Underground War 2.0 Combat Tips
Win the 7-point fights: spacing, peeks, rocket-plus-sword, spawn pressure, First Aid, and Cash priority.
Every kill in Underground War 2.0 is 7 points and $7. Every death is the same gift to the other six. Dirt is 1. A flag is 50. Combat is how most public 6v6s actually move the bar, because brown-outline walls do not defend a hole and a flag runner who cannot win a sword fight never gets home. This page is spacing and timing, not the scoring table — that table is on How to Play. Weapon ranks and named playstyles sit on the weapon tier list and playstyle ranks. Use those two when you are choosing what to main; use this page when you are already in the dirt.
Sword versus sniper spacing
Slot 1 is the sniper: semi-auto, a cooldown after each shot. At default upgrades, community reports say two shots to kill. After gun cooldown (and damage-related upgrades some players describe as pushing the gun into one-shot range), the same hallway becomes a hold-down-click delete. You do not need the unpublished exact damage number to play it: fire, strafe during the cooldown, fire again. Missing the first shot and standing still is how a sword user walks the whole cooldown and kills you in one or two slashes.
Slot 2 is the sword. One slash, hitbox stays live while the blade is extended, 1–2 hits at base. Sword damage is the Cash line that changes those 1–2 hits into more reliable 1s. The range is short. If you can see a full dirt hallway, you are in sniper range, not sword range. Close the gap along a wall, jump the last studs, and slash while the blade is still out — backing up with the sword extended still hits.
Spacing rule: long dirt = sniper, lip / courtyard / hole = sword. Swap before you peek, not after you take the first bullet. Shift Lock (see Controls) helps PC sniper aim; it is optional for sword because the camera is already on the body in front of you.
Peeking tunnels
Tunnel mouths are where most 7-point trades happen. A wide-open mouth is a sniper lane. A tight mouth is a sword blender. Before you step out:
- Swap to sword if the mouth is close-range or you heard a shovel on the other side.
- Swap to sniper if you have a long sightline down someone else’s lane.
- Do not walk out shovel-first. Auto-dig is not a weapon. The extra second of swapping after they see you is a death.
Peek with a shoulder, not a sprint. The player who holds the lip sees the runner first. If you are the runner, have the escort take that peek — that is the flag job, and it is also just good fighting. NamuWiki’s hole note applies to dug mouths too: enemies camp exits. Pre-aim the sword at the brightness change where dirt meets air.
Bait holes from the digging guide are combat tools. A fake extra mouth that looks at a real lane lets you hear them commit, then slash the back. Do not bait your own team; call it.
Rocket plus sword
Slot 4 exists only if you bought gamepass 49150929 (350 Robux). The rocket is slow and easy to side-step in the open. Community use is not “snipe with explosives.” It is rocket to stagger or break the lip, sword to finish. Fire as they enter your range, swap to 2, slash through the extended hitbox. Rockets also strip −5 dirt durability, so a packed wall in front of a camper is a door, not cover.
If you do not own the pass, do not take rocket duels you cannot answer. Close to sword range or hold a sniper hallway. The pass is optional; the default three tools still print 7-point kills. Playstyle ranks is the place that argues when the rocket is worth 350 Robux. This page only cares that the combo is rocket then sword, not rocket then stand still.
Spawn pressure
After a kill, their body comes back on their fortress half. Spawn pressure is walking that half, holding the four surface holes (center, left-middle, top-left, top-right), and taking the next 7 before they re-equip. It is also how you throw a round: six people on their spawn means your flag is empty and a 50-point steal is free.
Take spawn pressure with two players, not six. One holds a hole, one holds a tower sniper angle. The rest stay on your dirt and your pole. First Aid is once per life, so a spawn camper who already spent the heal should rotate out instead of taking a 50/50 against a fresh spawn with a full kit.
If you are the one spawning into pressure, do not run the courtyard. Drop a hole or the nearest tunnel, shovel if you must make a new lip, and reset the fight in dirt where the sniper angle dies. Feeding three 7s because you wanted a heroic surface challenge is how nukes get funded — theirs, not yours. See How to Launch the Nuke for why a lead of kills becomes a 15-second wipe.
Medkit timing and upgrade priority
First Aid is the HUD heal, once per life, heal speed upgradeable with Cash. Click it when you will live through the channel and still win the next swing. Clicking it at 90% health in spawn wastes the life. Clicking it at 5% in a 1v2 usually dies anyway. The good click is after a sniper chip in a tunnel, or during the nuke countdown if you are the launcher and the bar would otherwise kill you.
Cash upgrades that change fights, in the order this wiki will actually defend:
- Gun cooldown if you live in hallways — the second shot arriving sooner is the two-tap.
- Sword damage if you live on lips and flags — 1–2 hits becoming 1 is the whole melee game.
- Shovel speed if you never arrive at the fight because dirt is slow. That is a map upgrade more than a DPS upgrade.
- First Aid heal speed once you are actually clicking the HUD and watching the bar crawl.
Do not split a small Cash pile across all four. The upgrade planner and weapon tier list exist so this list stays an order, not a shop binge. Codes such as 360K on the codes hub are how new accounts fund the first stack.
Win the spacing, win the peek, spend the heal on a life that continues, and stop taking surface 50/50s. Seven points at a time is enough to make the nuke HUD light. After that, the fight is about staying alive for 15 seconds, not about a ninth kill.
Frequently Asked Questions
Quick answers for Underground War 2.0 players.
Should I use the sword or the sniper in Underground War 2.0?
Sniper for long dirt hallways (often two shots at default). Sword for holes, lips, and courtyards (1–2 hits, hitbox stays while extended). Swap before you peek.
How do I use the rocket launcher in a fight?
Only if you own gamepass 49150929. Fire the slow rocket to stagger or break dirt (−5), then swap to sword and finish. It is not a long-range sniper replacement.
When should I click First Aid?
Once per life. Use it after a chip you can survive, or to live a nuke countdown. Do not waste it at full health. Heal speed is a Cash upgrade.
Which combat upgrade should I buy first?
Gun cooldown for hallway players, sword damage for lip and flag players. Then shovel speed, then First Aid. Confirm order on the upgrade planner and weapon tier list.