CHECKS CATALOGUE
Every check, explained in plain English.
No mystery heuristics. Each entry says what the check catches and what it deliberately tolerates, so you know exactly what your server is protected against. KillAura detection, reach detection, fly and speed checks, scaffold detection — filter or search below.
26 of 26 checks
KillAura
COMBATCatches clients that attack for the player — impossible rotation snaps, hits on targets outside the field of view, and attack patterns no human hand produces.
Reach
COMBATFlags hits landed beyond survival attack range, accounting for latency so laggy-but-legit players aren't punished.
AutoClicker
COMBATDetects inhuman click patterns: sustained high CPS with zero natural jitter, perfectly even intervals, and machine-consistent bursts.
Velocity
COMBATCatches anti-knockback: players who take reduced or zero knockback when hit, in ways vanilla movement can't explain.
Criticals
COMBATPREMIUMFlags forced critical hits — criticals dealt while on the ground or without the fall state that vanilla requires.
HitBox
COMBATPREMIUMDetects expanded-hitbox cheats that land hits on positions a target's real hitbox never occupied.
Aim
COMBATPREMIUMAnalyses rotation smoothness and heading changes to catch aim-assist and silent-aim clients that keep reach and CPS legit.
Fly
MOVEMENTCatches players gaining or holding altitude without elytra, levitation, or anything else that legitimately grants flight.
Speed
MOVEMENTFlags ground and air movement faster than vanilla physics allows, with awareness of ice, soul speed, potion effects, and lag.
Timer
MOVEMENTPREMIUMDetects clients running the game clock fast: movement packets arriving at a rate ahead of server time, which powers many speed-type cheats.
Phase
MOVEMENTPREMIUMCatches players clipping through solid blocks — walls, floors, and ceilings that vanilla collision would never let them pass.
Jesus
MOVEMENTPREMIUMFlags walking or sprinting on the surface of water and lava as if it were solid ground.
NoFall
MOVEMENTDetects clients that cancel or spoof fall damage after drops that should hurt.
Step
MOVEMENTPREMIUMCatches players stepping up full blocks instantly without jumping, beyond what vanilla step height allows.
Scaffold
WORLDDetects automated bridging: placing blocks beneath yourself at speed, with the flat aim and zero look-down that real bridging can't avoid.
Tower
WORLDPREMIUMFlags vertical towering faster than jump-and-place physics permits.
FastBreak
WORLDPREMIUMCatches blocks broken faster than the tool, haste level, and block hardness allow.
FastPlace
WORLDPREMIUMFlags block placement at rates beyond vanilla's placement cooldown.
Nuker
WORLDPREMIUMDetects area-destruction cheats that break many blocks around the player at once.
BadPackets
PACKETPREMIUMCatches malformed, out-of-order, or impossible packets — the raw fingerprints most cheat clients leave before any visible effect.
Blink
PACKETPREMIUMDetects clients that hold back movement packets and release them in a burst, teleport-lagging across the map on demand.
Disabler
PACKETPREMIUMFlags packet sequences crafted specifically to lag-spoof or blind anticheats — attempts to disable Sculk are themselves a detection.
Exploit
PACKETBlocks known protocol exploits: crash packets, oversized payloads, and other malformed traffic that can take a server down.
InventoryMove
PLAYERPREMIUMCatches players sprinting, swimming, or fighting while clicking through their inventory as if it weren't open.
FastUse
PLAYERPREMIUMFlags items consumed or used faster than vanilla item-use timing allows — instant soup, instant pearls, instant bows.
AutoTotem
PLAYERPREMIUMDetects totems swapped into the off-hand with inhuman speed and consistency after damage.