• Patch Notes
  • 3 hours ago

PATCH NOTES 13.0 PART 3: Rumble Out - NOVEMBER 12TH, 2026

New Mode: Rumble Out

We're introducing a new event mode, Rumble Out!

Rumble Out is a new mode where 5 teams of 3 players battle it out across 2 areas of Lumia Island to be the last team standing. Unlike Squad mode, where your team loses when all teammates are eliminated, Rumble Out introduces a new survival mechanic: the Team Detonation Timer. Your team is eliminated when your shared timer reaches 0, allowing you to jump into fights without worrying as much about getting wiped out.

We hope you'll join us in Rumble Out and enjoy a fresh take on survival packed with chaotic battles!



Rumble Out Schedule

  • Available from Thursday, November 12th to Wednesday, November 18th

  • Rumble Out is an event mode, so its matchmaking will only be available during specific hours.

    • North America Server

      • 20:00 – 22:00 (ET)

    • Europe Server

      • 18:00 – 20:00 (CET)

    • South America Server

      • 18:00 – 20:00 (BRT)

    • Asia 1 Server

      • 21:00 – 23:00 (KST)

    • Asia 2 Server

      • 21:00 – 23:00 (KST)

    • Asia 3 Server

      • 21:00 – 23:00 (KST)

  • You can play Rumble Out in Custom Games at any time, regardless of the matchmaking schedule.

  • This event mode is open to everyone, with no level restrictions.

 

Match Results

  • A-Coin and Account XP rewards will be adjusted to account for the higher frequency of kills in Rumble Out.

  • Lumia Island missions, including Daily Missions and PC Café Missions, can also be completed in Rumble Out.

    • However, ER Pass Missions cannot be completed in this mode.

  • Progress in Challenges → Achievements will not be counted in Rumble Out.




Rumble Out Overview

Basic Rules

Rumble Out is a new event mode where 5 teams of 3 players (15 players total) battle across 2 adjacent areas to earn a new resource: the Team Detonation Timer. Unlike Squad mode, elimination is determined by the Team Detonation Timer rather than a team wipe. To keep the focus on chaotic team fights, we've adjusted the gameplay by removing the usual farming and crafting stages.

  • All characters start at level 10, with weapon and defense mastery at level 8.

  • Characters are automatically equipped with the starting items from the Saved Plan selected on the Strategy Map.

    • If the starting items include Legendary or Mythic items, the character's default Saved Plan will be used instead.

    • If a skill build is set in the Saved Plan, skills will automatically be leveled up to level 10 according to that build.

  • There is no downed state. Characters die immediately when their HP reaches 0.

  • Dead characters cannot be looted.

  • The following elements will not appear:

    • Wild Animals, Cubes, Lumi, Collectable Resources (Branches, Stones, Flowers, Water), Bomb Fruits, and Evidence Boxes

    • Rifts, Purple Fog, and Acceleration Points

  • Boxes, Kiosks, Hyperloops, and Security Consoles cannot be used.

  • Gadgets and Quick Slots (V Key) are unavailable.

  • HP recovery from resting while out of combat is doubled.

  • You can’t earn Credits passively (Natural Credits).


Game Phases

Each match consists of 7 phases, divided into the Opening Chapter (Day 1 through Day 3) and the Endgame Chapter (Night 3 until Day 4).

  • Opening Chapter

    • Day 1

      • 90s

    • Night 1

      • 100s

    • Day 2

      • 110s

    • Night 2

      • 120s

    • Day 3

      • 120s

  • Endgame Chapter

    • Night 3

      • 40s

    • Day 4

      • 150s

 

Team Detonation Timer

In Rumble Out, the individual Detonation Timers used in other modes are replaced by a Team Detonation Timer shared by all 3 teammates. This shared timer determines whether a team is eliminated.

 

Elimination & Victory Conditions

  • During the Opening Chapter, teams are not eliminated when all teammates are wiped out. Instead, they are eliminated when their Team Detonation Timer reaches 0.

  • During the Endgame Chapter, teams are immediately eliminated if their Team Detonation Timer reaches 0 or all teammates are wiped out.

  • The last surviving team wins.

  • If all remaining teams are eliminated simultaneously, the team with the most time remaining on its Team Detonation Timer immediately before elimination wins.

 

Timer Increase & Deductions

  • All teams start with 10 on their Team Detonation Timer.

  • Teams' timer increases by killing enemies or wiping out opposing teams.

  • Each phase has a maximum Team Detonation Timer limit.

    • Timer Increase & Limits by Phase

      • Day 1

        • Enemy Kill +1 / Enemy Team Wipe +1 / Timer Limit 20

      • Night 1

        • Enemy Kill +1 / Enemy Team Wipe +1 / Timer Limit 25

      • Day 2

        • Enemy Kill +2 / Enemy Team Wipe +1 / Timer Limit 35

      • Night 2

        • Enemy Kill +2 / Enemy Team Wipe +2 / Timer Limit 45

      • Day 3

        • Enemy Kill +2 / Enemy Team Wipe +3 / Timer Limit 55

      • Night 3

        • Timer Increase 0 / Timer Limit 40

      • Day 4

        • Timer Increase 0 / Timer Limit 40

  • At the end of each Opening Chapter phase, a set amount is deducted from every team's Team Detonation Timer. Teams whose timers reach 0 or below are eliminated. No timer deductions occur during the Endgame Chapter.

    • Timer Deductions at the End of Each Phase

      • Day 1 End

        • Timer Deduction 10

      • Night 1 End

        • Timer Deduction 15

      • Day 2 End

        • Timer Deduction 20

      • Night 2 End

        • Timer Deduction 30

      • Day 3 End

        • Timer Deduction 35

 

Timer Leaderboard


The Timer Leaderboard in the top-right corner of the screen lets you check every team's remaining Team Detonation Timer at a glance.


  • Teams are ranked by their remaining Team Detonation Timer, and the leaderboard updates whenever a timer changes.

  • If two teams have the same timer value, the team that reached that value first will be ranked higher.

  • The leaderboard also displays a threshold showing the timer deduction that will be applied at the end of the current phase. This lets you identify teams at risk of elimination if the phase ends with their timers unchanged.


Settlement

At the end of each Opening Chapter phase, all teams are moved to the Briefing Room for the Settlement. Timer deductions are applied during the settlement animation, after which surviving teams receive a lump sum of timer and Credits and have time to prepare for the next phase.

  • At the end of each Opening Chapter phase, all characters are immobilized and moved to the Briefing Room.

  • The settlement animation begins, and timer deductions are applied. Teams whose timers reach 0 or below are eliminated.

  • Surviving teams then receive a lump sum of timer and Credits.

  • Teams have 15 seconds to prepare for the next phase.

  • Timer & Credit Rewards by Phase

    • Day 1 End

      • Timer +3 / Credits 300

    • Night 1 End

      • Timer +3 / Credits 350

    • Day 2 End

      • Timer +3 / Credits 350

    • Night 2 End

      • Timer +3 / Credits 400

    • Day 3 End

      • Timer +20 / Credits 500

 

Active Areas

Rumble Out takes place in Active Areas, which consist of adjacent areas randomly selected for each phase.

  • At the start of the match and at the beginning of each new phase following the Settlement, new Active Areas are selected and teams are placed in them.

  • Players cannot leave the Active Areas. Movement and teleportation skills cannot cross area borders either.

  • The number of Active Areas depends on how many teams remain:

    • 5 or 4 teams remaining: 2 areas

    • 3 or 2 teams remaining: 1 area

  • One of the area combinations that has not yet been selected will be chosen at random. If only one area is active, only the first area listed on the left will be available.

  • Active Area Combinations

    • School, Archery Range

    • Police Station, Fire Station

    • Cemetery, Hospital

    • Fire Station, School

    • Barge, Dock

    • Warehouse, Dock

    • Stream, Hospital

    • Gas Station, School

  • All 3 teammates spawn together at the same location.

 

Rumble Pad

Rumble Pads are capturable objectives that spawn throughout the Active Areas. Stand on a Pad to capture it and receive rewards immediately upon successful capture. Captured Pads disappear.

  • How to Capture

    • Stand on a Pad to begin capturing it. Only player characters can capture Pads.

    • Capture time decreases based on the number of teammates standing on the Pad.

      • 1 player: 15s / 2 players: 10s / 3 players: 5s

    • Leaving the Pad during capture resets capture progress.

    • Capture progress continues even if an enemy team enters the Pad during capture.

  • Spawn Rules

    • Pads spawn immediately at the start of the match. Afterward, 1 additional Pad spawns in each Active Area every 15 seconds.

    • Up to 2 Pads can exist in each area at the same time.

    • Uncaptured Pads remain until they are captured.

  • Capture Rewards

    • Day 1

      • Team Detonation Timer +3

    • Night 1 Onward

      • Team Detonation Timer +5

 

Store

In Rumble Out, players can purchase items using Credits through the Store instead of ordering items from Kiosks or crafting them.

  • All players start with 400 Credits.

  • Use the Crafting button (B) to go to the Store in this mode.

  • The Store sells weapons, equipment (Chest/Head/Arm/Leg), and materials (Tac. Skill Module, Gem of Evolution) from Squad mode.

  • Items cannot be purchased during combat.

  • Purchased equipment is equipped immediately, replacing and removing the previously equipped item.

  • Late-game items from the Saved Plan selected on the Strategy Map appear in the recommended items list. The Tac. Skill Module is always displayed.

  • Your most recent equipment purchase can be undone as long as the Store window remains open and you stay out of combat.

  • Price

    • Equipment prices are based on the crafting materials required in Squad mode.

      • Tree of Life, Meteorite: 200 Credits

      • Mythril: 250 Credits

      • Force Core: 350 Credits

      • VF Blood Sample: 500 Credits

    • Tac. Skill Module: 200 Credits

  • Gem of Evolution

    • Echion: The first purchase upgrades his weapon to Legendary (200 Credits), and the second upgrades it to Mythic (500 Credits).

    • Priya: The first purchase upgrades Harmony in Full Bloom to Celestial Echo (200 Credits).

 

Item Distribution

In Rumble Out, you cannot collect food and vision items. Instead, a set quantity of these items is provided each phase.

  • The following items are automatically added to your inventory at the start of each phase. Any remaining items are removed upon entering the Settlement Phase, and a new set is provided at the start of the next phase.

    • 6 Fried Chicken

    • 2 Telephoto Cameras


 

Revival

Rumble Out uses the revival system from Squad mode, with some rules adjusted to suit the mode.

  • Auto-revival

    • Level 

      • 10-12: 12s

      • 13-16: 13s

      • 17-18: 14s

      • 19: 16s

      • 20: 18s

  • Individual Revival

    • You can choose to respawn at an ally's location or within an Active Area.

    • You respawn with 80% HP, and the cooldowns of your basic skills, weapon skills, and tactical skills are reset.

  • Team Revival (After a Team Wipe, Excluding the Endgame Chapter)

    • When the auto-revival time ends, all 3 teammates respawn together at a team spawn point within an Active Area.

    • All teammates respawn with 100% HP, and the cooldowns of their basic skills, weapon skills, and tactical skills are reset.

 

Mode Effects

Rumble Out introduces exclusive effects that provide powerful combat bonuses under certain conditions.

  • Comradeship in Crisis - Timer Overheat

    • Conditions

      • 2 teammates remain. Both receive this effect.

    • Effects

      • Adaptability +20

      • Damage Taken Reduction +5%

      • Movement Speed +10%

  • Lone Wolf - Timer Overheat

    • Conditions

      • Only 1 teammate remains. The remaining teammate receives this effect.

    • Effects

      • Adaptability +30

      • Damage Taken Reduction +10%

      • Movement Speed +20%

  • It's About to Blow...!

    • Conditions

      • Starting 60 seconds before the end of a phase, this effect is applied to the team at risk of elimination from the next timer deduction.

      • The effect is removed if the team is no longer at risk of elimination.

    • Effects

      • Out of Combat Movement Speed +50%

  • You Can Do It!

    • Conditions

      • Gain 2 stacks upon death and lose 1 stack for each enemy character kill or assist. (Max 5 Stacks)

      • All stacks are reset upon entering the Briefing Room.

    • Effects

      • Damage Dealt per Stack +5%, Max HP +2%

 

Augments

Rumble Out uses the same Augments as Squad mode, with some adjustments to the values of certain Secondary Augments.

  • Tempering

    • Every 80s receive Defense 1 → Every 40s receive Defense 1

  • Coin Toss

    • Enemy Kills & Assist Credits 12/7 → 10/5

  • Penny Pincher

    • Credits Discount Price 20 → 25

  • Power Crescendo

    • The amount gained per phase has been adjusted to match Rumble Out's 7-phase structure.

 

Kill Effects

Rumble Out uses the same kill effects as Squad mode. However, the Enemy Kill Effect has been adjusted to help players deal with multiple teams in smaller areas.

  • Enemy Kill Effect

    • Cooldown Reduction on Kill (Basic Skills, Weapon Skills, and Tactical Skills) 20% → 30%

 

Tactical Skills

Rumble Out uses the same Tactical Skills as Squad mode, with separate cooldown adjustments for certain skills.


  • Blink

    • Cooldown 90/45s → 60/40s

  • Protocol Violation

    • Cooldown 60/45s → 50/40s

  • Totem

    • Cooldown 90/45s → 60/40s

  • Soul Stealer

    • Cooldown 60/45s → 50/40s

  • Healing Wind

    • Cooldown 60/45s → 50/40s

  • Wings of Light

    • Cooldown 50/40s → 40/30s

 

Character

Characters who grow stronger by accumulating stacks will start with some stacks already accumulated to better fit Rumble Out's gameplay.

Nadine

  • Wild(P)

    • Game Start 100 Wild Stacks 

 

Luke

  • Neat 'n Tidy(P)

    • Game Start 50 Neat 'n Tidy Stacks

 

Martina

  • Record - Interview(R)

    • Game Start 5 Record Stacks & Start Recording 

 

Xiukai

  • Juggernaut Chef(P)

    • Game Start 100 Juggernaut Chef Stacks

 

Silvia

  • Lumia Grand Prix(P)

    • Game Start 10 Lumia Grand Prix Stacks

 

Rumble Out Mode Adjustments


In Rumble Out, teams fight over Rumble Pads in small areas, giving tanks and melee damage dealers an advantage when capturing or defending Pads. To balance this, tanks, bruisers, and other melee characters will take increased damage.

Additionally, ultimate skill cooldowns will be reduced for all characters.

*Unless otherwise specified, the same 100% values as Squad mode will apply.


 

Garnet

  • Bat Damage Taken 115%

  • Ultimate Cooldown Reduction 30%

 

Nadine

  • Ultimate Cooldown Reduction 30%

 

Nathapon

  • Ultimate Cooldown Reduction 30%

 

NiaH

  • Ultimate Cooldown Reduction 30%

 

Nicky

  • Glove Damage Taken 110%

  • Ultimate Cooldown Reduction 30%

 

Daniel

  • Dagger Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Darko

  • Bat Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Debi & Marlene

  • Two-handed Sword Damage Taken 110%

  • Ultimate Cooldown Reduction 30%

 

Tia

  • Ultimate Cooldown Reduction 30%

 

Laura

  • Whip Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Lenox

  • Whip Damage Taken 115%

  • Ultimate Cooldown Reduction 30%

 

Leni

  • Pistol Damage Taken 107%

  • Ultimate Cooldown Reduction 15%

 

Leon

  • Glove Damage Taken 107%

  • Tonfa Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Rozzi

  • Ultimate Cooldown Reduction 30%

 

Lucia

  • Ultimate Cooldown Reduction 30%

 

Luke

  • Bat Damage Taken 110%

  • Ultimate Cooldown Reduction 30%

 

Lenore

  • Ultimate Cooldown Reduction 30%

 

Li Dailin

  • Glove Damage Taken 107%

  • Nunchaku Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Rio

  • Ultimate Cooldown Reduction 30%

 

Martina

  • Ultimate Cooldown Reduction 30%

 

Mai

  • Whip Damage Taken 110%

  • Ultimate Cooldown Reduction 30%

 

Markus

  • Axe Damage Taken 115%

  • Hammer Damage Taken 115%

  • Ultimate Cooldown Reduction 30%

 

Magnus

  • Bat Damage Taken 110%

  • Hammer Damage Taken 115%

  • Ultimate Cooldown Reduction 30%

 

Mirka

  • Hammer Damage Taken 115%

  • Ultimate Cooldown Reduction 30%

 

Vanya

  • Arcana Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Barbara

  • Ultimate Cooldown Reduction 15%

 

Bernice

  • Ultimate Cooldown Reduction 30%

 

Blair

  • Dual Swords Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Bianca

  • Arcana Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Bihyung

  • Bat Damage Taken 110%

  • Ultimate Cooldown Reduction 30%

 

Charlotte

  • Ultimate Cooldown Reduction 30%

 

Seres

  • Two-handed Sword Damage Taken 110%

  • Ultimate Cooldown Reduction 30%

 

Celine

  • Ultimate Cooldown Reduction 30%

 

Xiukai

  • Spear Damage Taken 110%

  • Dagger Damage Taken 110%

  • Ultimate Cooldown Reduction 30%

 

Shoichi

  • Dagger Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Sua

  • Hammer Damage Taken 107%

  • Bat Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Xuelin

  • Rapier Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Sissela

  • Ultimate Cooldown Reduction 15%

 

Silvia

  • Pistol Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Adela

  • Ultimate Cooldown Reduction 30%

 

Adriana

  • Ultimate Cooldown Reduction 30%

 

Arda

  • Ultimate Cooldown Reduction 15%

 

Abigail

  • Axe Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Aya

  • Ultimate Cooldown Reduction 30%

 

Isol

  • Ultimate Cooldown Reduction 15%

 

Isaac

  • Tonfa Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Alex

  • All Weapons Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Alonso

  • Glove Damage Taken 115%

  • Ultimate Cooldown Reduction 30%

 

Jan

  • Glove Damage Taken 107%

  • Tonfa Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Estelle

  • Axe Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Aiden

  • Two-handed Sword Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Echion

  • VF Prosthetic Damage Taken 110%

  • Ultimate Cooldown Reduction 15%

 

Elena

  • Rapier Damage Taken 110%

  • Ultimate Cooldown Reduction 30%

 

Emma

  • Ultimate Cooldown Reduction 15%

 

Johann

  • Ultimate Cooldown Reduction 30%

 

William

  • Ultimate Cooldown Reduction 30%

 

Yumin

  • Ultimate Cooldown Reduction 30%

 

Justyna

  • Ultimate Cooldown Reduction 30%

 

Yuki

  • Two-handed Sword Damage Taken 107%

  • Dual Swords Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Irem

  • Throw Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

István

  • Spear Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Ly Anh

  • Dagger Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Eleven

  • Hammer Damage Taken 115%

  • Ultimate Cooldown Reduction 30%

 

Zahir

  • Ultimate Cooldown Reduction 30%

 

Jackie

  • Axe Damage Taken 107%

  • Dagger Damage Taken 107%

  • Two-handed Sword Damage Taken 107%

  • Dual Swords Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Jenny

  • Ultimate Cooldown Reduction 30%

 

Tsubame

  • Ultimate Cooldown Reduction 30%

 

Camilo

  • Dual Swords Damage Taken 107%

  • Rapier Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Katja

  • Ultimate Cooldown Reduction 30%

 

Karla

  • Ultimate Cooldown Reduction 30%

 

Cathy

  • Dagger Damage Taken 107%

  • Dual Swords Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Kenneth

  • Axe Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Coraline

  • Ultimate Cooldown Reduction 15%

 

Craver

  • Pistol Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Chloe

  • Ultimate Cooldown Reduction 30%

 

Chiara

  • Rapier Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Tazia

  • Shuriken Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Theodore

  • Ultimate Cooldown Reduction 30%

 

Fenrir

  • Glove Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Felix

  • Spear Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Priya

  • Ultimate Cooldown Reduction 30%

 

Fiora

  • Rapier Damage Taken 107%

  • Two-handed Sword Damage Taken 107%

  • Spear Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Piolo

  • Nunchaku Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

 

Hart

  • Ultimate Cooldown Reduction 15%

 

Haze

  • Ultimate Cooldown Reduction 15%

 

Henry

  • Ultimate Cooldown Reduction 30%

 

Hyunwoo

  • Glove Damage Taken 110%

  • Tonfa Damage Taken 110%

  • Ultimate Cooldown Reduction 30%

 

Hyejin

  • Ultimate Cooldown Reduction 30%

 

Hisui

  • Two-handed Sword Damage Taken 107%

  • Ultimate Cooldown Reduction 30%

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