Esports fraud, mapped by science.
E-doping is the technological arms race happening beneath every competitive match. This catalog exposes every known fraud technique — from aimbots to kernel exploits — organized by the layer of the stack it attacks and backed by peer-reviewed research.
Find a fraud technique.
Search by name, filter by the technical layer it targets, or toggle between confirmed e-doping and adjacent misconduct.
Game-Level
2 fraud cards in this group.
Application-Level
11 fraud cards in this group.
Software that automatically aims at targets, locks onto enemies, or fires weapons.
Programs that perform complex sequences of actions automatically.
Using artificial intelligence or computer vision to identify and target opponents.
Automated scripts or agents that perform gameplay actions for resource farming, experience gain, or other unfair advantages.
Exploiting the client to receive more game-state information than legitimately allowed.
Creating unauthorized copies of in-game items or resources.
Removing fog-of-war mechanics or revealing the full game map and enemy positions.
Directly changing values stored in game memory during runtime.
Manipulating character movement speed or action execution rates.
Rendering opponents visible through solid objects or displaying hidden game information via ESP-style overlays.
Scripts that automatically compensate for weapon recoil patterns.
Protocol-Level
4 fraud cards in this group.
Routing traffic through third-party services to assist with targeting or aiming.
Deliberately interrupting network connection to induce artificial lag advantages.
Cyberattacks designed to disrupt gameplay, degrade services, or compromise user accounts.
Modifying or intercepting data packets sent between client and server.
Infrastructure-Level
6 fraud cards in this group.
Using modified console firmware to run unauthorized code or manipulate save data.
Using modified gaming peripherals or hardware devices with built-in scripts or automated functions.
Using manipulated virtual equipment or modified training devices for enhanced performance.
Exploiting hardware vulnerabilities in mobile devices such as Bluetooth or related interfaces.
Counterfeiting or modifying data on physical game objects such as NFC devices or figures.
Falsifying rider or player physical metrics to gain favorable performance ratios in virtual sport contexts.