Attackers are to destroy Objectives within the Time Limit by arming Megacharges, while Defenders are to disarm them.
Each Match has two rounds. At the end of the first round, players will switch sides.
There are several Waypoint Areas throughout the Map. Waypoint Areas captured by the Attackers may be used as a Sortie Zone.
By destroying either of the two Objectives in Area 1, Attackers will unlock Area 2. When this happens, the Sortie Zone for both teams will change.
The round ends either when both Objectives are destroyed by the Attackers, or when the Time Limit expires with the Defenders having successfully held their ground. At the end of the round, players will switch sides.
*The above map is for illustrative purposes only. Actual map may vary.
Arming and Disarming Megacharges
[Attackers] Arming MegachargesPress and hold the "Interact" key to arm a Megacharge.
Arming a Megacharge will raise the Activation Rate. If the Megacharge remains armed until the Activation Rate reaches 100%, the Objective will be destroyed.
[Defenders] Disarming MegachargesPress and hold the "Interact" key to disarm a Megacharge.
The Attacker team can get a maximum of 2 points per round.
EXTRA TIMEIf certain conditions are met by the time the Time Limit expires, the Match will go into Extra Time, and the round will continue.
Victory ConditionsThe team which has gained the most points by the end of all rounds wins.
If both teams have the same number of points, victory will go to the team with the highest activation rate of planted Megacharges.
Overtime and DrawsIf both teams destroy both Objectives and bring the match to 2-2, rounds 3 and 4 will be triggered as overtime.
Continued OvertimeIf the score after round 4 of overtime is 4-4, play will continue to rounds 5 and 6.
If the score at the end of round 6 or any subsequent even-numbered round is an even-numbered tie (6-6, 8-8, etc.) then overtime will continue.
Forfeiting Attack Rights in OvertimeIf the Attacker team fulfills both of the following conditions during overtime, they forfeit their right to attack, causing the attacker round to be skipped.
Condition 1When capturing the Area 2 objective, the Attacker team transitioned into Extra Time, but the Defender team did not.
Condition 2When the Defender team round ends, over 1:30 of time remains, and the capture time difference with the Attacker team was over 1:30.
*When the right to attack is lost and a round is skipped, that round becomes the final round.
*In a final round triggered by the loss of attack rights by either team, the round will end when the Attacker team reaches 25% activation rate of Area 1, resulting in their victory.
Draws•If overtime occurs, and the score at the end of round 6 or round 8 is an odd-numbered tie (5-5 or 7-7), overtime will end in a draw.
•If round 10 ends in a tie, overtime will end in a draw.
•In a final round triggered by the loss of attack rights by either team, the round will end in a draw if the Attacker team fails to reach 25% activation rate of Area 1.