Day-to-day

ESP options

Boxes, skeletons, ult charge, cooldowns, summons — what to enable and what slows you down.

Boxes & skeletons

Standard 2D bounding box + 3D skeleton overlay. The skeleton uses the hero's actual bone hierarchy, so the joints animate correctly through emotes, dives, and grapples.

For competitive play we recommend boxes only — skeletons add visual noise without adding decision-grade information.

Ult charge

Reads each enemy's ult-meter directly from the game's threat-value admin struct (the same source the kill-feed uses). Renders as a small percentage above the box.

Knowing the enemy support is at 87% ult is worth more than any aimbot tweak you can make in the same five minutes.

Cooldown rings

Renders progress arcs for each enemy's RMB / E / Shift / F abilities. The data comes from the gameplay-ability system; we read remaining cooldown per ability tag and convert to a 0–1 progress value.

Heavy hitters whose cooldowns matter most (Magneto bubble, Doctor Strange portal, Cloak & Dagger ult) are the obvious targets. Most ranged DPS don't need it.

Summons & world objects

Highlights things in the world that aren't players:

  • Jeff (the chibi land-shark — friendly/hostile)
  • Namor's piranhas
  • Moon Knight ankhs
  • Peni Parker's nest
  • Groot walls
  • Strange's portals
  • Punisher turrets
  • Mantis healing flowers
  • Loki rune
  • Squirrel Girl squirrels
  • Elsa's snowfall hazards

Health packs are scanned across all sub-levels; everything else is PersistentLevel only.

Team filter

The renderer checks each actor's Owner ptr against the local player-controller and, when present, the friendly-team bitmask exposed by the game state. Enemies-only is on by default; you can flip to all-actors when scouting a replay.