Aim that passes for yours.
Humanised curves, per-weapon tuning, and a triggerbot that only fires when the shot will actually land.
- 7 aim curves
- Seeded hit chance
- Backtrack to 200 ms
- Knife bot
- VACnet safe mode
GriefBot is a Counter-Strike 2 overlay: legit aim that moves like a hand, visuals that know what you can actually see, and a skin changer that goes down to where each sticker sits. 200 features, one menu, opens on F2.
Seven corners of the menu, in brief. Each one links to its full list further down.
Humanised curves, per-weapon tuning, and a triggerbot that only fires when the shot will actually land.
ESP, chams and glow — drawn always, or only for enemies you've heard or spotted.
Any finish on any gun, with the float, stickers and charm exactly where you want them.
Trajectories, lineups for every map, live timers and the exact spread of every fire.
Ranks, parties, kick cooldowns, the enemy's next buy — and a replay through your killer's eyes.
Clips straight into voice chat, ten voice presets, live chat translation and AI trash-talk.
Ctrl+K finds every switch in the menu. Configs sync between your PCs, and the public library has everyone else's.
Every build and what it added, newest first. Keep loading to walk all the way back to day one.
No longer crashes the game when you switch to a knife model with no finish selected.
No longer crashes the game mid-match when someone types a percent sign in chat or has one in their name, such as 100% not legit.
No longer draws a ghost on the player you are spectating, whether you picked them while dead or Killer replay is showing their view.
Shows your killer's own first-person gun and arms, replays their bullet impacts and blood hits, and no longer fades to black partway through.
Adds pitch and yaw beside roll, and all three now turn the whole view model, including stock knives and gloves that used to stay upright.
No longer crashes the game when you inject right after it starts, such as straight after an account switch; it waits a few seconds until the menu is ready instead.
Switch Steam accounts from a grid of profile pictures showing Prime and cooldown; the game restarts signed in. Import accounts from a CSV (passwords encrypted on your PC) or remove them, here or from Steam.
The sidebar shows your griefbot.net account the way the forum does: your picture, your name in its forum colour, your plan tag with the days left, and the build version.
When your plan is 3 days or less from ending, the welcome card says how long is left in amber, and a click opens the renew page with your plan picked.
The sidebar now shows your griefbot.net forum name and picture instead of your Steam ones, then Staff, Lifetime or the days left on your plan, and the build version.
The editor is now three pages under the preview - Finish, Stickers and Charm - each using the whole pane, with float, seed and StatTrak as plain rows and the pickers filling the rest.
The glove list uses the same large rendered tiles as the weapon and knife lists, and an empty knife or glove pane tells you what to do.
Every hover help in the menu was rewritten in one plain voice: shorter, no jargon, and a handful of wrong or out-of-date explanations fixed.
Every playing clip gets its own Stop button, on its card and in the editor, so you can cut one sound without stopping the rest.
New: the aimbot can arm when your hand is already moving toward an enemy, on its own or together with the key, with the speed, heading and hold time you set.
New: a pill in the menu header while weapon pictures are made, naming the gun and finish in its rarity colour, with a bar that fills and a word when it needs the game's menu.
Updated for the latest CS2 patch, with every offset re-checked so aim, visuals, skins and the HUD work on the new build.
Ducks and unducks on the exact tick your feet touch down, instead of one tick early.
Hops land on the touchdown tick again on the new CS2 build, where most went one tick early and lost speed, and a landing that comes sooner than expected still counts as a hop.
Damage is right again after a map change: a Scout headshot was counted as about 90 instead of 290, so the aimbot and triggerbot held fire on shots that would have killed.
Seeded mode checks each shot from the exact spot the server fires it from and waits out the tick you land in, so headshots it approves while you move stay headshots. It also fires sooner while you track a target, keeps the first shot after you spawn, and lines backtracked shots up with the server's rewind to within half a tick.
Pictures already made load straight from disk, so switching loadouts or configs, toggling per-team skins or scrolling no longer makes them again, and one that fails is retried.
Shows every item as the Skins lists do, with its stickers and charm on a clear background, loads from pictures already made, and gives a per-team loadout CT and T tabs.
Now saved with the loadout, like per-team skins, so each loadout keeps its own setting.
Classes and guns are now a strip of gun pictures in your own skins across the top of the Aimbot and Triggerbot tabs; a class chip cycles through its guns, and the Default class is gone. The strip's pictures are made in the background and show the side you are playing, so both tabs open with every chip ready.
Reads whether you are closing in or backing off: closing in, it waits a moment for a stab that will reach; backing off, it takes the hit that lands now. A backstab that kills always wins.
A teammate kicked for team damage keeps their card, with the cooldown they got (30 min, 2 h, 7 d) in red beside their name.
Hops no longer go missing at low frame rates or stop dead mid-chain, and the jump lands on the touchdown tick instead of one tick early, which was costing up to half your speed.
Seeded mode judges each hitbox by its own damage, so it no longer hits the body below your min damage or fires at a target behind cover. Moving shots are judged from where the bullet really leaves, it waits until a sniper is fully ready, and backtracked shots are checked for walls along the real bullet path.
Swings from where the knife really connects (the player's body, not the hitboxes), so it fires sooner and takes the one-hit backstab instead of slashing, and no longer holds a ready knife waiting for the first-swing bonus.
A reset button appears beside the Accent colour once you change it; one click brings back the default azure.
New community tier lists for Crimson Web (single, double and triple web, left or right hand), Karambit Cyanbit, Diamond gem and Pink Galaxy, Emerald Web gloves, Overprint wraps and the Phoenix Blacklight Galil: 2,100 seeds in 18 new groups.
Showing 8 of 57 builds
Nothing held back and nothing padded: this is the menu, page by page. Search it, or pick a tab.
Aim assist that moves like a hand: tuned per weapon, ranked by hitbox, with recoil it pulls the way a person would.
Aim assist on a key you choose (hold, toggle, hold-to-disable or always on), with FOV from 1° to 30° and smoothing from 1 to 50.
One template for everything, or separate settings per weapon class or per single weapon, picked from a strip of skinned gun thumbnails across the top of both Legitbot tabs. The menu opens on the gun in your hands.
A class or a single weapon can have its own key, falling back weapon → class → global.
Arms the aimbot when your own hand is already moving toward an enemy in the FOV, on its own or alongside the key, with the speed, heading and hold time you set.
Copy aimbot or triggerbot settings and keys to every class, every weapon or one target in a click, or clear the overrides.
Click a body model to rank seven hitboxes from 1st to 4th priority, or switch them off.
Aims at whichever enabled hitbox is closest to your crosshair, with an adjustable pull toward your priorities.
Skips hitboxes whose predicted damage after armour and walls is too low. A hitbox that would kill is always kept.
Removes 0–100% of vertical and horizontal recoil while you spray. Shared by both bots, and the stronger setting wins.
Shape every aim movement: seven curves including human min-jerk and overshoot, reaction delay, jitter, path bend and tremor, with an animated preview.
Recoil pull that reacts like a person — reaction time, pull duration, strength jitter and overshoot — previewed against the real kick.
Ignore teammates, and targets you can't actually see.
Lets an enemy's recent lag-compensated positions compete with the live one, up to 200 ms back. Shared with the triggerbot.
Rewinds your own manual shots to the best recent tick, even with both bots off.
One switch caps FOV at 3°, smoothing at 20+, reactions at 120 ms+, and turns off backtrack and wallbangs. Visuals and skins stay as they are.
Fires when the shot will land: hit chance, wall damage, backtrack, and a knife bot that picks the killing swing.
Fires automatically when a valid target is under your crosshair. Its own key modes, per-weapon keys and per-class or per-weapon settings.
Slashes or stabs — whichever kills faster — the moment a swing would connect; closing in on a back, it holds for the one-hit stab. Never moves your aim.
Choose which of seven hitboxes count, each with its own tolerance around the centre.
Requires a spread hit-chance percentage. At 0 it switches to seeded mode and only fires when this exact shot's spread will hit.
Only fires when the predicted damage, wall penetration included, meets your threshold.
Never fires through a wall.
Reaction delay up to 1 s and an after-shot cooldown up to 2 s, each with ± randomisation.
Auto stop, standing only, through smoke and while flashed. Snipers add scoped only and auto scope.
Separate vertical and horizontal amounts per weapon, on the shared humanised recoil curve.
Also fires at recent lag-compensated ticks, picking the one with the best predicted damage.
Draws the capsules the triggerbot tests — for your target, every enemy or everyone — with its fire zone and labels.
Boxes, tags, chams and glow on every player, laid out where you want them and previewed live on a real model.
Draw enemies and/or teammates in your own colours for enemies, teammates and yourself — or each player's matchmaking colour.
Full or corner box, optionally fitted to the bones so it hugs crouches and peeks, with gradient fill and soft glow.
Gradient HP bar with the number, a white ghost of the health just lost, and a light sweep on high HP.
Each player's name, distance in metres and bone skeleton.
Lines from the bottom, centre or top of your screen to each player, with outline and fade.
Chips for planting, defusing, scoped, bomb carrier, low HP, flashed, behind smoke and reloading — silent reloads included.
Weapon icon, money, Premier or skill-group rank, T/CT letter, party pill and flash blind timer.
A thin bar above the box for armour (helmet or vest) and one below for the magazine.
Put each tag on any side of the box, reorder or stack tags by dragging — in the menu or on the preview — and give each its own team colours.
Text size from 0.5× to 2.5×, larger text for nearby players, and a coloured glow that stays readable over smoke.
Marks other GriefBot users in your match.
Recolour enemies, teammates and your own model, with separate in-view and behind-wall passes — each with its own material, colour, opacity, or player and health colours.
Flat, Shaded, Plastic, Metallic, Pearlescent, Glow, Neon, Crystal, Ghost, Wireframe, Rainbow, Spectrum, Holographic, Pulse, Breathe and Fire.
The game's own outline glow through walls, in your colour, the matchmaking colour or by health.
A ghost of the enemy in the pose they were in when your shot landed, coloured by hit, headshot, kill or headshot kill.
A ghost model at the oldest tick you can still hit.
Dots at each enemy's recent head positions, newest brightest.
A pulsing halo on the enemy nearest your crosshair.
Dims a flashed enemy's ESP, so you can see who's blind at a glance.
Fades ESP down to 40% past a distance you set.
Recolours every corpse on the map.
Changes gravity for corpses only, so bodies drop slowly, float or rise.
Players the server updates rarely glide between updates like everyone else, instead of jumping.
A pane beside the menu shows a real CS2 model wearing your ESP and real chams, in view and behind a wall, as you change them.
Pick the gun or knife the preview holds, in your own skin, and replay its inspect animation.
Decide when an enemy you can't see gets drawn — always, only when you hear them, or only once they're spotted.
One switch: off, and ESP, the chams wall pass and glow only show enemies you can actually see.
Separately for ESP, chams and glow: draw hidden enemies always, when heard, when spotted, or when heard or spotted.
How long a heard or spotted enemy stays revealed, a fade to a frozen marker, and an optional line to where they really are.
What counts as heard: the engine's own sound volume, a minimum volume and an earshot range.
Separate behind-wall and behind-smoke colours for ESP, glow and off-screen arrows.
Your view model, your crosshair, and every gun lying on the floor.
Shows the damage your shot would do to the player under your crosshair, through cover — and says KILL when it's lethal.
FOV from 25 to 240, X/Y/Z offset and roll, past the game's own limits.
Recolour your arms, sleeves and the gun in your hands.
Drops the black sniper overlay and keeps the zoom.
A dot or cross on snipers, with size, gap, thickness, outline and colour.
3D box, kill-feed icon and name on every gun and knife on the floor.
Recolour floor weapons, visible and through walls.
The game's outline on floor weapons, through walls.
Repaint the map, clear the haze, and move the camera.
Camera behind you on a key, 30–200 units back, dropping to first person while you line up a grenade.
Turns off the map's distance and volumetric fog.
Clears bloom, vignette and colour grading.
Recolour the map's sky, with brightness up to 4×.
Tint every light on the map and keep its shadows and highlights.
Tint map geometry and keep its texture detail.
Icon on the dropped or planted C4, with chams and a through-wall glow.
Icon, chams and glow on dropped defuse kits.
Every nade in the air, every fire on the ground, and the lineups to throw your own.
Predicted arc and landing spot for the grenade in your hand, bouncing off walls and glancing off enemies, with its effect radius and the damage it does to each player it reaches.
While you hold any grenade, marks where each player it will reach will stand when it pops (for fire, when it first burns them) and the path they take there.
Lets go of your HE or molotov the moment it kills or hits enemies hard enough where they will be, with separate armoured and unarmoured bars.
Landing point and countdown for every grenade in the air, with full arcs, a position dot and a warning when an enemy nade is coming at you.
Recolour thrown and dropped grenades separately, with optional wall passes.
Outlines thrown grenades in the thrower's colour, and dropped ones in their own.
Thin smokes down to nothing, or recolour them per thrower. Only you see it.
Caps flashbang whiteout anywhere from 0 to 100%.
Thrower's name and time left above every fire.
Draws the fire's exact spread on the ground, coloured per thrower.
Countdowns over every fire and smoke — even ones already up when you joined — with an optional progress bar.
Lineups for the current map: where to stand, where to aim and how to throw, with the arc and a recipe card on screen.
Every lineup for the map, nearest first, with focus, filter and cycle keys.
Save where you stand and aim, with the release (stand, crouch or jumpthrow), mouse button and movement — from the menu or on a key.
Pull in a folder of lineup files, skipping ones you already have.
Import CS2's own map guides as lineups, and export yours as guides the game draws itself.
Timers, radar, arrows and the things the scoreboard won't tell you — on cards you place yourself.
Drag every overlay card around a mock of your screen with snapping, and watch the in-game card follow.
When you die, replay the kill through your killer's eyes, 2–8 seconds back.
C4 countdown, whether a defuse makes it in time, and the blast damage you'd take.
Your own overlay minimap, enemy blips on CS2's radar, or both.
Smokes, fires, grenade landings, sound pings and last-known enemy spots on the radar.
Enemies you just heard, where they were and how long ago.
Arrows to players outside your view, with name, health, weapon, glow and distance fade.
Arrows that point only at enemies you heard, and pulse on every sound.
An enemy's arrow pulses while their crosshair is on your head.
Crosshair flick, stacking damage numbers and a hit or kill sound.
An X where each of your hits landed on the enemy.
Shot-to-impact lines for you, enemies or teammates, as a glowing beam or an overlay line.
Keeps kills in CS2's kill feed for the whole round, or as long as you like.
A scrolling card of kills, damage by hitgroup, bomb events, buys, rounds, flashes and kicks.
Calls out the enemy's likely next buy — save, eco, force or full — whenever it changes.
Every player's rank on the scoreboard, mid-match.
Who queued together, as scoreboard pills, an ESP pill and a HUD card.
Kick messages re-posted with the reason and how long the cooldown lasts.
Who called a vote, and how everyone voted.
Who's watching you, and in which camera mode.
Every teammate's team damage and team kills toward the kick, and a kicked teammate's cooldown in red beside their name.
Every bound key on screen, lit while it's active.
CS2's own particle effects, played on the moments you choose. Only you see them.
Play CS2's own particle effects on players and events, visible only to you.
On hit, death, footstep, shot, jump or land; bomb plant, defuse and explode; impacts, round start, flashed — or constantly on players.
Up to six effects per state, each with its own anchor, offset, delay, lifetime, colour and size.
Cooldowns, only my hits, headshots only, a max range and a cap on overlapping plays.
Curated effects plus every particle in the game files, searchable.
A key drops your chosen effect wherever you aim.
Any finish on any gun, down to the seed, the float and exactly where each sticker sits.
Any finish on any gun from a searchable, rarity-coloured thumbnail grid, sorted by rarity, your most used or A–Z. Changes apply instantly.
Open the whole finish catalogue on any weapon, each finish labelled with the guns it normally comes on.
Every gun as a rendered thumbnail wearing its finish, stickers and charm, with StatTrak count and wear.
The selected gun with its finish, stickers and charm, with pan and zoom.
Opens CS2's own inspect window on your item — finish, float, StatTrak, stickers, charm and name tag.
Pattern seed and wear per gun.
Shows the fade percentage or blue coverage for any seed you type.
Whether the seed changes anything on this finish, and its real float range — with a clamp when your float can't exist.
Pick from catalogued community seeds for this exact gun and finish: blue gems by tier, Fire & Ice, full fades.
StatTrak with a count you set, or Live, which adds one for every kill.
Five sticker slots per gun with real icons, wear per slot, and a searchable picker filtered by collection.
Move, rotate and scale stickers by dragging them on the live model, or type the values.
Copy one gun's stickers, wear and positions onto every gun that side buys.
Every keychain charm in the game with its pattern number, one per gun — stock guns included.
Drag the charm along the gun, type X/Y/Z or step through preset spots, then copy the spot to every charmed gun.
Everything you carry and wear that isn't a gun.
Any knife model, each remembering its own finish, wear, seed and StatTrak — with the kill-feed icon changed to match.
Any glove model, each remembering its own finish, wear and seed.
Any agent model from a searchable list with a live preview, separately for CT and T, applied on every spawn. Only you see it.
Up to three patches on your CT and T agents, from a searchable icon grid.
Your vanity chicken, your way: breed, growth stage from egg to hen, colour, seed, a custom name and a live preview.
Which skins go where, and who else gets to see them.
CT and T each get their own inventory, swapped by the game at halftime, with one-click copy CT → T and T → CT. Saved with the loadout.
Only skins guns you bought or spawned with; guns you pick up keep their real finish. Saved with the loadout.
A custom name tag on every skinned item.
One seed for every skin that doesn't set its own.
Everyone in the server on one page, with rules that follow them from match to match.
Every player with avatar, side, HP, money, callout, rank, party and level — search by name or note, and sort.
Mark anyone friend or ignore, set a priority, an ESP colour and a note. Rules survive config switches.
The aimbot skips friends and prefers priority targets, the triggerbot holds fire, and ESP takes their colour.
Each player's level, XP, commends, medals and wins, straight from the game coordinator.
Rules for players who've left, applied the moment they rejoin.
Getting into a game, picking where it's hosted, and the small edges once you're in.
A spinning 3D globe with a pin for every data centre: drag, zoom, and click pins to allow or deny them.
Limit matchmaking to the data centres you tick, from ~50 sites sorted by live ping, with a Nearest 3 button.
Accepts a found match instantly, even while you're tabbed out.
Adds an EXIT button to the match-found dialog that works even after you've accepted.
Grabs dropped guns that rank above the one you hold — under your crosshair or anywhere in your buy zone — and grenades too.
Drag every gun into your own order, with its price and a take or skip switch.
Hold a key while defusing and it finishes on the very last tick.
While dead, cycle through every living player, enemies included.
Read every language, talk back in any of them, and say things in other people's names.
Foreign chat translated into English as it arrives, with the original underneath — and optionally posted for your team.
Type in the menu and it's sent translated into any language seen in chat, team-only if you like.
Post a chat line under any player's name in the match, then switch back to your own.
An AI model writes your chat lines in a personality you choose, replies to others and taunts after kills, with a human typing delay.
Start a kick vote under one teammate's name against another.
A one-click Steam friend link that needs no accept, with your own number of uses and expiry.
Set your in-game name from the menu.
Pick your matchmaking colour; it applies from your next connect.
Every hop on the tick, every stop on a dime.
Hold jump and it jumps again on the exact tick you land.
Steers your air-strafes while you hop; just look where you want to go.
A wider, faster strafe for maximum speed per hop.
Jumps on the tick you land after a drop, cancelling the fall damage.
Taps the opposite key when you let go of a movement key, so you stop dead.
Mark a spot, peek out, and the moment you fire it pulls you back.
Hold a key to strafe into the nearest teammate and block them.
Play your own clips down CS2's voice chat, and change what your real voice sounds like.
Play your own clips into CS2 voice chat — no microphone involved — to voice, to your speakers, or both, with a Stop on every playing clip.
Drop in mp3, wav, flac, m4a, aac or wma files.
Trim on a zoomable waveform with a live playhead, or cut the silence off both ends in one click.
Gain, normalise, speed, fades, drive, reverse and loop per clip — then export the result as a WAV.
A key for every clip, plus a stop-everything key.
Changes your real mic voice before CS2 encodes it, so everyone hears it through normal voice chat.
Natural, Deep, Demon, Chipmunk, Robot, Alien, Megaphone, Cave, Lo-fi and Announcer — one click each.
Pitch ±12 semitones, tone, wobble, robot, drive, bit-crush, echo, reverb and a noise gate.
Hear your changed voice as you talk, and flip back to your own on a key.
A before-and-after view of your mic and what everyone else hears.
Settings and skins saved apart, synced between your PCs, and shared with everyone else.
Save, load, rename and delete named profiles. Every edit saves itself the moment you make it.
One card per profile in its own colour, showing what it turns on, how far it is from stock and whether it has unsaved changes.
Skins live in loadouts, apart from settings, and each config remembers which loadout it wears.
A 3D view of every item in a loadout — finish, float, StatTrak, pattern and stickers — with CT and T tabs for a per-team loadout.
Configs and loadouts follow you across PCs, with push, pull and a list of exactly which settings differ.
Live StatTrak counts sync across your machines.
Browse configs and loadouts other users published — search, tags, trending, most starred, most used.
Publish your own with a description and auto-derived tags, star other people's, and pull updates when authors change theirs.
Try a broader word, or one of these:
Sign in to download the loader, talk on the forum, and see your plan, your devices and your recent sign-ins.