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Versus

Modes

7 modes · 4 at launch, 3 in rotation
Team Deathmatch Launch mode

Last team standing wins. 15 lives per team.

Rounds
2 to win
Round timer
10 min
Conquest Launch mode

Hold the zone to capture it. Capture 4 zones to win. The game has an Overtime state for this mode, but what triggers it is unknown.

Rounds
Single
Round timer
25 min
Demolition Launch mode

Obtain the bomb, plant it, then defend until it goes off. 60 second fuse.

Rounds
3 to win
Round timer
6 min
Blast damage
1,000
Blast radius
1,000 units
Crucible Launch mode

Hold the Core in the zone to capture it. Capture 3 zones to win the round.

Rounds
2 to win
Round timer
10 min
King of the Hill Rotation

Two teams hold the zone for a cumulated 120 seconds to win the match. The game has an Overtime state for this mode, but what triggers it is unknown.

Rounds
Single
Round timer
—
Guardian Rotation

Last team standing wins the round.

Rounds
2 to win
Round timer
10 min
Warpath Rotation

Capture the zone to gain points. 100 points to win the round. The game has an Overtime state for this mode, but what triggers it is unknown.

Rounds
2 to win
Round timer
10 min
Full text of every card, word for word
Mode Rounds Round timer Figure on the card The card, word for word
Team Deathmatch 2 to win 10 min 15 lives per team Last team standing wins. 15 lives per team. When a team runs out of lives it gets one more chance before death is final, and a zone spawns. Capture it or wipe the enemy to win.
Conquest Single 25 min 4 zones · 3 min timebank per zone Hold the zone to capture it. Capture 4 zones to win. Each zone has a 3 minute timebank that drains while it sits unoccupied; if it hits zero the match ends in a draw. Nothing else in Versus works that way.
Demolition 3 to win 6 min 60 second fuse Obtain the bomb, plant it, then defend until it goes off. 60 second fuse, and fuses are team-based. Once your team plants you stop respawning; if nobody detonates, the lowest remaining fuse time decides the round.
Crucible 2 to win 10 min 3 zones Hold the Core in the zone to capture it. Capture 3 zones to win the round. Each team has its own set of zones and they move independently, and dropping the Core voluntarily costs you capture progress.
King of the Hill Single — 120 seconds, cumulated Two teams hold the zone for a cumulated 120 seconds to win the match. The zone is only available for a short time before it moves somewhere else. Unlimited respawns.
Guardian 2 to win 10 min — Last team standing wins the round. The leader mechanic Guardian has carried in earlier Gears games is not stated anywhere here.
Warpath 2 to win 10 min 100 points Capture the zone to gain points. 100 points to win the round.

What the rule cards do not say

Respawn rules exist only for Team Deathmatch and Demolition. King of the Hill has no stated round timer. Guardian’s leader mechanic is not written down, so neither is it here. No mode’s own rule card carries a headcount, but The Coalition has said it directly: “All of our Versus modes are 4 v 4,” from the official multiplayer deep dive.

Correction

DFA and Attrition are not modes. They are Demolition and Crucible under older working names.

Ranked

The full page

Hidden skill rating

Puts you in a Skill Division. Matchmaking uses it. You never see the number.

Skill Divisions

4

A highest, D lowest

Rank Rating

Sets your Rank: the badge on your card. Matchmaking ignores it completely.

Named ranks

5

Bronze to Diamond

Per playlist

Each playlist (mode queue) keeps its own hidden rating, Skill Division and Rank Rating. Your rating in one mode says nothing about another.

Squads matchmake on the highest skill rating in the group, not the average. The points at stake on every result scale with your Skill Division.

Steps are the numbered levels inside a rank, read from the badge art. The rank list in the game ends at Diamond. The Unranked badge is a gear that lights five segments during placement. Masters has finished art in three designs, but the game gives it no name or step count.

The six maps

19 pieces of art

No map descriptions

The game has finished art for all six maps and no text about how any of them plays. Each map page adds callout names and marker positions from the level data. All ten maps, for Versus and Horde Siege.

What bot difficulty changes

5 tiers

Bots can fill empty slots in Versus. The game sets their skill on five tiers: Beginner, Intermediate, Experienced, Advanced and Expert. None of this, including the tier names, is published.

Versus bot difficulty
Bot tier Moving-target accuracy Perfect-reload chance Burst-size multiplier Melee cooldown Power weapons allowed
Beginner — — 0.60× None 4
Intermediate 0.25× 20% 0.70× 6.5s 14
Experienced 0.50× 50% 0.80× 5s 19
Advanced 0.85× 70% — 3.5s 19
Expert — 85% — 2s 19

The tiers are listed from easiest to hardest, which is not the order the names suggest: “Experienced” bots are easier than “Advanced” ones. The order comes from the numbers (reload luck, aim accuracy, melee speed and power-weapon access all rise in this order), not from documentation. Beginner’s melee cooldown is −1 in the game data, most likely meaning “does not melee”, so it shows as None. About 20 more AI settings (grenade access, evade reactions, revive behavior, covering fire) also scale across the five tiers and are not shown here.