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.