How to make a battlegrounds game in Roblox Studio
Punches that hit, cooldowns exploiters can't skip, abilities and mobile buttons — the combat core of a battlegrounds game, with complete client and server scripts.
Updated November 1, 202610 min read
Battlegrounds games are arenas where players fight with combos and abilities. Everything depends on combat feeling responsive while staying fair, which means the client plays the animation instantly and the server decides who actually got hit.
The core loop
Every battlegrounds game comes down to one loop that players repeat. Build this first, in grey blocks:
- Spawn into the arena
- Fight with M1 combos and abilities
- Get kills, die, respawn
- Unlock new characters or moves
Systems you need
M1 combat
Click to punch. The client sends a RemoteEvent; the server checks cooldown and runs the hitbox.
Hitboxes
workspace:GetPartBoundsInBox in front of the attacker, excluding their own character.
Abilities
Keys 1–4, each with its own server-side cooldown and effect.
Stun and knockback
Short WalkSpeed reduction and a velocity push make hits feel heavy.
Characters
Move sets players unlock — the main long-term goal and the main thing people buy.
Build order
- 1
Arena
A flat map with cover and edges. Combat is easier to tune on a simple map.
- 2
M1 punch
The scripts below: one LocalScript, one server Script, one RemoteEvent.
- 3
Animations and effects
Animate the punch on the client right away so it feels instant; add a hit sound and a small particle on the server's confirmed hit.
- 4
Combos and abilities
A 4-hit combo (reset if the player stops clicking), then one ability with a long cooldown.
- 5
Kills and leaderboard
Tag the attacker on the victim's Humanoid and give the kill to the last player who hit them.
The key script: M1 punch with a server hitbox
Where it goes: ReplicatedStorage > Punch (RemoteEvent) + two scripts.
- Insert a
RemoteEventnamedPunchinto ReplicatedStorage. - The first script is a LocalScript in
StarterPlayer > StarterPlayerScripts; the second is a Script in ServerScriptService.
-- StarterPlayerScripts > Combat (LocalScript)
local ContextActionService = game:GetService("ContextActionService")
local punch = game:GetService("ReplicatedStorage"):WaitForChild("Punch")
local function onPunch(_, state)
if state == Enum.UserInputState.Begin then
punch:FireServer()
-- Play your punch animation here so it feels instant.
end
return Enum.ContextActionResult.Pass
end
-- "true" also creates an on-screen button for phones and tablets.
ContextActionService:BindAction("Punch", onPunch, true, Enum.UserInputType.MouseButton1)
--------------------------------------------------------------------
-- ServerScriptService > CombatServer (Script)
local Players = game:GetService("Players")
local punch = game:GetService("ReplicatedStorage"):WaitForChild("Punch")
local COOLDOWN = 0.45
local DAMAGE = 10
local lastPunch = {}
punch.OnServerEvent:Connect(function(player)
local now = os.clock()
if now - (lastPunch[player] or 0) < COOLDOWN then return end
lastPunch[player] = now
local character = player.Character
local root = character and character:FindFirstChild("HumanoidRootPart")
if not root then return end
local params = OverlapParams.new()
params.FilterType = Enum.RaycastFilterType.Exclude
params.FilterDescendantsInstances = { character }
-- A 5x5x5 box just in front of the attacker.
local box = root.CFrame * CFrame.new(0, 0, -3)
local alreadyHit = {}
for _, part in workspace:GetPartBoundsInBox(box, Vector3.new(5, 5, 5), params) do
local humanoid = part.Parent:FindFirstChildOfClass("Humanoid")
if humanoid and humanoid.Health > 0 and not alreadyHit[humanoid] then
alreadyHit[humanoid] = true
humanoid:TakeDamage(DAMAGE)
end
end
end)
Players.PlayerRemoving:Connect(function(player)
lastPunch[player] = nil
end)How it works
- Split the code at the dashed line: the top half is the LocalScript, the bottom half the server Script.
- The client only asks to punch. Damage, range and cooldown live on the server, so changing values on the client does nothing.
alreadyHitstops one punch from damaging the same player several times through different body parts.
How battlegrounds games make Robux
- Characters or move sets as game passes — the genre's main income.
- Emotes and cosmetic auras.
- Private servers so friends can practice and duel.
You receive 70% of what players spend on game passes and developer products; Roblox keeps 30%.
Common mistakes
Hit detection on the client
If the client says “I hit player X for 50”, exploiters hit everyone for everything. The server must run the hitbox.
No mobile controls
Many Roblox players are on phones. Every attack needs an on-screen button — BindAction(..., true, ...) adds one.
Abilities without counters
Every strong move needs a weakness (long startup, long cooldown, can be blocked), or the meta collapses to one ability.
FAQ
How do battlegrounds games do hit detection?
Most use a server-side box or ray in front of the attacker, such as workspace:GetPartBoundsInBox, after the client asks to attack. The client plays animations; the server decides damage.
How do I add mobile buttons for attacks?
Bind the action with ContextActionService:BindAction and pass true as the third argument. Roblox then shows a touch button on phones and tablets.
How do I stop exploiters in a fighting game?
Keep damage, cooldowns and range on the server, check that the attacker is alive and close enough, and never accept a damage number or target from the client.