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Detections

Every plan runs every check. Tier changes how many servers you cover and how deep the analytics go — never which detections you get.

Each detection carries a confidence between 0 and 1. Your network’s alert accuracy threshold decides which are announced; everything is recorded either way.

Movement

CheckLooks for
MCSpeedHorizontal movement faster than the inputs and effects allow
MCFlySustained flight, glide and slow-fall without a legitimate source
MCJesusWalking on liquid
MCStepClimbing more height per tick than a step allows
MCNoFallSuppressing fall damage by faking ground contact
MCGroundSpoofClaiming ground contact in mid-air
MCPredictionMovement no sequence of inputs can produce, from a full vanilla physics replay
MCVelocityNot taking knockback. Flag-only by default

Combat

CheckLooks for
MCKillAuraAttacking beyond plausible aim and target-switching limits
MCAimAim deltas quantised to a grid, the signature of programmatic aiming
MCReachAttacking past vanilla reach
MCAutoClickerClick timing too regular to be a hand. Flag-only by default

World

CheckLooks for
MCNukerBreaking blocks faster or wider than reach and tool speed allow
MCScaffoldBridging with placement patterns a player cannot produce. Flag-only
MCTowerPillaring faster than jump-place timing permits
MCFastBreakBreaking faster than hardness and tool allow

Client

CheckLooks for
MCClientBrandClient brands associated with known cheat clients

False positives

The most common causes are severe packet loss, a proxy adding latency, and plugins that move players directly. If a check misfires on your server, lower its ladder to flag-only and tell us in Discord — bring the detection id, and the captured evidence goes with it.