Bloxodes

All 22 Gamemodes in RIVALS

Updated on (3 days ago)

RIVALS runs on duels, but the queue button hides a lot more than 1v1s. Beyond the standard team sizes sit Ranked, big-lobby scoreboards like FFA and Team Deathmatch, and a daily rotating slot that cycles through party rules, one-shot standoffs, and an obby race. Knowing what each mode actually changes (health, loadouts, gravity, win conditions) is the difference between queueing blind and picking the mode your loadout is built for.

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Standard Modes

6 items

The always-on queues, from beginner duels to the Ranked ladder. These are where loadout progress and winstreaks live.

1v1 to 5v5 Duels

The core RIVALS experience: team duels from 1v1 up to 5v5 with a map vote before each match. Large maps are mandatory at 3v3 size and above.

Type
Team duel
Access
Queue via Play or the lobby Duel Zone

Beginner 2v2

A training queue for new accounts, always on the Arena map. Beginners briefly see enemies through walls at round start, which teaches map flow fast.

Type
Team duel
Access
New players under the win cap

Ranked

The competitive ladder in 1v1, 2v2, and 3v3 with ELO, bans, and seasonal rewards. Third person is off, aim assist is halved, and loadout swaps are limited to two per duel.

Type
Competitive
Access
Level 100 plus a trusted, verified account

Free For All

Sixteen players, eight minutes, one large map. The top five scorers count as winners, so consistent trades beat hero plays.

Type
Points
Access
Queue via Play

Team Deathmatch

A high-capacity 8-minute mode with mid-match joining. First team to 250 points wins, at 2 points per elimination, with 100 HP players and some weapons banned.

Type
Points
Access
Queue via Play

Gun Game

Everyone races through the same weapon ladder: each elimination or assist advances you one weapon, ending at the Glass Cannon and Glast Shard at 26 and 27 points.

Type
Race
Access
Queue via Play
NameDescriptionTypeAccess
1v1 to 5v5 DuelsThe core RIVALS experience: team duels from 1v1 up to 5v5 with a map vote before each match. Large maps are mandatory at 3v3 size and above.Team duelQueue via Play or the lobby Duel Zone
Beginner 2v2A training queue for new accounts, always on the Arena map. Beginners briefly see enemies through walls at round start, which teaches map flow fast.Team duelNew players under the win cap
RankedThe competitive ladder in 1v1, 2v2, and 3v3 with ELO, bans, and seasonal rewards. Third person is off, aim assist is halved, and loadout swaps are limited to two per duel.CompetitiveLevel 100 plus a trusted, verified account
Free For AllSixteen players, eight minutes, one large map. The top five scorers count as winners, so consistent trades beat hero plays.PointsQueue via Play
Team DeathmatchA high-capacity 8-minute mode with mid-match joining. First team to 250 points wins, at 2 points per elimination, with 100 HP players and some weapons banned.PointsQueue via Play
Gun GameEveryone races through the same weapon ladder: each elimination or assist advances you one weapon, ending at the Glass Cannon and Glast Shard at 26 and 27 points.RaceQueue via Play

Family

Rotating Modes

14 items

One slot, a new mode daily, looping through the cycle. Each rewrites a core rule: health, gravity, loadouts, or the win condition itself.

Spleef

No damage, only disappearing tiles. Armed with just a Crossbow and Grenade, you break the floor under enemies across three randomized layers; three points wins.

Type
Party
Access
Daily rotation

1v1v1 / 2v2v2 / 3v3v3

Standard duel rules with three teams on large maps. The triple-threat geometry punishes tunnel vision harder than any other mode.

Type
Team duel
Access
Daily rotation and the Duel Zone

Juggernaut

One player becomes a 3000 HP low-gravity Juggernaut against seven 100 HP hunters. Chip damage and spacing win it for the seven.

Type
Asymmetric
Access
Daily rotation

Swift Standoff

Everyone has 1 HP, a Revolver with a single round, and a dashing Knife. The fastest mode in the game, decided by whoever commits first.

Type
One-shot
Access
Daily rotation

Default Duel

Forces the default loadout on everyone: Assault Rifle, Handgun, Fists, Grenade. Pure mechanics, no loadout advantages.

Type
Team duel
Access
Daily rotation

Bunny Sniping

Low gravity with a sniper-flavored weapon list: Crossbow, Sniper, Flare Gun, Shorty, Katana, Scythe, Subspace Tripmine, and Flashbang. Airborne headshots everywhere.

Type
Low gravity
Access
Daily rotation

Tag Team

Players fight one at a time while their teammates watch, until a team is fully eliminated. Three points takes the match.

Type
Elimination
Access
Daily rotation

Chicken Game

Red light, green light with guns. Move, shoot, or scope while the screen is red and you are out.

Type
Party
Access
Daily rotation

RIVALS RNG

Everyone spawns with the RNG Dice, which rolls random weapons on use. You can hold two rolled weapons at a time, so knowing every gun pays off.

Type
Random
Access
Daily rotation

Head Honcho

Each team shields its designated Honcho, who fights with Fists and a rotating utility while protectors carry Handguns. Lose the Honcho, lose the round.

Type
Protect the VIP
Access
Daily rotation

Hardcore Parkour

Teams race through randomly generated obby stages. First to three round wins takes it; no aim required.

Type
Race
Access
Daily rotation

Double Trouble

Dual-wielding duels: equipping your primary also readies your secondary, and your melee pairs with your utility. Loadout synergy suddenly matters twice.

Type
Team duel
Access
Daily rotation

Mirror Matchup

Every player gets the same randomized loadout each round, including weapons nobody owns. The great equalizer.

Type
Team duel
Access
Daily rotation

Limitless Loadout

Slot restrictions are off, so you can run four primaries if you like. The mode that reveals what the sandbox really breaks into.

Type
Team duel
Access
Daily rotation
NameDescriptionTypeAccess
SpleefNo damage, only disappearing tiles. Armed with just a Crossbow and Grenade, you break the floor under enemies across three randomized layers; three points wins.PartyDaily rotation
1v1v1 / 2v2v2 / 3v3v3Standard duel rules with three teams on large maps. The triple-threat geometry punishes tunnel vision harder than any other mode.Team duelDaily rotation and the Duel Zone
JuggernautOne player becomes a 3000 HP low-gravity Juggernaut against seven 100 HP hunters. Chip damage and spacing win it for the seven.AsymmetricDaily rotation
Swift StandoffEveryone has 1 HP, a Revolver with a single round, and a dashing Knife. The fastest mode in the game, decided by whoever commits first.One-shotDaily rotation
Default DuelForces the default loadout on everyone: Assault Rifle, Handgun, Fists, Grenade. Pure mechanics, no loadout advantages.Team duelDaily rotation
Bunny SnipingLow gravity with a sniper-flavored weapon list: Crossbow, Sniper, Flare Gun, Shorty, Katana, Scythe, Subspace Tripmine, and Flashbang. Airborne headshots everywhere.Low gravityDaily rotation
Tag TeamPlayers fight one at a time while their teammates watch, until a team is fully eliminated. Three points takes the match.EliminationDaily rotation
Chicken GameRed light, green light with guns. Move, shoot, or scope while the screen is red and you are out.PartyDaily rotation
RIVALS RNGEveryone spawns with the RNG Dice, which rolls random weapons on use. You can hold two rolled weapons at a time, so knowing every gun pays off.RandomDaily rotation
Head HonchoEach team shields its designated Honcho, who fights with Fists and a rotating utility while protectors carry Handguns. Lose the Honcho, lose the round.Protect the VIPDaily rotation
Hardcore ParkourTeams race through randomly generated obby stages. First to three round wins takes it; no aim required.RaceDaily rotation
Double TroubleDual-wielding duels: equipping your primary also readies your secondary, and your melee pairs with your utility. Loadout synergy suddenly matters twice.Team duelDaily rotation
Mirror MatchupEvery player gets the same randomized loadout each round, including weapons nobody owns. The great equalizer.Team duelDaily rotation
Limitless LoadoutSlot restrictions are off, so you can run four primaries if you like. The mode that reveals what the sandbox really breaks into.Team duelDaily rotation

Family

Event Modes

2 items

Occasional specials: an April Fools' sanctioned-cheating mode and the cooperative Zombie Tower climb.

Easy Exploits

Sanctioned cheating: built-in triggerbot, aim lock after scoping, and ESP for everyone. A one-day joke mode that resurfaces in specific private servers.

Type
Party
Access
April Fools' Day, or private servers with a '00' username host

Zombie Tower

A cooperative climb up a massive tower through waves of zombies. The one place in RIVALS where the enemies are not other players.

Type
Co-op PvE
Access
Event mode, with a solo version
NameDescriptionTypeAccess
Easy ExploitsSanctioned cheating: built-in triggerbot, aim lock after scoping, and ESP for everyone. A one-day joke mode that resurfaces in specific private servers.PartyApril Fools' Day, or private servers with a '00' username host
Zombie TowerA cooperative climb up a massive tower through waves of zombies. The one place in RIVALS where the enemies are not other players.Co-op PvEEvent mode, with a solo version

The three families

Standard modes are always available: team duels from 1v1 to 5v5, the beginner queue, FFA, Team Deathmatch, Gun Game, and Ranked. Rotating modes fill a single daily slot that cycles through the list and loops when done, so a mode you enjoy comes back on a schedule. Event modes appear only on their occasions, like the April Fools' cheat-fest and the PvE Zombie Tower.

Queueing smart

  • The Duel Zone pads in every lobby run standard duels and triple-team matches against people in the same lobby; the Play menu matchmakes across lobbies and carries the full mode list.
  • Big-lobby modes (FFA, Team Deathmatch) cap players at 100 HP and ban certain weapons, so loadouts that lean on burst damage lose value there.
  • Ranked needs level 100, a verified account, ten standard duels, and thirty tasks completed before it opens. Bring a full weapon category if you want ban immunity for the default loadout.

Modes that change the rules on you

The rotating slot is where RIVALS experiments. Swift Standoff drops everyone to 1 HP with a single revolver round. Mirror Matchup hands both teams identical randomized loadouts, including weapons you never bought. Limitless Loadout lets you stack four primaries, and Double Trouble pairs your slots so two weapons fire at once. If your aim is your weakness, Hardcore Parkour and Spleef are the rotation's aim-free wins.

FAQ

Q.

How do you unlock Ranked in RIVALS?

Reach level 100, complete ten standard duels and thirty tasks, and verify your account (a phone number, ID, or Robux purchase; email verification does not count). Then finish ten placement matches to reveal your rank.

Q.

What is the daily rotating gamemode?

One mode slot changes every day, cycling through the rotating list (Spleef, Juggernaut, Swift Standoff, and the rest) and looping when the cycle completes. If you missed a mode, it comes back around.

Q.

What is the difference between the Duel Zone and matchmaking?

Duel Zone pads sit in every lobby and match you against players from that same lobby for standard duels and triple-team matches. The Play button matchmakes across lobbies and covers every mode, including Ranked and big-lobby modes.

Q.

Which RIVALS modes are best for new players?

The Beginner 2v2 queue exists exactly for that: it is limited to low-win accounts, always plays on Arena, and briefly reveals enemies through walls at round start. Gun Game is the next step, since it forces you through every weapon.

Q.

What is Easy Exploits mode?

An April Fools' Day joke mode that gives everyone built-in triggerbot, aim lock, and ESP. Outside that day it only appears in private servers whose owner's name starts with 00.

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