Fuser ESP
Multi-monitor overlay: boxes, skeletons, hitboxes, ability bars, tracers and FOV arrows — configured independently per entity type.
A full desktop instrument for Deadlock — multi-monitor fuser ESP, 2D and 3D map intelligence, humanized motor-profile aim assist, auto parry, live entity explorers, and a searchable in-app manual. Every surface is configurable, every colour is yours, and the whole thing saves to one file.
Every rail icon opens a full instrument, not a checkbox. Panels dock as tabs, split, stack, or tear out into their own windows across as many viewports as you have monitors.
Multi-monitor overlay: boxes, skeletons, hitboxes, ability bars, tracers and FOV arrows — configured independently per entity type.
Top-down map with hero portrait icons, FOV cone, image and live-geometry layers, plus an optional circular inset on the fuser.
Perspective collision view with free-fly or locked camera, fog, height bands, per-material tinting and live entity markers.
Hardware or memory input, visible-only line of sight, dual triggerbots, per-hero hitbox zones and humanized motor profiles.
Flick, reaction and tracking scenarios recorded at up to 240 Hz, then exported as motor profiles the aimbot actually replays.
Camera offset and auto parry sit behind a single Allow Memory Writes master, with honest status badges on every control.
Ten live sortable tables covering every major entity class in the match. Resize, reorder, hide columns, tear out, click to copy.
Dark and light themes, seasonal chrome, guided tour, unlockable tutorial achievements and a searchable in-app manual.
Seven entity families, each with its own draw style, filters, thickness and colour set. Pick a type from the master list and every control below it retargets — nothing is shared unless you want it shared.
| Entity family | Role | Draw features available |
|---|---|---|
| Players | Heroes — richest visuals | Box (2D/3D), skeletons, hitboxes, bone numbers, health bar, ability bar, name tags, distance, tracers, FOV arrows, status tags |
| Monsters | Jungle & neutrals | Box, health bar, distance, font size, dormant filter |
| Troopers | Lane creeps | Box, health bar, distance, team-coloured boxes, hide friendly, dormant filter |
| XP Orbs | Soul & XP pickups | Box, distance, ready-state colouring, dormant filter |
| Sinners | Sinner entities | Box, health bar, distance, dormant filter |
| Mid Boss | Objective | Box, health bar, name tag, distance, state |
| Shared Geometry | Global | Vertical and horizontal health-bar widths shared across every type |
Three signatures plus the ultimate, drawn under the box from a bundled icon set.
A top-down radar built from real collision geometry, and a full perspective view of the map you can fly through. Both read the same baked map data that drives line-of-sight checks.
Scroll to zoom, drag to pan, right-drag to rotate, double-click to re-lock on yourself. Reset View snaps back to north-up origin framing.
An interactive perspective render of map collision, entirely separate from the radar. Lock to a hero or cut the camera loose and fly.
Two input methods, three aim modes, per-hero body-zone selection, and motion driven by recorded motor profiles rather than a straight line to the head.
| Bind | Default | Purpose |
|---|---|---|
| Player aimbot | Mouse 5 hold | Primary weapon aim on heroes |
| XP aimbot | Mouse 4 hold | Soul & XP orb acquisition |
| Ability aimbot | G hold | Ability projectile aim, selected slot |
| Docs search | / | Focus the in-app manual search |
Every bind can listen on the local PC, the target game PC, or both. The Keybinds panel captures keys or mouse buttons per row and shows a live connected-status badge for the target-PC input path.
A hero picker with search, a clickable body-zone preview, and a searchable zone list by name or bone. Decide exactly where each hero gets shot.
A practice range that samples how you actually move, then compiles those sessions into a motor profile the aimbot replays. This is the piece nothing else in the category ships.
Everything that writes to game memory sits behind a single gate you own. Hardware-path actions stay available independently. Every gated control reports its real state instead of pretending.
The master gate for every path that writes game memory. Off by default, one toggle, no hidden sub-switches. Hardware-only actions — such as hardware auto parry — are deliberately not gated by it.
Hardware mode pairs well with parry bound to middle mouse.
Ten live tables in a nested dock host. Each stays docked or tears out as its own window. Scroll, resize, reorder and hide columns; click any address to copy it.
| Window | Typical columns |
|---|---|
| Pawn List | Address · position · velocity · team · unspent & unsecured souls · item value · controller · yaw · box height · vec min/max · meleeing · ult CD · parry CD · abilities |
| Controller List | Address · pawn handle · level · hero ID and name · health · max health · dead · local |
| Monster List | Address · position · health · type · type ID · dormant · VData |
| Trooper List | Address · position · health · team · dormant · friendly |
| Sinner List | Address · position · health · dormant |
| XP List | Address · position · attackable time · attackable · dormant |
| MidBoss List | Address · position · health · state · dormant · root component |
| Prop List | Address · position · dormant |
| Ability List | Address · name · my type · ability type · slot · charges · CD start/end/left · custom data · VData |
| Entity List | Address · class · chunk · slot · class pointer |
Not a floating menu bolted onto a game. Docking, themes, a colour registry, onboarding, a searchable manual and a debug log — all persisted to a single config file.
A searchable registry of every colour in the product. Edits land live on the fuser and radar and save with your config.
One file, written to
%APPDATA%\.cynickal\deadlock_config.json. Save, load, or open the folder straight from the File menu.
Toasts confirm success or failure.
DMA means the client lives on a second machine, reading over the bus. No injected UI, no overlay hooked into the game process, no renderer sitting on your frames.
The client, the overlay and every panel render on your second machine. Your game PC keeps every frame it had before.
Trainer sessions record up to 240 samples a second, so the motor profile the aimbot replays is built from real high-rate input.
Radar collision slabs bake at 1024 up to 8192, with min-feature-size and max-surface caps so you tune detail against cost.
No tiers of features, no locked panels, no upsells. Weekly and monthly buy exactly the same client — the only difference is how long the key runs.
%APPDATA%\.cynickal\deadlock_config.json. Use
File → Open Config Folder to jump straight there. Tutorial progress also keeps an authoritative side file
in the same directory.