The golden rule: never trust the client
Everything on a player’s device can be read and modified by that player. The entire discipline of Roblox anti-cheat is one sentence: the server decides, the client only asks. Damage calculations, currency grants, teleport checks and purchase confirmations belong in server scripts; the client reports intent ("I pressed attack") and the server validates feasibility ("was the target in range? was the cooldown ready?").
The classic exploits and their fixes
Fly/speed hacks: server-side position validation (distance moved per tick beyond a threshold flags it). Currency duplication: all currency changes through server functions with sanity checks. Remote-event abuse: every RemoteEvent handler validates arguments (a client sending "give 999999 coins" is rejected — the server decides grants). Filtering enabled made the client-server boundary real; respecting it is the whole defense.
Detection over prevention
Some exploits cannot be prevented (clients control their own inputs), only detected: impossible speeds, impossible resource rates, statistical outliers. Log the evidence, then act — silent flags, shadow mitigation (server ignores the impossible action) or moderation reports depending on severity. Publicly accusing players from imperfect detections creates more damage than the exploit.
Sources and standards
Where these figures come from
Every formula on this page is implemented from the published reference material below. Where a value depends on a regional code, the calculator lets you override it rather than assuming one jurisdiction.
- Roblox Creator Documentation — official engine reference, monetisation rules and platform policies.
- Roblox Support — account, group, payout and safety policies.
Figures, formulas and reference tables last verified: 19 September 2026.