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Fitness Tests for School Students

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0% found this document useful (0 votes)
53 views24 pages

Fitness Tests for School Students

Uploaded by

dawggaming215
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Index

S.NO. CONTENT Pg.NO.


PRACTICAL 1
Khelo India Tests 1
1. BMI 2
2. Plate Tapping Test 4
3. Flamingo Balance Test 6
4. Partial Curl Ups 8
5. Push Ups 10
6. Sit and Reach Test 12
7. 600M Run/Walk 14
8. 500M Dash 16
PRACTICAL 2
9. Obesity 18
10. Diabetes 20
11. Asthma 22
12. Hypertension 24
PRACTICAL 3
13. Valorant Esports 26
Practical 1: Fitness Tests Administration
Khelo India Fitness Assessment
AGE GROUP 5-8 YEARS | CLASS 1 to 3
At Primary class 1-3, children should acquire Fundamental Movement Skills (FMS) leaving the
learning of specific physical activities to later stages. FMS provide the building blocks for many
physical activities, such as playing games, dance, and sport. Locomotor, Manipulative & Body
Management abilities are key to success in most sports and physical activities. Abilities of children in
class 1-3 which need to be measured and tracked are
1. Body Composition (BMI)
2. Coordination (Plate Tapping)
3. Balance (Flamingo Balance)

AGE GROUP: 9-18+ YEARS | CLASS 4 to 12


For Class 4 to 12, it is important for students to have an overall physical fitness. The following
Components are to be considered in Physical Health and Fitness Profile:
1. Body Composition (BMI)
2. Strength
a. Abdominal (Partial Curl-up)
b. Muscular Endurance (Push Ups for Boys, Modified Push Ups for Girls)
3. Flexibility (Sit and Reach Test)
4. Cardiovascular Endurance (600 Meter Run/Walk)

5. Speed (50 mt. Dash)

1
AGE GROUP 5-8 YEARS (CLASS 1 to 3)

Body Mass Index


Body Composition refers primarily to the distribution of muscle and fat in the body. Body size such
as height, lengths and girths are also grouped under this component.
Body Mass Index (BMI) is calculated from body Weight (W) and height (H).
BMI = W / (H x H), where W = body weight in kilograms and H = height in meters. The higher the
score usually indicating higher levels of body fat.
Equipment: Flat, Clean surface, Weighing Machine, Stadiometer/Measuring Tape pasted on a wall
Measuring Height Accurately
 Remove the participant’s shoes, bulky clothing, and hair ornaments, and unbraid hair that
interferes with the measurement.
 Take the height measurement on flooring that is not carpeted and
against a flat surface such as a wall with no molding.
 Have the participant stand with feet flat, together, and back
against the wall. Make sure legs are straight, arms are at sides,
and shoulders are level.
 Make sure the participant is looking straight ahead and that the
line of sight is parallel with the floor.
 Take the measurement while the participant stands with head,
shoulders, buttocks, and heels touching the flat surface (wall).
(See illustration.) Depending on the overall body shape of the
participant, all points may not touch the wall.
 Use a flat headpiece to form a right angle with the wall and lower the headpiece until it
firmly touches the crown of the head.
 Make sure the measurer's eyes are at the same level as the headpiece.
 Lightly mark where the bottom of the headpiece meets the wall. Then, use a metal tape to
measure from the base on the floor to the marked measurement on the wall to get the height
measurement.
 Accurately record the height to the nearest 0.1 centimeter.
Measuring Weight Accurately
 Use a digital scale. Avoid using bathroom scales that are
springloaded. Place the scale on firm flooring (such as tile or wood)
rather than carpet.
 Have the participant remove shoes and heavy clothing, such as
sweaters.
 Have the participant stand with both feet in the center of the scale.
 Record the weight to the nearest decimal fraction (for example, 25.1 kilograms).
Scoring:
 Height recorded in cm and mm.
 Weight will be recorded in kilogram (kg) and grams (gms).
2
 Purpose:

Plate Tapping Test


Tests speed and coordination of limb movement
 Equipment: Table (adjustable height), 2 yellow discs (20cm diameter), rectangle (30 x 20 cm),
stopwatch.
 Procedure:
1. If possible, the table height should be adjusted
so that the subject is standing comfortably in
front of the discs. The two yellow discs are
placed with their centers 60 cm apart on the
table. The rectangle is placed equidistant
between both discs.
2. The non-preferred hand is placed on the rectangle. The subject moves the preferred hand
back and forth between the discs over the hand in the middle as quickly as possible.
3. This action is repeated for 25 full cycles (50 taps).
 Scoring: The time taken to complete 25 cycles is recorded
 Administrative Suggestion: Participants should be encouraged to stand in a balanced posture,
feet apart to shoulder width. Results are usually better if the participant can maintain constant
pace during most of the run.

4
 Purpose:

Flamingo Balance Test


Ability to balance successfully on a single leg. This single leg balance test assesses the
strength of the leg, pelvic, and trunk muscle as well as Static balance.
 Equipment: Non Slippery even surface, Stopwatch, can be done on just standing on beam.
 Procedure:
1. Stand on the beam. Keep balance by holding the
instructor's hand (if required to start).
2. While balancing on the preferred leg, the free leg is
flexed at the knee and the foot of this leg held close
to the buttocks.
3. Start the watch as the instructor lets go of the
participant/subject.
4. Pause the stopwatch each time the subject loses
balance (either by falling off the beam or letting goes of the foot being held).
5. Resume over, again timing until they lose balance. Count the number of falls in 60 seconds
of balancing.
6. If there are more than 15 falls in the first 30 seconds, the test is terminated.  Scoring:
1. The total number of falls or loss of balance in 60 seconds of balancing is recorded.
2. If there are more than 15 falls in the first 30 seconds, the test is terminated.
 Administrative Suggestion: Participants should be encouraged to eyes focused on stationary
object straight ahead.

6
AGE GROUP: 9-18+ YEARS (CLASS 4 to 12)
 Purpose:

Partial Curl Up
The curl up test measures abdominal muscular strength and endurance of the
abdominals and hipFlexors, important in back support and core stability.
 Equipments: Flat clean cushioned surface with two parallel strips (6 inches apart), Stopwatch,
Recording sheets, Pen  Procedure:
1. The subject lies on a cushioned, flat, clean surface with
knees flexed, usually at 90 degrees, with hands straight on
the sides (palms facing downwards) closer to the ground,
parallel to the body.
2. The subject raises the trunk in a smooth motion, keeping
the arms in position, curling up the desired amount (at least 6 inches above/along the
ground towards the parallel strip).
3. The trunk is lowered back to the floor so that the shoulder blades or upper back touch the
floor.
 Scoring: Record the maximum number of Curl ups in a certain time period 30 seconds. The
completion of one complete curl-up counts as one. Make sure that the subject does not "bounce"
off the floor – only correctly performed curl ups should be counted.
 Advantages: This test is simple and quick to perform requiring minimal equipment, and large
groups may be tested at once.
 Disadvantages: The partial curl-up test in which the feet are not supported measure of
abdominal strength and endurance.
 Administrative Suggestion: Participants should be encouraged to keep normal breathing rate.
Results are usually better if the participant can maintain constant pace during the activity.

8
Push Ups (Boys)/Modified Push Ups (Girls)
 Purpose: Upper body strength endurance, and trunk stability.  Equipment’s: Flat clean
cushioned surface/Gym mat  Procedure:
1. A standard push up begins with the hands and toes touching the floor, the body and legs in a
straight line, feet slightly apart, the arms at shoulder
width apart, extended and at a right angles to the body.
2. Keeping the back and knees straight, the subject lowers
the body to a predetermined point, to touch some other
object, or until there is a 90-degree angle at the elbows,
then returns back to the starting position with the arms
extended.
3. This action is repeated, and test continues until
exhaustion, or until they can do no more in rhythm or have reached the target number of
push-ups.
4. For Girls: push-up technique is with the knees resting on the ground.
 Scoring: Record the number of correctly completed pushups.
 Administrative Suggestion: Participants should be encouraged to emphasis to keep the back
straight. Results are usually better if the participant can maintain constant pace during the
activity.

10
Sit and Reach Test
 Purpose: Common measure of flexibility, and specifically measures the flexibility of the lower
back and hamstring muscles. This test is important as because tightness in this area is
implicated in lumbar lordosis, forward pelvic tilt and lower back pain
 Equipment’s: Sit and Reach box with the following dimensions: 12" x 12" (sides) 12" x 10"
(front and back) 12" x 21" (top) Inscribe the top panel
with centimeter/mm gradations. It is crucial that the vertical
plane against which the subject's feet will be placed is
exactly at the 23 cm mark. Flat clean cushioned surface/Gym
Mats  Procedure:
1. This test involves sitting on the floor with legs stretched out straight ahead. Shoes should be
removed. The soles of the feet are placed flat against the Sit and Reach box. Both knees should
be locked and pressed flat to the floor - the tester may assist by holding them down.
2. With the palms facing downwards, and the hands on top of each other, the subject reaches
forward along the measuring line as far as possible.
3. Ensure that the hands remain at the same level, not one reaching further forward than the
other. After some practice reaches, the subject reaches out and holds that position for at
onetwo seconds while the distance is recorded. Make sure there are no jerky movements.
 Scoring: The score is recorded (difference between initial position and final position), in cm and
mm, as the distance reached by the hand.
 Advantages: It is a simple test to know the flexibility. It is an easy test to perform.
 Disadvantages: This test is good for flexibility of joints of lower back and hamstrings and not
related to the flexibility of other joints of the body.
 Administrative Suggestion: Proper warm-up and static stretching of the lower back and
posterior thighs is very important for this test. A partner placing his/her hands lightly across
knees can prevent the flexing of knees. Keep the hands over each other (fish pose). Besides in
order to prevent the test apparatus from sliding away from the participants during the test, it
should be placed against a wall or a similar immovable object.
The test trial is repeated if: (i) The hands reach out unevenly or (ii) The knees are flexed at the
time of doing the test.

12
600 M Run/Walk
 Purpose: Cardiovascular Fitness/Cardiovascular Endurance
 Equipment’s: Stopwatch, whistle, marker cone, lime powder, measuring tape, 200 or 400 mts
with 1.22 mt (minimum 1 mt) width preferably on a flat and
even playground with a marking of starting and finish line.
 Procedure:
Participants are instructed to run 600 mts. in the fastest
possible pace.
The participants begin on signal, “ready, start” as they cross the
finish line elapsed time should be announced to the
participants.
Walking is permitted but the objective is to cover the distance in the shortest possible time.
 Scoring: Time taken for completion (Run or Walk) in min, sec, mm
 Administrative Suggestion: Participants should be encouraged to practice running with
emphasis placed on the concept of pace. Results are usually better if the participant can
maintain constant pace during most of the run and perhaps using a strong closing effort.

14
50 M Dash (Standing Start)
 Purpose: Determines acceleration and speed
 Equipment: Measuring tape or marked track, stopwatch, cone markers, flat and clear surface of
at least 60 meters.
 Procedure:
1. A thorough warm up should be given, including some practice
starts and accelerations.
2. Start from a stationary position, with one foot in front of the other. The front foot must be on
or behind the starting line. This starting position should be static (dead start).
3. The tester should provide hints for maximizing speed (such as keeping low, driving hard with
the arms and legs) and encouraged to continue running hard through the finish line.
 Scoring: Time taken for completion
 Administrative Suggestion: Participants should be encouraged to practice running with
emphasis placed on the concept of pace. Results are usually better if the participant can
maintain constant pace during most of the run and perhaps using a strong closing effort.

16
Practical-2: Procedure for Asana, Benefits & Contraindication for any two Asana for
each lifestyle disease.

Obesity
 Obesity is that condition of the body in which the amount of fat increases to extreme levels. In
other words, obesity can be defined as „the condition when an individual weight 20 percent
more than the ideal weight‟.

Diabetes
 It is really a very dangerous condition. If diabetes is not controlled, it can lead to renal failure,
loss of vision, amputation of limbs and cardiovascular diseases. Diabetes is such a disorder that
is caused sugar to build up in our stream instead of being used by the cells in our bodies. In fact,
our body uses a hormone (insulin) to control the level of sugar in our blood. When our body
does not produce sufficient amount of insulin or when insulin does not work properly, diabetes
occurs. It is of two types.
 Type I: in this type, the pancreatic gland does not produce insulin. Hence injection of insulin is
required daily for its treatment.
 Type II: in this type, the body does not produce sufficient amount of insulin or the insulin is
produced sufficiently but it is not used properly by the body.

18
Bhujangasana
 Procedure:
1. In this asana, the shape of the body remains like a snake that is why it is called bhujangasana.
2. In order to perform this asana, lie down on the belly on
the ground.
3. Keep your hands near the shoulders. Keep your legs
close together.
4. Now, straighten up your arms slowly, raise the chest.
Your head should turn backwards.
5. Keep this position for some time. Then get back to the
former position.
6. For good result, perform this asana 3 to 5 times.
 Benefits:
1. It alleviates obesity.
2. It provides strength and agility.
3. It cures the disorders of urinary bladder.
4. It cures the diseases of liver.
5. It improves blood circulation.
6. It makes the vertebral column flexible and thin.
7. It cures gas disorders, constipation and indigestion.
8. It strengthens the muscles of hands.
 Contradictions:
1. This asana should be avoided by individuals who suffer from hernia, back injuries, headaches
and recent abdominal surgeries.
2. Pregnant women should not perform this asana.

Paschimottanasana
 Procedure:
1. Sit on the ground with legs forward.
2. Then hold the toes of your feet with the fingers of both hands.
3. Then breathe out slowly and try to touch the knees
with your forehead.
4. After that breathe in slowly, raise your head
upwards and come to the prior position.
5. Perform this asana at least 10 to 12 times.
 Benefits:
1. It takes care of gas trouble.
2. It prevents the early ossification of bones.
3. It is a good remedy for constipation.
4. It helps to overcome several menstrual disorders.

19
5. It gives relief in sciatica, backache and asthma.
6. It reduces obesity.
7. It is helpful in treating abdominal diseases.
8. It is helpful in curing skin diseases.
9. Vertebra becomes flexible and healthy.
 Contradictions:
1. If you are suffering from enlarged liver of spleen or acute appendicitis, you should never do
this asana.
2. Avoid practicing this asana if you suffer from asthma of any respiratory diseases. If you have
any back or spinal problem, make sure that you perform this asana only under expert
guidance.

Asthma
 Asthma is a disease of lungs in which the airways become blocked or narrowed causing difficulty
in breathing. In asthma, the airways also swell up and produce extra mucus. It usually triggers
coughing, wheezing or whistling and shortness of breath.

Sukhasana
 Procedure:
1. Sit down with the legs straight in front of the body.
2. After that, bend the right leg and place the foot under the left
thigh.
3. Then bend the left leg and keep the foot under the right.

20
4. Place the hands on the knees. Chin should be in.
5. Keep the head, neck and back straight, close the eyes.
6. Relax your body.
 Benefits:
1. It facilitates mental and physical balance without causing strain or pain.
2. It stretches and lengthens spine.
3. It calms your mind.
4. It enhances your condition of peace.
5. It reduces anxiety, stress and mental fatigue.
6. It helps in improving body posture.
7. It provides gentle massage to knees, calf muscles and thighs.
8. It spreads a sense of calmness throughout your body and mind.
 Contradictions:
1. If your knees and hips are injured or inflamed, you should avoid practicing this asana.
2. If you have a slip disc problem, you should take proper care while performing this asana.

Chakrasana
 Procedure:
In this asana, the figure of the body becomes like a chakra, therefore, this asana is called
chakarasana.
1. First of all, lie down on your back.
2. Fix your hands firmly on the ground.
3. Then raise the middle portion of your body upwards.
Raise it as high as possible, so that your body is in
semi-circle position.
4. Then keep your head downwards between your hands.
5. In the beginning, keep this position for one minute and
then after some days of practice, do it for 3 to 5 minutes.  Benefits:
1. It cures back pain.
2. It cures any pain in kidneys.
3. It is helpful in removing obesity.
4. It prevents the problem of hernia.
5. It stimulates pituitary and thyroid gland.
6. It cures infertility, asthma and osteoporosis.
7. It gives relief from stress and reduce depression.
8. The semi-circular position makes the dorsal side of the body to stretch making the chest to
expand. Thus more fresh oxygen is made available.
 Contradictions:
1. If you suffer from headache or high blood pressure you should not perform this asana.
2. Don’t perform this asana in case of shoulder impingement.

21
3. Do not perform this asana if you have tendonitis in the wrists.
4. Individuals who suffer serious spinal column ailments such as cervical and lumber
spondylitis should avoid the practice of this asana.

Hypertension
 It means increased blood pressure. It has become a worldwide health problem because a great
number of people are facing the problem of hypertension throughout the world. Though, it is a
fact that blood pressure increases with the advancement of age. In yesteryears, hypertension
used to be considered a middle-age problem but nowadays, youngsters also suffer from this
problem due to their faulty lifestyles.

Tadasana
 Procedure:
1. Stand up in attention position.
2. Lift your arms upwards and also stretch your
hands upwards.
3. Raise your heels, and come on your toes.

22
4. Also pull up your body upwards.
5. After some time breathe out slowly and come to the previous position.
6. Repeat the same exercise 10/15 times.
 Benefits:
1. It is helpful in developing physical and mental balance.
2. It reduces obesity.
3. It cures constipation.
4. It cures digestive problems.
5. It improves body posture.
6. It alleviates sciatica.
7. It is an excellent asana for those who want to enhance their height.
8. It is beneficial in treating hypertension.
 Contradictions:
1. If you have low blood pressure you should not practice this asana.
2. In case of headache or insomnia you should avoid the practice of this asana.
3. Individuals, who suffer from blood circulation problems such as faulty valves, should not
perform this asana.

Ardha Chakrasana
 Procedure:
1. Stand straight with both feet together.
2. Hold your hips with your hands.
3. Bend backward without bending your knees with slow
inhalation.
4. Remain in this pose for some time. Do it two to three times.
 Benefits:
1. It helps to make ankles, thigh, shoulders, chest, spine and
abdomen strong.
2. It relieves stress and tension.
3. It improves digestion.
4. It cures menstrual disorders.
5. It cures pain in legs.
6. It reduces fat in the waist and thigh.
7. It helps to alleviate upper back pain.
8. It relieves stress in the neck and shoulders.  Contradictions:
1. Avoid this asana in case of hip or spinal problems.
2. Avoid practicing this asana if you have peptic ulcer and hernia.
3. Avoid performing this asana if you have migraine, headache, low blood pressure, diarrhoea
and insomnia.
4. Pregnant women should avoid doing this asana.

23
Practical-3: Any one game of your choice out of the list below. Labelled diagram of
field & equipment (Rules, Terminologies & Skills)
(Basketball, Football, Kabaddi, Kho-Kho, Volleyball, Handball, Hockey, Cricket)

Valorant Esports

24
What is Valorant?
Valorant is a team-based first-person tactical hero shooter set in the near future.[4][5][6]
[7]
Players play as one of a set of Agents, characters based on several countries and
cultures around the world.[7] In the main game mode, players are assigned to either
the attacking or defending team with each team having five players on it. Agents have
unique abilities, each requiring charges, as well as a unique ultimate ability that
requires charging through kills, deaths, orbs, or objectives. Every player starts each
round with a "classic" pistol and one or more "signature ability" charges.[5] Other
weapons and ability charges can be purchased using an in-game economic system that
awards money based on the outcome of the previous round, any kills the player is
responsible for, and any objectives completed. The game has an assortment of
weapons including secondary guns like sidearms and primary guns like submachine
guns, shotguns, machine guns, assault rifles and sniper rifles.[8][9] There
are automatic and semi-automatic weapons that each have a unique shooting pattern
that has to be controlled by the player to be able to shoot accurately.[9] It currently
offers 24 agents to choose from.[3][10][11] The player will get 5 unlocked agents when
they create their account, and will have to unlock the rest of the agents by collecting
an in-game currency called Kingdom Credits. Kingdom Credits can be acquired by
playing games or completing daily and weekly tasks, and can be spent on unlocking
new agents or cosmetic items. However, within the first 28 days of release, new
Agents can only be unlocked with Valorant Points (VP), Agent Recruitment Events, or
by having a linked and active Xbox Game Pass subscription. VP is an in-game currency
that can only obtained by purchasing it with real money,[12][better source needed] and it can be
spent on cosmetic items or new agents.

25
Modes to play
nrated
In the standard non-ranked mode, the match is played as best of 25 - the first team to
win 13 rounds wins the match. The attacking team has a bomb-type device called the
Spike. They must deliver and activate the Spike on one of the multiple specified
locations (bomb sites). If the attacking team successfully protects the activated Spike
for 45 seconds it detonates, destroying everything in a specific area, and they receive a
point.[5] If the defending team can deactivate the spike, or the 100-second round timer
expires without the attacking team activating the spike, the defending team receives a
point.[13] If all the members of a team are eliminated before the spike is activated, or if
all members of the defending team are eliminated after the spike is activated, the
opposing team earns a point.[5] If both teams win 12 rounds, sudden death occurs, in
which the winning team of that round wins the match, differing from overtime for
competitive matches. Additionally, if after 4 rounds, a team wishes to forfeit that
match, they may request a vote to surrender. If the vote reaches 4 (in contrast to 5 for
competitive), the winning team gets all the victory credit for every round needed to
bring them to 13, with the forfeiting team receiving losing credit.[14] A team gets only
three chances to surrender: once in the first half, once in the pistol round of the
second half, and once more in the second half.

26
Spike Rush
In the Spike Rush mode, the match is played as best of 7 rounds - the first team to win
4 rounds wins the match. Players begin the round with all abilities fully charged
except their ultimate, which charges twice as fast as in standard games. All players on
the attacking team carry a spike, but only one spike may be activated per round. Guns
are randomized in every round and every player begins with the same gun. Ultimate
point orbs in the standard game are present, as well as multiple different power-up
orbs.[15]
Swiftplay
Swiftplay matches are simply a shortened version of the Unrated game mode. 10
players are split into 2 teams, attackers and defenders. Attackers must plant the spike
while the Defenders must stop them. What differs Swiftplay to Unrated is that it is best
to 9 rounds - the first team to win 5 rounds wins the match. On round 4, the team's
players switch, as they would do in round 7 in the Unrated game mode. The game's
currency system has no changes from Unrated. Swiftplay is meant as a quick game
mode, averaging around 15 minutes per game, as opposed to around 40 minutes for
Unrated.[16]
Competitive
Competitive matches are the same as unranked matches with the addition of a win-
based ranking system that assigns a rank to each player after 5 games are played.
Players are required to reach level 20 before playing this mode.[17][better source needed] In July
2020, Riot introduced a "win by two" condition for competitive matches, where
instead of playing a single sudden death round at 12-12, teams will alternate playing
rounds on attack and defense in overtime until a team claims victory by securing a
two-match lead. Each overtime round gives players the same amount of money to
purchase guns and abilities, as well as approximately half of their ultimate ability
charge. After each group of two rounds, players may vote to end the game in a draw,
requiring 6 players after the first set, 3 after the second, and thereafter only 1 player
to agree to a draw. The competitive ranking system ranges from Iron to Radiant. Every
rank except for Radiant has 3 tiers.[18][better source needed] Radiant is reserved for the top 500
players of a region, and both Immortal and Radiant have a number associated to their
rank allowing players to have a metric in which they can compare how they rank up to
others at their level.[19]
Premier
Premier is a 5v5 gamemode that allows players a path-to-pro competitive game mode
that is aimed towards players that wish to be a professional player. Premier was first
introduced in alpha testing in Brazil before being rolled out worldwide by 2024.

27
Players will need to create a team of five to compete against other teams in divisions.
Each season will last a few weeks and the top teams will be invited to compete in the
Division Championship, with winning teams able to be promoted to their region's
Challengers league and therefore be part of the VCT ecosystem. This gamemode
includes a pick-and-ban system for maps unlike all the other gamemodes where the
players have to play the map selected by the system.[20]
Deathmatch
The Deathmatch mode was introduced on August 5, 2020.[21][better source needed] 14 players
enter a 9-minute free-for-all match and the first person to reach 40 kills or the player
who has the most kills when time is up wins the match. Players spawn in with a
random agent as well as full shields, and all abilities are disabled during the match
which indulges pure gunplay. Green health packs drop on every kill, which reset the
player to maximum health, armor, and give an additional 30 bullets to each of their
guns.[22]
Team Deathmatch
The Team Deathmatch gamemode was announced on June 15, 2023, and went live on
June 27 with patch 7.0. This gamemode combines and borrows elements from the
standard unrated mode as well as the regular deathmatch mode. It is a free-for-all
gamemode where players are split into two teams with five players each. Each match
lasts for 9 minutes and 30 seconds, and the first team that reaches 100 kills win. If
neither team has reached 100 kills at the end of the 9.5 minutes, then the team with
the most kills wins. Each match is split into four stages, with the weapon selection
becoming progressively more powerful as players advance through the stages. Players
are respawned in a spawn room after being killed. where they will be able to select
and adjust their weapons loadout if needed. Unlike the regular deathmatch mode,
players need to select their agents before the match begins, as agent abilities are
allowed in this gamemode. Players can charge their agents' ultimate abilities either by
acquiring Ultimate Orbs spawned randomly throughout the map, or by getting kills.
Their ultimate abilities will be available for use after their ult percentages reach
100%. Unlike all other gamemodes, this mode is not played on the standard maps, but
rather on its own set of three maps that are specifically designed for team
deathmatch: Piazza, District, and Kasbah.[23]
Escalation
The Escalation gamemode was introduced on February 17, 2021[24][better source needed] and is
similar to the "gungame" concept found in Counter-Strike and Call of Duty: Black Ops,
though it is team-based rather than free-for-all with 5 players on each team. The game

28
will pick a random selection of 12 weapons to move through. As with other gungame
versions, a team needs to get a certain number of kills to advance to the next weapon
and the weapons get progressively worse as the team moves through them.[25] There
are two winning conditions, if one team successfully goes through all 12 levels, or if
one team is on a higher level than the opposing team within 10 minutes. Just like
Deathmatch, players spawn in as a random agent, unable to use abilities, as the
gamemode is set for pure gun fights. Though, abilities like Sova's shock darts, Raze's
boom bot, and rocket launcher, are abilities that everyone gets to use as a weapon.
After a kill, green health packs drop, which replenishes the player's health, armor, and
ammo to its maximum. The gamemode also has auto respawns on, respawning players
in random locations around the map.[26][better source needed]
Replication
The Replication gamemode went live on May 11, 2021.[27][better source needed] During the
agent select, players vote on which agent they would want to play as. At the end of the
time, or after everyone has voted, the game randomly selects one of the player's votes.
The entire team will then play as that agent, even if one of the players has not
unlocked that agent. It is a best of nine, with the players switching sides after the
fourth round. Players can buy guns and shields with a pre-set number of credits.
Abilities are pre-bought. Weapons and shields are reset every round. This gamemode
was removed in patch 7.0.[28][better source needed][29]
Snowball Fight
Snowball Fight was a limited-time gamemode that was released on December 15,
2020, and is only available during Christmas season.[30] It is a Team Deathmatch game
mode, with 50 kills to win. Abilities are not allowed to be used, and players spawn in
as a random agent. The only weapon available is the snowball launcher, which is an
instant kill, but slow, and uses a projectile-based arc. There is infinite ammo.
Throughout the game a "portal" will spawn, delivering gifts, which each contain a

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random power up.[31][better source needed]

Esports

“The Indian esports industry is estimated to register 85 million viewers by 2025. Valorant

alone witnessed a peak viewership of more than 4 lakh viewers and a total of around 25

million Esports hours watched at VCT Pacific,” pointed out Arun Rajappa, Country Manager at

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Riot Games, India & South Asia.

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