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).
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.
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