The sequel to the 2014 game Titanfall, Titanfall 2 revamps the game's multiplayer with a variety of new abilities, game modes, and customization options. It also adds a traditional single-player story mode (compared to the previous game, where the main story is in the background during multiplayer matches).
In the campaign, players control Jack Cooper, a rifleman sent alongside forces of the Frontier Militia to assault the planet Typhon (held by the forces of the Interstellar Manufacturing Corporation). When his Pilot mentor is mortally wounded, he is given control of his mentor's Pilot kit and assigned Vanguard-class Titan, BT-7274, and must complete his mentor's mission.
Like the previous game, Titanfall 2 is a first-person shooter with a focus on calling down large mech suits called "Titans". Players can jump into these suits for direct control or allow them to fight on their own, under AI control. Unlike the previous game, titans no longer have full, recharging shields by default, so any damage done to them in multiplayer is permanent. Batteries can be found on enemy titans or other positions on the map. Bringing these to a titan grants them an overshield.
In Multiplayer, players have three weapon slots (Primary, Secondary, and Backup) at their disposal per loadout. Secondary and Backup use the same weapons, but Backup weapons require players to hold down the Weapon Swap button to access. Prior to June 27, 2017, it was limited to two slots (Primary and Secondary).
Each weapon can use up to three unlockable attachments (two Mods and one Sight), with some attachments requiring certain weapon types. In addition, players can unlock weapon camos to customize the appearance of their weapons.
- Basic Mods include Extra Ammo (adding more ammo per clip), Gun Ready (faster time to aim down the sight), Quick Swap (faster time to swap to this weapon), Tactikill (reduces the wielder's Tactical Ability per Pilot kill), Gunrunner (allows the wielder to fire while sprinting), and Speedloader (faster time to reload).
- In addition to the player's Factory Issue sight, common unlockable Sight attachments include holographic sights of multiple magnifications and a Threat Scope that highlights enemies with an augmented-reality overlay (which require an additional Mod slot to equip).
By reaching the first Regeneration with a weapon, players can unlock a bonus attachment (Pro Screen) that displays their lifetime weapon killcount on the weapon.
Generally used for medium-ranged combat, assault rifles are balanced between firing rate and stopping power.
Can equip the HCOG (1.85x), HCOG Ranger, or Threat Scope attachments.
- R-201 Carbine - Fully-automatic. An alternate version, the R-101C Carbine, was added on March 30, 2017 and uses the AOG scope as its factory-issue sights.
- Hemlok BF-R - Fires in three-round bursts. Unlocked at lv. 15.
- G2A5 - Semi-automatic. Unlocked at lv. 30.
- V-47 Flatline - Fully-automatic. Improved vertical recoil. Unlocked at lv. 47.
Generally used for medium-short ranged combat, submachine guns sacrifice stopping power for higher firing rate.
Can equip the Holosight (2.1x), HCOG Ranger, or Threat Scope attachments.
- CAR - Fully-automatic.
- Alternator - Fully-automatic. Double-barreled with improved vertical recoil. While it cannot equip the Holosight attachment, it can equip the HCOG attachment. Unlocked at lv. 8.
- Volt - Fully-automatic. Fires energy bolts, sacrificing firing speed for better precision. Unlocked at lv. 27.
- R-97 - Fully-automatic. Sacrifices bullet damage for a very high rate-of-fire. Unlocked at lv. 41.
Light Machine Guns
Generally used for medium-long ranged combat, light machine guns sacrifice firing rate for higher stopping power.
Can equip the HCOG (1.85x), HCOG Ranger, AOG (2.4x), or Threat Scope attachments.
- Spitfire - Fully-automatic.
- L-STAR - Fully-automatic. Fires energy bolts with a very high rate-of-fire. Unlocked at lv. 2.
- X-55 Devotion - Fully-automatic. Firing rate builds up the longer the wielder holds down the trigger. Unlocked at lv. 24.
Used solely for long-distance combat, sniper rifles sacrifice their firing rate and magnification options for very high accuracy and stopping power. They cannot use the Gunrunner mod.
Unlike other weapons, their Factory Issue and Threat Scope sights are long-ranged sniper scopes. While they have no access to short-ranged Sight attachments, they can equip the unique Variable Zoom Scope to allow them to toggle between medium-ranged and long-ranged magnification levels.
- Kraber-AP Sniper - Bolt-action. Very high stopping power. Can use the Ricochet mod to allow its shots to bounce off of surfaces.
- D-2 Double Take - Semi-automatic. Double-barreled. Can use the Ricochet mod to allow its shots to bounce off of surfaces. Unlocked at lv. 16.
- Longbow-DMR - Semi-automatic. Unlocked at lv. 38.
Used solely for short-distance combat, shotguns fire bursts of pellets in a wide spread.
Can equip the Holosight (2.1x), HCOG Ranger, or Threat Scope attachments.
- EVA-8 Auto - Fully-automatic. Drum-fed.
- Mastiff - Semi-automatic. Chamber-fed. High stopping power with a horizontal spread. Unlocked at lv. 19.
Specialized explosive weapons that, while they can be used against personnel, are more focused against Titans.
Cannot equip alternate Sight attachments.
- Sidewinder SMR - Fully-automatic micro-missile launcher.
- EPG-1 - Energy-propelled grenade launcher. Unlocked at lv. 5.
- R-6P Softball - Revolver-style sticky grenade launcher. Unlocked at lv. 30.
- EM-4 Cold War - Grenade launcher that fires in four-grenade bursts, requiring a short charge prior to firing. Unlocked at lv. 45.
Basic handguns that are commonly used as a last resort for anti-personnel combat. While they cannot use the Speedloader mod, they have exclusive access to the Suppressor mod, which silences firing noise, reduces muzzle flash, and prevents the user from showing up on enemy radar while firing. Two of these weapons can also be equipped as Primary weapons.
Cannot equip alternate Sight attachments.
- Hammond P2016 - Semi-automatic.
- RE-45 Auto - Fully-automatic.
- SA-3 Mozambique - Fully-automatic. Triple-barreled. Can be equipped as a Primary weapon. Unlocked at lv. 10.
- B3 Wingman - Double-action. High stopping power. Unlocked at lv. 32.
- Wingman Elite - Double-action. Identical to the B3 Wingman, the Elite uses reflex sights and has very high stopping power. While it cannot use the Suppressor mod, it can use the Ricochet mod to allow its shots to bounce off of surfaces. Can be equipped as a Primary weapon. Added on November 30, 2016.
Specialized weapons that, while they can be used against personnel, are more focused against Titans.
Cannot equip alternate Sight attachments.
- Charge Rifle - Semi-automatic energy rifle that can be charged prior to firing (dealing more damage).
- MGL - Grenade launcher that fires in two-grenade bursts. Grenades are magnetic and are automatically guided towards robotic enemies (namely Titans).
- LG-97 Thunderbolt - Energy launcher. Explosions cause a disruption similar to Arc Grenades. Unlocked at lv. 21.
- Archer - Single-shot rocket launcher that can fire homing missiles (by aiming down the sight at a particular enemy target until locking onto them). In Multiplayer modes, the weapon must be locked-on to fire. Unlocked at lv. 43.
There are several pilot tactical abilities used in multiplayer. Only one ability can be used at a time and each ability provides a different appearance to the players character model. Abilities have cooldown periods and some allow for two charges to be used in quick succession.
- A-Wall - A wall which protects the pilot while standing behind it and also allows them to shoot through. Projectiles shot through the wall will have their damage amplified.
- Cloak - The pilot becomes nearly invisible for a short duration or until they attack. Other pilots will be able to see a faint shimmer outline of the invisible pilot but Titans cannot see them at all.
- Grapple - The pilot throws a grappling hook at their target. Can be used to rodeo Titans quickly, as a way to escape or to pull towards an enemy pilot for a melee kill.
- Holo-Pilot - The pilot sends out holographic projections of themselves. These projections will mimic the actions of the pilot at the time of use.
- Phase Shift - The pilot will shift into another reality for a brief period of time. No damage can be taken while in this other reality and no other pilots will be encountered while in it.
- Pulse Blade - The pilot throws out a blade to a target location which acts as a sonar. It will highlight enemy forces in the area both on the minimap and through walls for its duration.
- Stim - The pilot gains increased movement speed and health regeneration for the duration of the stim.
In addition to the pilot tactical abilities, every player can select a boost ability to use throughout matches. Boost abilities have an activation cost based on the Titanfall gauge, which is filled by killing AI, stealing batteries, harming enemy titans, killing enemy pilots, etc. Multiple boost charges can be built up by reaching the activation cost over and over. Using a boost does not decrease the Titanfall gauge.
- Amped Weapons - Increased damage of all pilot weapons. Requires 80% on Titanfall gauge.
- Battery Back-up - Immediately gain a battery. Requires 80% on Titanfall gauge.
- Dice Roll - Randomly picks one other boost ability. Requires 36% on Titanfall gauge.
- Hard Cover - Provides a one way wall which provides cover and allows the pilot to shoot through. Requires 20% on Titanfall gauge.
- Holo-Pilot - Similar to the Pilot Tactical ability but sends out 3 holo-pilots instead of 1. Requires 40% on Titanfall gauge.
- Map Hack - Reveals the location of all enemies on the radar and through walls for the pilots team. Requires 70% on Titanfall gauge.
- Phase Rewind - Returns the player to a previous location. Requires 25% on Titanfall gauge.
- Pilot Sentry - Sentry that targets enemy infantry and players. Requires 72% on Titanfall gauge.
- Radar Jammer - Blocks the enemy teams radar. Requires 40% on Titanfall gauge.
- Smart Pistol - Replacement secondary weapon, automatically locks on to enemy players and infantry. Has limited ammunition. Requires 60% on Titanfall gauge.
- Ticks - Automated land mines that move around searching out enemy pilots and detonating when in proximity to one. Requires 65% on Titanfall gauge.
- Titan Sentry - Similar to Pilot Sentry but targets enemy titans instead. Requires 35% on Titanfall gauge.
Pilot Kit Options
In addition to a pilot ability and a boost ability players can further customize their pilot by picking two kit options. These options are divided into two categories with four options each. One option from each kit must be used by the pilot. Having two options that are listed under the same category is prohibited.
First Kit Options
- Fast Regen - Regenerate health sooner after taking damage.
- Ordnance Expert - Faster cooldown on grenades and allows the pilot to see the arc the grenade will take.
- Phase Embark - Teleport the pilot into their titan. Quicker than manually climbing in.
- Power Cell - Faster cooldown on tactical ability.
Second Kit Options
- Hover - Aiming while in the air allows the pilot to hover in mid-air.
- Kill Report - Enemy deaths are shown through walls on the HUD.
- Low Profile - Delays the warning shown to titans that they are being rodeo'd. Stops the pilot showing jet trails when jumping.
- Wall Hang - Aiming while wall running allows the pilot to stay stationary on the wall.
There are several grenade options available. All options can be "cooked" to explode sooner with the exception of the Satchel Charge. All grenades will instantly kill a pilot if the grenade is thrown directly at the pilot. Similarly they will deal a large amount of damage to titans if the weak-spot of a titan is hit.
- Arc Grenade - Stuns enemy pilots and titans.
- Electric Smoke Grenade - Creates a cloud of electrical smoke that will damage enemy pilots and titans.
- Firestar - Creates a small fire area of effect that will cause damage to any enemies that enter.
- Frag Grenade - Explodes dealing damage to a large area.
- Gravity Star - Creates a gravity well that sucks in enemies and causes bullets to curve around it.
- Satchel Charge - Can be thrown and then remotely detonated.
Returning from the original game is the ability to summon and pilot special mech-style robots known as Titans. However, they no longer have shields that automatically recharge and are no longer completely customizable, instead allowing players to choose between one of six (later seven) Titan classes:
The Ion is a mid-weight Atlas-class Titan focused on energy-based weaponry. All of their main abilities are fueled by a centralized energy system, which slowly recharges over time.
Their primary weapon is the Splitter Rifle, which is an accurate fully-automatic energy rifle. Aiming down the sight allows the weapon to fire three shots at a time for the price of one, although this functionality costs Energy to use.
Their Offensive Ability (Laser Shot) is a high-powered pinpoint-accurate shoulder-mounted laser shot. Their Defensive Ability (Vortex Shield) is a personal energy shield that can absorb enemy munitions (which can be thrown back at enemies). Their Tactical Ability (Trip Wire) throws three static mines held together with a laser beam, which detonate when that beam is broken.
Their Core Ability (Laser Core) emits a high-powered oversized laser beam from their chest that lasts for a short period of time.
Players can customize their Ion using one of the following Kits:
- Entangled Energy - Critical hits with the Splitter Rifle restore energy. Unlocked from the start.
- Zero-Point Tripwire - Trip Wire uses no energy.
- Vortex Amplifier - Increases return damage on objects caught by the Vortex Shield.
- Grand Cannon - Increases duration of Laser Core.
- Refraction Lens - High-powered Splitter Rifle now fires five shots at a time. Added in the Angel City update.
The Scorch is a heavyweight Ogre-class Titan focused on incendiary weaponry.
Their primary weapon is the T-203 Thermite Launcher, a single-shot grenade launcher that fires large incendiary grenades. The thermite released from these grenades deal a high damage-per-second for a period of time.
Their Offensive Ability (Firewall) fires a directed path of thermite on the ground, dealing high damage-per-second for a period of time. Their Defensive Ability (Thermal Shield) is a personal energy shield that can blocks enemy munitions (while dealing damage to nearby enemies). Their Tactical Ability (Incendiary Trap) deploys flammable gas canisters that can be triggered by both their Thermite Launcher and Firewall (improving the amount of damage dealt per second).
Their Core Ability (Flame Core) creates a giant wave of thermite on the ground.
Players can customize their Scorch using one of the following Kits:
- Wildfire Launcher - Increases duration of the thermite from the T-203 Thermite Launcher. Unlocked from the start.
- Tempered Plating - Decreases self-damage dealt by thermite.
- Inferno Shield - Increases duration and damage of the Thermal Shield.
- Fuel for the Fire - Increases duration of Firewall.
- Scorched Earth - Flame Core leaves thermite under enemies. Added in the Angel City update.
The Northstar is a lightweight Stryder-class Titan focused on both long-ranged combat and improved vertical mobility.
Their primary weapon is the Plasma Railgun, which is a precise slow-firing railgun. Aiming down the sight allows them to charge up the weapon for a more powerful shot.
Their Offensive Ability (Cluster Missile) fires a missile that creates numerous explosions on impact. Their Defensive Ability (Tether Trap) throws a mine that locks down a nearby enemy Titan for a short time. Their Tactical Ability (VTOL Hover) allows them to jump up and hover in the air for a short time (allowing them to escape enemy melee combat and see hard-to-reach areas).
Their Core Ability (Flight Core) activates a longer VTOL Hover while unleashing a barrage of rockets at the cursor.
Players can customize their Northstar using one of the following Kits:
- Piercing Shot - Shots from the Plasma Railgun penetrate multiple targets. Unlocked from the start.
- Enhanced Payload - Increases duration and range of the explosions from the Cluster Missile.
- Twin Traps - Defensive ability fires an additional Tether Trap.
- Viper Thrusters - Increases speed during VTOL Hover and Flight Core.
- Threat Optics - Highlights all allies and enemies when aiming. Added in the Angel City update.
The Ronin is a lightweight Stryder-class Titan focused on both short-ranged combat and improved horizontal mobility. Unlike other Titans, their standard melee punches are replaced with their signature Broadsword.
Their primary weapon is the Leadwall, which is a powerful semi-automatic triple-barreled shotgun. Shots fired can bounce off of surfaces, but dissipate at longer ranges.
Their Offensive Ability (Arc Wave) creates an electric wave on the ground through a swipe of their sword, dealing damage and slowing enemies hit. Their Defensive Ability (Sword Block) allows them to reduce incoming damage through their Broadsword. Their Tactical Ability (Phase Dash) allows them to quickly move in any direction, even through other Titans, while escaping enemy fire.
Their Core Ability (Sword Core) temporarily increases the effectiveness of both melee attacks and the Sword Block ability.
Players can customize their Ronin using one of the following Kits:
- Ricochet Rounds - Shots from the Leadwall bounce off of surfaces. Unlocked from the start.
- Thunderstorm - Adds an additional charge to Arc Wave.
- Temporal Anomaly - Shortens cooldown of Phase Dash.
- Highlander - Titan Kills while in Sword Core increases its duration.
- Phase Reflex - Triggers a longer Phase Dash when the Titan is doomed. Added in the Angel City update.
The Tone is a mid-weight Atlas-class Titan focused on explosive-based weaponry. They use sonar technology for their special homing missiles (which can only be fired at fully-locked Titans).
Their primary weapon is the 40mm Tracker Cannon, which is an accurate semi-automatic rifle that fires explosive rounds. Shots that hit an enemy Titan acquires a partial lock on that Titan (for use with the Tracker Rockets ability).
Their Offensive Ability (Tracker Rockets) fires a quick barrage of rockets at all Titans that are fully-locked. Their Defensive Ability (Particle Wall) deploys an energy wall that shields against enemy munitions. Their Tactical Ability (Sonar Lock) launches a projectile that emits a pulse that reveals enemies nearby (while acquiring a partial lock on all nearby enemy Titans).
Their Core Ability (Salvo Core) launches a massive swarm of rockets that track the Titan's crosshair.
Players can customize their Tone using one of the following Kits:
- Enhanced Tracker Rounds - Critical hits with the 40mm Tracker Cannon add an additional Lock on the enemy. Unlocked from the start.
- Reinforced Particle Wall - Increases duration and strength of the Particle Wall.
- Pulse-Echo - Triggers a second echo of the Sonar Lock after a short delay from the first.
- Rocket Barrage - Increases amount of Tracker Rockets fired in a burst.
- Burst Loader - Aiming with the 40mm Tracker Cannon allows the Titan to store three shots for a quick burst fire. Added in the Angel City update.
A heavyweight Ogre-class Titan focused on its versatile gatling gun.
Their primary weapon is the Predator Cannon, which is a powerful six-chamber minigun with a long spin-up time. Aiming down the sight allows them to spin-up the weapon without firing. The Mode Switch ability toggles two firing modes for the weapon: Close Range (which fires fast and inaccurate) and Long Range (which fires slow and precise).
Their Offensive Ability (Power Shot) fires all chambers at once, either knocking back nearby enemies (Close Range) or dealing heavy damage (Long Range). Their Defensive Ability (Gun Shield) is a personal energy shield that blocks enemy munitions. Their Tactical Ability (Mode Switch) switches between their weapon's two firing modes.
Their Core Ability (Smart Core) temporarily buffs their weapon to automatically lock-on to any targets in line of sight. It also increases the weapon's rate-of-fire.
Players can customize their Legion using one of the following Kits:
- Enhanced Ammo Capacity - Increases ammo capacity for the Predator Cannon. Unlocked from the start.
- Sensor Array - Increases duration of the Smart Core.
- Bulwark - Increases strength of the Gun Shield.
- Light-Weight Alloys - Reduce movement slowdown while the Predator Cannon is sped-up.
- Hidden Compartment - Adds an additional charge to the Power Shot. Added in the Angel City update.
Added on May 30, 2017, the Monarch is a mid-weight Vanguard-class Titan with a versatile set of abilities that can be upgraded mid-battle.
Their primary weapon is the XO-16 Chaingun, which is a standard fully-automatic armor-piercing rifle.
Their Offensive Ability (Rocket Salvo) launches a swarm of unguided rockets. Their Defensive Ability (Energy Siphon) emits a beam that leeches off of enemies to replenish their shield energy. Their Tactical Ability (Rearm) refreshes the cooldown of their other abilities (including all Dashes).
Their Core Ability (Upgrade Core) restores the Titan's shields and grants one of three Core Upgrades (which is pre-determined as customizable Kits):
- Arc Rounds (Upgrade 1) - Improved weapon damage against shields. Increases ammo capacity. Weapon drains energy from enemy Vortex Shield and Thermal Shield.
- Missile Racks (Upgrade 1) - Double missile count from Rocket Salvo.
- Energy Transfer (Upgrade 1) - Energy Siphon can be used on friendly Titans to give them shield energy.
- Rearm and Reload (Upgrade 2) - Faster Rearm animation speed. Faster reloading speed.
- Maelstrom (Upgrade 2) - Improved Electric Smoke.
- Energy Field (Upgrade 2) - Energy Siphon is now an area-of-effect effect.
- Multi-Target Missile System (Upgrade 3) - Rocket Salvo is improved and can lock-on to enemy Titans (by holding down the ability button).
- Superior Chassis (Upgrade 3) - Improved maximum Health. Removes weak point vulnerabilities.
- XO-16 Accelerator (Upgrade 3) - Improved weapon firing rate and damage.
Other Titan Kits
In addition to each Titan's unique Kit options, players can choose one Titan Kit and one Titanfall Kit (both of which are common to all Titans).
- Assault Chip - Improves aim and combat efficiency of automated Titans. Automated Titans also use their Titan Abilities.
- Counter Ready - Provides one additional Electrical Smoke countermeasure.
- Nuclear Ejection - Titans trigger a meltdown sequence when their Pilots do an emergency eject. After a short amount of time, the Titan explodes violently (dealing massive damage in a large radius).
- Overcore - Titans start with 20% of their Core gauge built up.
- Stealth Auto-Eject - Doomed Titans automatically eject their Pilots, granting them temporary cloaking.
- Turbo Engine - Provides one additional Dash.
- Dome-Shield - Grants a temporary dome-shaped shield around the Titan after they are dropped in, causing damage to any enemy that enters it while protecting that Titan from being damaged.
- Warpfall - Significantly reduces the time taken for the Titan to be dropped in, but Titan loses shield upon Titanfall.
In the single-player campaign, BT-7274 is considered a Vanguard-class titan. However, players can find new loadouts throughout the campaign that BT can switch between at any time (using the button previously used for the Electric Smoke ability). Along with loadouts based on the five base multiplayer classes, BT can also equip two campaign-specific loadouts (one of which, Expedition, is given at the start of the game):
- Weapon: XO-16 Chaingun
- Offensive Ability: Multi-Target Missile System
- Defensive Ability: Vortex Shield
- Tactical Ability: Electric Smoke
- Core Ability: Burst Core
- Weapon: Quad Rocket
- Offensive Ability: Multi-Target Missile System
- Defensive Ability: Vortex Shield
- Tactical Ability: VTOL Hover
- Core Ability: Flight Core
All standard modes are available in Private Matches, with most currently available in matchmaking (using the Mixtape system).
- Attrition (ATT, 6v6) - Team-based deathmatch with a twist: along with eliminating enemy player-controlled Pilots (worth four points each), teams earn points both by eliminating enemy AI-controlled Minions (worth one point each, with Reapers worth three points each) and by eliminating Titans (worth five points each).
- Bounty Hunt (BH, 5v5) - New to the series. An objective mode where teams earn "money" by eliminating enemy Minions and Titans (all of which are AI-controlled) at specific Drop Zones scattered throughout the battlefield. Players also earn bonus money for each kill, which must be "banked" to score (by finding special "banks" in-between enemy waves and "uploading" to them) and can be stolen by other enemy players (by being eliminated by them).
- Amped Hardpoint (AMP, 6v6) - New to the series (and a variation of "Hardpoint Domination" from the original Titanfall), Amped Hardpoint has teams earning points by capturing and maintaining each of the three designated "hardpoints" located at different parts of the battlefield. Teams can temporarily "amp" their hardpoints by having a Pilot stay in it for an additional amount of time, granting double points for that hardpoint.
- Last Titan Standing (LTS, 5v5) - Round-based "last team standing" mode with a twist: players start each round in a Titan. Players cannot respawn and teams win each round by eliminating all enemy Titans (or having the most after the timer expires). Epilogue is disabled.
- Capture the Flag (CTF, 5v5) - Standard "capture the flag" mode. Teams must work to both retrieve the enemy flag and protect their own flag. Unlike the original Titanfall, players no longer instantly return their flag by running over it (and instead must stay on it for several seconds).
- Pilots vs. Pilots (PVP, 8v8) - Standard team-based deathmatch. Teams earn points by eliminating enemy Pilots. Titans and Minions are disabled.
- Titan Brawl (TTDM, 5v5) - New to the series. Team-based deathmatch with a twist: players always spawn in their Titan and can neither disembark nor eject. Epilogue is disabled. Formerly a Featured Mode, made a permanent matchmaking mode on June 27, 2017.
- Live Fire (LF, 6v6) - New to the series. Round-based "last team standing" mode. Players cannot respawn and teams win each round either by eliminating all enemy Pilots or by maintaining control of a neutral flag located at the center of the arena. Titans and Minions are disabled. Epilogue is disabled. Added on February 23, 2017.
In addition to Standard Modes, Titanfall 2 includes a Featured Mode playlist which rotate every two weeks, selecting from one of the following game modes:
- Free for All (FFA, 12p) - New to the series. Free-for-all deathmatch,. Players earn points by eliminating enemy Pilots. Minions are disabled. Epilogue is disabled. Formerly a Standard Mode, made a Featured Mode on June 27, 2017. Available in Private Matches.
- Skirmish - Pilots vs. Pilots. Titans are enabled. Available in Private Matches.
- Marked For Death - Skirmish. One random player on each team is "marked" and teams can only score points by eliminating their enemy marked target. Each time a marked target is eliminated, both teams receive a new marked target. Added on April 25, 2017. Available in Private Matches.
- Iron LTS - Last Titan Standing. Players can neither disembark nor eject. Added on April 25, 2017.
- Nitro CTF - Capture the Flag. Live Fire maps only. Boosts, Minions, and Titans are disabled. Players can return their teams flag instantly by running over it. Added on April 25, 2017.
- Free Agents - Free for All. Players can only fill up their Titan Meter by capturing and holding three Battery pickups scattered throughout the battlefield. Added on June 27, 2017.
- Aegis Titan Brawl - Titan Brawl. All players' Titans have their currently-unlocked Aegis Upgrades from Frontier Defense mode. Added on August 29, 2017.
- Aegis Last Titan Standing - Last Titan Standing. All players' Titans have their currently-unlocked Aegis Upgrades from Frontier Defense mode. Added on August 29, 2017.
- Tactikill Attrition - Attrition. Killing an enemy Pilot instantly recharges the player's tactical ability. Added on October 31, 2017.
- Attack on Titanfall - Attrition. All players are equipped with an enhanced Grapple (with three charges) as their tactical ability. Added on October 31, 2017.
- The Great Bamboozle - Live Fire. All players are equipped with Holo-Pilot as their tactical ability. Added on October 31, 2017.
- Nitro Mixtape - Marked for Death / Pilots vs. Pilots. Live Fire maps only. Boosts, Minions, and Titans are disabled. Added on November 28, 2017.
- Nitro FFA - Free for All. Live Fire maps only. Boosts, Minions, and Titans are disabled. Added on November 28, 2017.
- Turbo LTS - Last Titan Standing. Doubled regeneration rates of Core abilities and dash cooldowns. All Titans are equipped with Turbo Engine as their kit. Added on December 19, 2017.
- Spicy Attrition - Attrition. All players are equipped with Ticks as their ordnance. Added on December 19, 2017.
- The Otherside - Attrition. All players are equipped with Phase Shift as their tactical ability. Added on December 19, 2017.
- Rocket Arena - Live Fire. All players are equipped with the EPG-1 and RE-45 Autopistol, both of which are weaker than normal. Added on December 19, 2017.
- Turbo Titan Brawl - Titan Brawl. Doubled regeneration rates of Core abilities and dash cooldowns. All Titans are equipped with Turbo Engine as their engine kit. Added on December 19, 2017.
- Forwardbase Kodai
- Black Water Canal
- Crash Site
- Angel City (returns from the original Titanfall, added on November 30, 2016)
- Colony (returns from the original Titanfall, added on March 30, 2017)
- Glitch (added on April 25, 2017)
- Relic (returns from the original Titanfall, added on May 30, 2017)
- War Games (returns from the original Titanfall, added on June 27, 2017)
- Rise (returns from the original Titanfall, added on July 25, 2017)
Live Fire Maps
Not available in Bounty Hunt, Last Titan Standing, Skirmish, or Titan Brawl modes. For all other modes, Titans are disabled completely. In matchmaking, these are only used for the Live Fire mode.
- Stacks (added on February 23, 2017)
- Meadow (added on February 23, 2017)
- Deck (added on April 25, 2017)
- Traffic (added on June 27, 2017)
- Township (added on July 25, 2017)
- UMA (added on August 29, 2017)
A special duel-focused matchmaking mode in Titanfall 2, Coliseum pits two players in a one-on-one round-based elimination mode in a tiny arena (Coliseum, with "Pillars" added in February 23, 2017) with identical roaming loadouts.
Unlike other game modes, Coliseum can only be accessed by spending "Coliseum Tickets" that are acquired either by earning them in Advocate Gifts or by spending 10 Credits.
This mode cannot be played in Private Match.
Added on July 25, 2017, Frontier Defense is a co-operative PvE mode that has four players protecting their target against waves of AI-controlled Remnant Fleet forces.
Five difficulties (Easy, Regular, Hard, Master, Insane).
- Black Water Canal
- Angel City
- War Games