Like Team Fight, Flag Capture has two teams. Team members must capture their enemy's flag and bring it to their flag's base to score a point for their team.
If the flag carrier (or flag bearer) was killed, the flag will be dropped, unaffected by gravity. Giving chance to the bearer's team to pick it up, or the enemy team to recover it. The flag will stay in the same spot for a certain amount of time before returning to the flag's base if it isn't claimed. But if the flag bearer dies from a map hazard, the flag will return on its own.
Also, to score a point, a team member can only capture the enemy flag if their own flag is on its pedestal. And if not, they can't capture until their flag was returned. The team with the highest score before the time runs out wins the match. A player also receives 100 points for capturing a flag.
Point Capture is a gamemode introduced in the 10.0.0 update.
When the player joins a game, they will be automatically put in a different team.
The goal of the gamemode is that a team must generate 1000 points or have the most points within the time limit by standing and/or moving inside the specific points on the areas that generate points. Once the player stands or move inside the points for a certain amount of time, the base is automatically 'claimed' by the player's team and will generate points for it, even if nobody from their team is standing on the point, and it is already claimed, it will be marked blue.
The points claimed by the enemy team though, will be marked red. There are 3 bases: A, B and C. The points have a circle marking the range that they step in for generating points. More than one player from the same team standing at the same point captures points slightly faster. A player also achieves 100 points for capturing a point, and 50 for capturing it with another team member. An individual player capturing a point 2 times in 1 life will give them 200 points and 3 times in 1 life will give them 300.
Players are split into two teams of five players; the Attackers and the Defenders. The teams switch positions after one round.
The ram(now Tank) will be pushed if there is at least one player pushing the ram, and that there is no defenders on the ram. The more players there are, the faster it goes, with the max speed earned by at least 3 attackers pushing it.
A ram reaches a checkpoint at 53 meters, 96 meters, and 150 meters. At the beginning of the match, the attackers get 2 minutes to reach it to the 1st checkpoint, where they will get an extra minute in addition to the time left. When the ram hits 96 meters, the attackers will get another extra minute. Also, if the ram is moving back, it will not go back before the latest checkpoint (e.g. a ram that is at 72 meters cannot move back to 53 meters because it passed checkpoint 1).
The team that pushed the ram further, or breaks the gate the fastest wins.
To stop the ram, all opposing players must be away from the ram, whether it would be killing them or making them stop pushing to defend it. Defenders can also stop the ram by simply touching the ram. If at least 1 defender is on the ram, the ram will not move, even if there is 5 attackers pushing it. If no attacker is at the ram, and 5 seconds later still no attacker is at the ram, then the ram will move back. However it will move back a lot slower than it moves forward.