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Warface WeapCustom Combat 201

PvP Game Modes


In Player vs. Player mode, there are a few game modes that are currently available for players to experience in-game. Each game mode is unique to a certain pool of maps for which the mode is played.

Team Deathmatch

This is the classic two-team fight to the death where there are two teams pitted against eachother on a timer to see which team comes out on top: Warface or Blackwood.

The team that reaches 150 points first wins. There is a time limit of 10 minutes and if the time runs out, the team with most points wins. A point is added to a team's score each time a player from the enemy team respawns. If they are resurrected by a defibrillator, no points are added.

Team Deathmatch Rewards
Game Money Experience Points Vendor Points Mastery Points
307 998 384 998
First Win Bonus
Game Money Experience Points Vendor Points Mastery Points
360 1170 450 1170

Plant the Bomb

This is Team Deathmatch is essence but with two additional game mechanics: the attacking team collects a bomb at the start of the match where they escort the bomb planter and plant at one of two viable plant sites, 1 or 2, and there is no respawning. Each round has a time limit of 2 minutes in which the attacking team must plant the bomb. If the time runs out and the bomb is not planted, the defending team wins. After the bomb is planted, the defending team has to defuse it in 1 minute or it will explode. The Bomb takes 7 seconds to plant or defuse (or 3.5 seconds for the Engineer).

To win, the bomb has to be detonated/defused, or the enemy team must be completely eliminated. Can be played in 6 or 11 rounds.

Plant the Bomb Rewards
Game Money Experience Points Vendor Points Mastery Points
384 1248 480 1248
First Win Bonus
Game Money Experience Points Vendor Points Mastery Points
520 1690 650 1690

Free for All

This is the classic One Vs. All game mode where it is every man for himself. Basically, every player in this game mode is your enemy and your objective is to kill the most enemies in the allotted time-frame. These maps are usually large with plenty of cover. There is a limit of 500 kills and a time limit of 10 minutes before the game ends. The player with the highest amount of points wins.

Free for All Rewards
Game Money Experience Points Vendor Points Mastery Points
352 1144 440 1144
First Win Bonus
Game Money Experience Points Vendor Points Mastery Points
448 1456 560 1456

Storm

The attacking team must capture specified objectives on the map by being near them and the defending team must defend the capture point by killing any enemies who try to capture it.

There are a total of three capture points, each one in a different area of the map. After one point is captured, the next one becomes available. There are two rounds, and both have a time limit of 10 minutes.

After the first round ends, the attacking team and the defending team change roles and the second round begins. If the attacking team captured all three points on the first round, the duration of the second round will be reduced to the time they needed to capture the third point.

Whichever team captures more capture points in the shortest amount of time wins the game. If both teams have captured the same amount, the team that captured the last capture point faster wins.

Storm Rewards
Game Money Experience Points Vendor Points Mastery Points
504 1638 630 1638
First Win Bonus
Game Money Experience Points Vendor Points Mastery Points
1160 3770 1450 3770

Capture

In Capture, a warhead is placed in the defending team's base. One team is assigned to defend the warhead, and the other team is supposed to bring the warhead back to their base. There is no respawning in this mode. The attacking team must bring the warhead to their base to win and the defending team must protect the warhead for 3 minutes. Can be played in 6 or 11 rounds.

Capture Rewards
Game Money Experience Points Vendor Points Mastery Points
360 1170 450 1170
First Win Bonus
Game Money Experience Points Vendor Points Mastery Points
480 1560 600 1560

Destruction

In Destruction, there is a capture point placed in the center of the map. The objective is to use the radio to call airstrikes on the opposing team's base. In order to call in an airstrike, you must interact with the radio for some time, in which you are vulnerable. The airstrikes affect part of the enemy team's base. The first team to reach 1000 points win. It takes 3 seconds to capture the point. The capture point gives 3 points each second.

Destruction Rewards
Game Money Experience Points Vendor Points Mastery Points
336 1092 420 1092
First Win Bonus
Game Money Experience Points Vendor Points Mastery Points
624 2028 780 2028

Domination

Similar to Storm and Destruction. There are many capture points, all available from the start. Teams can capture them to obtain points. The team that reaches 1000 points first wins. Each capture point gives 2 points per second. Domination has a time limit of 8 minutes. If the time runs out, the team with more points wins.

Domination Rewards
Game Money Experience Points Vendor Points Mastery Points
269 874 336 874
First Win Bonus
Game Money Experience Points Vendor Points Mastery Points
404 1313 505 1313

Hunt

Similar to Free for All. After killing an enemy, they will drop a red Dog Tag, which can be collected for points.If you die, you will drop a blue Dog Tag, which you can collect to prevent other players from obtaining it, this Dog Tag will not give you any points. The game will end after 15 minutes. The player with the highest amount of points wins.

Hunt Rewards
Game Money Experience Points Vendor Points Mastery Points
640 2080 800 2080
First Win Bonus
Game Money Experience Points Vendor Points Mastery Points
440 1430 550 1430

Blitz

Also known as Tactical Base Storm. Similar to Plant the Bomb. The bomb is already planted at the center of the map. The attacking team must defuse the bomb in 90 seconds and the defending must protect the bomb until it detonates. The Bomb can be defused in 7 seconds or 3.5 seconds for the Engineer.

Blitz Rewards
Game Money Experience Points Vendor Points Mastery Points
384 1248 480 1248
First Win Bonus
Game Money Experience Points Vendor Points Mastery Points
480 1560 600 1560

Battle Royale

Main article: Battle Royale
Also known as Last Man Standing. Similar to Free for All. The objective of this game mode is to be the last survivor. Players start only with their melee weapons and special items are disabled. Weapons can be found inside crates scattered around the map. Airdrops containing the best weapons may eventually appear around the map. After 30 seconds from the beginning, the map area will begin to shrink. Anyone inside the death zone will take damage. The last player alive wins.

This is the only Game Mode that allows up to 32 players. After a player dies, they can leave without losing the rewards. Rewards will be given after the match ends.

Battle Royale Rewards
Game Money Experience Points Vendor Points Mastery Points
600 1950 750 1950
First Win Bonus
Game Money Experience Points Vendor Points Mastery Points
144 468 180 468

Gun Game

Similar to Free for All. In this mode, players do not choose their weapons. They start with a weapon given by the mode and their weapons automatically change as soon as they kill enough enemies. The first player to reach 43 kills wins. There is a time limit of 10 minutes and if the time runs out, the player with most kills wins.

In this game mode, players lose all equipment bonuses and gain 125 Armor Points, 55% Head Protection, 20% Arms Protection, 20% Legs Protection, 5% Movement Speed, 15% Sprint Speed, -10% Reload Duration and Knockdown Immunity.

Gun Game Rewards
Game Money Experience Points Vendor Points Mastery Points
352 1144 440 1144
First Win Bonus
Game Money Experience Points Vendor Points Mastery Points
448 1456 560 1456

Bounty Hunt

The objective of this game mode is to collect skulls. The winning team will be the one whose participants will manage to save or accumulate more skulls than their opponent team by the end of the match. There is a time limit of 7 minutes. This game mode has dynamic respawn points and players will respawn close to their allies in locations without enemies.

At the beginning of the battle, each player has one skull token. Upon death, a player loses half of their skulls, which can be collected by other players. Players will gain one skull token when they respawn. Players with 20 skulls or more become highlighted in all locations and will even become visible through walls.

Bounty Hunt Rewards
Game Money Experience Points Vendor Points Mastery Points
307 998 384 998
First Win Bonus
Game Money Experience Points Vendor Points Mastery Points
448 1456 560 1456

Team Gun Game

Gun Game with two teams. The team that reaches 200 points first wins. There is a time limit of 10 minutes and if the time runs out, the team with most points wins. A point is added to a team's score each time a player from the enemy team dies.

Team Gun Game Rewards
Game Money Experience Points Vendor Points Mastery Points
307 998 384 998
First Win Bonus
Game Money Experience Points Vendor Points Mastery Points
144 468 180 468

Brawl

Team Deathmatch with powerups. There are six powerups available: Ninja, Rocketman, Pyro, Juggernaut, Grenadier and Gunslinger.

Powerups
Ninja
Ninja Powerup Character
Health Points Armor Points Health Regeneration Armor Regeneration
712 520 60 HP/s (after 1 second without taking damage) 60 AP/s (after 1 second without taking damage)
Weapon Inventory
Katana (Powerup) All equipped items are disabled
Powerup Bonuses
+40% Movement Speed
+20% Sprint Speed
+100% Stamina
+19900% Sprint Stamina
+100% Crouch Speed
+50% Strafe Speed
+68% Slide Speed
+20% Slide Distance
+200% Mine Activation Delay
-50% Movement Sound
+350% Jump Height
+50% Air Control
Fall Damage Immunity
+80% Healing Resistance
Rocketman
Rocketman Powerup Character
Health Points Armor Points Health Regeneration Armor Regeneration
640 422 30 HP/s (after 2 seconds without taking damage) 30 AP/s (after 2 seconds without taking damage)
Weapon Inventory
SA-16 (Powerup) Can use equipped items
Powerup Bonuses
+55% Explosion Protection
+200% Select/Deselect Duration
+80% Healing Resistance
Pyro
Pyro Powerup Character
Health Points Armor Points Health Regeneration Armor Regeneration
1400 528 30 HP/s (after 2 seconds without taking damage) 30 AP/s (after 2 seconds without taking damage)
Weapon Inventory
Hephaestus Flamethrower (Powerup) Can use equipped items and gains a Molotov every 10 seconds (Max 2)
Powerup Bonuses
+20% Movement Speed
Self Damage Immunity
+80% Healing Resistance
Juggernaut
Juggernaut Powerup Character
Health Points Armor Points Health Regeneration Armor Regeneration
2250 1650 60 HP/s (after 0.25 seconds without taking damage) 60 AP/s (after 0.25 seconds without taking damage)
Weapon Inventory
XM556 Microgun (Powerup) All equipped items are disabled
Powerup Bonuses
Ignores all bullet and melee damage except to the Head and Reactor
Ignores 1 bullet to the Head
+25% Explosion Protection
Knockdown Immunity
-50% Strafe Speed
Cannot Sprint, Crouch, Prone, Slide or Jump
+80% Healing Resistance
Grenadier
Grenadier Powerup Character
Health Points Armor Points Health Regeneration Armor Regeneration
343 281 30 HP/s (after 2 seconds without taking damage) 30 AP/s (after 2 seconds without taking damage)
Weapon Inventory
M32A1 (Powerup) Can use equipped items
Powerup Bonuses
+55% Explosion Protection
+200% Select/Deselect Duration
+80% Healing Resistance
Gunslinger
Gunslinger Powerup Character
Health Points Armor Points Health Regeneration Armor Regeneration
675 495 30 HP/s (after 2 second without taking damage) 30 AP/s (after 2 second without taking damage)
Weapon Inventory
Mateba Autorevolver Black Dragon (Powerup) All equipped items are disabled
Powerup Bonuses
+50% Strafe Speed
+80% Healing Resistance
Instantly reloads pistol after killing an enemy

The team that reaches 200 points first wins. There is a time limit of 10 minutes and if the time runs out, the team with most points wins. A point is added to a team's score each time a player from the enemy team respawns. If they are resurrected by a defibrillator, no points are added. If a player holding a powerup dies, 4 points are instantly added to the opposing team.

Brawl Rewards
Game Money Experience Points Vendor Points Mastery Points
307 998 384 998
First Win Bonus
Game Money Experience Points Vendor Points Mastery Points
360 1170 450 1170

Corruption

Survivors against Cyborgs. There are three powerups for survivors and three cyborg types:

Powerups
Pyro
Pyro Powerup Character
Health Points Armor Points Health Regeneration Armor Regeneration
1537 528 10 HP/s (after 5 seconds without taking damage) 30 AP/s (after 2 seconds without taking damage)
Weapon Inventory
Hephaestus Flamethrower (Corruption) Can use equipped items and gains a Molotov every 10 seconds (Max 2)
Powerup Bonuses
+20% Movement Speed
+90% Self Damage Resistance
Ignores Speed Limits
Juggernaut
Juggernaut Powerup Character
Health Points Armor Points Health Regeneration Armor Regeneration
3375 1650 60 HP/s (after 0.25 seconds without taking damage) 60 AP/s (after 0.25 seconds without taking damage)
Weapon Inventory
XM556 Microgun (Corruption) All equipped items are disabled
Powerup Bonuses
Ignores all bullet and melee damage except to the Head and Reactor
Ignores 1 bullet to the Head
+25% Explosion Protection
Knockdown Immunity
-50% Strafe Speed
Cannot Sprint, Crouch, Prone, Slide or Jump
Ignores Speed Limits
Gunslinger
Gunslinger Powerup Character
Health Points Armor Points Health Regeneration Armor Regeneration
675 495 30 HP/s (after 2 second without taking damage) 30 AP/s (after 2 second without taking damage)
Weapon Inventory
Mateba Autorevolver Black Dragon (Corruption) All equipped items are disabled
Powerup Bonuses
+50% Strafe Speed
Instantly reloads pistol after killing an enemy
Ignores Speed Limits
Cyborg Types
Screamer
Screamer Cyborg
Health Points Health Regeneration
1125 1000 HP/s (after 5 seconds without taking damage)
Weapon Inventory
Screamer Claws (Corruption) All equipped items are disabled
Powerup Bonuses
+35% Movement Speed
+35% Sprint Speed
-55% Stamina
+900% Stamina Regeneration
+100% Crouch Speed
+10% Strafe Speed
-50% Movement Sound
+112.5% Jump Height
+90% Fall Damage Resistance
Knockdown Immunity
Cannot Slide or Prone
Enhanced Screamer
Screamer Cyborg
Health Points Health Regeneration
1875 1000 HP/s (after 5 seconds without taking damage)
Weapon Inventory
Screamer Claws (Corruption) All equipped items are disabled
Powerup Bonuses
+20% Arm Protection
+20% Leg Protection
+35% Movement Speed
+35% Sprint Speed
-55% Stamina
+900% Stamina Regeneration
+100% Crouch Speed
+10% Strafe Speed
-60% Movement Sound
+50% Jump Height
+90% Fall Damage Resistance
Knockdown Immunity
Cannot Slide or Prone
Uber Screamer
Screamer Cyborg
Health Points Health Regeneration
3125 1000 HP/s (after 5 seconds without taking damage)
Weapon Inventory
Screamer Claws (Corruption) All equipped items are disabled
Powerup Bonuses
+20% Arm Protection
+20% Leg Protection
+35% Movement Speed
+35% Sprint Speed
-55% Stamina
+900% Stamina Regeneration
+100% Crouch Speed
+10% Strafe Speed
-70% Movement Sound
+50% Jump Height
+90% Fall Damage Resistance
Knockdown Immunity
Cannot Slide or Prone

A team wins if they win 3 rounds. In each round, Survivors win if they survive the round and Cyborgs win if they kill all Survivors before the round ends. Each round has a duration of 4 minutes. At the start of a round, one random survivor will be chosen and after 15 seconds they will become a Uber Screamer for 15 seconds before becoming a regular Screamer. Dead survivors will respawn as Screamers. If no survivor has died after 30 seconds, all Cyborgs will become Enhanced Screamers until they kill a Survivor. If no survivor has died after 40 seconds, a random survivor will be chosen and after 5 seconds they will become a Uber Screamer for 15 seconds. Cyborgs are affected by Cyborg Damage Bonus.

Corruption Rewards
Game Money Experience Points Vendor Points Mastery Points
307 998 384 998
First Win Bonus
Game Money Experience Points Vendor Points Mastery Points
307 998 384 998

Hardpoint

Similar to Domination. Around the map, there are several control points, but only one is active at a time. Teams can capture them to obtain points. The team that reaches 1000 points first wins. A captured control point generates 2 points per second. Hardpoint has a time limit of 10 minutes. If the time runs out, the team with more points wins. Control points are active for 90 seconds.

Hardpoint Rewards
Game Money Experience Points Vendor Points Mastery Points
320 1040 400 1040
First Win Bonus
Game Money Experience Points Vendor Points Mastery Points
0 0 0 0
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