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
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
| Name | Description | Type | Access |
|---|---|---|---|
| 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. | Team duel | 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. | Team duel | 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. | Competitive | 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. | Points | 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. | Points | 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. | Race | Queue via Play |
Family
Rotating Modes
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
| Name | Description | Type | Access |
|---|---|---|---|
| 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. | Party | 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. | Team duel | 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. | Asymmetric | 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. | One-shot | Daily rotation |
| Default Duel | Forces the default loadout on everyone: Assault Rifle, Handgun, Fists, Grenade. Pure mechanics, no loadout advantages. | Team duel | 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. | Low gravity | 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. | Elimination | Daily rotation |
| Chicken Game | Red light, green light with guns. Move, shoot, or scope while the screen is red and you are out. | Party | 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. | Random | 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. | Protect the VIP | Daily rotation |
| Hardcore Parkour | Teams race through randomly generated obby stages. First to three round wins takes it; no aim required. | Race | 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. | Team duel | Daily rotation |
| Mirror Matchup | Every player gets the same randomized loadout each round, including weapons nobody owns. The great equalizer. | Team duel | 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. | Team duel | Daily rotation |
Family
Event Modes
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
| Name | Description | Type | Access |
|---|---|---|---|
| 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. | Party | 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. | Co-op PvE | Event 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
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.
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.
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.
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.
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.









