Every feature.
In full view.

The complete Lugia toolkit for Deadlock. Every public module below ships in the current alpha. Admin-only diagnostics are listed separately at the end.

The public core

Awareness

Player & world ESP

Players, souls, troopers, jungle monsters and Sinner’s Sacrifice. Separate layers. One clear picture.

Module details

Player ESP

  • Player boxes and skeletons
  • Hero names, Steam nicknames and distance labels
  • Optional teammate display and maximum-player limit
  • Box width, head-height and name-position adjustments
  • Independent box and skeleton thickness
  • Box, skeleton and name colors, including a separate behind-wall color

World ESP

  • Independent soul-orb markers with color and distance controls
  • Trooper labels, distances and enemy / ally colors
  • Separate allied-trooper filter
  • Independent jungle-monster labels, distances and color
  • Dedicated Sinner’s Sacrifice markers, color and distances

Snap lines

  • Optional enemy-only display
  • Bottom-center or screen-center anchor
  • Adjustable line thickness and color

Precision

Aim assistance

Target bones, smoothing and projectile prediction, with geometry checks built into target selection.

Module details

Target selection

  • Independent enable switch and activation key
  • Head, neck, chest, pelvis or legs
  • Adjustable FOV radius and maximum target distance
  • Optional headshot-ratio tuning

Motion & prediction

  • Aim speed, aim smoothing and mouse smoothing
  • Optional constant-velocity projectile interception
  • Automatic base shot-speed detection
  • Manual projectile-speed override
  • On-screen prediction marker

Geometry awareness

  • Map-geometry wall checks remain active
  • Current target bone and predicted point are checked
  • Invalid or unavailable prediction data falls back to the current target bone

Soul control

Soul aim

Independent secure and deny assistance. Your own key, FOV and smoothing, separate from player aim.

Module details

Independent control

  • Dedicated enable switch and activation key
  • Works with player aim disabled
  • Separate FOV radius and maximum distance
  • Dedicated aim speed, aim smoothing and mouse smoothing

Soul targeting

  • Secure and deny soul-orb targeting
  • Always-active map-geometry wall checks
  • Nearest eligible crosshair target when both aim keys are held
  • Sinner’s Sacrifice entities excluded from soul targeting

Visual pairing

  • Separate soul-aim FOV circle
  • Soul ESP with independent color and distance controls
  • Optional soul-orb targeting in the trigger module

Timing

Trigger assistance

Player and soul targets, configurable hit regions, reaction delay and shot timing.

Module details

Activation & targets

  • Hold-key, toggle-key or always-while-focused modes
  • Independent player and soul-orb target switches
  • Full-body, head-only and torso-only selection
  • Hit-region scale and maximum distance

Timing controls

  • Reaction delay on the same acquired target
  • Minimum interval between shots
  • Configurable click duration
  • Live activation, geometry and input-status feedback

Input & visibility

  • Bone-based sphere / capsule crosshair detection
  • Map-geometry checks and foreground-target obstruction
  • Ally-blocking checks
  • Menu, focus, target-loss and target-change guards
  • Native Windows input in the build without bypass

Awareness

2D radar

A rotating 2D view with camera-relative direction, configurable range and teammate filtering.

Module details

Camera-relative view

  • Rotating 2D radar, with camera-forward always up
  • Enemy markers and optional teammate markers
  • Out-of-range targets clamped to the radar edge

Layout controls

  • Adjustable radar size
  • Independent world-range setting
  • Configurable screen position

Colors & readability

  • Radar background color
  • Separate enemy and teammate blip colors
  • Pair with off-screen arrows or player ESP

Activators

Auto-parry

Configurable assistance for supported, visible melee threats, with live detection and input status.

Module details

Threat detection

  • Committed light, heavy, air and slide melee detection
  • Dedicated Baba’s bench attack handling
  • Active map-geometry visibility checks
  • Detection range, contact range and facing threshold

Response controls

  • Configurable parry key
  • Prediction lead and approach-speed threshold
  • Additional input cooldown
  • Game parry cooldown and active-state checks
  • Each eligible attack handled once

Visible feedback

  • Optional range-zone visualization and color
  • Counts for nearby, charging, committed and unavailable attacks
  • Separate detection and input status
  • Input paused when the menu is open or the game loses focus

Interface

Visuals & HUD

Off-screen arrows, separate FOV circles and an active-features HUD. Keep your view intentional.

Module details

Off-screen direction

  • Directional arrows for off-screen entities
  • Adjustable arrow size and edge margin
  • Independent enemy and ally colors

FOV styling

  • Separate player-aim and soul-aim FOV circles
  • Circle thickness and segment count
  • Configurable circle color
  • Targeting radius remains in the respective aim module

HUD & performance

  • Active-features list
  • Configurable screen corner and margin
  • Overlay FPS counter
  • Optional per-feature CPU-cost / FPS-loss estimates

Personalization

Personal settings

Local profiles, configurable hotkeys and a responsive interface that adapts to your setup.

Module details

Personal configuration

  • Local settings save and load
  • Keyboard and mouse hotkey capture
  • Rebindable menu-toggle key
  • Existing profile-key compatibility

Appearance & motion

  • Window width and height controls
  • Font scaling and overlay opacity
  • VSync preference
  • Gentle-motion preference
  • Responsive panels with one shared scroll area

Account & visibility

  • Membership-plan and validity display
  • Optional feature-cost information in the HUD
  • Admin tools kept separate from everyday controls

Admin only

Developer diagnostics.

A separate admin-only workspace for alpha development. Developer mode is required for these tools; they are not part of the unrestricted public core.

Visibility diagnostics

  • Ray visualization and transition logs
  • Collision-mesh overlay with radius, triangle-limit, thickness and color controls
  • Map status and live-ray statistics

Runtime inspection

  • Runtime attachment and overlay FPS information
  • Entity scanner and entity listing
  • Runtime offset diagnostics

Experimental last-hit

  • Separate activation key
  • Health-percentage threshold
  • Maximum-distance control

Your move.

Join the alpha, try every module, and tell us what to build next.

Free app. Windows x64. Bypass handled separately.