Master Call of Duty: Infinite Warfare's Demolition mode! Learn hybrid tactics, scoring, and winning strategies for both attacking and defending teams. Get the edge!
Alright, let's break down Demolition in Call of Duty: Infinite Warfare. Think of it as a mashup of Sabotage and Search & Destroy – it's got the time limits and match point system of SnD, but with the constant action of Sabotage. No ties here, just three rounds, and the first team to grab two points wins.
Each team gets randomly assigned to either Defend or Destroy. If you're on the 'Destroy' team, everyone spawns with a bomb. Don't worry about dying too much; you respawn quickly. A round lasts 2 minutes and 30 seconds. Your job as Destroy is to blow up an objective. If you manage to plant a bomb, the clock resets to at least 4 minutes and 30 seconds to take out the second target. Planting fast can even give you over 5 minutes! The Defend team just needs to survive the round with at least one objective intact to score. Keeping both objectives alive makes their job easier.
If you're tasked with destroying twice, communication is absolutely crucial. My advice? Agree as a team to focus on one specific target first. Hopefully, your initial push leads to a plant. Then, defend that plant until the objective is nearly or fully demolished. After that, shift your focus to the remaining target, especially if your first bomb is about to detonate. Planting and defusing times are similar to Sabotage, and remember, you always spawn with a bomb.
You'll get 50 points for each kill and 100 for a plant or defuse, with bonuses for killing someone planting or defusing. That 2:30 timer is tight, so be quick. Hit one target hard, then split off to the other. It's also a smart move to plant at the second location while the enemy is busy dealing with your first bomb. This often gives you a clear path to the second site, and a fast plant there can allow your team to move on to the tougher objective.
If you end up defending twice, that's often easier. The key here is to slow down the enemy's progress toward your objectives rather than just trading fire at them. This keeps your plants active long enough to detonate. Sentry guns are your best friends and worst enemies in this mode – expect them and learn where they're usually placed. On defense, think of your objective like the Alamo; make your final stand closer to your spawn for the best chance of survival.
For defending objectives, I recommend using concussion or Nova Gas grenades. For planting, use Will Pete and flashes. TACTICAL MASK Pro is great, but MARATHON might be better if you're prioritizing speed and leaving TACTICAL INSERTIONS behind. If you're the planter, consider FLAK JACKET over LIGHTWEIGHT or other perks, as you'll likely be under heavy explosive fire. WARLORD PRO is also solid for extra magazines and both grenade types if you're aiming for a higher KSR. Calling in the dogs can make things a lot easier too.
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Here's a pro tip that works on almost every map: skip the 'A' objectives and go straight for 'B' as a team. The enemy team will almost always spawn closer to 'B'. If you rush and secure the plant there, they'll be scrambling to get to 'A' to stop you. If you and your team position yourselves right, you can easily take down anyone trying to push towards 'A' while your planters stay safe and secure the objective.
Many players rush 'A' thinking that's where everyone will be. By taking the edges of the map to get to 'B', you flank them. This often leaves them wondering whether to pull back or wait at 'A'. That hesitation, combined with Demolition's spawn delay, works in your favor.
Warning: The spawn system in Demolition can be pretty predictable on many maps. If you want to avoid being spawn-trapped on smaller maps, use a tactical insertion. If you're the kind of player who spawn kills, well, that's a low blow. Once they're set, tactical insertions are incredibly hard to dislodge. If you suspect spawn trapping might happen, equip GHOST PRO to counter sentries and try to get out and place a TACTICAL INSERTION away from the spawn. If you have time, go back and take out the would-be spawn killer. If you do get spawn trapped, I fully support returning the favor next round. Just make sure you start with a TI to avoid looking like a fool twice in a row.
Honestly, spawn trapping is a pretty cheap move, so just play the game and get good. If it keeps being a problem, assign one player to guard the spawn point.
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