Damage
Cut a cheater’s damage and boost the damage they take: the ranges, what counts and what doesn’t, and how effects combine.
2 min
The quietest kind of suppression. The cheater swings as usual but keeps losing fights. Often that’s enough for them to leave on their own.
| Action | Range | What counts |
|---|---|---|
| Less damage dealt | 5–100 % | Final damage after armour from their hits and projectiles, on players and mobs. Explosions (crystals, TNT) are cut on 1.20.4+. Thorns aren’t touched. |
| More damage taken | 5–300 % | Almost everything except falls, the void, starvation, drowning, suffocation and the like, so lag and launches don’t turn into fall deaths. |
- Two damage effects of the same kind don’t stack: the strongest wins and a repeat refreshes the timer.
- The effect survives death, world changes and relogging within 15 minutes. The timer pauses while the player is offline.
- Works on buffer thresholds and on flag-ladder steps alike.
In-game clip soon
