MouseTrap is Ubisoft's system against input spoofers on consoles: adapter devices that let players use a keyboard and mouse in matches where everyone else is locked to a controller. For several seasons the system ran in shadow mode: it blocked nothing, it just logged data on who was actually spoofing input, and that picture later shaped the response.
We're covering MouseTrap not because it touches the PC builds in our catalog directly. It doesn't, and we'll say that plainly further down. We're covering it for the method: watching and stockpiling data instead of reacting instantly is the general logic behind Rainbow Six Siege's anti-cheat, and it has practical consequences for anyone running software on this game. Working builds with current prices and status are listed on the Rainbow Six Siege cheats page; below is why silence on night one proves nothing, and what to do about it.
How MouseTrap's shadow mode works
The gap between a normal anti-cheat reaction and MouseTrap's shadow mode is simple on paper and almost invisible in practice. The normal pattern: the system detects a violation and bans or at least kicks the player from the match right away. The shadow pattern works differently: detection fires, but there is no reaction at all, the event just gets logged. MouseTrap tracked who was playing through a console input spoofer for several seasons without touching a single one of those accounts, and only later did that data feed into tuning match fairness.
Detection exists, reaction doesn't
To the player this looks like a total absence of problems. Match after match, season after season: no warnings, no bans, not even a hint that the anti-cheat noticed anything. The conclusion that suggests itself is obvious: it must be working, since it's quiet. That conclusion is wrong, because silence and the absence of detection are not the same thing. The system can see the violation perfectly well and simply choose not to show it to the player until a moment of its own choosing.
Why bans arrive in waves, not right away
In Rainbow Six Siege, bans arrive in waves even without MouseTrap, usually shortly after a patch or seasonal update rather than one at a time in real time; that's how BattlEye operates, watching memory and checking the game's code integrity at the kernel level. MouseTrap adds a second layer on top of that habit: a long quiet observation period first, then a mass action all at once based on the accumulated picture. Two mechanics stack into one: collect data for months, act all at once. We covered the same pattern in our piece on BattlEye ban waves in R6; that one is about software on PC, this one is about the input method, but the logic is identical.
The logic behind this approach makes sense and doesn't look like a whim on Ubisoft's part. Telling a coincidence apart from a systematic input swap needs a sample spanning several seasons, not a call made after one match, otherwise the reaction catches random false positives while some real cases adapt and slip past detection in time. Collecting data quietly and acting all at once is a way to avoid tipping off the method too early.
Tellingly, the current Rainbow Six Siege roadmap puts security ahead of content too: ShieldGuard updates for Year 11 Season 3 were announced before the list of new content for the season. For the MouseTrap story, that confirms the same principle: a system for watching and gathering data gets built first, and only afterward comes word of what will actually be done with that data.
The clearest example of an accumulated reaction firing all at once didn't come from MouseTrap but from a wider incident: a major exploit at the end of 2025 flooded some players with billions of in-game credits, alpha packs, and exclusive cosmetics, and the ban wave that followed caught thousands of accounts, streamers among them. Some of those bans were later reversed: the system reacted to accumulated signals all at once, and that wave caught real offenders alongside coincidences. That's the same risk any "collect first, act later" scheme carries, MouseTrap included.
What this method means for a player on PC
The practical takeaway here matters more than MouseTrap itself, and it splits into a few concrete points rather than one tidy sentence. First and most important: the account you'd hate to lose (with progress, skins, rank history) and the account running software shouldn't be the same account. If a system can stay quiet for seasons, keeping a working profile separate from your main one isn't paranoia, it's a correction for how checking actually works in this game. The mere fact that Rainbow Six Siege's anti-cheat deals with input method as well as software sets the game apart from the rest of our catalog: elsewhere protection is built almost entirely around software, here there's an extra angle added.
Silence in the first few days proves nothing
The second takeaway follows logically from the first. Since detection and reaction are separated in time, one clean evening isn't proof. Neither is a clean first week. It's better to check a build's status by what other buyers report after patches rather than by your own experience in the moment: fresh reviews and support tickets say more than one calm play session. We update catalog status based on exactly that kind of feedback, not on a one-hour test run.
A hardware mouse emulator is a different story, not input spoofing
Two terms that sound alike but mean different things are worth separating here. MouseTrap fights spoofing the input platform: the console thinks a controller is connected when a keyboard and mouse are actually plugged in through an adapter. The PROMET R6S DMA build in our catalog uses hardware for a different purpose: a hardware mouse emulator delivers mouse commands to the game machine from a separate computer, where all the logic actually runs. The input platform itself isn't spoofed at all, it's an ordinary mouse on an ordinary Windows PC. The difference is fundamental: MouseTrap is about what the game thinks is plugged in; the DMA setup is about where the command physically comes from. A full breakdown of the build and why a second machine is needed is in our PROMET R6S DMA review.
What MouseTrap isn't about in our catalog
MouseTrap has no direct bearing on the PC builds in our catalog, and we're saying that without hedging: the system deals with console input, not software on a computer. But the "data first, action later" method is a general part of how Rainbow Six Siege approaches security, and on PC it shows up in exactly the ban waves after patches we covered in our breakdown of BattlEye ban waves.
What to pick in the Rainbow Six Siege catalog under this logic
The MouseTrap and ban wave story really teaches one rule: split accounts, and don't judge a build by the first evening. Picking a build should follow the same logic, matched to the scenario instead of grabbing "the strongest one." Our Rainbow Six Siege catalog has five active listings, and they cover different jobs: from a full feature set with aim and ESP to a single function with no extra risk.
- A separate software account with a built-in spoofer: UDP, a built-in spoofer comes as standard, plus Gadget and Ability ESP for operator gadgets, kill delay, and a separate FOV limit for legit mode.
- Minimal entry cost and Secure Boot compatibility: ANCIENT, the lowest price in the catalog, no BIOS requirements at all, works with Secure Boot enabled and doesn't conflict with Legend Division access (more in our piece on ShieldGuard and Legend Division).
- No aimbot and no ESP at all: MACROS, this is recoil macros, not a build with highlighting, no injection into the game, with process randomization.
- DMA with a hardware mouse emulator and stream-proofing: PROMET R6S DMA, for anyone who needs a second machine and recording without the risk of an overlay showing up.
- A single function with no extra feature risk: COVCHEG, chams only, a built-in spoofer is included, but it only works on NVIDIA graphics cards.
Anyone already thinking about a separate working profile under the rule above should also check the HWID spoofer section: those builds handle changing the hardware fingerprint separately from cheat functions.
What's next
The full list of Rainbow Six Siege builds with prices, undetected status, and system requirements is on the R6 cheats → page. The list gets updated after every patch and seasonal update, including the upcoming ShieldGuard changes from Year 11.
Questions about picking a build for a specific task: our community is on Telegram (200+ members) and Discord (637+ members). That's also where to report it if a build's status changed after a patch: that's the feedback we use to update the catalog.
Frequently asked questions about MouseTrap and anti-cheat in Rainbow Six Siege
Does MouseTrap ban players on PC?
No, MouseTrap was built against input spoofers on consoles and doesn't touch PC builds directly. On PC, BattlEye handles memory and code integrity checks, and MouseTrap operates in the context of cross-platform matches involving consoles.
Why did MouseTrap do nothing for several seasons?
Because the system was in shadow mode: detection was already logging cases of input spoofing, but there was no reaction, the data was being collected to tune match fairness rather than to trigger instant bans.
If a PC build hasn't been banned for a few days, is it safe?
Not necessarily. In Rainbow Six Siege, bans arrive in waves after patches rather than in real time, so a few quiet days prove nothing. We update build status in our ForgeCheats catalog based on support tickets and reviews after patches, not a single test run. Current status for every build is kept on the Rainbow Six Siege hub.
How is the hardware mouse emulator on the DMA build different from MouseTrap's input spoofing?
MouseTrap reacts to spoofing the input platform: the game thinks a controller is connected when it's actually a keyboard and mouse. The hardware mouse emulator in PROMET R6S DMA doesn't spoof the platform at all, it's a way of physically delivering mouse commands from a second machine, an ordinary mouse on an ordinary PC.
Should ranked and software use the same account?
We recommend keeping them separate. Since detection and reaction in Rainbow Six Siege's security system are split apart in time, an account with progress and skins shouldn't share the same profile as the one running software: that's a basic correction for the game's shadow-style checking logic. Splitting accounts doesn't remove the risk entirely, but it does remove the worst-case scenario: a ban wave after a patch hits the working account instead of the one where years of progress piled up.

