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Point Break
“Fight in waves and push the frontline of battle forward by fulfilling objectives.”
Overview
Short descriptionLarge scale objective driven action
Length3 phases
Format8 v 8
Respawn creditsAttackers - Limited
Defenders - Unlimited
WinAttackers - Destroy 9 Grand Vaults
Defenders - Deplete Attacking Team's Respawn Credits
ProgressionWorld Tour

Point Break is a Quickplay mode introduced in Season 9, where two teams of eight contestants compete in an asymmetric, objective-based battle. One team attacks while the other defends, with combat unfolding in waves as attackers push the frontline forward by completing objectives across multiple phases.

As objectives are destroyed, the frontline advances across the map, forcing defenders to fall back and regroup. Defenders must hold the line and prevent attackers from progressing, while attackers work to overwhelm defenses and advance through each phase. The result is large-scale, objective-driven action designed for fast-paced, casual play.

ATTACKERS

Destroy all three objectives to complete the phase. Complete all three phases.

DEFENDERS

Protect all objectives, delay attackers and deplete their Respawn Credits.


Round Overview

Point Break rounds are structured around sequential phases that shift the battlefield as objectives are completed.

  • Phases: Each round consists of three phases.
  • Grand Vaults: Each phase consists of three Grand Vaults, for a total of nine.
    • Grand Vaults spawn in predetermined locations in each arena at the start of each phase.
      • They can be moved using equipment such as the Winch Claw or through impulse forces, but are heavier than other objectives, such as Cashout Stations.
  • Unlimited Time: Rounds have no match timer and do not end automatically.
    • Play continues until one team achieves their win condition.
  • Out of Bounds: Barriers prevent contestants from entering areas beyond the current playable space or approaching respawn barriers.
    • These barriers are separate per side, and change locations with each completed phase.
    • Contestants who ignore these barriers and move past them will begin to receive damage. This damage will continue until they are eliminated or return to the playable area.
  • Moving Battlefield: Completing a phase shifts the playable area forward, updating respawn locations and barriers.
    • New phases begin after a brief delay, allowing both teams to regroup.
      • During this preparation time, temporary barriers will be placed farther forwards, preventing attackers from pushing forward too quickly.
  • Loadouts: While waiting to respawn, contestants can swap their loadout freely, including their Build. Using a Respawn Credit will apply any loadout changes, but being revived will not.

Team Objectives

Win Condition

Arm and detonate all Grand Vaults.


Grand Vaults

  • Detonate all Grand Vaults present in each phase.
    • Grand Vaults must first be armed by attacking contestants by holding the Interact keybind while standing nearby.
      • The arming process takes 5 seconds.
      • Armed Grand Vaults detonate after 40 seconds.

Respawn Credits

  • Attackers begin with 30 Respawn Credits.
    • When an attacking contestant is eliminated, 1 Respawn Credit is consumed.
    • When an attacking contestant is revived, 1 Respawn Credit is restored.
    • Completing a phase restores 15 Respawn Credits.
  • When attackers have no Respawn Credits remaining, they lose the match unless at least one Grand Vault is currently armed, which grants overtime.

Overtime

  • Attackers can no longer respawn when overtime begins, but can still be revived.
    • Attackers must arm and detonate all remaining Grand Vaults in the current phase. If successful, they advance to the next phase, or are victorious if the round is in phase three.
      • If at any point there is no Grand Vault currently armed within the overtime period, attackers immediately lose.

Win Condition

Preserve at least one Grand Vault until the attacking team depletes their Respawn Credits.


Grand Vaults

  • Prevent attackers from detonating all Grand Vaults in each phase.
    • Defenders must protect each Grand Vault and prevent attackers from arming them.
      • If a Grand Vault is armed, defending contestants can disarm it by holding the Interact keybind while standing nearby.
      • The disarming process takes 8 seconds.

Respawn Credits

  • Defenders have unlimited Respawn Credits.

Overtime

  • Overtime begins if the attackers have currently armed at least one Grand Vault in the current phase. Defenders maintain unlimited Respawn Credits in the overtime period.
    • Defenders must disarm all currently armed Grand Vaults. If successful, they are victorious. Otherwise, the round continues if it is not currently phase three.
      • If at any point the final remaining Grand Vault in phase three is detonated, defenders immediately lose.

Trivia

  • When Point Break was released, players discovered a bug that allowed contestants to pull the Grand Vaults out of the allowed playable area for attackers. Developers confirmed it was an exploitable bug and that contestants engaging this exploit frequently would be receiving in‑game bans. [1]

Arenas