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ElitePVE icon.png

Elite PVE is a Ranked Game Mode that pits five players against an horde of zombies and various bosses. The mode plays very much like Challenge Mode but with some new mechanics, such as the core system and weekly obstacles.

Availability

  • CF China: Endless Challenge
  • CF West: Ranked Zombie Mode
  • CF Brazil: Ranked Zombie Mode
  • CF Indonesia: Zombie Elite PVE
  • CF Russia: Zombie Ranked Mode
  • CF Vietnam: Ranked Zombie Mode
  • CF Philippines: Ranked Zombie Apocalypse

Description

This mode plays out similar to classic Assault maps in ZM, pitting players against the hordes that must be killed to progress through each round and then defeat the boss at the final round to win. Players have access to their HypoMed L/R cache, but cannot use Revival Coins and Intrusion Coins , due to the nature of the Ranked Match that prohibits random players joining an ongoing match. The Dash skill from Boss Annihilator mode is present, allowing players to make a quick dash for a speed boost or dodge attacks, albeit without Invincibility effect.

Unlike classic ZM, players are not allowed to use Ammo Belt and ZM Bag Switch item, but they can equip ammo mag to increase starting reverse ammo capacity. The damage-reduced effects from boss types of equipment in newer ZM maps are negated, so everyone will have to rely on their Core setup to modify damage taken. Game-changing effects permitted includes: Critical hits (from applicable VVIP weapons), ammo boost (VVIP weapons), Heal effect (M4A1-S Under Tech's Laser beam), ZM-related effects from Rings (HP Recover and Damage Reflect) and Bless skill (From VVIP or skilled characters).

Features

In progress.

Weekly Obstacles are negative effects that increases the difficulty on Elite PVE matches in various ways. There can be up to four of these during a match and those rotate weekly, as the name implies. As of season 2, they're now broken into four tiers; hover their icon to see each attributes. Here are all of the obstacles that can occur during matches:

Icon Description
WO Lava.png Lava: The soldiers must avoid many fields of lava randomly spread all around the map on the floor. It'll force them to be extra careful when running away from hordes of enemies or some other obstacle(s).
WO Bomb.png Bomb: Up to five bombs will appear around the map, which soldiers must destroy before they explode. The damage will scale down as bombs are destroyed, all the way down to none if they're all destroyed.
WO Shield.png Shield: Some enemies at random will have a very strong shield that require massive firepower to get through. It is important to note that the spheres healing the Guardian can also have the shield buff.
WO Meteor.png Meteor: Soldiers must run to a purple zone to avoid the full blast of a meteor impact. The damage will scale-down depending on how many are inside, but if everyone is present, no damage will be taken.

Icon Description
WO Darkness.png Darkness: The screen of every players will darken for a short period of time, hiding the HUD and leaving only the middle being somewhat visible. This can be very problematic when paired with other obstacles.
WO Magnet.png Magnet: Two to four soldiers will get a magnetic pole (north or south), inflicting dot damage until a pair of opposite poles get together. If one of them dies before pairing, an opposite pole's effect will stop as well.
WO Steal.png Steal: Every once in a while, soldiers can lose up to 70% of all of their ammo (current, reserve, special). It'll force them going for ammo sooner, unless they throw their gun before the steal and pick it back up.
WO Laser.png Laser: At some point, a bunch of red orbs will spawn around the map, charging up for a laser attack that covers four sides each. The lasers are fairly easy to avoid, due to how quick they disappear after firing.

Icon Description
WO YinYang.png Yin-Yang: Soldiers will be tasked to collect either the Yin or Yang symbol. Picking up the opposite symbol or taking too long will damage them. Yin gives a damage increase buff for 10s, while Yang gives 40 HPs.
WO Lightning.png Lightning: The soldiers will have to stay clear of lightning striking at random locations on the map. They will be coming in six waves; leaving indicators on the ground before they strike, giving time to avoid them.
WO Attack.png Attack: A rift will open in the sky, from which a fiery Atlas head will slowly come crashing down onto the map. Destroying it will grant a temporary buff based on its color [], but if it lands, it could kill everybody.
WO Toxic.png Toxic: On frequent occasion, some soldiers at random will become infected (glowing green) and will soon create toxic domes that'll damage their teammates caught in it instantly; giving the infected time to exit it.

Icon Description
WO Tornado.png Twister: A series of strong wind gusts move about the map, sending soldiers caught in it flying in the air. Thus possibly disrupting their movement, especially indoors where they might get stuck on the ceiling.
WO Berserk.png Berserk: Some enemies at random will enrage once a certain amount of damage has been dealt to them, shown by a glowing effect around them. The enraged enemies will deal more damage and move faster.
WO Reaper.png Reaper: A soldier will be in possession of a crystal belonging to the Grim Reaper, who is looking for it. It'll follow its prey until it either catches them, even by going through walls, or gives up after a few seconds.
WO Parasite.png Parasite: Some allies will be infected due to a parasite, which will eventually mutate them. Just like the effect of the parasite bomb (P.E), in order to cleanse the affected allies, they must shoot at each other.

Icon Description
WO Barrel.png Barrel: On a regular basis, a bunch of gunpowder kegs will spawn all around the map and will explode after a short fuse time, damaging anyone caught in the blast radius.
WO Confusion.png Confusion: Once activated, the confusion status will invert the left and right movement keys specifically. It'll force the players to adapt to the situation by either trying to play with the new control schemes or go forward while using the mouse to turn.
WO IceWall.png Ice Wall: ---
WO Light.png Light: A laser device will sweep across the entire map twice (north to south) and will damage anyone touching it. The laser can either be high or low, forcing soldiers to either crouch or jump respectively, in order to avoid it.

Upon Season 1, the obstacle levels have the same difficulty with the corresponding difficulty level of the map (in terms of health point and damage). Starting from Season 2, obstacle has their own level system with different difficulty, listed as below:

Stages Obstacles / Attribute Level
1 1 - x - x - x
2 1 - x - x - x
3 1 - x - x - x
4 1 - 1 - x - x
5 1 - 1 - x - x
6 1 - 1 - x - x
7 1 - 1 - 1 - x
8 1 - 1 - 1 - x
9 1 - 1 - 1 - x
10 1 - 1 - 1 - 1
11 1 - 1 - 1 - 1
12 2 - 1 - 1 - 1
13 2 - 1 - 1 - 1
14 2 - 1 - 1 - 1
15 2 - 2 - 1 - 1
16 2 - 2 - 1 - 1
17 2 - 2 - 1 - 1
18 2 - 2 - 2 - 1
19 2 - 2 - 2 - 1
20 2 - 2 - 2 - 1
21 2 - 2 - 2 - 2
22 2 - 2 - 2 - 2
23 2 - 2 - 2 - 2
24 3 - 2 - 2 - 2
25 3 - 2 - 2 - 2
26 3 - 2 - 2 - 2
27 3 - 3 - 2 - 2
28 3 - 3 - 2 - 2
29 3 - 3 - 2 - 2
30 3 - 3 - 3 - 2
31 3 - 3 - 3 - 2
32 3 - 3 - 3 - 2
33 3 - 3 - 3 - 3
34 3 - 3 - 3 - 3
35 3 - 3 - 3 - 3
36 4 - 3 - 3 - 3
37 4 - 3 - 3 - 3
38 4 - 3 - 3 - 3
39 4 - 4 - 3 - 3
40 4 - 4 - 3 - 3
41 4 - 4 - 3 - 3
42 4 - 4 - 4 - 3
43 4 - 4 - 4 - 3
44 4 - 4 - 4 - 3
45 4 - 4 - 4 - 4

Stages Obstacles / Attribute Level
1 1 - 1 - 1 - 1
2
3
4
5
6
7
8
9
10

In progress.

Core System is an Elite PVE Mode feature that helps soldiers take on the more challenging stages of the mode. As the players play, they will get various cores and core boxes from match rewards and weekly/season rewards as well. These cores come in three tiers, which all provide various helpful buffs that players can place onto any unlocked core slots.

As of season 2, the precious core tier was introduced, which provides even higher buffs than uncommon ones. This tier also includes combined cores, which contains two out of the three buffs from each type (special type excluded) with the caveat that both stats are only as good as their uncommon tier counterparts. Here are all of the cores and their stats:

Icon Description / Possible Stats Icon Description / Possible Stats
Core Atk Dmg.png Damage Increase (%)
[★] 8 to 16 [★★] 18 to 30 [★★★] 30.5 to 33
Core Atk Combo1.png Damage Increase (%): 14 to 20
Critical Rate (%): 5 to 7
Core Atk Crit.png Critical Rate (%)
[★] 3 to 7 [★★] 8 to 12 [★★★] 12.5 to 15
Core Atk Combo2.png Damage Increase (%): 14 to 20
Critical Damage (%): 120 to 140
Core Atk CritDmg.png Critical Damage (%)
[★] 110 to 150 [★★] 160 to 200 [★★★] 205 to 230
Core Atk Combo3.png Critical Rate (%): 5 to 7
Critical Damage (%): 120 to 140
Core Blank.png - - -

Icon Description / Possible Stats Icon Description / Possible Stats
Core Def HP.png Health Points Increase:
[★] 10 to 14 [★★] 16 to 24 [★★★] 26 to 30
Core Def Combo1.png Health Points Increase: 14 to 18
HP Recovery Every 5 Second: 5 to 7
Core Def Heal.png HP Recovery Every 5 Seconds
[★] 1 to 5 [★★] 6 to 10 [★★★] 11 to 15
Core Def Combo2.png Health Points Increase: 14 to 18
Obstacles Resistance (%): 5 to 7
Core Def Stat.png Obstacles Resistance (%)
[★] 1.0 to 4.0 [★★] 5.5 to 7.5 [★★★] 8 to 10
Core Def Combo3.png HP Recovery Every 5 Second: 5 to 7
Obstacles Resistance (%): 5 to 7
Core Blank.png - - -

Icon Description / Possible Stats Icon Description / Possible Stats
Core Util Move.png Movement Speed Increase (%)
[★] 1.5 to 3.5 [★★] 4 to 6 [★★★] 7 to 9
Core Util Combo1.png Movement Speed Increase (%): 3 to 4
Dodge Cooldown Reduced (sec): 0.5 to 0.9
Core Util Evade.png Dodge Cooldown Reduced (sec)
[★] 0.1 to 0.5 [★★] 0.6 to 1.0 [★★★] 1.1 to 1.5
Core Util Combo2.png Movement Speed Increase (%): 3 to 4
Respawn Time Decrease (%): 0.5 to 0.9
Core Util Respawn.png Respawn Time Decrease (%)
[★] 0.1 to 0.5 [★★] 0.6 to 1.0 [★★★] 1.1 to 1.5
Core Util Combo3.png Dodge Cooldown Reduced (sec): 0.5 to 0.9
Respawn Time Decrease (%): 0.5 to 0.9
Core Blank.png - - -

Icon Description / Possible Stats Icon Description / Possible Stats
Core Spec AR.png Assault Rifle Damage Increase
[★] 22 to 30 [★★] 32 to 40 [★★★] 42 to 50
Core Spec SR.png Sniper Rifle Damage Increase
[★] 22 to 30 [★★] 32 to 40 [★★★] 42 to 50
Core Spec MG.png Machine Gun Damage Increase
[★] 22 to 30 [★★] 32 to 40 [★★★] 42 to 50
Core Spec Norm.png Normal Damage Increase
[★] 27 to 35 [★★] 38 to 50 [★★★] 54 to 70
Core Spec SMG.png Submachine Gun Damage Increase
[★] 22 to 30 [★★] 32 to 40 [★★★] 42 to 50
Core Spec Boss.png Boss Damage Increase
[★] 27 to 35 [★★] 38 to 50 [★★★] 54 to 70
Core Spec SG.png Shotgun Damage Increase
[★] 22 to 30 [★★] 32 to 40 [★★★] 42 to 50
- ---

This mode features multi tier ranks, similar to other Ranked Match modes, but this time, it provides a rank based on their combined highest scores from both map.

Additionally, an Elite Rank is present, going up to level 45, which converts score points to experience. This level system unlocks core slots to allow soldiers to bring more cores into the mode in Season 1 and 2, but until Season 3, all core slots are opened along with the fact players' ranking level are reset. The list below refers to Season 1 and 2, however.

Level Requirement Slot Unlock Level Requirement Slot Unlock
1 0 - 6 9870 Utility core slot.
2 70 Attack core slot. 7 15820 -
3 420 - 8 23170 Attack core slot.
4 2170 Defense core slot. 9 31920 -
5 5320 - 10 42070 Special core slot.

Level Requirement Slot Unlock Level Requirement Slot Unlock
11 53620 Defense core slot. 16 160330 -
12 62580 - 17 192210 Defense core slot.
13 82560 Utility core slot. 18 227060 -
14 105510 - 19 264880 Utility core slot.
15 131430 Attack core slot. 20 305680 Special core slot.

Level Requirement Slot Unlock Level Requirement Slot Unlock
21 351580 Attack core slot. 26 695000 -
22 391000 - 27 795700 Attack core slot.
23 454650 Defense core slot. 28 909700 Defense core slot.
24 525900 - 29 1052200 Utility core slot.
25 605700 Utility core slot. 30 1242200 Special core slot.

Level Requirement Slot Unlock Level Requirement Slot Unlock
31 1450000 Attack core slot. 36 2500000 -
32 1640000 Defense core slot. 37 2740000 -
33 1840000 Utility core slot. 38 2900000 -
34 2050000 Special core slot. 39 3250000 -
35 2270000 Utility core slot. 40 3520000 -

There are various new rewards associated with this mode, which can be granted from two random drops at the end of a successful match, weekly rewards such as the first five games and highest difficulty achieved, season stage milestones, level up and finally, season rank rewards. Here are the possible rewards as introduced per seasons:

New seasons brings new systems, maps, bosses, rewards and various tweaks as well. The purpose of this page is to document all of these additions/changes as introduced per season, as the other pages will always attempt to reflect the most up to date information. Here are the various changelogs per seasons.

Season 2

  • Elite Rank maximum level increased to 40 (from 30).
  • Five additional stages difficulty, bringing it to 45 (from 40).
  • All of the stage levels multipliers were tweaked.
  • Enemies / bosses may have varied skills based on difficulty.
  • Each deaths now reduce the score by 10 points (from 2).
  • Clear requirements now 6:00 (+5) / 3:00 (+3) on all maps:
  • Three additional obstacles are introduced, and they are Twister, Barrel, Parasite, Grim Reaper and Berserk.
  • Attack obstacle now comes in different colors with each of them granting a buff.
  • Addition of the attribute system which splits every obstacles into four tiers.
  • 4 obstacles are removed, they're Meteor, Shield, Laser and Yin-Yang.
  • Bombs obstacle revamped, up to 7 can appear and their sizes are reduced to minimal on higher tiers to make them hard to hit from distance.
  • Toxic obstacle revamped, up to 2 players can be infected depending on the obstacle tiers.

  • Four additional unlock-able core slots (one for each categories).
  • Addition of the precious tier for cores (three stars) and combined cores.
  • The Obstacle Resistance core has its function changed into All Damage Restance.
  • Better visibility when handling cores, with letters indicating cores sub tiers.
  • Addition of the Core Synthesis / Melting system to recycle unused cores.

  • Compensation prizes for losses (instead of no rewards upon failure). This includes the Elite Reward box and base Elite Stage points if Bosses are reached.
  • Continuous opening of core boxes so they can be open much faster.
  • Reconnect feature for those that get disconnected during the match (Only available if players have unlocked the stage. Example: If a player joined Stage 45 but only unlocked Stage 40, they can't reconnect).

  • Season 3

  • Players' Elite Rank are all reset. To make up for this, Elite Level from previous seasons will be converted to Elite Token for the new Elite Shop.
  • Numbers of stage reduced from 45 to 10, with much harder difficulty.

  • Three additional obstacles are introduced, and they are Light, Ice Wall and Confusion.
  • Meteor obstacle is brought back, but with major changes as there are more than one purple zone appeared on the ground.

  • All core slots are unlocked by default and no longer unlocked by Elite levels.

  • Players are still able to finish the match even after the timer has come to 00:00, and finishing the match after 00:00 will include smaller prize. Staying in the match for two hours will move players to the lobby, however.

  • Maps

    Trivia

    • This is the first and only mode that disables the Scoreboard that's normally accessible by holding Tab, as this button is now used to toggle DPS and HP/death counter.

    Glitches

    Global

    • It's possible to permanently get rid of the *Magnet* effect by having all players sticking close together at the start of the match. As soon as the Magnet obstacle is triggered, it'll disappear and will no longer appear for the remainder of the match, except in Unknown Area where it'll appear again after moving into Guardian's Arena. However, players can simply trigger the glitch again to get rid of Magnet to make the boss fight easier.
    • If players exceeded 200 pieces for their Weapon Scruples, no new one can be collected after a match so the prize slots will sometimes completely be empty. To get around this problem, just regularly craft weapon scruples into permanent/temporary variants to free up spaces for them to drop.

    West

    • The grim reaper doesn't appear starting from Elite Lvl 4 when you passed the grudge crystal that belongs to the Grim Reaper who is looking for it. You'll die suddenly in this glitch/bug.

    Vietnam

    • The Toxic obstacles sometimes won't show its large green dome on the field, making it tricky to avoid. This glitch is triggered by visiting the Core tab before starting a match. It has been patched.
    • After the December update, a glitch occurred in Unknown Area that shows a completely red screen upon transferring to Guardian's arena. This glitch still hasn't been patched.
    • After the January update, players no longer receive weekly releases (2000 MP + 1 Uncommon Random Core box) after playing 5 games. This glitch has been patched.
    • After the January update, cores effects are not applied upon starting a match, despite still being saved in the Core tab. To fix this glitch, visit the Core tab and manually save your Core set up before a match. This glitch has been resolved in recent patches but re-introduced when Season 2 starts.
    • After Season 2 starts, the two classic maps are glitched in that choosing Unknown Area will start Elite Unearth, and choosing Unearth will start in Black Widow (Which results in the whole room kicked back to lobby). This glitch has been fixed.
    • After Season 2 starts, a glitch occurs in Evil Mansion that causes Round 4 to get stuck once all zombies are killed, the counter either froze at 0 or jump to 299 but Round 5 won't start. This is triggered if one player is camping on either elevated platform. This glitch hasn't been fixed.

    Philippines

    • In Space Junkyard after finishing Round 4, the gate sometimes doesn't open and directly goes to Round 5 without moving on to the other part of the map, making the players not being able to finish it.
    • In Evil Mansion (Round 4), when you stay in one of those two stacked boxes, the Zombies won't come out.

    Exploit

    • Due to the re-connect feature introduced in Season 2, players can now exploit it to equip several Anti-Zombie guns that's suitable for different purpose (i.e Holy Shotgun to clear the hordes and M4A1-S Under Tech to defeat bosses quicker) and still take advantage of the Core system. One can simply equip Shotgun cores, use Holy Shotgun till Boss round, then quit and equip Rifle / Boss core, re-connect and switch to M4A1-S Under Tech and deal maximum damage against bosses. Depending on each rig's configuration, the time this take can be up to 30 seconds, but the core swap will largely offset the lost time in the match thanks to favorable DPS gained.

    Gallery