> For the complete documentation index, see [llms.txt](https://daikirai.gitbook.io/scripting/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://daikirai.gitbook.io/scripting/combat/killaura.md).

# KillAura

It chooses targets from the range and filters you set, then uses your rotation and attack timing settings to send each hit. Autoblock is optional.

## Finding targets

`Range (attack)` controls how far away a target can be for a hit to land. Vanilla survival reach is `3` blocks. `Range (swing)` can be higher, so the arm can swing at a distance without registering a hit. `Range (block)` controls when an active autoblock mode can start.

`FOV` limits the angle where KillAura can find targets. A value of `360` includes every direction. `Targets` sets how many entities it can track at once. Higher values spread attacks across more targets, so each target is hit less often.

`Sort mode` decides which target is chosen first:

* `Distance` chooses the closest target. This is the default.
* `Health` chooses the target with the lowest health.
* `Hurt time` chooses the target with the most recent hit timer.
* `Yaw` chooses the target closest to your current look direction.

Use `Prioritize enemies` to prefer players on your enemy list. `Ignore teammates` skips players on your team. `Attack players` and `Attack mobs` choose the entity types to include. `Attack fireballs` lets KillAura hit incoming fireballs. `Aim invis` includes invisible players.

## Attacks and rotation

### Timing

`APS` controls the attack rate. `Autoblock APS` is a separate rate used while autoblock is active. `Attack on damage` waits a number of ticks after you are hit before forcing an attack. Set it to `0` to disable that behavior.

`Switch delay` controls how long KillAura stays on a target before it can switch to another one. A longer delay keeps the target choice steadier. `Require mouse down` limits attacks to the time when you hold the left mouse button.

### Rotation

`Rotation mode` controls what you see when KillAura aims:

* `Silent` sends the rotation to the server while your camera stays where it is.
* `Lock view` turns your camera toward the target.
* `None` keeps your current rotation and attacks in the direction you are already facing.

`Rotation smoothing` controls how quickly the rotation reaches the target. `0` turns instantly. Higher values spread the movement over more ticks.

{% hint style="success" %}
**Legit setup**

Start with `APS` `12`, `Attack on damage` `3`, `Range (attack)` `3`, `Range (swing)` `5`, `Range (block)` `8`, `Rotation mode` `Silent`, `Rotation smoothing` `1`, `Switch delay` `200ms`, and `Targets` `3`.

If you use `Partial` or `Interact A`, try `Autoblock APS` `6`. If your build has `Autoblock lag`, `50%` is a reasonable starting point.
{% endhint %}

## Blocking

`Autoblock` controls how KillAura uses the sword block action:

* `Manual` does not autoblock. You block with right-click.
* `Fake` shows the block only on your client and does not block incoming damage.
* `Partial` blocks for a short time between attacks.
* `Vanilla`, `Damage`, and `Swap` are also available, but Raven does not document their precise behavior here.
* `Interact A`, `Interact B`, `Interact C`, and `Interact D` use packet-based interact actions. Raven does not document the exact differences between these modes.

With an active autoblock mode, `Manual block` limits blocking to the time when you hold right-click. Without it, autoblock can begin when a target enters `Range (block)`. `Disable while blocking` pauses attacks while you right-click with a sword. `Silent swing while blocking` hides the swing animation on your client only.

`Interact A` can block all incoming hits. That is effective, but it can be obvious when someone is watching the fight.

{% hint style="success" %}
**Legit setup**

For manual blocking, use `Autoblock` `Manual` with `Disable while blocking` enabled. If you use `Partial` or `Interact A`, enable `Manual block` so the automatic block only runs while you hold right-click.
{% endhint %}

{% hint style="warning" %}
**Blatant setup**

For `Interact A`, try `Autoblock APS` `10` if the slowdown is acceptable. For `Interact C`, use `Autoblock APS` `4`, set `Attack on damage` to `0`, and pair it with [Hit Select](/scripting/combat/hit-select.md) using `Reset on damage`. Keep `Disable while blocking` and `Hit through blocks` off. If your build has `Autoblock lag`, use `100%` only on a server where lag autoblocks still work.

Current Hypixel checks can mitigate dual autoblock behavior above about `7 APS`, and its lag checks remove the old advantage from lag autoblocks. Start at `6 APS` or lower when testing. Dual modes can also become slower as you lower the APS, so manual blocking may be more reliable. If you use `Interact C`, enable `Sword` in [NoSlow](/scripting/movement/noslow.md).
{% endhint %}

## Conditions

`Weapon only` limits attacks to the item group configured as weapons in [Client settings](/scripting/client/settings.md). `Disable in inventory` pauses KillAura while an inventory screen is open. `Disable while mining` pauses it while you break a block. Keep both pause settings enabled for normal play.

`Hit through blocks` allows attacks through solid blocks. Strict anti-cheat checks usually reject this, so keep it disabled unless the server allows it.

`Disable sprint midair` changes sprint behavior while you are airborne. Its exact effect is not documented.

## Related modules

[Hit Select](/scripting/combat/hit-select.md) can delay KillAura attacks. [WTap](/scripting/combat/wtap.md) resets sprint after a hit. [Reach](/scripting/combat/reach.md) changes attack distance, while [Velocity](/scripting/combat/velocity.md) changes the knockback you receive.
