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 β Easy, Smart, and Advanced β 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 100β200 ms). In Pulse (Tick) mode, FakeLag Ticks picks a random tick count from 1 to 20 instead (default 5β10).
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 β fires when the server's known position of you diverges from your real position beyond Rubber Band Threshold, from
0.1to3.0 blocks(default0.5).Hurt-cam β fires when a hurt animation plays, indicating you took damage.
Packet burst β 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 β 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 β 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) β preventing a new choke from firing right after a flush.
Recommended: pair Flush On Hurt with a tick-based hold (5β10 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.
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