combat warriors·single file·live 26 oct 2026·168 bpm
zenith.lol
Combat Warriors. Refined.
One script file, one menu key. Parries timed from animation length instead of luck, shot assist that stays inside your FOV, and a visuals stack you can actually read mid-fight.
Everything below is a real control in the current build. Names are the ones you see in the UI, so the tooltip you hover is the feature you get.
01
Auto Parry
Parries on animation time, not on luck.
Smart Parry Timing reads the swing's animation length
Adaptive Parry retunes delay as the session goes
Keypress or remote method, plus range, delay and chance
Anti-Parry steps out of an enemy parry and re-equips
02
Soft Homing & Silent Aim
Shot assist that respects your FOV.
Homing strength, activate distance and blend mode
Prediction leads moving targets
Part select: head, torso or root · optional wall lock
Visible FOV circle with radius, thickness and colour
03
Visuals
Read the whole fight in one glance.
One master switch for box, chams, skeleton, names, distance, tracers
Utility ESP for C4, grenades, claymores, traps
Ally highlight finds other players running the same script
Hitlog, session K/D, target HUD, range indicator
04
Config System
Dial it in once. Load it in a second.
Named slots under ZenithConfigs, saved per game
Auto-load your last config on inject
Eight accent themes, UI scale, watermark with FPS and ping
Fallback window if the UI library cannot be fetched
05
Design Discipline
Fewer hooks. Fewer surprises.
No metatable or __namecall patching — v1.1.3 polls instead
Server-side damage stays server-side; those features were removed, not faked
Risky modules are labelled risky in the menu, Fly included
Tooltips on every control — hover a second and a half
06
Performance
Heavy effects, light frame cost.
FPS unlock with your own cap, zero means uncapped
One-shot low-GFX preset for weak machines
Hazard handling rebuilt ultra-light — molotov frame lag is gone
Watermark keeps FPS and ping in front of you
Live menu
The real layout, in your browser.
Every tab, panel and control below is transcribed from the current build. counting…
Flip the switches, drag the sliders, repaint the accent, press RightShift to minimise it. It is a mock running on
a web page — nothing here touches Roblox, the game or anybody's account.
menu key RightShift · fallback Insertstate open
zenith.lolcombat warriorsv1.1.3 · smoothgatesMain
spectrum · signal off
zenith.lol | -- fps | -- ms
menu minimised — press RightShift or open it above
Manifest
Current build.
v1.1.3branch SmoothGates26 October 2026Combat Warriors only
core
Hook-free combat core. No CharacterUtil, no Network or namecall interception — soft polling drives parry state instead.v1.1.3
smoothgates
Adaptive parry timing. Delay is derived from animation length and retuned across the session, with a ping offset when you want it.
visuals
Anti-hazards rebuilt ultra-light; molotov zone handling no longer costs frames. Low-HP screen effects stay untouched.perf
aiming
Soft homing moved to ActiveCast steering with strength, part and activate-distance controls, plus a visible FOV gate.
feedback
Hitlog, session K/D, nearest-enemy HUD and range indicator so you can tell what actually landed.
movement
Fly, teleport-walk and anti-knockback kept, and kept honest: they write to your character, so they carry the highest account risk.high risk
Side B — sound system
Every click has a hit.
No audio files, nothing fetched: the whole kit is synthesised in your browser with WebAudio at
168 BPM, the same tempo the page is cut to. It stays silent until you turn it on in the top bar.
Sound map — what fires where
tick
Hover over nav, buttons, rows. 30 ms of noise through a 4.2 kHz high-pass.
hit
Any press, and the first beat of a break. Sine 165→44 Hz with a noise transient on top.
blip
Accordion open and close. Square wave, 620→1240 Hz up, 880→300 Hz down.
static
The wordmark corruption bursts. Band-passed noise, gain chopped in six random steps.
break
One bar when a section enters view, and when you switch sound on. 16 steps at 168 BPM: kick, snare, hats, one chop.
wipe
Jumping to another section from the top bar. Noise sweep, 900 Hz → 9 kHz in 180 ms.
Levels sit behind a compressor at -14 dB, master gain 0.16, so nothing
pops at full volume. The top-bar meter reads the actual output through an AnalyserNode — if the bars
move, sound is really being produced, not just requested.
One artist only: ONDA ANDAR — all ten uploads from
soundcloud.com/onda_andar, each title read back off its own page on 26 October 2026, so nothing
here is invented metadata. SoundCloud's public search API needs an OAuth client_id, which a static
page cannot hold, so this shelf is hand-built rather than queried. Players are loaded only when you
click Load player — nothing reaches a third party before that, and autoplay stays off.
Access
One invite. One key.
The script is distributed through the Discord. Grab it there, run it, press RightShift.
Desktop executors, HTTP on. Mobile injectors are refused by the script itself
Configs
zenith.lol/CW · per-slot
Watermark
zenith.lol | fps | ms
educational use·you own your account·no undetectable claims·server-side stays server-side·educational use·you own your account·no undetectable claims·server-side stays server-side·
Questions
Short answers.
Combat Warriors, a desktop executor, and HTTP enabled so the UI library can load. If that fetch fails you still get the built-in fallback window, so the features never depend on a CDN.
Combat Mechanics first: Auto Parry PC on, Parry Method to Keypress, Detect Source to animation only. Then raise Parry Range to about your own melee distance and leave Parry Chance at 100 until it feels right.
Anything the server decides for you was removed rather than faked: grenade and C4 damage are server-side, so Anti Grenade and Anti C4 no longer exist in the menu. What is left is what genuinely works client-side.
Any client modification breaks Combat Warriors' rules and can cost you the account. Modules that move or reposition your character are marked high risk, and no build here is "undetectable" — treat every session as one you are willing to lose.
No. Auto Parry, shot assist and visuals shorten your reaction window; you still choose targets, still aim, still finish the fight. There is no auto-win and no aim that plays while you are away.
No. Every feature is wired to Combat Warriors' own animation, hitbox and remote names.