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%
