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:

  1. Spawn into the arena
  2. Fight with M1 combos and abilities
  3. Get kills, die, respawn
  4. 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. 1

    Arena

    A flat map with cover and edges. Combat is easier to tune on a simple map.

  2. 2

    M1 punch

    The scripts below: one LocalScript, one server Script, one RemoteEvent.

  3. 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. 4

    Combos and abilities

    A 4-hit combo (reset if the player stops clicking), then one ability with a long cooldown.

  5. 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 RemoteEvent named Punch into ReplicatedStorage.
  • The first script is a LocalScript in StarterPlayer > StarterPlayerScripts; the second is a Script in ServerScriptService.
ReplicatedStorage > Punch (RemoteEvent) + two scripts
-- 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.
  • alreadyHit stops 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.

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