Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
TweenService = :()
Debris = :()
player = Players.LocalPlayer
char = player.Character player.CharacterAdded:()
hum = char:()
hrp = char:()
camera = .CurrentCamera
spikeFolder = :() .(, )
START_SPEED, MAX_SPEED = ,
ACCELERATION, TURN_SENSITIVITY = ,
active, isAttacking = ,
teleporting, isHeavyShaking = ,
teleportFreeze, windupFreeze = ,
isInvisible, invisEndTime, invisAbilityUnlock, invisCooldown = , , ,
deck = {, , , , }
()
deck = {, , , , }; i = #deck, , - j = .(i); deck[j], deck[i] = deck[i], deck[j]
()
(parent, color1, color2)
p = .(, parent)
p.Color = ColorSequence.(color1, color2)
p.LightEmission, p.Size = , NumberSequence.({NumberSequenceKeypoint.(, ), NumberSequenceKeypoint.(, )})
p.Texture, p.Lifetime, p.Rate = , NumberRange.(, ),
p.Speed, p.Transparency = NumberRange.(, ), NumberSequence.({NumberSequenceKeypoint.(, ), NumberSequenceKeypoint.(, )})
stalker = .(, )
stalker.Name, stalker.Shape, stalker.Size = , , .(, , )
stalker.Color, stalker.Material, stalker.Anchored, stalker.CanCollide = .(,,), , ,
mainHighlight = .(, stalker)
mainHighlight.OutlineColor, mainHighlight.FillTransparency, mainHighlight.DepthMode = .(, , ), , .HighlightDepthMode.Occluded
cc = .(, camera)
(stalker, .(,,), .(, , ))
(intensity, duration)
.(()
isHeavyShaking = ; t =
t < duration active
dt = RunService.RenderStepped:(); t += dt
cur = intensity * ( - (t / duration))
hum hum.CameraOffset = .(.(-, ), .(-, ), .(-, ))/ * cur
hum hum.CameraOffset = .(,,) ; isHeavyShaking =
)
(pos)
ring = .(, ); ring.Shape, ring.Size = , .(, , )
ring.Anchored, ring.CanCollide, ring.Color, ring.Material, ring.Transparency = , , .(,,), ,
ring.CFrame = .(pos) * .(, , .())
TweenService:(ring, TweenInfo.(), {Size = .(, , ), Transparency = }):()
Debris:(ring, )
(duration)
beam = .(, ); beam.Anchored, beam.CanCollide, beam.Material = , ,
beam.Color, beam.Transparency = .(, , ), ; Debris:(beam, duration)
ring = .(, ); ring.Shape, ring.Size = , .(, , )
ring.Anchored, ring.CanCollide, ring.Color = , , .(,,)
ringH = .(, ring); ringH.OutlineColor, ringH.FillTransparency = .(,,),
Debris:(ring, duration)
rP = RaycastParams.(); rP.FilterType = .RaycastFilterType.Exclude; rP.FilterDescendantsInstances = {stalker, spikeFolder}
.(()
startT, currentTargetPos = (), hrp.Position
() - startT < duration active
RunService.RenderStepped:(); progress = (() - startT) / duration
currentTargetPos = currentTargetPos:(hrp.Position, )
origin = stalker.Position; direction = (currentTargetPos - origin).Unit *
result = :(origin, direction, rP)
bLen = result result.Distance
bEnd = result result.Position (origin + direction)
beam.Size = .( + (progress * ), + (progress * ), bLen)
beam.CFrame = .(origin, bEnd) * .(, , -bLen/)
rSize = * ( - progress)
ring.Size = .(, rSize, rSize)
ring.CFrame = .(stalker.Position, currentTargetPos) * .(, .(), )
)
cVel, cSpd, abilityTimer = .(,,), START_SPEED, () +
main; main = RunService.Heartbeat:((dt)
active hum.Health <=
active = ; stalker:(); cc:(); main:();
isInvisible
cSpd =
() > invisEndTime
isInvisible = ; stalker.Transparency, stalker.Color, mainHighlight.OutlineTransparency, invisCooldown = , .(,,), , () +
teleportFreeze windupFreeze ( isAttacking teleporting isInvisible)
targetDir = (hrp.Position - stalker.Position).Unit
cVel = cVel:(targetDir, TURN_SENSITIVITY)
stalker.Position += cVel * (cSpd + ((isInvisible) .(, hum.WalkSpeed - ))) * dt
isInvisible cSpd = .(cSpd + ACCELERATION, MAX_SPEED)
dist = (stalker.Position - hrp.Position).Magnitude
isHeavyShaking
dist <
intensity = - (dist / )
cc.TintColor = .(, - (intensity * ), - (intensity * ))
hum.CameraOffset = .(.(-,), .(-,), .(-,))/ * (intensity * )
cc.TintColor = .(,,); hum.CameraOffset = hum.CameraOffset:(.(,,), )
isAttacking teleporting (isInvisible () < invisAbilityUnlock) (() > abilityTimer dist > )
#deck == ()
move = .(deck, )
move == (isInvisible () < invisCooldown) move = .(, )
isAttacking =
.(()
move ==
i = , active
windupFreeze = ; isInvisible stalker.Color = .(,,)
(); .(); windupFreeze =
active (stalker.Position); (, ); d, t = (hrp.Position-stalker.Position).Unit, ()
()-t < active stalker.Position += d * * RunService.Heartbeat:()
isInvisible stalker.Color = .(,,)
move ==
windupFreeze = ; fE = ()+; ()<fE active isInvisible stalker.Color = .(,,) ; .(); isInvisible stalker.Color = .(,,) ; .()
active isInvisible stalker.Color = .(,,) ; gE = ()+; ()<gE active stalker.Size += .one*(*RunService.Heartbeat:())
isInvisible stalker.Color = .(,,) ; windupFreeze = ; TweenService:(stalker, TweenInfo.(), {Size=.(,,)}):(); .()
cE = ()+; ()<cE active stalker.Position += (hrp.Position-stalker.Position).Unit**RunService.Heartbeat:()
move ==
teleporting = ; i = , .(, ) active
isInvisible stalker.Color, mainHighlight.OutlineColor = .(,,), .(,,) ; .()
stalker.Position = hrp.Position + (.(.(-,), , .(-,)).Unit * .(, ))
teleportFreeze = ; (stalker.Position); (, ); isInvisible stalker.Color, mainHighlight.OutlineColor = .(,,), .(,,) ; .(); teleportFreeze = ; .() ; teleporting =
move ==
windupFreeze = ; startFade = ()
() - startFade < active cSpd = ; alpha = (()-startFade)/; stalker.Transparency, mainHighlight.OutlineTransparency = alpha*, alpha; RunService.Heartbeat:()
windupFreeze = ; active isInvisible, invisEndTime, invisAbilityUnlock = , ()+, ()+
isInvisible stalker.Transparency, mainHighlight.OutlineTransparency, stalker.Color = , , .(,,)
stalker.Color, stalker.Transparency, mainHighlight.OutlineTransparency, cSpd = .(,,), , , START_SPEED
abilityTimer, isAttacking = () + ,
)
(stalker.Position - hrp.Position).Magnitude < (stalker.Size.X / ) + hum.Health =
)
stalker.Position = hrp.Position + (.(.(-,), , .(-,)).Unit * )ITS A EPIK BOSS FIGHT WERE YOU HAVE TO SURVIVE AN EVIL ORB FOR 90 SECONDS basically 1:30 minutes shout out for ma bro that game me the idea he is also the same maker of the normal evil orb script

Universal