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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 is 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 in the final game 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 from 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 the invincibility effect.

Unlike classic ZM, players are not allowed to use Ammo Belt and ZM Bag Switch items, 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 the damage taken. Game-changing effects permitted include 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).

Season 4[]

Given the major shift in gameplay for the fourth season, information about it can be found in the following page:

Main article: Elite PVE Mode ~ Season 4

Features[]

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.

During Season 1 and Season 2, there are a total of 9 Weekly Obstacles set, and these rotates during the entire season. Starting Season 3, the obstacles changes Daily, meaning players won't have the luxury of farming an entire week with "easy" Obstacles set, instead they'll have to check the ZM Rank every day to catch a break when there's an easy set rolled out.

Icon Description
WO Lava 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 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 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 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 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 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. Inactive if played solo.
WO Steal 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 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 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 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 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 Toxic: On frequent occasion, up to three 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 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 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 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. Especially dangerous in tandem with the Twister obstacle.
WO Parasite 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. Inactive if played solo.

Icon Description
WO Barrel 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 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 Ice Wall: On occasions, a bunch of Icicles will drop into the map, slowing down soldiers in its proximity. It must be shot several times to completely break. Very annoying when paired with a swarm of attack drones or a group of mortar bots that both contain tagging effects.
WO Light Light: A laser device will sweep across the entire map up to six times (north to south) and will damage anyone touching it. Similar to the Sonic Wave attacks from Machine Gargoyle soldiers will have to jump or crouch depending on the height of the incoming lasers 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 2 - 1 - 1 - 1
3 2 - 2 - 1 - 1
4 2 - 2 - 2 - 1
5 2 - 2 - 2 - 2
6 3 - 2 - 2 - 2
7 3 - 3 - 2 - 2
8 3 - 3 - 3 - 2
9 3 - 3 - 3 - 3
10 4 - 4 - 4 - 4

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

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

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

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

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.

Starting from Season 3, Ranks also provide players bonus buff, which will be applied to their Core setting automatically.

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 bring 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 season.

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-level multipliers were tweaked.
  • Enemies/bosses may have varied skills based on difficulty.
  • Each death now reduces the score by 10 points (from 2).
  • Clear requirements now 6:00 (+5) / 3:00 (+3) on all maps:
  • Every death now deducts 7 seconds of the given time limit.

  • 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 obstacle 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 unlockable core slots (one for each category).
  • Addition of the precious tier for cores (three stars) and combined cores.
  • The Obstacle Resistance core has its function changed into All Damage Resistance.
  • Better visibility when handling cores, with letters indicating core 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 opened 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 stages reduced from 45 to 10, with much harder difficulty.
  • Every death now deducts 10 seconds of the given time limit.

  • Three additional obstacles are introduced, and they are Light, Ice Wall and Confusion.
  • In addition to removing obstacles from SS1, a few more have been removed: Lava, Shield, Steal, Berserk, and Barrel.
  • Meteor obstacle is brought back, but its mechanic's been completely revamped. Several Purple Zones will appear, each only accepting one soldier. The Meteor will now only affect soldiers who failed to get into the zones or get into another soldier's zone, soldiers who managed to stay in the zone by themselves will be unaffected.
  • Weekly obstacles have been changed to Daily Obstacles, with a total of 6 sets that are rotated every week.
  • Toxic smoke and Parasite stats now infects 3 players on the highest difficulty.

  • All core slots are unlocked by default and no longer unlocked by Elite levels.
  • Three main core slots (Attack, Defense, and Utility) are now available to the Top 100 Elite Ranked players.
  • Players will now unlock additional Core bonuses as they rank up in Elite Levels, and these bonuses will stack with their core setup.

  • Running out of time no longer automatically fails the match, instead players can continue playing after the clock hit 00:00 for a maximum of 2 hours (At which point everyone will be kicked back to the lobby). Only 1/10 amount of Elite Tokens can be collected by finishing the match when running out of time, but players get to keep a bonus Reward Box if they encountered Glided Hyperion, and finishing the match this way still counts toward the Weekly Reward challenge.

  • Season 4[]

  • Players' Elite Rank are all reset. Elite Ranks have been removed altogether.
  • Players' cores are all reset. Cores earned from old Reward boxes will become hidden.
  • Scoring system has been revamped, with maximum possible score at 7500 instead of 8000.

  • Obstacles are now introduced progressively as difficulty increases, and is tied to the sector players are in, up to 2 at the same time.

  • Specific weapon cores (Purple) are replaced with Primary Weapon Core, which increases the damage for all primary weapons.
  • Legendary core tier (4-stars) added.
  • Bonus core buff based on Elite Ranks removed.
  • All buff stats have been reduced by 50%.

  • Instead of defeating bosses, players will now play in an Endless Mode, with difficulty increased each time they defeat a boss and change the map. To maximize the amount of rewards received, Level 50 must be cleared.
  • Replay will be automatically saved upon finishing a Ranked Match. This is the first instance where players can save Replay in Zombie Mode, likely to help reporting Hackers because it's very hard to use the build-in Report System with this new gameplay.

  • 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.
    • Near the end of Season 3, the Shift skill gains the ability to provide invincibility to players after executing, similar to normal ZM maps past Elemental Temple. The duration is halved (0.5 second instead of 1), but this still provides an option for normal players to escape deadly obstacle like Meteor without owning both Tang Dynasty Sword with auto-charging function.

    Glitches[]

    Global[]

    • It's possible to permanently get rid of the "Magnet" effect by having all players stick 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 and Evil Mansion where it'll appear again after moving into the next area. 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.
    • In Evil Mansion (Round 4), when you stay on the stacked boxes near the yard grass, the Zombies from the hole nearby may get stuck and won't come out even if you leave the stacked boxes. The only way to kill them is by using weapons with special Charge Shot such as Holy Shotgun and shooting through the hole.

    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 their 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 setup 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 being kicked back to the 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 jumps 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 Pentagon, when this map is about to start, players can not able to hear any security protocol radios against the approaching hordes of zombies. This issue has been fixed.
      • Also, Grim Reaper has a bug that he's invisible form when a buff appears, so the players will be difficult to find Grim Reaper on which player will be targeted. Grim Reaper that tracked down players will died instantly with an invisible state. Also, Grim Reaper Crystal Ball in the HUD is missing, in which players cannot pass the ball to the other players caused by invisible Grim Reaper bug. However, players can sense him, if they are being tracked down by looking to a description shown on screen, while his buff is active. This issue has been fixed.
      • Cutscene for final boss is bugged, instead, it only shows common appearance. This issue has been fixed.
      • Gold coins faced a glitch, showing negative millions of gold coins, because of that, players can't purchase any buffs to level up their buffs, so the players will have a problem without the buffs, when they endeavor to attempt higher stages, if their cores is inconsistent. This issue has been fixed.
    • There is a reload glitch that will allow the player to bypass going to the ammo boxes completely and continue to fight longer. Waiting for the reload animation to finish followed by a quick switch will result in the Reserve Ammo getting reset back to the last ammo count it was in. For example: firing even a few shots of Holy Shotgun-Gold leaving 36 / 360 (Current / Max Reserve) then after the reload glitch it will go back to the full 40 / 360. The player can reload multiple times as long as the last reload must be followed by the switch.
      • It will still work if the weapon was switched before the reload but will account for the previous ammo count (current + reserve ammo) for example the same situation above: after the switch, then reload and switch again it will display as 40 / 354 instead. The same goes when the total ammo count drops below 1 full magazine (less than 40 bullets in HSG-Gold's case).
      • This only works with Anti-Zombie Weapons that do not require switching modes or magazines; Holy Shotgun (including all forms). Untested for Holy Shotgun-Robotics due to being unreleased for CF PH but having the same HE grenade spam. M240B-Tesla and M240B-Tesla Gold do not work with this glitch despite fitting the requirements.
      • Due to the Steal obstacle, players would have to reload and then drop the weapon before the obstacle steals their ammo to activate the glitch. Using the switch or cycle weapons will not affect the steal or make the glitch work.
      • With the headshot ammo refill perk from VVIP weapons, all forms of the Holy Shotgun refills the entire magazine for each successful headshot. Since it is fairly easy to headshot zombies, having this perk helps a lot to continue to fight even longer, however, this will not apply once the steal occurs. They can still use the glitch after they reload all their weapons to the ammo crates again.
      • All of the mentioned glitches are fixed after the introduction to season 3. This means, that all Holy Shotgun (including all forms) and the Robotics variant cannot be reloaded after switching, and headshots can no longer refill the whole magazine in this update.

    Exploit[]

    • Due to the re-connect feature introduced in Season 2, players can now exploit it to equip several Anti-Zombie guns that are suitable for different purposes (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.
      • This strait is no longer viable following the heavy nerf of M4A1-S Under Tech in recent patches. Instead, CF China players now switch to Holy Shotgun and P90-Frenzy Combo.

    Gallery[]

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