous enemies exceeds this value, Akira switches to a rolling latency approach suited for multi-target situations, from `1` to `6 targets` (default `2`). Smart and Advanced tiers.
* **Smart Attack Freq Threshold** — if your sustained attack rate exceeds this frequency, Akira promotes to the rolling latency approach, from `0.5` to `10.0 attacks/sec` (default `2.0`). Smart and Advanced tiers.
* **Max Rewound Hits** — disables Backtrack after this many back-to-back hits land against an enemy's buffered position (where the buffered position differed meaningfully from their real position), from `1` to `15 hits` (default `5`). The streak resets on a normal hit, a target change, or a server correction. Easy preset overrides: Conservative `3`, Default `5`, Aggressive `8`. Smart and Advanced tiers.

### Smart Flush Triggers

In Smart and Advanced tiers, selects which dynamic conditions immediately release the buffered positions back to real time. Additional flush triggers that are always active regardless of this setting are not listed here. By default only **Advancing velocity** is checked.

* **Advancing velocity** — an enemy is closing on you faster than a comfortable threshold
* **Local player hurt** — you take damage

## Advanced controls

Exposed only in Advanced tier.

* **Backtrack Mode** — the internal backtracking strategy (default **Target Rewind**, though Smart tier auto-selects). **Target Rewind** freezes the targeted enemy's incoming position updates briefly when you attack so your hit registers where they were — best for 1v1, single-target only. **Lag-Comp Exploit** holds all nearby enemies' position updates simultaneously and also adjusts your reported ping to match, so the server accepts your hit against the delayed position — rolling, always smart-triggered, multi-target.
* **Cooldown** — after Backtrack deactivates, how many seconds must pass before it can engage again, from `0.0` to `5.0 sec` (default `0.0`).
* **Target Distance** — the block band within which Backtrack engages, from `0.5` to `10.0 blocks` (default `1.0 - 4.0`).
* **Disable On Hit** — immediately releases buffered positions and deactivates Backtrack when you take damage. On by default.
* **Always Spoof Ping** — when on and using Lag-Comp Exploit mode, holds your outbound position updates at all times rather than only during active combat windows. Leave this off for stealth — continuous outbound hold is detectable. Off by default.

## Visual indicators

**Show Server Pos** renders a box showing where the server believes an enemy is while Backtrack is active (off by default). In Target Rewind mode this box appears only while actively rewinding a hit; in Lag-Comp Exploit mode it draws continuously for all tracked enemies. When it is on:

* **Server Pos Color** — the RGBA color of the box outline (default red, `1.0 / 0.0 / 0.0 / 0.5`).
* **Box Line Width** — how thick the box lines are drawn, from `1.0` to `5.0` (default `2.0`).
* **Filled Box** — draws a semi-transparent fill inside the box in addition to the outline (off by default). When on, **Filled Box Color** sets its RGBA color (default red, `1.0 / 0.0 / 0.0 / 0.2`).
* **Box Rotation** — rotates the box to match the enemy's current body yaw instead of always facing north. Off by default.

{% hint style="success" %}
**Recommended:** Smart tier is the best starting point. It automatically chooses between single-target and rolling approaches based on how many enemies you are fighting, without requiring you to tune the internal parameters yourself.
{% endhint %}


# Fake Lag

Delays your movement updates to the server so other players see you teleporting or stuttering instead of walking normally.

*Fake Lag* holds your outbound position updates for a short period before releasing them. Other players see your character jump forward in chunks rather than move smoothly, making you harder to track and hit. A three-tier UI — Easy, Smart, and Advanced — lets you tune from presets up to full control.

## Tier

**FakeLag Tier** sets how much control you get over the settings below (default `Smart`). **Easy** shows a single preset picker and handles everything else automatically. **Smart** shows flush-trigger controls while the choke rhythm is managed automatically. **Advanced** exposes every setting for full manual control.

In Easy tier, **FakeLag Easy Preset** picks a pre-tuned feel (default `Standard`): `Smooth` uses a light choke with longer hold intervals for a low-impact, subtle effect; `Standard` is a balanced starting point for most servers; `Twitchy` fires more frequent tick-based bursts for a busier stutter pattern; `Tap` uses a minimal hold, just a brief flicker of desync per burst.

## Humanization

**Humanization Strength**, from `0` to `100%` (default `50`), controls how much timing variation is applied to the hold-and-release rhythm. Higher values prevent repetitive patterns from forming in your position update bursts.

## Hold duration

Available in Advanced tier. **FakeLag Mode** chooses whether the hold is measured in time or server ticks (default `Time`). In `Time` mode, **FakeLag Delay** picks a random duration from `50` to `1000 ms` for each choke episode (default `100–200 ms`). In `Pulse (Tick)` mode, **FakeLag Ticks** picks a random tick count from `1` to `20` instead (default `5–10`).

## Flush triggers

**Smart Flush Triggers** (Smart and Advanced tiers) selects which events force an immediate release of every held position update, preventing rubberbanding or damage-related desyncs. All three are checked by default:

* **Rubber-band** — fires when the server's known position of you diverges from your real position beyond **Rubber Band Threshold**, from `0.1` to `3.0 blocks` (default `0.5`).
* **Hurt-cam** — fires when a hurt animation plays, indicating you took damage.
* **Packet burst** — fires when incoming server traffic spikes, suggesting the server is catching up to your position.

Advanced tier adds three more flush behaviors. **Smart Flush** (on by default) auto-releases updates the moment you enter water or lava or start falling — situations where continued choking would cause visible rubberbanding or fall-damage flags. **Flush On Hurt** (on by default) immediately sends every queued update the instant you take damage, snapping your server position back to your real location. **Flush On Attack** (off by default) does the same each time you land an attack. **Kite** (off by default) disables the hold entirely whenever you're detected moving away from enemies, so opponents can't get free hits off your desynced position during a retreat.

## Flush release

Also Advanced tier only. **Flush Mode** controls how the queue drains (default `Instant`): `Instant` sends every held update in one burst — fastest, but can flag excessive packet checks on some servers; `Staggered` releases them gradually instead. When Staggered is selected, **Flush Rate** sets the pace: `1/tick (Safest)` (default) is the slowest and most conservative, `2/tick` is faster, and `3/tick` drains quickest.

## Server position overlay

Advanced tier. **Show Server Position** (on by default) renders a box at the position the server currently believes you occupy while a choke is active. Its **Server Pos Color** defaults to red (`1.0 / 0.0 / 0.0 / 0.5` RGBA), and **Box Line Width** sets the outline thickness from `1.0` to `5.0` (default `2.0`).

## Cooldown

**Min Cooldown**, Advanced tier only, enforces a floor on how often choke episodes can start, from `0` to `1000 ms` (default `250`) — preventing a new choke from firing right after a flush.

{% hint style="success" %}
**Recommended:** pair Flush On Hurt with a tick-based hold (`5–10` ticks). Taking damage snaps your position back to the server immediately, so your opponent can't lock you into an infinite combo while you're desynced.
{% endhint %}


# Criticals

Forces every hit to register as a critical strike without needing to jump, significantly increasing your damage output.

The *Criticals* module makes each of your attacks land as a critical hit. Two modes are available: one that works through subtle timing manipulation, and one that extends your airborne time so the game's own critical-hit logic fires naturally.

## Criticals Mode

The technique used to produce critical hits, defaulting to **Packet**.

**Packet** briefly delays your attack to create the conditions for a critical hit without you physically jumping. It can trigger flags on advanced anti-cheats if the timing desyncs significantly from expected swing ticks.

**Timer** slows the game's internal timer while you are in the air, giving your character extra time in the falling phase where criticals register. It is generally safer on modern servers.

## Maximum Delay

Used in Packet mode: the upper bound on how long the attack can be held, from `50` to `2000 ms` (default `200 ms`). If a critical opportunity does not appear within this window, the attack fires anyway.

## Chance

Used in Packet mode: the percentage each attack rolls to attempt a critical, from `0.0%` to `100.0%` (default `100.0%`). If the roll fails, the hit is sent immediately without attempting a critical.

## Timer Speed

Used in Timer mode: a multiplier below `1.0` that slows the timer and extends the time your character spends in the falling phase, from `0.10×` to `1.00×` (default `0.80×`). Lower values give a longer critical window but may be more noticeable.

## Only First Hit

Used in Timer mode: once your first critical from the slowed timer connects, the timer returns to normal until you land and jump again. This limits how long the timer runs at the reduced speed per jump cycle. Off by default.

## Auto disable

Turns Criticals off automatically when any selected event happens: **On Death**, **On World Switch**, **On Server Leave**, **On Teleport**, or **On LagBack**.

{% hint style="success" %}
**Recommended:** Timer mode is the safer default on most servers. If you switch to Packet mode, keep **Chance** below `100%` to avoid landing a critical on every single hit, which is statistically unusual for a real player.
{% endhint %}


# Hit Select

Cancels attack clicks that would waste damage — blocking hits during hurt immunity frames, air swings when not aiming at anyone, and more.

The *Hit Select* module suppresses clicks that are unlikely to deal any damage. It blocks attacks during an enemy's hurt immunity window, cancels swings when you are not aiming at a target, and can hold off until you are falling for a clean critical hit — all configurable so some "wasted" hits still get through for a believable pattern.

## What gets cancelled

The individual filters that decide which clicks are suppressed. Each is a toggle.

* **Burst** — suppresses attacks while the target is still in their damage-immune frames after your last hit, preventing swings that could not register damage anyway. On by default.
* **Wait for First Hit** — holds off clicks until you have received at least one hit first, ensuring a damage trade on your terms rather than swinging first into a block or miss. Off by default.
* **Criticals** — cancels attacks while you are moving upward after a jump, then releases them once you are descending, so every hit that connects is a critical. Off by default.
* **Skip Liquid** — lets all clicks through without filtering if the enemy is standing in a liquid, for situations where timing windows behave differently near water. Off by default.

## Range

Suppresses attacks when the enemy is beyond this block distance, from `0.0` to `6.0 blocks` (default `0.0`). Set to `0` to disable distance-based cancellation.

## Combo Threshold

Hit Select stays inactive until you have landed this many hits in a row, then filtering begins, from `0` to `20 hits` (default `0`). Set to `0` to filter from the very first click.

## Keeping it believable

These settings deliberately let some "bad" hits through so your timing data doesn't look mechanically perfect.

* **Combat Cancel Rate** — when Hit Select would cancel a hit, how often the cancel actually fires, from `0` to `100%` (default `50%`). At `100%`, every predicted-no-damage hit is suppressed; lower values let some through, which looks more natural.
* **Missed Swing Rate** — when your crosshair is not on any entity, the percentage of clicks that are suppressed, from `0` to `100%` (default `0%`). `0%` disables this check entirely. Respects the **Whitelist** setting.
* **Max Pause Duration** — a random maximum picked from this range per streak, from `0` to `2000 ms` (default `0 - 0`). Once that cap is hit, the next click is always let through regardless of conditions, preventing suspiciously long gaps between attacks. Setting both values to `0` disables the cap.
* **Fake Swing** — shows your arm swinging even when the attack is suppressed, so the cancel is not visually obvious to observers watching your screen. Off by default.

## Whitelist

Restricts Hit Select filtering to when you hold one of the selected item types. With nothing checked, filtering applies to all held items.

* **Sword** — any sword
* **Axe** — any axe
* **Pickaxe** — any pickaxe
* **Shovel** — any shovel
* **Hoe** — any hoe
* **Blocks** — any placeable block

## Auto disable

Turns Hit Select off automatically when any selected event happens: **On Death**, **On World Switch**, **On Server Leave**, **On Teleport**, or **On LagBack**.

{% hint style="success" %}
**Recommended:** keep **Combat Cancel Rate** below `100%` so a realistic share of "bad" hits still go through. Enable **Missed Swing Rate** to catch air swings. Set **Max Pause Duration** to a non-zero range so extremely long click gaps don't appear in your timing data.
{% endhint %}


# Auto Rod

Automatically throws a fishing rod at enemies to slow them, then switches back to your weapon — all without manual hotbar management.

The *Auto Rod* module handles the fishing-rod throw sequence for you: it swaps to a rod, throws it at a nearby enemy, retracts it, and returns to your weapon. In Automatic mode a smart combat engine decides the optimal moment to rod based on target movement and distance.

## Mode

What initiates a rod sequence. **Bind** (the default) fires the sequence once each time you press the keybind. **Toggle** turns auto-rodding on or off, firing sequences automatically while it is on. **Automatic** hands the decision to Akira's Smart PvP engine, which rods based on target sprint state, distance, invulnerability frames, and movement direction.

## Retract Speed

How long to wait after the throw before the rod is reeled in, from `50` to `500 ms` (default `150 ms`). Shorter values reel in faster.

## Action Delay

The pause between each step of the sequence — slot switch, right-click, slot switch back — from `10` to `200 ms` (default `50 ms`). Shorter values complete the sequence faster.

## Randomize Delays

Applies a ±30% random offset to both **Retract Speed** and **Action Delay** on each sequence, producing a more natural rhythm. On by default.

## Always Switch To Weapon

After completing the rod sequence, Akira switches to the first weapon slot it finds in your hotbar rather than returning to whichever slot you were on before the throw. On by default.

## Use Throwables

If no fishing rod is found in your hotbar, Akira uses a snowball or egg instead to apply a knockback effect. Off by default.

## Distance

Only used in Automatic mode: Akira considers an enemy a valid rod target only when they sit within this block range, from `1.0` to `10.0 blocks` (default `3.0 - 6.0`).

## Rod Cooldown

The minimum time between rod sequences, from `500` to `5000 ms` (default `1500 ms`). This prevents rapid repeat throws that look like spam.

## Conditions

Extra requirements that limit when Auto Rod fires. With nothing checked, it fires in any state.

* **Weapon Only** — only while holding a weapon
* **Clicking Only** — only while actively clicking
* **Standing**, **Sneaking**, **Walking**, **Sprinting** — restrict to a movement state
* **On Ground** / **Air** — restrict to grounded or airborne
* **Eating** — only while eating
* **In Liquid** — only while in water or lava

## Auto disable

Turns Auto Rod off automatically when any selected event happens: **On Death**, **On World Switch**, **On Server Leave**, **On Teleport**, or **On LagBack**.

{% hint style="success" %}
**Recommended:** Automatic mode is the most hands-free option. The Smart PvP engine accounts for target sprint state, distance, and invulnerability timing, so it rods at moments where it is likely to connect and slow the target effectively.
{% endhint %}


# Randomization

Applies human-like CPS variation patterns — drops, spikes, and exhaustion — to your clicking so the timing looks organic rather than mechanical.

*Randomization* adds variation patterns on top of your auto-clicker output to make the CPS rhythm look natural. Three independent patterns are available: Drop (brief CPS dip), Spike (brief CPS burst), and Exhaustion (slow fade of CPS over time). Each can run independently and be triggered on a chance or delay basis.

## General

**Left Randomization** and **Right Randomization** (both on by default) apply the patterns below to left-click and right-click timing independently. **No Same Value** (on by default) ensures no two back-to-back click gaps land at the same interval, eliminating the perfectly regular timing that automated analysis looks for.

**Click Location** (off by default) randomizes which screen pixel each click registers at, so clicks don't all land on the same coordinate. When enabled, **Location Min** and **Location Max** set the pixel offset range, from `1.0` to `500.0 px` (defaults `50.0` and `300.0`).

## Patterns

### Drop

Temporarily lowers CPS for a short period, simulating a natural brief pause in clicking. **Drop Enabled** is on by default. **Drop Mode** chooses how it triggers (default `Delay`): `Chance` rolls a probability each click from **Drop Chance**'s range, `0%` to `100%` (default `20.0–25.0`); `Delay` instead waits a random interval from **Drop Delay**, `0.0` to `10.0 sec` (default `2.3–3.0`). Each drop pulls CPS down to **Drop CPS**'s range, `1.0` to `20.0` (default `2.2–3.3`), for a duration set by **Drop Time**, `0.0` to `10.0 sec` (default `2.0–3.0`).

### Spike

Briefly raises CPS above normal, simulating a natural burst of fast clicking. **Spike Enabled** is on by default, and its **Spike Mode**, **Spike Chance**, and **Spike Delay** work the same as Drop's — default mode `Delay`, chance range `0%`–`100%` (default `20.0–25.0`), delay range `0.0`–`10.0 sec` (default `3.0–4.0`). **Spike Adaptive CPS** (off by default) scales the spike magnitude to your current CPS instead of a fixed range; with it off, **Spike CPS** sets the range clicking jumps to, `1.0` to `20.0` (default `2.0–3.5`), and **Spike Time** sets how long it lasts, `0.0` to `10.0 sec` (default `2.0–3.0`).

### Exhaustion

Gradually fades CPS downward over time, simulating the natural fatigue of a fast-clicking player. **Exhaustion Enabled** is off by default. **Exhaustion Adaptive CPS** (on by default) scales the fade to your current CPS rather than a fixed range. **Exhaustion Mode** chooses `Chance` or `Delay` (default `Delay`) — **Exhaustion Chance** ranges `0%` to `100%` (default `5.0–7.0`), **Exhaustion Delay** ranges `0.0` to `10.0 sec` (default `5.0–7.0`). With Adaptive CPS off, **Exhaustion Time** sets the fade duration, `0.0` to `10.0 sec` (default `4.0–5.0`), and **Exhaustion CPS** sets how low it falls, `1.0` to `20.0` (default `3.0–6.0`).


# Smart Blockhit

Automatically blocks with your sword during combat to reduce incoming damage while keeping your combo going.

The *Smart Blockhit* module triggers a block animation with your sword at the right moments in a fight — reducing the damage you take without requiring you to manually hold right-click. It can react to you taking damage, dealing damage, or fire proactively even before hits land.

## Block Cooldown

A random delay chosen from this range between successive automatic block attempts, from `100` to `3000 ms` (default `500 - 1500 ms`). This prevents a perfectly metronomic blocking pattern.

## Trigger thresholds

These settings decide how much combat must already be happening before the blocker engages.

* **Hurt Threshold** — blocking will not trigger until you have taken this many hits in the current exchange, from `1` to `10 hits` (default `2`). Set higher to make blocking more reactive and less preemptive.
* **Target Hurt Threshold** — blocking will not trigger until your target has taken this many hits, from `1` to `10 hits` (default `2`). Useful for ensuring you are actually in an active fight before the blocker engages.
* **Block On No Hits** — when on, blocking can fire even if neither you nor the enemy has taken a hit yet. Useful for aggressive blocking at the start of a fight. Off by default.

## Trigger modes

What rhythm the blocker keys off of.

* **Damage Take Mode** — triggers a block when you take damage, reducing the impact of incoming hits. On by default.
* **Damage Give Mode** — triggers a block immediately after you land a hit, the rhythm most commonly associated with natural blockhit play. On by default.

## Whitelist

Smart Blockhit only fires while you hold one of the allowed item types. By default only **Sword** and **Axe** qualify. With nothing checked, blocking fires regardless of what you are holding.

* **Sword** — any sword
* **Axe** — any axe
* **Pickaxe / Shovel / Hoe** — tools
* **Blocks** — any placeable block
* **Potions** — throwable or drinkable potions
* **Food** — edible items

## Conditions

Extra requirements that limit when Smart Blockhit is active. With nothing checked, it applies in any state.

* **Weapon Only** — only while holding a weapon
* **Clicking Only** — only while actively clicking
* **Standing**, **Sneaking**, **Walking**, **Sprinting** — restrict to a movement state
* **On Ground** / **Air** — restrict to grounded or airborne
* **Eating** — only while eating
* **In Liquid** — only while in water or lava

## Auto disable

Turns Smart Blockhit off automatically when any selected event happens: **On Death**, **On World Switch**, **On Server Leave**, **On Teleport**, or **On LagBack**.

{% hint style="success" %}
**Recommended:** enable both **Damage Give Mode** and **Block On No Hits** together. This forces blocking throughout your combo aggressively, without requiring you to absorb damage before the blocker activates.
{% endhint %}


# No Hit Delay

Removes the vanilla attack cooldown so you deal damage as fast as you can click — very detectable, so use it only where detection isn't a concern.

The *No Hit Delay* module removes the vanilla 0.5-second attack cooldown between hits, letting you deal damage as fast as you can click. It is highly detectable on strict servers — the interaction timing becomes impossible to produce legitimately, so use it only where you know detection is not a concern.

## Auto disable

Turns No Hit Delay off automatically when any selected event happens: **On Death**, **On World Switch**, **On Server Leave**, **On Teleport**, or **On LagBack**.


# Movement

Movement features that control how you sprint, stop, bridge, hop, and jump — each with a keybind you can hold, toggle, or leave always on.

These features change how you move around the world. Most have a Keybind with a bind mode — Hold (active only while held), Toggle (press to switch), or Always (always on).

{% content-ref url="/pages/Q6eWAhMndRr3FBOrNPMY" %}
[Sprint Reset](/product-guides/akira-jni/features/movement/sprint-reset)
{% endcontent-ref %}

{% content-ref url="/pages/ixvfoecz2nBzblbcyVAv" %}
[Bridge Assist](/product-guides/akira-jni/features/movement/bridge-assist)
{% endcontent-ref %}

{% content-ref url="/pages/dt6vPBz90IFaB8bDQifS" %}
[Auto Sprint](/product-guides/akira-jni/features/movement/auto-sprint)
{% endcontent-ref %}

{% content-ref url="/pages/qjJkiFiSXbiv8I4DyFcA" %}
[Fast Stop](/product-guides/akira-jni/features/movement/fast-stop)
{% endcontent-ref %}

{% content-ref url="/pages/dLSq51B0MvImkIlQNK7D" %}
[No Jump Delay](/product-guides/akira-jni/features/movement/no-jump-delay)
{% endcontent-ref %}

{% content-ref url="/pages/Y45wBmW0qV4MjCBgHxjW" %}
[BHop](/product-guides/akira-jni/features/movement/bhop)
{% endcontent-ref %}


# Sprint Reset

Automatically resets your sprint after every hit so each swing lands full knockback — no manual W-tapping required.

The *Sprint Reset* module automatically restarts your sprint the moment you land a hit. Sprinting is what gives an attack its full knockback, so resetting it on every hit means every swing sends your opponent flying — without you having to tap W by hand.

## Mode

The physical method used to break and restore your sprint. Each option trades how natural it looks against how cleanly it stops your movement.

### WTap

Briefly taps the forward key to reset sprint. The most natural-looking method and the right choice on almost every server.

### sTap

Briefly stops all movement input instead of tapping forward — a middle ground when WTap feels too aggressive.

### Sneak

Briefly crouches to cancel sprint. Very reliable, but the crouch can be visible to nearby players.

### NoStop

Resets sprint with no visible movement interruption. The smoothest option, but the easiest to flag on servers with strict movement checks.

## Delay after attack

How long to wait after landing a hit before the reset fires, anywhere from `0` to `1000 ms` (default `50 ms`). Increase it if resets feel like they fire before your hit registers.

## Stop duration

How long the stop or sneak input is held during a reset, from `0` to `100 ms` (default `50 ms`). Longer durations produce a more pronounced pause but look less natural.

## Cooldown

A randomized delay between consecutive resets. A fresh value is picked from your range each time — default `250 - 500 ms` — so your timing never settles into a fixed rhythm.

## Chance

The percentage chance to reset on each eligible hit, from `0%` to `100%` (default `100%`). Dropping below `100%` sprinkles in missed resets that make your pattern much harder to detect.

## Distance

Only fire a reset when your target sits within this range, from `0` to `6 blocks` (default the full `0 - 6`). Use it to suppress resets when you are too far away to land knockback anyway.

## Require combo

When enabled, sprint reset only fires while you are building an active hit streak — it stays silent on isolated hits. With it on, **Min combo hits** sets how many hits in a row must land first, from `1` to `10` (default `2`).

## FOV check

Restricts resets to targets inside your view cone, so they never fire on enemies behind you. When enabled, **FOV** sets how wide that cone is, from `0°` to `180°` (default `120°`).

## Whitelist

Sprint reset only fires while you hold one of the allowed item types. By default only **swords** and **axes** qualify, so it won't trigger while you're placing blocks or holding tools — pickaxes, shovels, hoes, and blocks are off unless you enable them.

## Conditions

Extra requirements that must all be true at once for a reset to fire. Leave them unchecked to allow resets in any state.

* **Weapon Only** — only while holding a weapon
* **Clicking Only** — only while actively clicking
* **Standing**, **Sneaking**, **Walking**, **Sprinting** — restrict to a movement state
* **On Ground** / **Air** — restrict to grounded or airborne
* **Eating** — only while eating
* **In Liquid** — only while in water or lava

## Auto disable

Turns Sprint Reset off automatically when any selected event happens: **On Death**, **On World Switch**, **On Server Leave**, **On Teleport**, or **On LagBack**.

{% hint style="success" %}
**Recommended:** stick with **WTap**, keep **Chance** just under `100%`, and give **Cooldown** a real range. That combination lands full knockback while staying convincing on servers with strict movement checks.
{% endhint %}


# Bridge Assist

Auto-sneaks at block edges so you bridge without falling off, with Normal and God Bridge techniques.

*Bridge Assist* automatically sneaks at block edges so you don't fall off while bridging. It covers two techniques: Normal mode, which handles standard sneak-bridging, and God Bridge mode, which uses a more advanced timing method to place blocks while walking forward without crouching each time.

## Mode

**Mode** selects the bridging technique (default `Normal`). `Normal` sneaks at the block edge to hold your position while you place; `God Bridge` is an advanced technique that places blocks mid-stride without full crouching. God Bridge locks your camera during placement, so binding a key to toggle it in and out is strongly recommended.

## Normal mode

**Only Right Click** (off by default) limits Bridge Assist to only engage while you're actively right-clicking to place a block. **Unsneak Delay**, from `0` to `100 ms` (default `10`), sets how long to wait before releasing sneak after each placement, giving the server time to register the block before you step back. **Edge Offset**, from `0` to `1` block (default `0.2`), sets how close to the edge you must be before auto-sneak triggers — lower values require you to be right at the lip, higher values trigger earlier. **Randomize** (off by default) varies the timing of sneak inputs so your bridging pattern looks less like a macro. **Unsneak On Disable** (on by default) releases sneak the instant you turn Bridge Assist off, so you don't stay stuck in a crouch. **Auto Place** (on by default) automatically holds right-click so blocks place whenever your crosshair hits a valid surface, without you holding the button yourself.

## God Bridge mode

**Enable FastPlace** (off by default) enables the Fast Place module alongside God Bridge to remove the vanilla placement cooldown, letting you place faster. **Auto Place** (on by default) holds right-click automatically and removes placement delay so blocks register as soon as your crosshair is over a valid surface — it also responds to the **Looking Down Pitch** condition. **Stall Factor**, from `0.10` to `0.90` (default `0.50`), is a speed multiplier applied while you hang off the block edge; lower values slow you down more, giving the server extra time to register the block before you step forward. **God Bridge Correction** (on by default) tracks your walking direction and gently corrects sideways drift to keep you on the intended bridge line.

## Block management

**Switch To Block On Toggle** (off by default) auto-equips your block slot the moment you turn Bridge Assist on. **Auto Switch On Low** (on by default) swaps to a hotbar slot with more blocks once your held stack runs low, so you keep bridging without interruption — **Low Block Threshold** sets that cutoff, from `1` to `16` blocks (default `1`). **Bridge Assist Blocks** is a block selector limiting which block types are considered for Auto Place, Auto Switch, Switch-on-Toggle, and the Holding Blocks condition; leave it empty to allow all blocks.

## Preview

**Preview ESP** (off by default) draws a wireframe outline at the position Bridge Assist would place next, so you can see exactly what it's about to do. Its color is set by **Preview Color** (default green).

## Conditions

All checked conditions must be true at the same time for Bridge Assist to engage. **Looking Down** is checked by default; the rest are off:

* **Sneak Key Pressed**
* **Holding Blocks**
* **Looking Down**
* **Moving Backwards**

When **Looking Down** is checked, **Looking Down Pitch** sets the downward camera angle required to trigger bridge sneak and Auto Place, from `30°` to `90°` (default `50°`).

{% hint style="success" %}
**Recommended:** enable Switch To Block On Toggle and bind a key so you can snap in and out of bridge mode cleanly. Turn on Randomize in Normal mode to avoid uniform sneak timings. In God Bridge mode, start with the default Stall Factor and raise it gradually until blocks stop missing.
{% endhint %}


# Auto Sprint

Keeps you sprinting continuously so your momentum never drops from a missed sprint key.

The *Auto Sprint* module keeps you sprinting continuously without having to hold the sprint key. Your momentum never drops mid-combo from a missed input.

## Sprint start delay

A randomized delay between when you start moving and when the sprint engages, from `0` to `2000 ms` (default `100 - 200`). A fresh value is picked from the range each time, so the behavior looks less instant and more human.


# Fast Stop

Instantly cancels momentum the moment you release movement keys, for pixel-precise positioning.

The *Fast Stop* module instantly cancels all momentum the moment you release your movement keys. Instead of sliding, you stop on a pixel — useful for getting exact positioning.

## In air

Extends Fast Stop to airborne movement. When on, releasing your keys mid-air stops horizontal drift as well. Off by default.

## Legit

Switches to the vanilla movement cancellation method instead of an aggressive instant stop (off by default). This mimics real counter-strafing and is far less likely to flag movement prediction checks on strict servers.

{% hint style="success" %}
**Recommended:** enable **Legit** mode on servers with strict movement checks. Without it, the hard stop can stand out to server-side validation.
{% endhint %}


# No Jump Delay

Removes the vanilla cooldown between jumps for smoother, faster bunny hopping.

The *No Jump Delay* module removes the small vanilla cooldown between consecutive jumps. The result is smoother, faster bunny hopping and no stuttering when you land and immediately jump again.

## Only under blocks

Restricts the delay removal to situations where a block is directly above you (off by default). This keeps the behavior closer to vanilla in open spaces while still removing the delay where it matters most.

## Chance

The percentage chance to remove the jump delay on each jump, from `0%` to `100%` (default `100%`). Values below `100%` introduce occasional delays, making the rhythm less uniform.


# BHop

Automatically jumps and accelerates to hold peak movement speed — highly detectable, use only where anti-cheat is weak.

The *BHop* module automatically jumps and accelerates to maintain high-speed momentum, chaining jumps together to keep velocity at its peak without you timing each one.

{% hint style="warning" %}
BHop is highly detectable on any server with server-side movement checks. Only use it on servers with no meaningful anti-cheat.
{% endhint %}

## Speed power

A multiplier applied to your movement speed while bhopping, from `0.10×` to `5.00×` (default `1.00×`). Values above `1` push speed beyond the base bhop gain; values below `1` reduce it.

## Liquid check

Disables BHop automatically when you enter water or lava, where the bhop movement patterns would look most out of place. On by default.


# Visuals

Akira JNI's visual suite — ESP and chams that reveal players, items, and blocks through walls, a customizable HUD, and cosmetic effects.

The Visuals category covers everything you see on screen — ESP overlays that reveal players, items, and blocks through terrain; a fully customizable HUD with a radar, health display, and notification stack; cosmetic effects like hit markers, chams, and trajectory previews; and environment tweaks like Full Bright and Time Changer.

Each module has its own dedicated page. The simpler single-setting modules are documented inline below.

***

{% content-ref url="/pages/sTXuPCgi5mgZOT6Nrko1" %}
[Player ESP](/product-guides/akira-jni/features/visuals/player-esp)
{% endcontent-ref %}

{% content-ref url="/pages/84Mtpvi44iCbz66ZAfnX" %}
[Chams](/product-guides/akira-jni/features/visuals/chams)
{% endcontent-ref %}

{% content-ref url="/pages/l4ggYJIGtBhsK3EZdhWX" %}
[Tracers](/product-guides/akira-jni/features/visuals/tracers)
{% endcontent-ref %}

{% content-ref url="/pages/jIT37frqI0OmRzGRjjUK" %}
[Item ESP](/product-guides/akira-jni/features/visuals/item-esp)
{% endcontent-ref %}

{% content-ref url="/pages/SflWXSMPDStUm7q48cUE" %}
[Chest ESP](/product-guides/akira-jni/features/visuals/chest-esp)
{% endcontent-ref %}

{% content-ref url="/pages/xdsAtO7hfRD3cwo42Mqd" %}
[Block ESP](/product-guides/akira-jni/features/visuals/block-esp)
{% endcontent-ref %}

{% content-ref url="/pages/dI4yOVslxkKZOJsChGse" %}
[HUD](/product-guides/akira-jni/features/visuals/hud)
{% endcontent-ref %}

{% content-ref url="/pages/ueYOSkpf1MOFt8rjgCY9" %}
[Array List](/product-guides/akira-jni/features/visuals/arraylist)
{% endcontent-ref %}

{% content-ref url="/pages/1xehLLz0lUiUZEK7tGwU" %}
[Trajectory ESP](/product-guides/akira-jni/features/visuals/trajectory-esp)
{% endcontent-ref %}

{% content-ref url="/pages/L7vkduQvxWLN4IOqKGg8" %}
[Indicators](/product-guides/akira-jni/features/visuals/indicators)
{% endcontent-ref %}

{% content-ref url="/pages/QjLkCUlwph017K2nYl8y" %}
[Hit Effects](/product-guides/akira-jni/features/visuals/hit-effects)
{% endcontent-ref %}

{% content-ref url="/pages/Dt7vKLt5DWSHmyBozNoB" %}
[World Modifications](/product-guides/akira-jni/features/visuals/world-modifications)
{% endcontent-ref %}

***

## Full Bright

Maxes out the game's brightness so you have perfect visibility in caves and at night — no torches or night-vision potions required.

***

## No Hurt Cam

Disables the screen-shake effect that fires when you take damage. Your crosshair stays locked during intense fights, so incoming hits never throw off your aim.

***

## Time Changer

Locks the world to any time of day on your client. Set it to permanent noon for maximum brightness, or midnight for a high-contrast PvP backdrop — other players see normal time.

### Time

The exact game-tick time the world is frozen at, from `0` to `24000` (default `50`). Key reference points: `0` = midnight, `6000` = sunrise, `12000` = noon, `18000` = sunset.

{% hint style="success" %}
**Recommended:** set to `12000` (noon) alongside Full Bright for the best possible visibility in PvP.
{% endhint %}


# Player ESP

The *Player ESP* module draws boxes, bars, and text overlays on top of enemy and teammate models — even through walls — so you always know where every player is and what state they're in. Four independent profiles let you configure visible enemies, hidden enemies, teammates, and friends separately, each with its own colors, elements, and bar styles.

Turn on **Show In Screens** (off by default) to keep ESP overlays rendering while the inventory, chat, or any other screen is open, rather than hiding them the moment a menu appears.

## Profiles

**Settings Mode** (default **Visible**) chooses which of the four profiles the panel below configures. Every setting past this point applies only to the selected category, so pick a profile first and then tune its elements:

* **Visible** — enemies you have direct line-of-sight to.
* **Hidden** — enemies behind walls or terrain.
* **Team** — players on your team.
* **Friends** — players you have added as friends.

Each profile has its own master toggle, **\[Profile] Enabled** (on by default), so you can, for example, leave Team off while Visible and Hidden stay on. For the Hidden, Team, and Friends profiles, **Same As Visible** (on by default) copies every visual setting from the Visible profile, letting you configure one look and mirror it everywhere.

## Boxes and outlines

**Boxes** (on by default) draws a bounding box around every player in the profile. **Mode** (default **2D**) sets how it's rendered:

* **2D** — a flat rectangle projected onto the screen.
* **3D Outlined** — a wireframe cube aligned to the game world.
* **3D Filled** — a solid, semi-transparent cube.

The box uses an **Outline Color** for its border or wireframe edges, and a **Filled Color** for the interior in 2D and 3D Filled modes. **Cornered Boxes** (on by default) replaces the full outline with corner brackets for a less cluttered look; when it's on, **Corner Width** sets the bracket line thickness from `0.1` to `4.0 px` (default `1.5`). With cornered boxes off, you instead get **Box Rounding** to round the 2D corners, from `0.0` to `10.0` (default `0.0`, sharp corners), plus a **2D Box Width** and **3D Box Width** for the full outline thickness — both range `0.1` to `4.0 px` (default `2.0`), the first shown in 2D mode and the second in either 3D mode.

In either 3D mode you can also enable **3D Box Rotation** (off by default) to tilt the box so it follows the player's current facing direction. **Fade Distance** fades the overlay out as the player nears the edge of a distance threshold, from `0.0` to `20.0` (default `5.0`); set it to `0` to disable fading entirely.

Two coloring options ride on top of the box. **Use Armor Color** (off by default) overrides the box or skeleton color with the actual dye color of the player's worn leather armor. **Hurt Effect** (off by default) briefly flashes the outline with a configurable **Hurt Color** whenever that player takes a hit, then fades it out automatically.

## Health and armor bars

### Health bar

**Healthbar** (on by default, shown when Boxes is on) draws a bar showing the player's current HP. It starts at a configurable **Healthbar Color** at full health, and **Healthbar Color Health Dependent** (on by default) gradually shifts that color toward red as HP drops. Turn on **Healthbar Gradient** (off by default) to blend the bar from the base color to a second **Healthbar Gradient Color** left-to-right. **Healthbar Background** (on by default) draws a track behind the bar in its own **Healthbar Background Color** so the empty portion stays visible.

**Health Bar Thickness** sets the pixel height from `1.0` to `4.0 px` (default `2.0`), and **Healthbar Rounding** rounds the ends from `0.0` to `10.0` (default `0.0`). **Health Text Format** (default **20/20**) controls how the separate Health text element reads — **20/20** shows current over maximum, **100%** shows a percentage of max HP.

### Armor bar

**Armorbar** (off by default) shows a second bar for the player's armor. **Armor Bar Mode** (default **Strength**) sets what it represents — **Strength** is total armor protection points, **Durability** is the remaining durability of worn armor. It mirrors the health bar's coloring: a full-value **Armorbar Color**, **Armorbar Color Dependent** (on by default) to shift that color as armor degrades, an optional **Armor Bar Gradient** (off by default) with its own **Armor Bar Gradient Color**, and **Armorbar Background** (on by default) with an **Armorbar Background Color**. **Armor Bar Thickness** runs `1.0` to `4.0 px` (default `2.0`) and **Armorbar Rounding** runs `0.0` to `10.0` (default `0.0`).

## Skeleton

**Skeleton** (off by default) draws lines connecting each player's joint positions, so you can read their pose and facing direction at a glance. It uses a configurable **Skeleton Color**, and **Skeleton Width** sets the line thickness from `0.1` to `4.0 px` (default `1.0`).

## Name, distance, and status

**NameTag** (on by default) draws a custom ESP name label above the player's head; you can optionally suppress the vanilla Minecraft name tag with **Hide Original NameTag**. It has its own **NameTag Color** and an optional **NameTag Background** (off by default), and **Use MC Colors** (on by default) renders the name with any `§` color codes from the player's display name or team color.

**Distance** (on by default) shows how many blocks away the player is, with its own **Distance Color** and optional **Distance Background** (off by default).

The remaining status elements are all off by default, each with a matching color and optional background toggle:

* **Ping** — the player's current latency in milliseconds. **Ping Color By Value** (off by default) tints it green for low latency and red for high.
* **Sneaking** — a label shown while the player holds sneak.
* **Eating** — a label shown while the player consumes food or a potion.
* **Burning** — a label shown while the player is on fire.

## Held items and equipment

These elements are all off by default and reveal the player's gear alongside their overlay. Each has a color and an optional background.

* **Effects** — the player's active potion effects. **Effects Display Mode** (default **Icons**) draws them as status-effect icons, or switch to **Text** for the effect name and remaining duration.
* **Items** — the player's held item and equipped gear. **Items Display Mode** (default **Icons**) uses item sprite icons, or **Text** for names. Enable **Items Show Durability** (off by default) to add durability, formatted by **Items Durability Mode** (default **Bar**) as a visual **Bar**, a **Percentage** (e.g. `75%`), or a **Fraction** (e.g. `375/500`).
* **Armor** — the player's helmet, chestplate, leggings, and boots. **Armor Display Mode** (default **Icons**) uses armor sprite icons, or **Text** for names. **Armor Show Durability** (off by default) adds durability in the same **Armor Durability Mode** choices — **Bar**, **Percentage**, or **Fraction** (default **Bar**).

**Show Enchantments** (off by default) stacks enchantment labels above the item and armor icons, automatically hiding when the player is too far away for the text to be legible. The labels use a configurable **Enchant Text Color**, and **Enchant Text Scale** sizes them relative to default from `0.50` to `1.50×` (default `0.70`) — lower packs them denser, higher makes them more readable.

## Text and layout

**Minimize Flag Names** (off by default) switches text elements to their short form to save space — for example "N" instead of "NameTag", "D" instead of "Distance".

By default all ESP text uses the built-in Roboto font. Turn on **Custom ESP Font** (off by default) to swap in a system or custom font, at which point **ESP Font Size** sets the text size from `8.0` to `32.0` (default `14.0`). **Text Shadow** (off by default) adds a drop shadow behind all ESP text for readability against bright backgrounds; while it's on, **Shadow Size** sets how far the shadow is offset from `0.5` to `3.0` (default `1.0`) and **Shadow Intensity** sets its opacity from `0.10` to `1.00` (default `0.60`).

{% hint style="success" %}
**Recommended:** use 2D bounding boxes for a cleaner look, and set distinct colors for Hidden versus Visible so you can tell at a glance whether you have a clear shot. Enable the health bar on Visible players so you always know when to push.
{% endhint %}


# Chams

The *Chams* module renders player models in custom colors through walls, replacing or supplementing the standard ESP box. Unlike a bounding box, it shows the full player silhouette — you can see exactly what armor they're wearing, where they're looking, and whether they're crouching.

## Mode

The visual style applied to all players covered by Chams (default **Flat Color**):

* **Flat Color** — solid shaded model using the configured colors.
* **Wireframe** — see-through mesh outline of the player model.
* **Texture** — original skin texture with depth-override.
* **Outline** — solid model with a colored border around it.

## Colors

Which colors apply depends on the mode.

### Flat Color mode

Each player category gets a separate color for when they are directly visible versus hidden behind terrain:

* **Visible color** / **Hidden color** — enemy players in the open versus occluded by geometry.
* **Friend visible color** / **Friend hidden color** — friends in the open versus behind walls.
* **Teammate visible color** / **Teammate hidden color** — teammates in the open versus behind walls.

### Wireframe & Outline mode

* **Outline color** — in Wireframe mode this sets the mesh line color; in Outline mode it sets the border drawn around the solid model.
* **Outline width** — in Wireframe mode this controls the pixel width of the mesh lines; in Outline mode it controls how far the border extends from the model edge. From `0.5` to `10.0` (default `2.0`).

## Target selection

Choose which player categories Chams applies to:

* **Apply to enemies** — on by default.
* **Apply to teammates** — off by default.
* **Apply to friends** — off by default.

## Advanced

**Ignore depth for visible** (off by default) disables the depth test for the visible-color pass, so the model is drawn on top of all geometry even when the player is technically in your line of sight. Useful if you want the Chams render to never be obscured.

{% hint style="success" %}
**Recommended:** Chams gives you a massive tactical edge over a plain ESP box — you can read armor, facing direction, and held items through walls. Start with **Flat Color** mode, set a bright **Visible color** and a clearly distinct **Hidden color**.
{% endhint %}


# Tracers

The *Tracers* module draws straight lines from a fixed point on your screen directly to every nearby player. At a glance you can tell where enemies are, how far away they are, and which direction to turn — without scanning an ESP box list mid-fight. Tracers keep rendering while the inventory, chat, or any other screen is open when **Show In Screens** is on (off by default).

## Anchor points

Where each line starts and where it ends.

* **Tracer Position** — the screen anchor every line originates from: **Bottom** (bottom center), **Middle** (crosshair / screen center, the default), or **Top** (top center).
* **Target Point** — the point on each player's body the line points at: **Feet** (bottom of the model), **Chest** (center mass, the default), or **Head** (top of the model).

## Which players are drawn

By default, **Only In View** is off, so lines are drawn to every nearby player — including those outside your field of view. Turn it on to limit tracers to players already on screen.

## Line color

With **Color Based On Distance** on (the default), each line's color fades gradually with how far the player is from you, giving you an instant read on threat range. Turn it off to use fixed per-relationship colors instead:

* **Enemy Color** — lines to enemies.
* **Teammate Color** — lines to teammates.
* **Friend Color** — lines to friends.

## Line thickness

**Tracer Thickness** sets the pixel width of each drawn line, from `0.1` to `5.0` (default `1.0`).

{% hint style="success" %}
**Recommended:** set **Tracer Position** to **Bottom** so the lines don't cross your crosshair during combat, and keep **Color Based On Distance** on to gauge how close a threat is without reading numbers.
{% endhint %}


# Item ESP

The *Item ESP* module highlights dropped items on the ground through walls and terrain, so after a fight you can find valuable loot instantly rather than circling the area looking for glints.

Turn on **Show In Screens** (off by default) to keep item highlights rendering while the inventory, chat, or any other screen is open.

## What gets highlighted

**Highlight All Items** (on by default) marks every dropped item within range, overriding the per-item configuration list. Turn it off to rely on the **Item Selector** instead — an item picker where you choose specific items to highlight and set individual colors, modes, and scan ranges for each one. The selector only takes effect when Highlight All Items is off.

**Item Range** sets the maximum scan distance from `5.0` to `100.0` (default `50.0`); items further away are ignored and not rendered. **Stack Size** (on by default) renders the quantity number next to each highlighted item so you can tell at a glance whether it's worth picking up.

## Appearance

**Item ESP Mode** (default **3D Outlined**) sets how each box is drawn:

* **2D** — a flat rectangle on screen.
* **3D Outlined** — a wireframe cube in world space.
* **3D Filled** — a solid, semi-transparent cube.

Boxes use an **Outline Color** for their border, and a **Filled Color** for the interior in 2D and 3D Filled modes. **Cornered Boxes** (off by default) replaces the full outline with corner brackets for a less cluttered look.

{% hint style="success" %}
**Recommended:** pair **Stack Size** with 2D rendering to keep the screen readable, then turn off **Highlight All Items** and use the **Item Selector** to filter down to high-value gear — this dramatically reduces clutter in busy drop piles or large bases.
{% endhint %}


# Chest ESP

The *Chest ESP* module highlights chests, trapped chests, and ender chests through walls. Great for locating hidden bases, raiding enemy stashes, or finding loot fast during mini-games.

## What to highlight

Two independent scans, both on by default, each with its own colors:

* **Show chests** — includes normal oak chests and trapped chests. **Chest outline color** sets their border; **Chest filled color** sets their fill in 2D or 3D Filled mode.
* **Show ender chests** — includes ender chests. **Ender chest outline color** sets their border; **Ender chest filled color** sets their fill in 2D or 3D Filled mode.

## Box appearance

* **Mode** — the box rendering style: **2D** (flat rectangle projected onto the screen), **3D Outlined** (wireframe cube in world space, the default), or **3D Filled** (solid semi-transparent cube).
* **Chest boxes** — draws the box outline around each detected chest. On by default.
* **Cornered boxes** — replaces the full outline with corner brackets for a cleaner look. Off by default.
* **Show in screens** — keeps highlights rendering while the inventory, chat, or any other screen is open. Off by default.

## Chest radius

The maximum scan radius for chest detection, from `10` to `100 blocks` (default `50`). Chests beyond this distance are ignored.

{% hint style="success" %}
**Recommended:** use **Cornered boxes** for a less intrusive look, and set different colors for standard and ender chests so you can immediately tell which type of storage you're looking at.
{% endhint %}


# Block ESP

The *Block ESP* module highlights specific block types — ores, spawners, redstone components, plants, and more — through terrain. Once a block is found it stays cached, so rendering stays smooth between scan passes.

## Block selector

The heart of the module: the block picker where you choose which block types to highlight. It supports blocks, ores, building materials, decorative blocks, redstone components, and plants, and each entry can carry its own color, mode, and scan range.

## Box appearance

* **Block ESP mode** — the box rendering style: **2D** (flat rectangle projected onto the screen), **3D Outlined** (wireframe cube in world space, the default), or **3D Filled** (solid semi-transparent cube).
* **Cornered box** — replaces the full outline with corner brackets. Off by default.
* **Outline color** — the default border color for any block that does not have a custom color set in the Block selector.
* **Filled color** — the default fill color in 2D or 3D Filled mode.
* **Show in screens** — keeps highlights rendering while the inventory, chat, or any other screen is open. Off by default.

## Performance

* **Block delay** — the pause between each complete scan cycle, from `0` to `5000 ms` (default `2500`). Higher values mean less frequent updates but fewer frame drops.
* **Block range** — the maximum scan distance, from `5.0` to `100.0` (default `25.0`). Blocks beyond this are not scanned or rendered.

{% hint style="success" %}
**Recommended:** increase **Block delay** if you notice frame drops — the scan is expensive, but detected blocks remain cached and render smoothly between passes. Lower the delay (or set it to `0`) only if your system can handle it.
{% endhint %}


# HUD

The *HUD* (heads-up display) is a collection of on-screen widgets — health readout, radar, notifications, watermark, keybinds list, target panel, coordinates, nearby players, CPS graph, session stats, now playing, and more — that surface the information you need without pausing the game. Every widget can be positioned freely by dragging it in the in-game HUD editor. By default the HUD hides when a menu opens; turn on **Show In Screens** (off by default) to keep every widget rendering while the inventory, chat, or any other screen is open.

## Notifications

Pop-up alerts that appear when modules are toggled or notable events occur, shown as a stacked list (on by default).

* **Notification Size** — scale of the popups, from `0.5` to `2.0×` (default `1.0`).
* **Notification Time** — how long each stays visible, from `1.0` to `10.0 s` (default `3.0`).
* **Notification Max Stack** — how many appear at once, from `0` to `20` (default `5`); set to `0` for unlimited.
* **Background Opacity** — transparency of the notification background, from `0.00` to `1.00` (default `1.00`).

## Watermark

A draggable corner widget showing the client name and version, plus optional stat readouts (on by default).

* **Show FPS** — include the current frame rate (on by default).
* **Show Ping** — include the current server ping (on by default).
* **Show Time** — include a real-world clock (on by default).
* **Time Format** — the clock display, either **24 Hour** (`HH:MM`, e.g. `14:32`, the default) or **12 Hour** (`hh:MM AM/PM`, e.g. `2:32 PM`); shown when **Show Time** is on.
* **Show Build** — include the client build number (on by default).
* **Watermark Size** — scale of the widget, from `0.5` to `2.0×` (default `1.0`).
* **Show Background** — draw a panel behind the watermark (on by default).
* **Background Opacity** — opacity of that panel, from `0.00` to `1.00` (default `1.00`).

## Keybinds widget

A live on-screen list of modules and their assigned keys (on by default).

* **Keybinds Size** — scale of the list, from `0.5` to `2.0×` (default `1.0`).
* **Keybinds Display** — which modules appear: **Only Enabled** (currently active, the default), **All Bound** (every module with a key assigned), or **Active Only** (modules currently being held or triggered).
* **Show Mode** — display each entry's bind trigger mode — "Hold", "Toggle", or "Always" (on by default).
* **Show Key** — display the bound key name, e.g. "\[R]", next to each module (on by default).

## Health display

Shows your current HP as a HUD element, separate from the vanilla hotbar (on by default).

* **Text Shadow** — draw a drop shadow behind the health text (off by default).
* **Shadow Size** — offset of that shadow, from `0.0` to `4.0` (default `1.5`), shown when **Text Shadow** is on.
* **Shadow Intensity** — opacity of that shadow, from `0.00` to `1.00` (default `0.70`), shown when **Text Shadow** is on.

## Low health warning

Overlays a pulsing color vignette around the screen edges when your health drops low, giving you an urgent visual alert (off by default).

* **Health Threshold** — the HP value (out of 20) at or below which the warning activates, from `2` to `16` (default `8`).
* **Low Health Color** — color of the vignette flash.
* **Pulse Speed** — frequency of the pulse, from `0.5` to `5.0` (default `2.0`); higher pulses faster.

## Radar

A circular mini-map with dots for nearby players relative to your position and facing direction (off by default).

* **Radar Size** — scale of the widget, from `0.5` to `2.0×` (default `1.0`).
* **Background Opacity** — opacity of the radar background, from `0.00` to `1.00` (default `1.00`).

## Target HUD

A dedicated panel showing the player you are currently targeting — their name, HP bar, and optionally their skin (on by default).

* **Target HUD Size** — scale of the panel, from `0.5` to `2.0×` (default `1.0`).
* **Follow Player** — the panel tracks the target's screen position rather than sitting in a fixed corner (on by default).
* **Combo Counter** — show how many consecutive hits you have landed on the target (on by default).
* **Show Status** — compare your HP and armor to the target's and show "Winning" or "Losing" (on by default).
* **Show Skin** — render a small profile picture or skin preview of the target (on by default).
* **Show Armor Durability** — add a slim bar below the target's health bar showing their overall armor durability (off by default).
* **Armor Bar Color** — color of that armor durability bar.
* **Background Opacity** — opacity of the Target HUD background, from `0.00` to `1.00` (default `1.00`).

## Local player position

Displays your current world position on screen (off by default).

* **Local Player Pos Size** — scale of the display, from `0.5` to `2.0×` (default `1.0`).
* **Show Coordinates** — toggle the X / Y / Z numbers (on by default).
* **Show Facing** — show the cardinal direction you're facing — N / NE / E / SE / S / SW / W / NW based on your yaw (on by default).

## Nearby players

A widget listing player names within a scan radius, sorted by distance (off by default).

* **Nearby Players Size** — scale of the list, from `0.5` to `2.0×` (default `1.0`).
* **Nearby Players Radius** — scan distance; players beyond it are excluded, from `5.0` to `100.0 m` (default `20.0`).
* **Nearby Players Max** — maximum entries shown at once, from `1` to `50` (default `10`).
* **Nearby Players MC Colors** — render names with Minecraft team colors, applying `§` color codes from each player's display name or team (off by default).
* **Background Opacity** — opacity of the list background, from `0.00` to `1.00` (default `1.00`).

## Off-screen arrows

Chevron arrows at the screen edge, rotated toward players outside your field of view (off by default).

* **Mode** — how arrow color is determined: **Color** (a static color from the picker, the default), **Distance Color** (fades with distance), or **Health Color** (reflects the target's remaining HP).
* **Arrow Color** — the arrow color, used when **Mode** is **Color**.
* **Alpha Based On Distance** — make arrows more transparent the further the target is (off by default).
* **Scan Radius** — distance to scan for off-screen players; those beyond it aren't shown, from `1.0` to `100.0` (default `40.0`).
* **Arrow Size** — size of each arrow glyph, from `1.0` to `20.0` (default `10.0`).
* **Arrow Radius** — distance from screen center where arrows are placed, from `1.0` to `300.0` (default `100.0`); controls how close to the edges they sit.

## CPS graph

A scrolling bar graph of your click rate over the last few seconds (off by default).

* **CPS Graph Size** — scale of the graph, from `0.5` to `2.0×` (default `1.0`).
* **Background Opacity** — opacity of the graph background, from `0.00` to `1.00` (default `1.00`).

## Session stats

A draggable panel showing kills, deaths, K/D ratio, wins, total damage dealt, and elapsed session time (off by default).

**Layout** sets the panel style: **List** (label / value rows, the default), **Header** (a titled accent panel), or **Strip** (a single horizontal bar).

Choose which stats appear — all included by default:

* **Show Session Time** — elapsed time.
* **Show Kills** — kill count.
* **Show Deaths** — death count.
* **Show K/D** — kill/death ratio.
* **Show Wins** — win count.
* **Show Damage** — total damage dealt.

Then style the panel:

* **Font Size** — text size, from `8.0` to `24.0` (default `14.0`).
* **Text Color** — color of stat labels and values.
* **Accent Color** — accent color for values in the List and Header layouts.
* **BG Color** — background color of the panel.

## Now playing

A media widget showing the currently playing track from Spotify (or other supported media) — song title, artist, and optionally album art and a progress bar (off by default).

* **Show Album Art** — display the album art thumbnail (on by default).
* **Show Artist** — display the artist name (on by default).
* **Show Album Title** — display the album name (off by default).
* **Show Progress Bar** — display a playback progress bar (on by default).
* **Progress Color** — color of the progress bar fill, shown when **Show Progress Bar** is on.
* **Progress BG Color** — color of the progress bar's background track, shown when **Show Progress Bar** is on.
* **Art Size** — size of the album art thumbnail, from `24` to `96 px` (default `48`).
* **Scale** — overall scale multiplier for the widget, from `0.5` to `2.0×` (default `1.0`).
* **Opacity** — opacity of the widget background, from `0.00` to `1.00` (default `1.00`).
* **Rounding** — corner rounding of the widget, from `0.0` to `20.0` (default `6.0`).
* **Title Color** — color of the song title text.
* **Artist Color** — color of the artist name text.
* **Background Color** — background color of the widget.

## HUD font

Turn on **Custom HUD Font** (off by default) to replace the default Roboto font used across all HUD widgets with a system or custom font.

* **HUD Font Size** — size of the HUD text, from `8.0` to `32.0` (default `14.0`), shown when **Custom HUD Font** is on.
* **Text Shadow** — draw a drop shadow behind HUD text (off by default).
* **Shadow Size** — offset of that shadow, from `0.5` to `3.0` (default `1.0`), shown when **Text Shadow** is on.
* **Shadow Intensity** — opacity of that shadow, from `0.10` to `1.00` (default `0.60`), shown when **Text Shadow** is on.

## Armor HUD

**Background Opacity** controls how opaque the panel behind your own armor display is, from `0.00` to `1.00` (default `1.00`).


# Array List

The *Array List* shows a live, on-screen list of every module you currently have active — so you always know what's running without opening the menu. It's fully customizable: color bars, glow, rainbow cycling, animated entry and exit, breathing backgrounds, and per-category filtering let you build any aesthetic from minimal to flashy.

## Appearance

The basics of how the list text looks and reads.

* **Array List Size** — scale of the list text, from `0.5` to `2.0` (default `1.0`).
* **Item Spacing** — the vertical gap between entries, from `0.0` to `12.0` (default `0.0`).
* **Array List Color** — the base accent color used when **Rainbow** is off.
* **Remove Spaces** — compacts module names, so "Kill Aura" becomes "KillAura" (off by default).

## Configuration line

Turn on **Show Configuration** (off by default) to add a sub-line beneath each entry showing that module's current setting — a CPS range, a mode name, and the like. **Configuration Color** sets the color of that sub-text.

## Sorting and filtering

**Sort Mode** sets the order of entries in the list (default **Size (Longest)**):

* **Size (Longest)** — longest module name first.
* **Size (Shortest)** — shortest module name first.
* **Alphabetical** — A–Z.
* **Category** — Combat → Movement → Visual → Misc.
* **Custom** — a user-curated order.

**Module Types** filters which categories appear in the list. All are included by default:

* **Combat**
* **Movement**
* **Visual**
* **Misc**

## Color bar

A thin vertical accent bar drawn on the side of each entry (on by default).

* **Color Bar Thickness** — pixel width of the bar, from `0.5` to `8.0` (default `3.0`).
* **Bar Rounding** — corner radius of the bar, from `0.0` to `8.0` (default `0.0`). Match this to **Background Rounding** for a consistent look.
* **Separated Bar** — splits the bar into individual per-entry segments with a gap between them (off by default).
* **Bar Gap** — the gap size between separated segments, from `0.5` to `8.0` (default `2.0`), used when **Separated Bar** is on.

## Glow

Adds a glowing aura around each entry (off by default).

* **Glow Intensity** — opacity of the glow, from `0.00` to `1.00` (default `0.50`).
* **Glow Size** — how far the glow extends from each entry, from `1.0` to `10.0` (default `4.0`).

## Rainbow

Replaces the static **Array List Color** with a continuously shifting hue (off by default).

**Rainbow Mode** sets how the hue is distributed across the list (default **Wave**):

* **Synchronized** — all entries share the same hue at the same time.
* **Wave** — the hue shifts from entry to entry down the list.
* **Gradient** — a top-to-bottom hue gradient across all entries.

**Rainbow Saturation** controls color intensity, from `0.0` to `1.0` (default `0.5`) — lower values are more pastel, higher values more vivid. **Rainbow Speed** sets how fast the hue cycles, from `1` to `100` (default `20`).

## Background

Draws a panel behind each entry (on by default).

* **Background Color** — the color and opacity of each entry's background.
* **Background Rounding** — corner radius of each entry's background, from `0.0` to `15.0` (default `0.0`).

## Text shadow

Adds a drop shadow behind the list text (off by default).

* **Shadow Size** — offset of the shadow, from `0.0` to `4.0` (default `1.0`).
* **Shadow Intensity** — opacity of the shadow, from `0.00` to `1.00` (default `0.60`).

## Animation

Animates entries as they appear and disappear (on by default).

**Animation Mode** sets the type of entry animation (default **Fade + Slide Left**):

* **Fade**
* **Slide Left**
* **Slide Right**
* **Slide Top**
* **Fade + Slide Left**
* **Fade + Slide Right**
* **Fade + Slide Top**

**Animation Speed** controls how fast entries animate in and out, from `1` to `100` (default `20`).

## Breathing

Pulses the background panel opacity in and out for a breathing effect (off by default).

**Breathing Mode** sets how the effect is applied (default **Breath All**):

* **Breath All** — all entries fade together.
* **Wave** — entries fade one after another down the list.

**Breathing Speed** sets the animation speed, from `1` to `100` (default `20`). **Min Alpha** is the minimum background opacity during the cycle, from `0` to `255` (default `170`) — the background never fades below this value (`0` is fully transparent at the low point, `255` no fade at all).


# Trajectory ESP

The *Trajectory ESP* module calculates and draws the exact flight path of projectiles before you release them. See where your arrow, ender pearl, splash potion, or fishing rod will land before committing to the throw.

## The prediction line

The core overlay that traces the projectile's arc.

* **Line color** — the color of the prediction line.
* **Line thickness** — the width of the line, from `0.5` to `5.0` (default `2.0`).
* **Max prediction ticks** — how far ahead the flight is simulated, from `10` to `200 ticks` (default `100`). More ticks produce a longer visible path; fewer show a shorter preview.
* **Show in screens** — keeps the line rendering while the inventory or other screens are open. Off by default.

## Impact marker

**Show impact point** (on by default) draws a shape at the point where the projectile is predicted to hit or land. With it on, three controls shape the marker:

* **Impact style** — the shape of the marker: **Cross** (the default), **Circle**, **Diamond**, or **Square**.
* **Impact color** — the color of the marker.
* **Impact size** — the size of the marker, from `0.10` to `1.00` (default `0.30`).

## Projectile types

Choose which throwables get a predicted path. All are on by default:

* **Bow** — the arc of bow arrows at the current charge level.
* **Ender pearl**
* **Potion** — splash potions.
* **Fishing rod** — rod cast paths.
* **Snowball**
* **Egg**

{% hint style="success" %}
**Recommended:** enable **Show impact point** to pinpoint exactly where your splash potions or ender pearls will land before you commit to the throw.
{% endhint %}


# Indicators

The *Indicators* module warns you when hostile projectiles — fireballs and ender pearls — are heading your way. Directional arrows at the screen edge, tracer lines, and optional warning text give you time to dodge before the hit lands.

## Projectile tracking

Controls what gets detected and from how far. Both projectile types are tracked by default, each with its own indicator color.

* **Fireballs** — monitors the world for fireballs heading toward you, colored by **Fireball color**.
* **Ender pearls** — monitors for thrown ender pearls heading toward you, colored by **Ender pearl color**.
* **Detection range** — the maximum distance to detect projectiles, from `10` to `100 blocks` (default `50`). Anything beyond is ignored.
* **Approaching only** — filters out projectiles moving away from or parallel to you (on by default). Disable to track all spawned projectiles in range regardless of direction.

## Arrows

**Arrows** (on by default) renders chevron arrows at the screen border, pointing toward any detected incoming projectile. With it on:

* **Arrow size** — the size of the chevrons, from `10.0` to `50.0` (default `20.0`).
* **Arrow padding** — how far inward from the screen border the arrows sit, from `10` to `80` (default `30`).
* **Show distance** — adds a distance label in blocks next to each arrow. On by default.

## Tracers

**Tracers** (off by default) draws a line from a fixed screen point directly at the incoming projectile. With it on:

* **Tracer thickness** — the width of the lines, from `0.1` to `5.0` (default `1.0`).
* **Tracer origin** — where on screen the lines start: **Bottom**, **Middle (crosshair)** (the default), or **Top**.

## Warning text

**Warning text** (off by default) shows a type label and distance number above each tracked projectile visible on screen. With it on:

* **Warning text size** — the scale of the text, from `0.5` to `3.0` (default `1.0`).
* **Text color** — the color of the labels.

## Sound

**Sound alerts** (on by default) fires an audio alert each time a new incoming projectile enters the detection range.


# Hit Effects

The *Hit Effects* module layers visual and audio feedback over every hit you land and every kill you secure, so combat reads clearly at a glance instead of leaving you guessing whether a swing connected. It combines hit markers, floating damage numbers, comic-book text, screen-edge kill vignettes, and streak announcements into a single feedback layer.

## Hit marker

**Hit Marker** (on by default) flashes a crosshair-style marker at the screen center each time you hit a player. **Hit Marker Style** (default **X (Diagonal)**) sets its shape:

* **X (Diagonal)** — four diagonal lines radiating from center.
* **Cross (+)** — four axis-aligned lines.
* **Circle** — a circular ring.

The lines use a **Hit Marker Color** with a surrounding **Outline Color**. **Hit Marker Size** sets their length from `3` to `30 px` (default `10`), **Hit Marker Thickness** their weight from `1.0` to `5.0` (default `3.0`), and **Outline Thickness** the outline weight from `0.0` to `4.0` (default `1.5`). **Hit Marker Gap** opens a clear zone around your actual crosshair so the marker doesn't obscure it, from `0` to `20 px` (default `4`).

The marker stays visible for a **Duration** of `0.1` to `2.0 s` (default `0.3`). **Fade Out** (on by default) has it dissolve from full opacity to transparent over that window rather than vanishing instantly. **Expand Animation** (on by default) adds a brief outward burst on each hit, with **Expand Amount** setting how many extra pixels the lines travel, from `1` to `15 px` (default `5`).

## Damage numbers

**Damage Numbers** (on by default) spawns a number at the hit entity's world position that floats upward and fades out. It uses a **Damage Number Color** at a **Font Size** from `8` to `32` (default `16`). **Number Duration** keeps it on screen from `0.3` to `3.0 s` (default `1.0`), **Rise Speed** sets how fast it floats upward from `10` to `100` (default `40`), and **Fade Out Numbers** (on by default) fades it as it rises.

**Number Style** (default **Plain**) draws the number bare, or switch to **With Background** for a semi-transparent backing. **Critical Hit Indicator** (on by default) renders critical-hit numbers larger and with distinct styling so you can spot crits instantly.

## Hit sound

**Sound** (off by default) fires an audio cue on each confirmed hit, at a **Sound Volume** from `0.00` to `2.00` (default `0.50`). **Hit Sound** (default **Default**) uses the built-in cue, or pick **Custom** to open a file picker and select your own `.wav`.

## Comic text

**Comic Text** (off by default) displays words like "ZAP!", "BAM!", or "POW!" near the hit entity. **Comic Look** (on by default) applies built-in vivid colors; turn it off to use the **Comic Text Color** picker instead. While Comic Look is on, **Starburst** (on by default) draws a comic-style action burst behind the word, and **Starburst Size** scales that burst from `0.8` to `3.0` (default `1.5`).

**Comic Font Size** sets the word size from `12` to `48` (default `28`), **Comic Duration** keeps it visible from `0.3` to `2.0 s` (default `0.8`), and **Comic Fade Out** (on by default) fades it as it clears.

## Kill effects

**Kill Effects** (off by default) is the master toggle for everything in this section. With it on, the individual effects below fire when you eliminate a player:

* **Kill Vignette** (on by default) briefly flashes a **Vignette Color** at the screen border, for a **Vignette Duration** from `0.1` to `1.0 s` (default `0.4`).
* **Kill Text** (on by default) renders a large ELIMINATED announcement with the victim's name, held for a **Kill Text Duration** from `0.5` to `3.0 s` (default `1.5`).
* **Kill Counter** (on by default) keeps a running total of kills this session visible in the corner at all times.
* **Kill Streak** (on by default) escalates visuals and announcements when you chain kills. **Streak Window** sets the maximum seconds allowed between kills before the streak resets, from `3` to `30 s` (default `10`).
* **Kill Sound** (off by default) plays a cue on each kill, at a **Kill Sound Volume** from `0.00` to `2.00` (default `0.50`). **Kill Sound Choice** (default **Default**) uses the built-in sound, or **Custom** to load your own `.wav`.


# World Modifications

The *World Modifications* module lets you repaint the sky, clouds, fog, and hit particles with any color you choose. Changes are client-side only — other players see the normal environment. Combine it with Time Changer for a fully custom visual scene without any texture packs.

## Sky & atmosphere

Each element has its own toggle and color picker; the color only takes effect once its matching toggle is on, otherwise the vanilla appearance is kept. All three are off by default.

* **Custom sky color** — paints the sky with your chosen **Sky color** instead of the vanilla gradient.
* **Custom cloud color** — tints clouds with your chosen **Cloud color**.
* **Custom fog color** — tints the world fog with your chosen **Fog color**.

## Particles

Recolors combat hit particles the same way — a toggle enables the override and its paired color picker sets the shade. Both are off by default.

* **Custom crit particle color** — recolors the star particles that appear on critical hits, using **Crit particle color**.
* **Custom sharpness particle color** — recolors the particles that appear when a sharpness-enchanted weapon hits, using **Sharpness particle color**.

{% hint style="success" %}
**Recommended:** pair a custom sky color with Time Changer set to midnight to create a clean, high-contrast backdrop for PvP. The dark sky makes player Chams and ESP boxes stand out without needing an external texture pack.
{% endhint %}


# Misc

Akira JNI's utility modules — automated item management, combat helpers, anti-AFK, network tricks, and screenshare safety tools.

Utility modules that handle everything outside direct combat — automated item management, anti-AFK, network tricks, screenshare safety, and more. The complex multi-setting modules each have their own page; the rest are documented here.

{% content-ref url="/pages/pVzolIQXQvCOVBBRONku" %}
[Click Recorder](/product-guides/akira-jni/features/misc/click-recorder)
{% endcontent-ref %}

{% content-ref url="/pages/gu5a7Ic31ehe3tQRnnAC" %}
[Inventory Manager](/product-guides/akira-jni/features/misc/inventory-manager)
{% endcontent-ref %}

{% content-ref url="/pages/GuMBmymfMxBVhnRMpvht" %}
[Refill](/product-guides/akira-jni/features/misc/refill)
{% endcontent-ref %}

{% content-ref url="/pages/xWeiPO7t6DtUJp5vY0yQ" %}
[Auto Eat](/product-guides/akira-jni/features/misc/auto-eat)
{% endcontent-ref %}

{% content-ref url="/pages/rTYPnTLruzPVmc6DcnqS" %}
[Clutch](/product-guides/akira-jni/features/misc/clutch)
{% endcontent-ref %}

{% content-ref url="/pages/cZ3z2gTGLYcQBkMRppXq" %}
[Blink](/product-guides/akira-jni/features/misc/blink)
{% endcontent-ref %}

{% content-ref url="/pages/v2K6UdyKMBlheD2qABGO" %}
[Friends](/product-guides/akira-jni/features/misc/friends)
{% endcontent-ref %}

{% content-ref url="/pages/hNN8hzEUKPyWJRrEKAsq" %}
[Throw Pot](/product-guides/akira-jni/features/misc/throw-pot)
{% endcontent-ref %}

{% content-ref url="/pages/IHscsyrkNPtt4U4OXsIT" %}
[Auto Respawn](/product-guides/akira-jni/features/misc/auto-respawn)
{% endcontent-ref %}

{% content-ref url="/pages/ku9XhDrYn172GcMhBmUf" %}
[Chest Stealer](/product-guides/akira-jni/features/misc/chest-stealer)
{% endcontent-ref %}

{% content-ref url="/pages/LjTUtKlMvB7TTgaxMuhd" %}
[Throw Pearl](/product-guides/akira-jni/features/misc/throw-pearl)
{% endcontent-ref %}

{% content-ref url="/pages/9GKNvXDYpNSiH8IVgYRl" %}
[Fast Place](/product-guides/akira-jni/features/misc/fast-place)
{% endcontent-ref %}

{% content-ref url="/pages/Z9tqk9m42sKLZED0oWJz" %}
[Teams](/product-guides/akira-jni/features/misc/teams)
{% endcontent-ref %}

{% content-ref url="/pages/1vcnLYDFyEZ9abRXg96b" %}
[Anti Bot](/product-guides/akira-jni/features/misc/anti-bot)
{% endcontent-ref %}

{% content-ref url="/pages/fZveZOv4yBWM40EShyvP" %}
[Auto Tool](/product-guides/akira-jni/features/misc/auto-tool)
{% endcontent-ref %}

{% content-ref url="/pages/J4UZApxVhez4S1sXKvYM" %}
[Frame Spoof](/product-guides/akira-jni/features/misc/frame-spoof)
{% endcontent-ref %}

{% content-ref url="/pages/OR3BifnUuZCjVDaEXeZ0" %}
[Break Delay](/product-guides/akira-jni/features/misc/break-delay)
{% endcontent-ref %}

{% content-ref url="/pages/TxGgr1VWnwlfob0ymqla" %}
[Timer](/product-guides/akira-jni/features/misc/timer)
{% endcontent-ref %}

{% content-ref url="/pages/llFxtoq1Nii4C3sOUaj1" %}
[Client Brand Changer](/product-guides/akira-jni/features/misc/client-brand-changer)
{% endcontent-ref %}

{% content-ref url="/pages/OcQ4Z3ar74QJi5VceYSy" %}
[Anti AFK](/product-guides/akira-jni/features/misc/anti-afk)
{% endcontent-ref %}

{% content-ref url="/pages/yhED3yBHDZEjyWahpVo6" %}
[Lag Range](/product-guides/akira-jni/features/misc/lag-range)
{% endcontent-ref %}

{% content-ref url="/pages/TmBoxGJHkReYGreTRqY5" %}
[No Item Release](/product-guides/akira-jni/features/misc/no-item-release)
{% endcontent-ref %}

{% content-ref url="/pages/Fw1hvRVQfqCOkgtMHIZs" %}
[Auto Fish](/product-guides/akira-jni/features/misc/auto-fish)
{% endcontent-ref %}

{% content-ref url="/pages/zvMJHuyvja7q93z5SMln" %}
[Destruct](/product-guides/akira-jni/features/misc/destruct)
{% endcontent-ref %}

{% content-ref url="/pages/HVIoc3k0JwZdnxvIgcWD" %}
[Hide](/product-guides/akira-jni/features/misc/hide)
{% endcontent-ref %}

{% content-ref url="/pages/QXeTl2e0flx2BbUgco53" %}
[Stream Proof](/product-guides/akira-jni/features/misc/stream-proof)
{% endcontent-ref %}

***

## Discord RPC

Displays your Akira session status in Discord Rich Presence, showing the client branding and your active module count to people viewing your Discord profile. No keybind; disabled by default.


# Click Recorder

The *Click Recorder* module records your actual mouse-click intervals during live PvP and plays them back instead of generated CPS values. The result is a click pattern that is mathematically identical to how you naturally click — including the micro-variations that statistical analysis can use to distinguish real players from scripts. It works as the timing source for Left Clicker and Right Clicker when enabled.

Recording begins as soon as you start clicking in-game.

## Record Buttons

Choose whether to record left-click (LMB), right-click (RMB), or both — each button gets its own independent recorded pattern. LMB only is recorded by default.

## Using Recorded Clicks

When on, Left Clicker and Right Clicker use the recorded interval pattern instead of their own CPS settings. Turn it off to fall back to standard CPS-based clicking while keeping the recording intact. Off by default.

## Randomize Start

Starts playback at a random point in the recording each session instead of always from the beginning, preventing the pattern from being identified by its fixed start shape. Off by default.

## Multiplier

Scales all recorded intervals by this factor, from `0.10×` to `5.00×` (default `1.00×`). Values above `1.0×` shorten the gaps between clicks for a faster CPS; values below lengthen them for a slower one. The original recording is never modified.

## Ignore Above MS

Skips any recorded interval longer than this value during playback, from `0` to `2000 ms` (default `600 ms`) — useful for removing pauses that happened when you stopped clicking mid-recording, for example between fights.

## Show in-game indicator

Displays a compact "REC" badge on screen so you know recording is active; drag it to reposition. Off by default.

## Recording history

The panel below the settings renders a CPS-vs-time graph of your recorded clicks. Use the **Show LMB** and **Show RMB** checkboxes above the chart to toggle each line, and enable **Smooth** to overlay a moving average that makes trends easier to read. The expandable **Recording Stats** section shows click count, average CPS, min/max intervals, and other statistics for the current recording.

**Clear Recording** wipes all recorded click data — the clicker modules fall back to their own CPS settings until you record again.

{% hint style="success" %}
**Recommended:** record at least `30`-`40` seconds of intense PvP clicking — the longer and more varied the session, the better. A deep recording gives statistical analysis methods far less to work with, since the pattern naturally contains the same kind of variability real players produce. Short recordings loop quickly and can be fingerprinted. Set **Ignore Above MS** to something like `600 ms` to strip out pauses between fights, then set **Multiplier** to `1.0×` and turn on **Using Recorded Clicks**.
{% endhint %}


# Inventory Manager

The *Inventory Manager* module automatically keeps your inventory clean and optimized. It can equip the best armor you're carrying, drop inferior duplicate items, and sort your inventory into a consistent layout — all without you opening a chest or manually dragging slots.

## Only On Manual Open

When on, the module only runs its checks when you manually open the inventory screen; when off, it can trigger in the background at any time. Keeping this on is strongly recommended to avoid unexpected drops during combat. On by default.

## Auto Armor

Scans your inventory and equips the highest-protection armor pieces into the correct armor slots, replacing a weaker piece if you pick up something better. On by default.

**Armor Delay** adds a pause between equipping each armor piece to avoid triggering rapid-slot-swap flags, from `0` to `500 ms` (default `100 ms`).

**Min Durability**, off by default, stops Auto Armor from equipping a piece unless its durability is above a threshold. Once turned on, that threshold ranges from `0` to `100%` (default `10%`).

## Item Manager

Enables automatic dropping and sorting of items; the settings below control which cleanup actions run. Off by default.

* **Drop Inferior Tools** — drops any tool strictly outclassed by another tool you already carry (for example, a stone pickaxe when you have a diamond one). On by default.
* **Drop Inferior Armor** — drops any armor piece strictly worse than what you currently have equipped or carry. On by default.
* **Drop Duplicates** — keeps the best copy of a stackable or unique item and drops the rest. Off by default.
* **Sorter** — automatically moves items into the slot positions defined by your saved layout. Click **EDIT LAYOUT** to open the layout editor and drag items to their desired positions. Off by default.

{% hint style="success" %}
**Recommended:** keep **Only On Manual Open** on so the module never acts on your inventory without warning. Enable **Auto Armor** with a `100 ms` delay and a minimum durability around `10%` to avoid equipping cracked armor. Use **Drop Inferior Tools** and **Drop Inferior Armor** freely — they only drop items strictly worse than what you have. Hold off on **Drop Duplicates** until your layout is configured, since it can remove stacks you intended to keep.
{% endhint %}


# Refill

The *Refill* module automatically moves items from a nearby chest into configured hotbar slots. Open a supply chest and Refill handles the rest — scanning for potions or soup, clicking them into the right slots, and closing the chest when done.

## Behaviour

Controls when Refill activates: **Bind** only refills while the keybind is held or toggled on, while **Automatic** refills automatically whenever a configured hotbar slot is empty. Default **Automatic**.

## Items

Which item categories Refill pulls from the chest into your hotbar, all three checked by default:

* **Health I Potions** — standard health potions
* **Health II Potions** — strong health potions
* **Soup** — mushroom soup bowls

## Chest handling

* **Refill Mode** — the order Refill scans chest slots for items: **Top To Bottom**, **Bottom To Top**, **Random**, or **Hover** (moves the cursor to a slot before clicking). Default **Top To Bottom**.
* **Auto Open** — opens the chest GUI by itself as soon as you're close enough; turn off to open it manually first. On by default.
* **Keep Open** — holds the chest open until every configured hotbar slot has been filled, useful when the chest contains exactly enough items and you don't want a premature close. Off by default.

## Timing

* **Open Delay** — how long to wait after approaching the chest before opening it, from `25` to `500 ms` (default `50 ms`).
* **First Refill Delay** — random pause between the chest opening and the first item being moved, from `0` to `2500 ms` (default `350 - 1000 ms`), humanizing the initial action.
* **Refill Delay** — random pause between successive item moves, from `0` to `1000 ms` (default `50 - 250 ms`). Keep this above `50 ms` to avoid instant-fill flags.
* **Close Delay** — random pause between the last item move and closing the chest GUI, from `0` to `1500 ms` (default `25 - 100 ms`).

## Refill Slots

Drag items onto the hotbar display to assign which slots Refill targets — only the marked slots receive items. Slots `3`-`9` are enabled by default.


# Auto Eat

The *Auto Eat* module eats golden apples and food automatically when your health or hunger drops below configured thresholds. The main use case is mid-fight apple eats — you set a health threshold, and the module switches to and consumes an apple without you needing to manually time it. It also handles hunger food separately, and can optionally drink buff potions from your hotbar to keep selected effects active.

## Thresholds

* **Health Threshold** — switches to and eats a golden or enchanted apple when your HP falls at or below this value, from `1.0` to `20.0 HP` (default `8.0 HP`, on the 0-20 scale of hearts × 2).
* **Hunger Threshold** — eats a hunger food item when your food bar drops at or below this value, from `1` to `20` (default `6`). The sprint-loss line is `6`, so setting this at or above `6` keeps you sprinting.

## Eating behavior

* **Apple Priority** — which apple type to try first when health triggers an eat: **Regular First** tries a golden apple before an enchanted one, and **Notch/Enchanted First** reverses the order. Default **Regular First**.
* **Combat Mode** — when eating is allowed during a fight: **Mid-Fight Allowed** eats at any point, even while trading hits; **Safe-Gap Only** waits for a gap with no recent damage; **Never Near Enemy** suppresses eating entirely near an enemy. Default **Mid-Fight Allowed**.
* **Force Eat** — completes the eat animation even while you're holding the left mouse button, required when Auto Clicker is running since a held LMB would otherwise cancel the eat. Off by default.

## Eat Items

Which categories Auto Eat may consume — all three checked by default:

* **Notch Apple** — enchanted golden apple, the strongest heal
* **Golden Apple** — regular golden apple
* **Hunger Food** — plain food items for restoring the food bar

## Timing

* **Reaction Delay** — random pause between crossing a threshold and starting to eat, from `0` to `500 ms` (default `50 - 150 ms`), humanizing your reaction time.
* **Eat Cooldown** — random minimum gap enforced between finishing one eat and starting the next, from `0` to `3000 ms` (default `500 - 1200 ms`), preventing back-to-back eating.

## Auto Drink Potions

Scans your hotbar for potions and drinks them to keep selected effects active, sharing the Combat Mode, Reaction Delay, and Eat Cooldown settings above. Off by default.

Once enabled, **Re-drink Before Expiry** tops up a maintained effect once its remaining duration falls below this value, from `0` to `120 s` (default `5 s`) — set to `0` to only re-drink once the effect is fully gone.

**Maintain Effects** controls which buff effects to keep active. None are checked by default:

* Speed
* Strength
* Regeneration
* Fire Resistance
* Water Breathing
* Invisibility
* Night Vision
* Resistance
* Jump Boost
* Haste

{% hint style="success" %}
**Recommended:** keep the health threshold around `8 HP` (four hearts) for mid-fight apple eats, and leave **Combat Mode** on **Mid-Fight Allowed** so the apple fires the moment you need it. If you run Auto Clicker, turn on **Force Eat** so clicks don't cancel the animation. Pair **Auto Drink Potions** with a `5`-second re-drink window to keep Speed and Strength topped up passively.
{% endhint %}


# Clutch

The *Clutch* module saves you from fall damage automatically. It offers two independent save modes — MLG (a water bucket, cobweb, hay bale, or slime block placed at your feet on impact) and BlockSave (stacking blocks under you against a nearby wall before you hit the ground). You can run either or both; no save fires unless at least one mode is enabled.

## Placement timing

**Switch delay** waits after switching to the save item's hotbar slot before placing it, from `0` to `500 ms` (default `50 ms`). **Place delay** then waits after aiming before the right-click actually places the item, from `0` to `500 ms` (default `50 ms`). **Switch back** (on by default) returns you to whatever item you were holding before Clutch triggered.

## Silent rotations

On by default. The placement aim is sent inside the movement packet without actually turning your camera, so spectators and replay recordings see no sudden snap. Turn it off to fall back to a visible camera rotation.

## MLG

On by default. Places a water bucket, cobweb, hay bale, or slime block at your feet just before impact to cancel fall damage.

**Trigger height** is how many blocks above the surface the save fires, from `1.0` to `5.0 blocks` (default `3.0 blocks`) — too high wastes the water early, too low fires it too late. **Min fall distance** stops small hops from wasting a save: MLG won't fire until you've already fallen at least this far, from `3.0` to `30.0 blocks` (default `6.0 blocks`). **Fatal only** (off by default) ignores **Min fall distance** and only saves when the predicted fall damage would kill you at your current health. **Auto pickup** (on by default) retrieves the water block after you land so your bucket is ready for the next save.

## BlockSave

Off by default. Bridges blocks under your feet, using a nearby wall as support, to stop the fall.

**Max blocks** caps how many blocks are placed in a single save, from `1` to `10 blocks` (default `5 blocks`) — it also stops early if a solid block ends up directly beneath your feet first. **Trigger conditions** decide when BlockSave engages; it activates when any selected condition is met (default **On Void** and **On Blocks Below**):

* **On Void** — no ground detected below you
* **On Lethal Fall** — the fall would deal enough damage to kill you
* **On Blocks Below** — at least **Min blocks below** empty blocks beneath your feet

**Min blocks below** sets the drop height that triggers the **On Blocks Below** condition — the number of empty blocks directly under your feet required to engage, from `1` to `10 blocks` (default `3 blocks`).

{% hint style="success" %}
**Recommended:** MLG is the primary save method — keep it on with **Fatal Only** off and a trigger height of `3` blocks, and enable **Auto Pickup** so you're never left without a bucket. BlockSave is a good fallback where water isn't safe (nether, indoor arenas): enable it with **On Void** and a max of `5` blocks. Both modes can run at once — BlockSave is attempted first each tick and MLG fires as the fallback.
{% endhint %}


# Blink

The *Blink* module freezes outgoing movement packets, incoming world updates, or both. While frozen, you move freely on your client but the server sees you standing still. Releasing the freeze sends everything at once, causing you to teleport to your current position from the server's perspective. Short freezes can extend combos or make you harder to hit; the auto-release timer prevents you from staying frozen long enough to get kicked.

## Mode

Controls how the keybind behaves: **Hold** keeps the freeze active only while the key is held, while **Toggle** flips it on or off with each press. Default **Toggle**.

## What gets frozen

* **Delay Sent** — freezes your outgoing movement updates, so the server sees you standing at your last known position while you move freely on your client. On by default.
* **Delay Received** — freezes incoming packets from the server (other players moving, hits landing); everything that happened while frozen arrives at once on release. On by default.

## Timer Limit

Blink releases automatically after a random duration in this range, from `1.0` to `30.0 s` (default `6.5 - 7.5 s`), even if you haven't let go of the key — preventing the server from timing you out due to a prolonged packet freeze.

## Visual indicators

* **Show Timer** — displays a progress bar under your crosshair counting down to the auto-release. Off by default.
* **Show Path** — draws a colored trail showing the path you walked while packets were frozen, so you can see how far you moved before release. Off by default.
* **Show Start Box** — draws a box at the position where the freeze began. Off by default.

## Conditions

Extra requirements that must all be true at once for Blink to activate. Leave them unchecked to allow it in any state.

* **Weapon Only** — only while holding a weapon
* **Clicking Only** — only while actively clicking
* **Standing**, **Sneaking**, **Walking**, **Sprinting** — restrict to a movement state
* **On Ground** / **Air** — restrict to grounded or airborne
* **Eating** — only while eating
* **In Liquid** — only while in water or lava

## Auto Disable

Turns Blink off automatically when any selected event happens: **On Death**, **On World Switch**, **On Server Leave**, **On Teleport**, or **On LagBack**.

{% hint style="success" %}
**Recommended:** keep **Timer Limit** short — `6` to `8` seconds is a safe window before most servers kick for desync. Enable **Delay Sent** only (not received) to move invisibly while still seeing other players update in real time, and turn on **Show Timer** so you know when the auto-release is coming. Always add **On LagBack** and **On Teleport** to **Auto Disable** to avoid getting caught in a freeze loop after the server corrects your position.
{% endhint %}


# Friends

Mark players as friends so combat modules never target them, with instant middle-click add/remove and optional blocking of hits on allies.

The *Friends* module lets you mark players as friends so combat modules never target them. With **Anti Friend Damage** on, swinging at a friend stops the hit before it lands on the server — your local animation still plays, but the damage doesn't register. **Middle Click Friend** lets you add or remove friends instantly by looking at a player and middle-clicking.

## Middle Click Friend

When on, middle-clicking a player you're looking at adds them to your friends list; middle-clicking again removes them. Turn off to disable this shortcut entirely. On by default.

## Anti Friend Damage

When on, any swing or automated attack aimed at a friend is cancelled before it lands — the hit never reaches the server. Off by default.

When enabled, **Damage Block Mode** controls which held items trigger the protection: **Always** blocks every swing on a friend regardless of what you hold; **Weapons Only** blocks only while holding a sword or axe; **Non-Fist Only** blocks any non-empty hand, letting bare fist swings pass through. Default **Weapons Only**.


# Throw Pot

Auto-switches to a health potion and throws it downward when your HP drops, so you top up mid-fight without fumbling your hotbar.

The *Throw Pot* module automatically switches to a health potion and throws it the moment your HP drops below a threshold, so you top up mid-fight without ever fumbling your hotbar. It can aim straight down so the splash reliably lands on your feet, run single, double, or smart throw sequences, and tidy up the empty bottle afterward.

## Potions

Which item types Throw Pot is allowed to use — all three are enabled by default:

* **Health I Potions** — standard health potions
* **Health II Potions** — strong health potions
* **Soup** — mushroom soup bowls

## Throw sequence

**Mode** sets how many potions each activation throws (default **One Pot**):

* **One Pot** — throws a single potion
* **Double Pot** — throws two potions in sequence
* **Smart** — chooses the optimal type and quantity

## Trigger

**Behaviour** decides what fires the throw (default **Bind**):

* **Bind** — only throws when the keybind is held or activated
* **Automatic** — throws automatically whenever the health threshold is met

**Health threshold** is the HP level that triggers an automatic throw — your HP must fall at or below it for the throw to fire, from `1.0` to `20.0 HP` (default `10.0 HP`) on the `0 - 20` scale (hearts × 2).

## Downward aim

**Throw Under You** (off by default) briefly rotates the camera to face directly down before throwing, so the splash potion hits your feet reliably. When it's on, **Rotation speed** controls how quickly the view swings to straight down, from `1.0` to `50.0` (default `10.0`).

## Timing

**Switch delay** waits after switching to the potion slot before the throw begins, from `0` to `200 ms` (default `50 ms`). **Throw delay** then waits after the switch before the potion is actually released, from `0` to `200 ms` (default `50 ms`).

## Throw away after use

Off by default. Discards the empty glass bottle after drinking so it doesn't clutter your hotbar.


# Auto Respawn

Clicks the respawn button for you after you die, with a randomized delay so it doesn't look instant.

The *Auto Respawn* module clicks the respawn button for you automatically after you die, with a configurable random delay so it doesn't look instant.

## Respawn Delay

Random delay between detecting your death and pressing respawn, from `0` to `2000 ms` (default `50 - 250 ms`).


# Chest Stealer

Automatically shift-clicks items out of any chest you open, with full control over categories, order, and timing.

The *Chest Stealer* module automatically shift-clicks items out of any chest you open. You control which categories to take, the order to click them, optional filtering for gear upgrades only, and all timing delays.

## Behavior

* **Auto Steal** — begins clicking items as soon as the chest GUI appears, without any manual input. On by default.
* **Keep Open** — prevents the chest from closing until every stealable item has been clicked. Off by default.
* **Steal order** — the order chest slots are clicked: **Top To Bottom**, **Bottom To Top**, **Random**, or **Hover** (moves the cursor to a slot before clicking). Default **Top To Bottom**.

## What gets taken

* **Only Better Gear** — when on, only takes armor and weapons that are a tier above what you currently have equipped; food, blocks, potions, and other items are always taken regardless of this setting. Off by default.
* **Steal Filters** — item categories eligible to take, all checked by default:
  * **Armor** — helmet, chestplate, leggings, boots
  * **Weapons** — swords, bows, crossbows
  * **Tools** — pickaxes, axes, shovels, hoes
  * **Blocks** — placeable blocks
  * **Food** — edible items
  * **Potions** — splash and drinkable potions
  * **Misc** — everything else (ender pearls, books, etc.)

## Timing

* **First Steal Delay** — random pause between the chest opening and the first item being clicked, from `0` to `2000 ms` (default `500 - 1000 ms`).
* **Steal Delay** — random pause between each successive click, from `0` to `1000 ms` (default `50 - 250 ms`).
* **Close Delay** — random pause between the last item click and closing the chest GUI, from `0` to `1000 ms` (default `50 - 250 ms`).
* **Miss Chance** — adds a percentage of extra empty-slot clicks scattered among the real steals, from `0.0` to `100.0%` (default `0.0%`). At `50%` on a 10-item chest, about 5 extra noise clicks are added — all targeted items are still taken, misses never skip items.


# Throw Pearl

Switches to your ender pearl and throws it with one key press — fast escapes and gap-closers without a slow manual swap.

The *Throw Pearl* module switches to your ender pearl and throws it with a single key press — useful for fast escapes or gap closers when manually swapping slots would be too slow.

## Pearl Switch Delay

How long to wait after switching to the pearl slot before throwing, from `25` to `200 ms` (default `50 ms`).

## Pearl Throw Delay

How long to wait after the switch delay before actually throwing, from `50` to `200 ms` (default `50 ms`).


# Fast Place

Removes the block-place cooldown so you place blocks far faster, with an optional small delay to avoid ghost-block flags.

The *Fast Place* module removes the vanilla block-place cooldown so you can place blocks much more quickly. A small delay above zero is recommended on strict servers to avoid ghost-block flags.

## Block Only

When on, the cooldown is only bypassed while you're holding a placeable block — other items use their normal delay. Off by default.

## Place Delay

Milliseconds enforced between block-place actions, from `0` to `100 ms` (default `0 ms`). Setting this above `0` helps avoid ghost-block detections on strict servers.


# Teams

Detects your teammates and stops combat modules from targeting them, using name color, armor dye, or scoreboard team detection.

The *Teams* module detects which players are on your team and prevents combat modules from targeting them. Three detection methods are available; mix and match to suit the server type.

## Name Color Detection

Marks players whose name tags share your color as teammates. Works well for most mini-game servers that color team names. On by default.

## Armor Color Detection

Marks players wearing the same dyed leather armor color as teammates. Best for Bedwars or Skywars where teams wear dyed kits. Off by default.

## Team Detection

Uses the server's scoreboard team assignments to determine allies. Reliable on HCF, factions, and other servers that use scoreboard teams for alliance tracking. On by default.




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