You can use WorldRoot:GetPartBoundsInRadius to retrieve all parts around the explosion. Loop through these parts and use Players:GetPlayerFromCharacter to check if a player was hit. If a player was hit, get their root part from their character. Subtract the position of the root from the explosion’s position, normalize it to get a direction, and use BasePart:ApplyImpulse with that direction on the root to push the player away from the explosion.