Obviously maps are very important for getting your gunplay in, but XDefiant Game Modes are what really dictate how your experience will look like. The developers have even gone on record saying that their XDefiant maps are designed for different modes.

All XDefiant Game Modes
So far, there are 5 different modes to play your XDefiant matches in. The full list is Domination, Occupy, Hot Shot, Escort and Zone Control.
Domination, Occupy and Hot Shot are the modes that Arena maps were designed around.
Arena Map Game Modes
- Domination has both teams trying to control 3 points; A, B, and C. While the zone is in their control, the controlling team will gain 1 point per second. To capture an enemy point, you must be standing on it uncontested for 5 seconds to turn it neutral. Neutral points can be captured after a further 5 seconds. Faster captures can happen with multiple people on the point. Once captured, you do not need to stay on the point.
- Occupy is a King of the Hill style format where teams will battle over a moving control point. The active point will stay on for 45 seconds before moving, with a 10 second window between. You do not gain more points for having more members of your team on the point. Enemies can stall out your point gain by walking onto the point to turn it neutral; neutral points do not gain any points for either side. Capture point rotations are pre-determined, with the start of the rotation being the centre of the map.
- Hot Shot is a Deathmatch style race to 125 points. Points are earned by getting bounties from killed enemies. Enemy bounties are worth 1 point, friendly bounties are worth 0 points, but deny them from your opponents. The first player to pick up 3 enemy bounties. The Hot Shot has increased movement and reload speed, they also get 3 points per bounty collected. However, their location is permanently revealed. When the Hot Shot is killed, they drop 3 bounty points.

Linear Game Modes
- Escort is a game mode split into 2 halves. The attacking team have to deliver the mobile payload, a robo-dog named “Carlos” to the final objective. When attacking players are in radius, Carlos moves forward. The defenders will try and halt Carlos’s progress by standing in range, which stops them, regardless of whether there are attacking players nearby. Also getting kills to prevent them being close enough to advance the payload. There are checkpoints on the map that will stop Carlos for a set time, but also act as a barrier to stop it from reversing. Once the round ends due to time out or completion, the game restarts with the sides swapped. If the map wasn’t completed, the new attacking team has to reach and beat the progress of their opponents.
- Zone Control is focused on the offensive team trying to capture control points from the defending team. The lettered points A-E have capture rates that increase based on the number of attackers on the point. Each capture progress is done in 4 quadrants, where if progress makes it up to each “tick”, it will not decay past that point. Capture points have to be done in order, unlocking new parts of the map with each full capture. Once the round ends after time or full completion, the defence restarts as attackers, looking to beat the progress of the previous team in less time than the first attacking team.
All of the maps are available in both custom modes and XDefiant ranked play.