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

Descriptions

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 can carry a limited amount of HypoMed L/R, but cannot use Revival Coins and Intrusion Coins (As these are Ranked Match, joining mid-game is prohibited). The Slide skill from Boss Annihilator mode is present, allowing players to dodge attacks and becomes invincible for a brief window.

Unlike classic ZM, players are not allowed to use Ammo Belt and AI Bag Switch item. The damage-reduced effects from boss equipments in newer ZM maps are negated, meaning all players will take the same amount of damage regardless of their equipments. The only permitted game-changing effects are Critical Hits from M4A1-S Born Beast as well as HP healing from the M4A1-S Under Tech series.

Features

In progress.
The mode features forty-five levels of intensity on each maps, which increases the zombies health points, damage dealt by them, some enemies behavior, but also how many weekly obstacles can be active alongside their attributes. In order to unlock these additional stages, players must beat time milestones on each maps. If the match ends before six minutes remain, they will gain five stages. If not, then before three minutes, they will gain two stages. But anything below that will results in only one additional stage or even none if time runs out. Which the latter can easily happen, as every single deaths reduce the timer by five seconds.

Stages Zombie health increased by Zombie damage increased by Obstacles / Attribute level
1 0% 0% 1 - x - x - x
2 20% 20% 1 - x - x - x
3 30% 30% 1 - x - x - x
4 40% 30% 1 - 1 - x - x
5 50% 40% 1 - 1 - x - x
6 60% 50% 1 - 1 - x - x
7 70% 50% 1 - 1 - 1 - x
8 80% 60% 1 - 1 - 1 - x
9 90% 70% 1 - 1 - 1 - x
10 100% 70% 1 - 1 - 1 - 1

Stages Zombie health increased by Zombie damage increased by Obstacles / Attribute level
11 120% 80% 1 - 1 - 1 - 1
12 140% 90% 2 - 1 - 1 - 1
13 160% 110% 2 - 1 - 1 - 1
14 180% 130% 2 - 1 - 1 - 1
15 200% 150% 2 - 2 - 1 - 1
16 250% 170% 2 - 2 - 1 - 1
17 300% 190% 2 - 2 - 1 - 1
18 400% 220% 2 - 2 - 2 - 1
19 500% 240% 2 - 2 - 2 - 1
20 600% 260% 2 - 2 - 2 - 1

Stages Zombie health increased by Zombie damage increased by Obstacles / Attribute level
21 800% 280% 2 - 2 - 2 - 2
22 1000% 300% 2 - 2 - 2 - 2
23 1200% 320% 2 - 2 - 2 - 2
24 1400% 340% 3 - 2 - 2 - 2
25 1600% 360% 3 - 2 - 2 - 2
26 1800% 380% 3 - 2 - 2 - 2
27 2000% 400% 3 - 3 - 2 - 2
28 2200% 420% 3 - 3 - 2 - 2
29 2400% 440% 3 - 3 - 2 - 2
30 2600% 460% 3 - 3 - 3 - 2

Stages Zombie health increased by Zombie damage increased by Obstacles / Attribute level
31 2800% 480% 3 - 3 - 3 - 2
32 3000% 500% 3 - 3 - 3 - 2
33 3300% 520% 3 - 3 - 3 - 3
34 3600% 540% 3 - 3 - 3 - 3
35 3900% 560% 3 - 3 - 3 - 3
36 4200% 580% 4 - 3 - 3 - 3
37 4500% 600% 4 - 3 - 3 - 3
38 4800% 620% 4 - 3 - 3 - 3
39 5200% 640% 4 - 4 - 3 - 3
40 5500% 700% 4 - 4 - 3 - 3

Stages Zombie health increased by Zombie damage increased by Obstacles / Attribute level
41 6000% 750% 4 - 4 - 3 - 3
42 6500% 800% 4 - 4 - 4 - 3
43 7000% 900% 4 - 4 - 4 - 3
44 8000% 1000% 4 - 4 - 4 - 3
45 9000% 1200% 4 - 4 - 4 - 4
- - - -
- - - -
- - - -
- - - -
- - - -

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 Blank.png -
WO Blank.png -
WO Blank.png -

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 buff from each types (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 --
Core Def Combo1.png Health Points Increase: 14 to --
HP Recovery Every 5 Second: 5 to --
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 --
Obstacles Resistance (%): 5 to --
Core Def Stat.png Obstacles Resistance (%)
[★] 3 to 7 [★★] 8 to 12 [★★★] -- to --
Core Def Combo3.png HP Recovery Every 5 Second: 5 to --
Obstacles Resistance (%): 5 to --
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 [★★★] -- to --
Core Util Combo1.png Movement Speed Increase (%): 3.0 to --
Dodge Cooldown Reduced (sec): 0.5 to --
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 (%): 3.0 to --
Respawn Time Decrease (%): 0.5 to --
Core Util Respawn.png Respawn Time Decrease (%)
[★] 0.1 to 0.5 [★★] 0.6 to 1.0 [★★★] 1.1 to --
Core Util Combo3.png Dodge Cooldown Reduced (sec): 0.5 to --
Respawn Time Decrease (%): 0.5 to --
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.

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 - 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:

In progress.
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 about the game mode. Here are the various changelogs per seasons:

Season 2

New Content

Stages / Scoring

  • 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:

Weekly Obstacles

  • Addition of five obstacles: 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.

Core System

  • Four additional unlock-able core slots (one for each categories).
  • Addition of the precious tier for cores (three stars) and combined cores.
  • Better visibility when handling cores, with letters indicating cores sub tiers.
  • Addition of the Core Synthesis / Melting system to recycle unused cores.

Optimizations

  • CrossFire China, as of September 2020, added further optimizations, which includes:
    • Compensation prizes for losses (instead of no rewards upon failure).
    • Continuous opening of core boxes so they can be open much faster.
    • Reconnect feature for those that get disconnected during the match.
    • A new reward box for clearing stage 45.

Maps

Gallery

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