Levelbound scripts are kept here for players who still search for dungeon automation, Kill Aura, ESP, auto attack, auto door, auto retry, and walkspeed tools for Levelbound. Listed scripts may include both no-key and key-required versions, depending on the hub or developer.
Since this page is marked as low activity, scripts may be checked and updated less often than scripts for active Roblox games. Some combat or dungeon features may stop working after Roblox, executor, or game updates.
Game link: Levelbound
Available Levelbound Scripts
Levelbound script – (Seisen Hub)
Script functions:
- Kill Aura – Damages all nearby enemies automatically.
- ESP – Highlights enemy positions, items, and objectives through walls.
- Auto Enter Door – Automatically enters dungeon doors when available.
- Auto Retry Match – Automatically restarts the dungeon upon failure.
- Auto Attack Mobs – Continuously attacks nearby enemies.
- Walkspeed Modifier – Adjusts your character’s movement speed.
- ESP Players – Reveals other player positions, health, and distance through walls.
loadstring(game:HttpGet("https://api.junkie-development.de/api/v1/luascripts/public/8ac2e97282ac0718aeeb3bb3856a2821d71dc9e57553690ab508ebdb0d1569da/download"))()Rob666 – Semi Working
local Rayfield = loadstring(game:HttpGet("https://sirius.menu/rayfield"))()
local Window = Rayfield:CreateWindow({
Name = "LevelBound Helper",
LoadingTitle = "Initializing...",
LoadingSubtitle = "Rayfield UI",
ConfigurationSaving = {
Enabled = true,
FolderName = "LevelBound",
FileName = "Config"
}
})
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Workspace = game:GetService("Workspace")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local hrp = character:WaitForChild("HumanoidRootPart")
local humanoid = character:WaitForChild("Humanoid")
local AttackRemote = ReplicatedStorage:WaitForChild("Events"):WaitForChild("AttackV2")
local SETTINGS = {
RANGE = 20,
DAMAGE_TIMES = 15,
ATTACK_INTERVAL = 0.15,
DEFAULT_WALKSPEED = 16,
BOOSTED_WALKSPEED = 30
}
-- PVP pressure system to looks legit in INVASION
local PRESSURE_SETTINGS = {
ENABLED = false,
RANGE = 20,
LOW_HEALTH_THRESHOLD = 0.85,
CRITICAL_HEALTH = 0.60,
MAX_EXTRA_HITS = 3,
INTERVAL = 0.10
}
local combo1, combo2 = 1, 1
local WalkSpeedEnabled = false
local AutoAttackEnabled = false
local function onCharacterAdded(char)
character = char
hrp = char:WaitForChild("HumanoidRootPart")
humanoid = char:WaitForChild("Humanoid")
humanoid.WalkSpeed = WalkSpeedEnabled and SETTINGS.BOOSTED_WALKSPEED or SETTINGS.DEFAULT_WALKSPEED
combo1, combo2 = 1, 1
end
player.CharacterAdded:Connect(onCharacterAdded)
local function advanceCombo()
combo1 += 1
if combo1 > 3 then
combo1 = 1
combo2 += 1
if combo2 > 3 then
combo2 = 1
end
end
return combo1, combo2
end
local function performAutoAttack()
while true do
if AutoAttackEnabled and hrp then
for _, mob in ipairs(Workspace.Characters:GetChildren()) do
if not mob:IsA("Model") then continue end
if string.find(mob.Name, "%(NPC%)") then continue end
local mobHRP = mob:FindFirstChild("HumanoidRootPart")
local mobId = mob:GetAttribute("ID")
if not mobHRP or not mobId or mobId < 0 then continue end
if (mobHRP.Position - hrp.Position).Magnitude <= SETTINGS.RANGE then
for i = 1, SETTINGS.DAMAGE_TIMES do
local c1, c2 = advanceCombo()
AttackRemote:FireServer(c1, c2, { mobId })
end
end
end
end
task.wait(SETTINGS.ATTACK_INTERVAL)
end
end
task.spawn(performAutoAttack)
local function getPressureTargets(range)
local targets = {}
for _, model in ipairs(Workspace.Characters:GetChildren()) do
if not model:IsA("Model") then continue end
if model == character then continue end -- never self in case they use this as detection
local hum = model:FindFirstChildOfClass("Humanoid")
local mhrp = model:FindFirstChild("HumanoidRootPart")
local mobId = model:GetAttribute("ID") -- keep ID for attacks to filter
if hum and hum.Health > 0 and mhrp and mobId then
if (mhrp.Position - hrp.Position).Magnitude <= range then
table.insert(targets, model)
end
end
end
return targets
end
task.spawn(function()
while true do
if PRESSURE_SETTINGS.ENABLED and humanoid and hrp then
local healthRatio = humanoid.Health / humanoid.MaxHealth
print("[Pressure] Health Ratio:", healthRatio)
if healthRatio <= PRESSURE_SETTINGS.LOW_HEALTH_THRESHOLD then
local targets = getPressureTargets(PRESSURE_SETTINGS.RANGE)
print("[Pressure] Nearby targets found:", #targets)
if #targets > 0 then
-- determine extra hits
local extraHits = 3
if healthRatio <= PRESSURE_SETTINGS.CRITICAL_HEALTH or #targets >= 2 then
extraHits = PRESSURE_SETTINGS.MAX_EXTRA_HITS
end
print("[Pressure] Extra hits set to:", extraHits)
for _, mob in ipairs(targets) do
local mobId = mob:GetAttribute("ID")
if mobId then
print("[Pressure] Attacking mob ID:", mobId)
for i = 1, extraHits do
local c1, c2 = advanceCombo()
print(string.format("[Pressure] FireServer -> Combo: %d, %d, MobID: %s (Hit %d/%d)", c1, c2, tostring(mobId), i, extraHits))
AttackRemote:FireServer(c1, c2, { mobId })
task.wait(PRESSURE_SETTINGS.INTERVAL)
end
else
print("[Pressure] Skipping mob (no ID):", mob.Name)
end
end
else
print("[Pressure] No targets in range")
end
else
print("[Pressure] Health above threshold, skipping")
end
end
task.wait(PRESSURE_SETTINGS.INTERVAL)
end
end)
task.spawn(function()
while true do
if humanoid then
humanoid.WalkSpeed = WalkSpeedEnabled and SETTINGS.BOOSTED_WALKSPEED or SETTINGS.DEFAULT_WALKSPEED
end
task.wait(0.1)
end
end)
local CombatTab = Window:CreateTab("Combat", 4483362458)
CombatTab:CreateToggle({
Name = "Auto Attack Mobs",
CurrentValue = false,
Flag = "AutoAttack",
Callback = function(state)
AutoAttackEnabled = state
end
})
CombatTab:CreateToggle({
Name = "WalkSpeed 30",
CurrentValue = false,
Flag = "WalkSpeedToggle",
Callback = function(state)
WalkSpeedEnabled = state
end
})
CombatTab:CreateToggle({
Name = "Semi Legit PVP Aura",
CurrentValue = false,
Flag = "PressureCombat",
Callback = function(state)
PRESSURE_SETTINGS.ENABLED = state
end
})
local VisualTab = Window:CreateTab("Visuals", 4483362458)
local Tower = Workspace:WaitForChild("Tower")
local ESPStates = {
Chest = false,
SecretChest = false,
Ruby = false,
GoldBag = false,
ChallengeRug = false,
}
local ESPColors = {
Ruby = Color3.fromRGB(220, 20, 60),
GoldBag = Color3.fromRGB(255, 0, 255),
}
local ActiveHighlights = {}
local function removeESP(obj)
local h = ActiveHighlights[obj]
if h then
h:Destroy()
ActiveHighlights[obj] = nil
end
end
local function bindChestColor(model, highlight)
local bound = false
local conn
local function bind(mesh)
if bound then return end
bound = true
highlight.FillColor = mesh.Color
mesh:GetPropertyChangedSignal("Color"):Connect(function()
if highlight.Parent then
highlight.FillColor = mesh.Color
end
end)
if conn then conn:Disconnect() end
end
for _, part in ipairs(model:GetDescendants()) do
if part:IsA("MeshPart") and (part.Name == "Up" or part.Name == "Down") then
bind(part)
return
end
end
conn = model.DescendantAdded:Connect(function(part)
if part:IsA("MeshPart") and (part.Name == "Up" or part.Name == "Down") then
bind(part)
end
end)
highlight.FillColor = Color3.fromRGB(255, 215, 0)
end
local function applyESP(obj)
if ActiveHighlights[obj] then return end
if not ESPStates[obj.Name] then return end
local highlight = Instance.new("Highlight")
highlight.Name = "ESPHighlight"
highlight.OutlineColor = Color3.new(1, 1, 1)
highlight.FillTransparency = 0.35
highlight.OutlineTransparency = 0
highlight.Adornee = obj
highlight.Parent = obj
ActiveHighlights[obj] = highlight
if obj.Name == "Chest" or obj.Name == "SecretChest" then
bindChestColor(obj, highlight)
else
highlight.FillColor = ESPColors[obj.Name]
end
end
local function scanTower()
for _, obj in ipairs(Tower:GetDescendants()) do
if ESPStates[obj.Name] and (obj:IsA("Model") or obj:IsA("BasePart")) then
applyESP(obj)
elseif ActiveHighlights[obj] then
removeESP(obj)
end
end
end
Tower.DescendantAdded:Connect(function(obj)
if not (obj:IsA("Model") or obj:IsA("BasePart")) then return end
if not ESPStates[obj.Name] then return end
task.defer(function()
if obj.Parent then
applyESP(obj)
end
end)
end)
Tower.DescendantRemoving:Connect(removeESP)
VisualTab:CreateToggle({
Name = "Chest ESP (Rarity Based)",
CurrentValue = false,
Callback = function(state)
ESPStates.Chest = state
ESPStates.SecretChest = state
scanTower()
end
})
VisualTab:CreateToggle({
Name = "Ruby ESP",
CurrentValue = false,
Callback = function(state)
ESPStates.Ruby = state
scanTower()
end
})
VisualTab:CreateToggle({
Name = "GoldBag ESP",
CurrentValue = false,
Callback = function(state)
ESPStates.GoldBag = state
scanTower()
end
})
local MiscTab = Window:CreateTab("MISC", 4483362458)
local IgnoreRaycast = Workspace:WaitForChild("IgnoreRaycast")
local Tower = Workspace:WaitForChild("Tower")
local CampfireTPEnabled = false
local CampfireHitboxes = {}
local function registerCampfire(obj)
if obj:IsA("Model") and obj.Name == "Campfire" then
local hitbox = obj:FindFirstChild("Hitbox", true)
if hitbox and hitbox:IsA("BasePart") then
CampfireHitboxes[hitbox] = true
end
end
end
for _, obj in ipairs(IgnoreRaycast:GetDescendants()) do
registerCampfire(obj)
end
local startRoom = Tower:FindFirstChild("StartRoom")
if startRoom then
for _, obj in ipairs(startRoom:GetDescendants()) do
registerCampfire(obj)
end
end
IgnoreRaycast.DescendantAdded:Connect(registerCampfire)
if startRoom then
startRoom.DescendantAdded:Connect(registerCampfire)
end
task.spawn(function()
while true do
if CampfireTPEnabled and hrp then
for hitbox in pairs(CampfireHitboxes) do
if hitbox and hitbox.Parent then
hitbox.CFrame = hrp.CFrame
else
CampfireHitboxes[hitbox] = nil
end
end
end
task.wait(0.5)
end
end)
MiscTab:CreateToggle({
Name = "Campfire Hitbox TP",
CurrentValue = false,
Flag = "CampfireTP",
Callback = function(state)
CampfireTPEnabled = state
end
})
local BellTPEnabled = false
local IgnoreRayTPEnabled = false
local TrackedObjects = {}
local function sizeMatches(part, targetSize)
local tolerance = 0.01
return math.abs(part.Size.X - targetSize.X) < tolerance
and math.abs(part.Size.Y - targetSize.Y) < tolerance
and math.abs(part.Size.Z - targetSize.Z) < tolerance
end
local function breakPartWelds(part)
for _, obj in ipairs(part:GetChildren()) do
if obj:IsA("Weld")
or obj:IsA("WeldConstraint")
or obj:IsA("Motor6D") then
obj:Destroy()
end
end
end
local function register(obj)
if obj:IsA("BasePart")
and obj.Name == "Hitbox"
and obj.Parent
and obj.Parent.Name == "Bell" then
TrackedObjects[obj] = "Bell"
end
--Ground Heal
if obj:IsA("BasePart")
and obj.Name == "Hitbox"
and sizeMatches(obj, Vector3.new(1.5, 24, 24)) then
TrackedObjects[obj] = "IgnoreRayHitbox"
end
end
for _, obj in ipairs(IgnoreRaycast:GetDescendants()) do
register(obj)
end
IgnoreRaycast.DescendantAdded:Connect(register)
task.spawn(function()
while true do
if hrp then
for obj, objType in pairs(TrackedObjects) do
if obj and obj.Parent then
breakPartWelds(obj)
if objType == "Bell" and BellTPEnabled then
obj.Anchored = true
obj.CanCollide = false
obj.Size = Vector3.new(20, 20, 20)
obj.CFrame = hrp.CFrame
elseif objType == "IgnoreRayHitbox" and IgnoreRayTPEnabled then
obj.Anchored = true
obj.CanCollide = false
obj.Size = Vector3.new(22, 22, 22)
obj.CFrame = hrp.CFrame
end
else
TrackedObjects[obj] = nil
end
end
end
task.wait(0.1)
end
end)
MiscTab:CreateToggle({
Name = "Bell TP",
CurrentValue = false,
Flag = "BellTP",
Callback = function(state)
BellTPEnabled = state
end
})
MiscTab:CreateToggle({
Name = "Ground HealTP",
CurrentValue = false,
Flag = "IgnoreRayTP",
Callback = function(state)
IgnoreRayTPEnabled = state
end
})
local IgnoreFolder = workspace:WaitForChild("IgnoreRaycast")
local REMOVE_NAMES = {
FireThrower = true,
LiftingLava = true
}
local removeRunning = false
MiscTab:CreateToggle({
Name = "Remove Flamethrower / Lava",
CurrentValue = false,
Flag = "RemoveIgnoreRaycastHazards",
Callback = function(state)
removeRunning = state
if state then
task.spawn(function()
while removeRunning do
for _, obj in ipairs(IgnoreFolder:GetChildren()) do
if REMOVE_NAMES[obj.Name] then
obj:Destroy()
end
end
task.wait(0.2) -- safe interval
end
end)
end
end,
})
--Notifier for invasion
local HighestTowerRoom = 0
local function getRoomNumber(obj) return tonumber(obj.Name) end
local function updateHighestTowerRoom(num)
if num > HighestTowerRoom then
HighestTowerRoom = num
Rayfield:Notify({ Title="Tower Progress", Content="Reached Room "..HighestTowerRoom, Duration=4 })
end
end
-- Initial & live updates
for _, room in ipairs(Tower:GetChildren()) do
local num = getRoomNumber(room)
if num then updateHighestTowerRoom(num) end
end
Tower.ChildAdded:Connect(function(room)
local num = getRoomNumber(room)
if num then updateHighestTowerRoom(num) end
end)
Rayfield:Notify({
Title = "Loaded",
Content = "Menu initialized successfully.",
Duration = 5,
Image = 4483362458
})Zagan Hub
loadstring(game:HttpGet("https://api.jnkie.com/api/v1/luascripts/public/99edc3f0f529d00bad032b0de57ba098d773cee258df4dc5254078f24b59a202/download"))()by Executioner
loadstring(game:HttpGet("https://pastefy.app/wRKPumux/raw"))()
Robscript hub
Show script
loadstring(game:HttpGet('https://raw.githubusercontent.com/artas01/robscript/refs/heads/main/loader.lua'))()
How to use scripts?
- Copy the script and paste it into any executor. (Delta, Solara, Arceus X, Fluxus, Synapse X)
- Click execute.
- The script is working!
Warning:
- Use the script on alt accounts.
- We are not responsible for your use of scripts.
- You should be prepared that the script may not work.
FREQUENTLY ASKED QUESTIONS:
Do I need to buy scripts?
No, all scripts are either completely free or have a light key system with ads.
The script is not working, what should I do?
We update and check the scripts every week. Try using a different script.
