Networking Mobs Health

hey! im trying to network my mobs health across the game as multiple players can attack the mob but im having a hard time here is my current script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine.Networking;
using UnityEngine;

public class MobID : NetworkBehaviour {

    public string MOBID;
    public int Health = 100;
    public int MaxHealth = 100;
    GameObject MyHealth3D;


    void Start()
    {
        if (MOBID == "Titan") {
            Health = 1000;
            MaxHealth = 1000;
        }
        else
        {
            Health = 100;
        }

        MyHealth3D = GetComponentInChildren<TextMesh>().gameObject;
        ReDrawHealth();
    }

    public void DeductHealth()
    {
        Health = Health - 10;
        print("Health: " + Health.ToString());
        if (Health <= 0)
        {
            print("MOB Dead!");
            CmdDestroyObject(gameObject);
        }
        ReDrawHealth();
    }


    [Command]
    void CmdDestroyObject(GameObject ToDestroy)
    {
        Destroy(ToDestroy);
    }

    void ReDrawHealth()
    {
        MyHealth3D.GetComponent<TextMesh>().text = "Health: " + Health.ToString();
    }


}

please help i need to release the new update for my game on sunday thanks!

Try making health a [SyncVar] and only change it’s value on the server. Any changes on the server will automatically trickle down to clients.