
Elimination
LIVENo respawns. Every life matters. Teams must outplay and outlast their opponents in tense, round-based combat.
No respawns within a round — once you're down, you're out until the next round. Teams must play carefully, trade smart, and use every advantage to be the last standing.
Eliminate the entire enemy team each round. Win the most rounds to take the match.
The highest-stakes gunplay in Grunts — one mistake ends your round, so discipline and clutch plays decide matches.
- Play for the trade, never the solo hero push.
- Hold angles — let them come to you.
- Share info constantly; a dead teammate still has eyes.
- In a clutch, isolate one-on-ones and reset.
How to win Elimination
Elimination gives you one life a round, so every trade is a decision and information is worth more than aggression. Open cagey, take the interiors over open ground once a body drops, and never skyline or peek a lane dry. When the numbers tip, commit as a group to a single decisive push. The round snaps fast once someone's down — be the team that's set up when it does.
- Life discipline
- Trading smart
- Interior holds
- Information
Scoring & format
No respawns — the last team standing takes the round; win the majority of rounds.
- Eliminate
- 10
- Round win
- planned
- Kill
- 10
- Death
- −6.667
- Headshot bonus
- bonus
- Revive
- planned
- Spot assist
- planned
- Resupply / Repair
- planned
Interiors (Arctic chalets, Greenland station) beat open ground once a body drops.
- Spawn on your squad, not on base — every squad spawn puts you back in the fight and holds the ground you took.
- Move as a fireteam of two or three; a lone push feeds the enemy, a stacked one breaks a hold.
- Cover the roles — keep a Support for ammo, a Medic for revives, and an Engineer for armor.
- Call the rotation before you take it; a coordinated flank beats a faster solo run every time.
No respawns — the last team standing takes the round; win the majority of rounds.
When you fall behind: stop trading in the open. Consolidate onto a defensible cluster of objectives, deny the easy points, and make the enemy overextend to reach you — the bleed reverses when they break formation.
Elimination, map by map
How Elimination actually plays on each map that runs it — the objective layout, the flow of a round, and the pointers that decide it.
Canadian ArcticMap guide No respawns; the frozen bridge and chalet interiors become the two contested holds.
Rounds open slow and cagey, then snap to a single decisive push once someone's down.
Finnish Ski ResortMap guide No respawns; the lodge and cable base become the two decisive holds on the mountain.
Cagey opening, then one committed push once a body drops.
GreenlandMap guide No respawns; the station airlock and ice bridge become the two decisive holds.
Slow, careful opening, then a single committed push once someone falls.
Ask an operator
Leon Marek Kaminski runs Elimination. Ask how to play it, what to watch for, or how to win.






