The mode determines what the firefight is for. Use this hub to identify the Campaign branch, point sequence, ticket behavior, respawn pressure, elite availability, or survival condition before choosing a class and route.
A useful mode plan begins with the win condition, ticket state, active objective, spawn direction, and current Campaign branch. A good firefight in the wrong place can still lose the round.
Choose the right starting page
Use this hub as a routing page, not as a substitute for the focused guides. Begin with the question you need to solve, then return here when the mode, map, class, or resource state changes. Developer documentation and the live Roblox listing were checked on 2026-09-01.
- Game modes. Quick comparison of Campaign, Control, Assault, Territory Push, Final Stand, and Dreadnought.
- Campaign. Voting, skirmish wins, the first-to-four structure, Truce, modifiers, and the Final Stand branch.
- Control. Symmetric ticket pools, rotating points, drain, respawns, elites, and Dreadnought pressure.
- Assault. Sequential objectives, asymmetric lives, attacker ticket drain, capture rewards, and overtime.
- Territory Push. Five linked points, passive ticket loss, short respawns, final-point elites, and stalemate pressure.
- Final Stand. One-life defense, attacking reinforcements, gate damage, the standby wave, and timed evacuation.
- Dreadnought. A conditional Control comeback unit with documented eligibility, health decay, and ticket effects.
A reliable workflow for this section
The following routine keeps grave/digger modes advice tied to the current round and avoids spending resources on an assumption that can be checked first.
- Start with Game modes. Quick comparison of Campaign, Control, Assault, Territory Push, Final Stand, and Dreadnought. Use that answer to name the immediate grave/digger modes decision before opening another branch. Player action: Follow /modes/game-modes/ and apply one recommendation.
- Compare Campaign. Voting, skirmish wins, the first-to-four structure, Truce, modifiers, and the Final Stand branch. Check how it changes the first answer instead of treating both pages as unrelated reading. Player action: Use /modes/campaign/ when the current round exposes that condition.
- Add Control context. Symmetric ticket pools, rotating points, drain, respawns, elites, and Dreadnought pressure. Translate the relevant detail into one route, responsibility, resource, or fallback the squad can act on. Player action: Open /modes/control/ before committing a limited kit or irreversible purchase.
- Verify score and tickets. Read both teams’ current values and whether points drain passively, through control, or through deaths. Confirm it through the live interface or environment before relying on a dated number. Player action: Change only one variable during a controlled check.
- Review special condition. Check Campaign modifier, Truce, Shock Trooper availability, Dreadnought eligibility, gate state, or evacuation timer. After the round, retain confirmed observations and revisit any claim contradicted by the current server. Player action: Attach changing values to the check date and source.
Decisions that change your route
The right branch depends on information visible in the current match. These checks tell you when to remain on the chosen page and when another part of the wiki should take priority.
- Score and tickets comes first. Read both teams’ current values and whether points drain passively, through control, or through deaths. If it is unknown, delay the high-risk grave/digger modes choice and gather that information.
- Active point changes the branch. Identify the only valid objective, its sequence, and whether overtime or escape remains possible. Use the focused page or live prompt that resolves this condition before copying a route from another round.
- Spawn rhythm changes the resource plan. Use the current respawn timer to decide whether a trade creates local advantage or leaves the point empty. Coordinate the adjustment so one player’s solution does not remove a capability the squad still needs.
- Special condition controls confidence. Check Campaign modifier, Truce, Shock Trooper availability, Dreadnought eligibility, gate state, or evacuation timer. Present unconfirmed edge cases as observations and keep the source date attached to changing values.
What to check during a match
Keep a short mental checklist rather than memorizing every dated value. The interface and developer documentation should answer these questions before a high-risk action.
- Score and tickets. Read both teams’ current values and whether points drain passively, through control, or through deaths.
- Active point. Identify the only valid objective, its sequence, and whether overtime or escape remains possible.
- Spawn rhythm. Use the current respawn timer to decide whether a trade creates local advantage or leaves the point empty.
- Special condition. Check Campaign modifier, Truce, Shock Trooper availability, Dreadnought eligibility, gate state, or evacuation timer.
What may change between versions
Grave/Digger is actively documented and revised. These parts deserve a fresh check whenever the Roblox listing or developer board announces a version change.
- Numbers. Health, damage, weight, ranges, ticket values, spawn timers, costs, and unlock thresholds may be rebalanced even when the named system remains.
- Availability. Classes, kits, maps, modifiers, and interactions may be restricted, replaced, or temporarily disabled. Confirm what the current menu exposes.
- Terrain and inputs. Map reworks and control updates can invalidate an old route or keybind. Follow current prompts and use old recordings only as historical context.
Continue through the wiki
These nearby sections supply the context that a focused hub cannot repeat in full. Use them when the current decision crosses from this topic into another system.
- Classes. Select the responsibility that advances this mode’s objective.
- Loadouts. Build for the required distance, life limit, and resupply access.
- Maps. Turn the objective sequence into a route and fallback.
Sources checked
Recommended guides
Choose the guide that matches what you want to do next.
Grave/Digger Assault Mode
Play Grave/Digger Assault with asymmetric preparation, tickets, respawns, sequential objectives, rewards, and overtime.
ModesGrave/Digger Campaign Guide
Follow Grave/Digger Campaign voting, skirmish wins, modifiers, Truce, and the route to Final Stand.
ModesGrave/Digger Control Mode
Play Grave/Digger Control with current ticket, point, respawn, Shock Trooper, and Dreadnought rules.
All Modes guides
7 focused guides with steps, checks, and current caveats.
Grave/Digger Assault Mode
Play Grave/Digger Assault with asymmetric preparation, tickets, respawns, sequential objectives, rewards, and overtime.
Sep 1, 2026Grave/Digger Campaign Guide
Follow Grave/Digger Campaign voting, skirmish wins, modifiers, Truce, and the route to Final Stand.
Sep 1, 2026Grave/Digger Control Mode
Play Grave/Digger Control with current ticket, point, respawn, Shock Trooper, and Dreadnought rules.
Sep 1, 2026Grave/Digger Dreadnought Guide
Understand the current Grave/Digger Dreadnought comeback conditions, ticket effect, health decay, and support plan.
Sep 1, 2026Grave/Digger Final Stand
Survive or assault Grave/Digger Final Stand with one-life defense, gate damage, standby reinforcements, and evacuation timing.
Sep 1, 2026Grave/Digger Game Modes
Compare Grave/Digger Campaign, Control, Assault, Territory Push, Final Stand, and Dreadnought win conditions.
Sep 1, 2026Grave/Digger Territory Push
Play Grave/Digger Territory Push with five linked points, passive ticket drain, respawns, elites, and stalemate pressure.