The Division Wiki
The Division Wiki

In Tom Clancy's The Division 2 there are three quickplay modes to choose from in Conflict, and they can be player on each map. The quickplay modes are... Team Elimination, Domination, and Skirmish. These modes pitch a team of four SHD agents against a team of four rogue agents, in several maps outside of the in-game story.

Team Elimination[]

Teams battle in a best-of-7 round based mode, with each round lasting 4 minutes, each individual getting one life per round, and new boosts to revive dead teammates or pulse enemies. If each team has the same amount of players at the end of a round, the round will count towards neither team; the game can end in a draw. If it is impossible for another team to win based on the current amount of round victories, the game will end early.

The Team Elimination game mode has access to the DMG and Armor boosts, along with two more boosts that the other game modes to not, Pulse, and Revive. Pulse lasts for a temporary amount of time, and leads you to nearby enemy players, highlighting them on your HUD for 30 seconds. The Revive boost revives all currently eliminated teammates during the round. The Pulse boost is just as likely to occur as the DMG and Armor boosts are. The Revive boost cannot be retrieved if no players on the collecting team are dead, and the chance of obtaining it increases as the amount of dead players on your team increases.

  • The first boost spawn is at 2:30 left of round 2.
  • There is a chance for a specialization to drop at 2:00 left of round 3 (likely if a boost has not been claimed yet due to early round completion).
  • The second boost spawn is at 2:30 left of round 4. There is a chance for this to be a specialization drop instead (likely if neither a specialization drop or boost have been claimed yet due to early round completion).
  • The only guaranteed specialization spawn is at 2:30 left of round 6.

Domination[]

In Domination, teams battle for control of three capture zones over 12 minutes, which passively build up points every second for your team. Stay in the zone with your team or perform special actions to keep scoring, and deny the zone to the opposing team using your skills and agent toolbox wisely. Teams will gain "x" amount of points per tick (every second) equal to the number of points they have fully captured. There is a points cap of 750, with the highest amount determining the victor. The game will result in a draw if both teams either reach 750, or end time on the same points. Shortly after match start, crates are dropped onto the map creating capture zones, which can then be capturing slowly by sitting in he radius or quickly by interacting with the crate.

The Domination game mode has access to the DMG and Armor boosts, along with the +1 boost. The chance of obtaining the +1 boost increases as the gap between the teams increase, and can only be obtained if the collecting team has less points than the other team. The +1 boost doubles the amount of earned points for a team for 30 seconds.

Mercy Rule in Domination occurs during the latter half of the game; if a team holds a lead of greater than 300 points, the Mercy Rule countdown of 2:00 will start. In order to prevent a match loss, the losing team must close the gap to less than 300 points when the timer ends, not before.

  • The first boost spawn is at 9:30 left.
  • The first specialization spawn is at 7:00 left.
  • The second boost spawn is at 4:30 left.
  • The second specialization spawn is at 2:00 left.

Skirmish[]

Each team aims at reducing the opposing team reinforcements to zero over 12 minutes. This mode supports intense and highly tactical engagements, where communication is the key to victory when aiming for the top of the leaderboard. Each team starts with 20 lives on a full team (16 extra). If the timer ends and both teams share lives, the tiebreaker will be determined by comparing which team has the highest total sum of score from its players, including players who have left. Skirmish has access only to the DMG and Armor boosts, both lasting 30 seconds.

Mercy rule in Skirmish occurs during the latter half of the game; if a team holds a lead of greater than 5 lives (at least 6), the Mercy Rule countdown of 2:00 will start. In order to prevent a match loss, the losing team must close the gap to less than 5 lives (at most 4) when the timer ends, not before.

  • The first boost spawn is at 9:30 left.
  • The first specialization spawn is at 7:00 left.
  • The second boost spawn is at 4:30 left.
  • The second specialization spawn is at 2:00 left.

Gallery[]

References[]

  1. https://www.gamespot.com/videos/10-minutes-of-division-2s-new-multiplayer-combat-m/2300-6447953/
  2. https://www.youtube.com/watch?v=0EHspN2Btfk