How to use a roblox among us kill cooldown script

If you're trying to build your own social deduction game, finding or writing a reliable roblox among us kill cooldown script is probably at the top of your to-do list. Let's be honest, without a functioning cooldown, your "Impostors" are basically just terminators running around the map ending the round in five seconds flat. That's not exactly a fun gameplay loop for the crewmates.

The whole point of a kill cooldown is to add tension. It forces the killer to be strategic, to pick their moments, and to actually care about being spotted. If you've been messing around in Roblox Studio and your "Kill" button feels a bit clunky or—even worse—lets people spam-click their way to victory, you're in the right place. We're going to break down how these scripts actually work and how you can make yours feel smooth.

Why the cooldown logic matters

In the world of Roblox scripting (Luau), a cooldown is essentially what we call a "debounce." If you've done any basic scripting before, you've probably used a debounce to stop a touch-interest part from firing a hundred times a second. A kill cooldown is just a slightly more advanced version of that.

When a player clicks that kill button, the script needs to check a few things immediately. Is the player actually an Impostor? Is there someone close enough to kill? And, most importantly, is the timer at zero? If you don't handle these checks on the server side, you're going to have a bad time with exploiters. Anyone can hop into a local script and change a wait(30) to a wait(0), so keep that in mind as we talk through the logic.

Setting up the basic script structure

To get a roblox among us kill cooldown script running, you generally need three parts working together. You need the UI button (the "Kill" button), a RemoteEvent to tell the server "Hey, I'm trying to kill someone," and the server-side script that actually handles the dirty work and manages the timer.

The Client Side (The Button)

On the client side, you're mostly focused on the "feel" of the button. You want the button to look greyed out or show a countdown while the cooldown is active. When the player clicks it, the LocalScript should first check its own internal timer. If it's ready, it fires a RemoteEvent.

It's a good idea to put a little "buffer" here. You don't want the client to fire the event if the cooldown isn't done, but you also shouldn't rely on the client to be the final judge. The server is the boss.

The Server Side (The Logic)

This is where the magic happens. When the server receives that "Kill" request, it needs to verify everything. I've seen a lot of beginners make the mistake of trusting the client to tell the server who died. Don't do that. Instead, have the server check the distance between the killer and the closest potential victim.

If the distance is fine and the server-side cooldown variable is at zero, then you trigger the kill. Immediately after, you set that cooldown variable (let's say CanKill) to false. Then, you start a loop or a task.wait() to count back down.

Making the timer look good

Nobody likes a static button that doesn't tell you when you can strike again. To make your roblox among us kill cooldown script feel professional, you should sync the server's timer with the client's UI.

One way to do this is by using a NumberValue inside the player's folder. When the server starts the cooldown, it can tick this value down every second. The client can then "watch" this value using a .Changed event and update the text on the Kill button. This keeps everything perfectly in sync. If the server says there are 15 seconds left, the player sees 15 seconds. It's simple, effective, and way less glitchy than trying to run two separate timers that might drift apart.

Handling the "Kill" action safely

When the cooldown finally hits zero and the player strikes, you need a clean way to handle the "death." In most Roblox Among Us clones, you aren't just deleting the player's character. You usually want to leave a "body" part behind and move the player to a spectator state.

Your script should handle this transition while simultaneously resetting the cooldown. A common trap is forgetting to reset the cooldown if the kill fails (like if the target leaves the game at the exact same microsecond). Make sure your script is robust enough to handle those weird edge cases.

Why task.wait() is your best friend

If you're still using the old school wait(), it's time to upgrade. In a roblox among us kill cooldown script, precision is pretty important. task.wait() is much more reliable and runs at the engine's heartbeat, meaning your 30-second cooldown won't accidentally turn into a 32-second cooldown because the server is lagging a little bit.

It might seem like a small detail, but when you're playing a high-stakes game, those two seconds feel like an eternity. Your players will definitely notice if the timing feels "mushy."

Preventing exploiters from ruining the fun

I mentioned this briefly, but it's worth repeating: Never trust the client. If your kill cooldown script only exists in a LocalScript, a script kiddie with a basic executor will set their cooldown to 0 and wipe out your entire server in the blink of an eye.

The server should always have a variable like LastKillTime stored for each player. When the RemoteEvent comes in, the server calculates: CurrentTime - LastKillTime. If that number is less than your set cooldown (say, 30 seconds), then the server just ignores the request. It doesn't matter how much the exploiter spams their button; the server is the one holding the stopwatch.

Adding some polish to the cooldown

Once you've got the basic roblox among us kill cooldown script working, you can start adding the "juice." Maybe the cooldown is shorter if there are only a few crewmates left? Or maybe a certain "sabotage" can pause the cooldown for a few seconds?

You can also use TweenService on the client side to make the cooldown UI fill up smoothly like a progress bar, rather than just jumping from number to number. It's these little visual touches that make a game feel like a finished product rather than a weekend project.

Debugging common issues

If your script isn't working, check the Output window first. Usually, the issue is a "Nil" value—maybe you're trying to check the distance to a player who doesn't exist anymore, or the RemoteEvent isn't properly defined.

Another common headache is the cooldown getting "stuck." This usually happens if there's an error in the middle of your script that prevents it from reaching the line where it sets CanKill back to true. Always use a pcall (protected call) or ensure your logic is tight so that the timer always finishes, no matter what happens during the kill animation.

Wrapping it up

Building a roblox among us kill cooldown script isn't just about writing a few lines of code; it's about balancing the game. A 10-second cooldown is a bloodbath; a 60-second cooldown is a snooze fest. Most successful games land somewhere between 25 and 35 seconds.

Once you have the logic down—checking the role, verifying the distance, and running the timer on the server—you have the backbone of a solid game. From there, it's all about tweaking the numbers and making the UI look sleek. Just remember: keep the server in control, use task.wait(), and always test it with a few friends to see how the timing actually feels in a real match. Happy developing!