Mastery Badges available for this Equipment Type
Currency to access Ammo Mods: Salvage
Field Upgrades are selected prior to a Match, within your Loadout Menu. During a match, you can also swap to a different Field Upgrade at any time by using the in-game menu. Note that your cooldown will reset upon switching to a different Field Upgrade.
At launch, expect to choose the following Field Upgrades:
Aether Shroud: Phase into the Dark Aether, becoming hidden from enemy detection.
Frenzied Guard: Repair armor and force all enemies in the area to target you. During this time, kills repair a portion of your armor.
Healing Aura: Summons beams of energy down on yourself and allies to instantly revive and heal to full health.
Energy Mine: Create a mine of pure energy that detonates in rapid succession, dealing lethal electric damage.
Dark Flare: You generate a massive energy beam that deals lethal shadow damage. The beam penetrates everything in its path.
Progression: Field Upgrades Unlocks
Field Upgrades - Player Level
ENERGY MINE 0
FRENZIED GUARD 9
DARK FLARE 20
HEALING AURA 33
AETHER SHROUD 47
AMMO MOD RESEARCH 11
Field Upgrade Augments (ZM)
Aether Shroud
Available: Unlocked at Player Level 47
Phase into the Dark Aether and become temporarily hidden from enemy detection.
Major Augments
GROUP SHROUD: Nearby players are also cloaked.
BURST DASH: Warp forward a short distance, killing all normal enemies in your path.
VOID SHEATH: Swap to your dedicated melee weapon as it’s imbued with Dark Aether energy. Kills allow you to stay in Aether Shroud for longer.
Minor Augments
INSTANT RELOAD: Activation instantly reloads your currently held weapon.
EXTRA CHARGE: Increase max charges by one.
EXTENSION: Aether Shroud duration is significantly increased.
Dark Flare
Available: Unlocked at Player Level 20
Generate an energy beam that deals lethal shadow damage and penetrates everything in its path.
Major Augments
EXTENSION: Significantly increase Dark Flare duration.
SUPERNOVA: The beam is replaced with a sphere that damages nearby enemies as it travels. The ball detonates at the end of Dark Flare’s duration.
DARK PACT: Beam heals and revives other players on contact.
Minor Augments
BROAD BEAM: Significantly increase the size of the beam.
HEAVY SHADOW: The beam slows enemies on contact.
EXTRA CHARGE: Increase Max Charges by one.
Frenzied Guard
Available: Unlocked at Player Level 9
Repair armor to full and force all enemies in the area to temporarily target you. Armor takes all damage during this time.
Major Augments
PHALANX: Teammates can also repair armor from kills while near you.
RETRIBUTION: Trigger an explosion on activation. Normal enemies that melee the player are damaged and knocked down.
FRENZY FIRE: While Frenzied, use ammo from stock.
Minor Augments
REPAIR BOOST: Repair more armor per kill.
EXTENSION: Increase Frenzied Guard duration.
RALLY: On activation, repair all nearby teammates’ armor to full.
Healing Aura
Available: Unlocked at Player Level 33
Heal all nearby players immediately.
Major Augments
RESILIENCE: All affected players have their health regeneration delay reduced and their rate of healing increased temporarily.
ENDURING RADIANCE: The beams and their healing effects persist for a short time after leaving the area of effect.
PERSISTENCE: Revived players keep all Perks on their bleed-out bar.
Minor Augments
INNER STRENGTH: Affected player damage is slightly increased for a short time.
PROTECTION: Healed players have damage slightly mitigated for a short time.
STOIC PRESENCE: On activation, Special and Elite enemies are stunned while normal enemies are knocked down.
Energy Mine
Available: Unlocked Immediately
Create a mine of pure energy that detonates three times, dealing lethal electric damage.
Major Augments
SCATTER: The Energy Mine will split into three mines that scatter and detonate one time each.
TURRET: Instead of a mine, deploy a turret that shoots at the nearest enemy.
CAROUSEL: Three Energy Mines will float around you, detonating when an enemy is nearby.
Minor Augments
FREQUENCY BOOST: Increase detonation count and duration of Energy Mine.
EXTRA CHARGE: Increase max charges by one.
SIREN: Energy mine now attracts nearby normal enemies for a short time.
Round-Based Zombies: Match Preparation
The Zombies Loadout (Updated)
Locate the Loadout Option in the Weapons Menu. It is here you’ll choose and save your Zombies Loadouts. Compared to Multiplayer, the Loadouts for Zombies are set up a little differently. The Zombies Loadout is comprised of the following:
- Weapon (Primary)[/*]
- Melee Weapon[/*]
- Field Upgrade[/*]
- Tactical[/*]
- Lethal[/*]
- GobbleGum Pack[/*]
Weapons(Primary or Secondary)
Choose the armament you wish to drop into a Zombies Match with. These can be Base Weapons, Builds, or Blueprints. Gunsmith is available for these weapons. Choose from the following weapon types:
- Assault Rifles[/*]
- SMGs[/*]
- Shotguns[/*]
- LMGs[/*]
- Marksman Rifles[/*]
- Sniper Rifles[/*]
- Pistols[/*]
- Launchers[/*]
Weapon (Melee)
Your second Loadout weapon is a close-quarters armament with no ranged ordnance. Gunsmith is available for this weapon (Cosmetics only).
Field Upgrade
Though they share the same name, Zombies Field Upgrades are distinct from those in Multiplayer, though they share the same cooldown and recharge mechanism. In Zombies, Field Upgrades are powerful devices that offer a chargeable elemental ability, followed by a cooldown period after each use when the Field Upgrade recharges, ready to be used again. You’ll earn faster recharges simply by eliminating enemies, not with the passage of time. Look for a complete list of Field Upgrades and the Augments you can fit to each of them, later in this Blog.
Tactical Equipment
These are limited-quantity items that range from healing to disorientation devices, designed to offer a non-lethal advantage in combat.
Lethal Equipment
These are limited-quantity items that harm enemies, usually via an explosion.
GobbleGum Packs
Crack your teeth as well as the skulls of the undead with a variety of custom GobbleGum Packs, based on your stored reserves of this killer candy! Pick a single Pack to bring with you; with each Pack containing five different types of single-use GobbleGums. During a match, you access these via a special confectionary machine that holds each GobbleGum in your pack and spits out one randomly once you interact with it. For more information on how this works, read more here. Look for a complete list of GobbleGums available at launch later in this Blog.
Weapons Detail Note: The Primary and Melee Weapons you can choose from, along with Gunsmith and Attachment Intel, is covered in the Weapons Detail Blog, available here. Additionally, you have an additional space to carry a second (non-Melee) weapon that can be sourced from ground loot, a Wall Buy, or the Mystery Box.
Mastery Badges Note: Almost every weapon and equipment in your Zombies Loadout – Weapon, Melee, Field Upgrade, Tacticals and Lethals – have their own Medal Challenge (with associated XP Reward), and all individual Equipment items have a specific set of Mastery Badge Challenges to complete. Consult the Launch Comms: Progression Blog for more Intel.
Loadout Overview: Tacticals (7)
Mastery Badges available for this Equipment Type
Accessing Tacticals Note: Your Loadout allows you to choose from one of five Tacticals, providing you’ve unlocked them by Player Level Progression. Tacticals can also be constructed in-game at a Crafting Table. Two additional Tacticals (Cymbal Monkey and LT53 Kazimir) are only accessible in-game via ground loot and the Crafting Table.
Progression: Tacticals Unlocks
Tactical - Player Level
CONCUSSION 0
SMOKE 17
STIM SHOT 30
DECOY 35
SHOCK CHARGE 42
CYMBAL MONKEY 18
LT53 KAZIMIR 48
Available Tacticals (ZM)
Concussion Grenade (MP, ZM)
Available: Unlocked Immediately
Salvage Cost to Build (In-Game): 250
Grenade that slows victim’s movement and aiming.
Smoke Grenade (MP, ZM)
Available: Unlocked at Player Level 17
Salvage Cost to Build (In-Game): 500
Deploys a smoke screen that blocks vision and automated targeting systems.
Stim Shot (MP, ZM)
Available: Unlocked at Player Level 30
Salvage Cost to Build (In-Game): 250
Combat stim that heals wounds and refreshes Tactical Sprint.
Decoy Grenade (MP, ZM)
Available: Unlocked at Player Level 35
Salvage Cost to Build (In-Game): 500
Grenade that simulates footsteps and gunfire sounds to confuse enemies. Sticks to surfaces.
Shock Charge (MP, ZM)
Available: Unlocked at Player Level 42
Salvage Cost to Build (In-Game): 500
Electrical trap that sticks to surfaces and electrocutes enemies, stunning them.
Cymbal Monkey (ZM In-Game Only)
Available: Unlocked at Player Level 18
Salvage Cost to Build (In-Game): 1,000
Accessed via ground loot or a Crafting Table during a Match. Attracts zombies for a short duration before exploding.
LT53 Kazimir (ZM In-Game Only)
Available: Unlocked at Player Level 48
Salvage Cost to Build (In-Game): 1,500
Accessed via ground loot or a Crafting Table during a Match. Creates a small singularity that pulls in and kills enemies.
Loadout Overview: Lethals (8)
Mastery Badges available for this Equipment Type
Accessing Lethals Note: Your Loadout allows you to choose from one of eight Lethals, providing you’ve unlocked them by Player Level Progression. Lethals can also be constructed in-game at a Crafting Table.
Progression: Lethals Unlocks
Lethal - Player Level
C4 14
IMPACT GRENADE 26
MOLOTOV 32
FRAG 0
STICKY GRENADE 9
THERMO GRENADE 21
BLAST TRAP 41
COMBAT AXE 53
Available Lethals (ZM)
Frag Grenade (MP, ZM)
Available: Unlocked Immediately
Salvage Cost to Build (In-Game): 250
Cookable fragmentation grenade.
Sticky Grenade (MP, ZM)
Available: Unlocked at Player Level 9
Salvage Cost to Build (In-Game): 250
Reliable sticky grenade with a timed fuse.
C4 (MP, ZM)
Available: Unlocked at Player Level 14
Salvage Cost to Build (In-Game): 400
Sticky explosive with large damage radius. Detonate remotely with your Lethal Equipment Button. Double-tap your Interact Button for a quick detonation.
Thermo Grenade (MP, ZM)
Available: Unlocked at Player Level 21
Salvage Cost to Build (In-Game): 350
Creates a large fuel-air cloud that explodes after a duration.
Impact Grenade (MP, ZM)
Available: Unlocked at Player Level 26
Salvage Cost to Build (In-Game): 350
Precision grenade that explodes on impact.
Molotov (MP, ZM)
Available: Unlocked at Player Level 32
Salvage Cost to Build (In-Game): 350
Thrown incendiary weapon creates a patch of flames.
Blast Trap (MP, ZM)
Available: Unlocked at Player Level 41
Salvage Cost to Build (In-Game): 350
Planted explosive device detonates when enemies come near.
Combat Axe (MP, ZM)
Available: Unlocked at Player Level 53
Thrown axe that kills enemies in one hit. Bounces off surfaces.
Support Equipment (Scorestreaks, Armor, Self-Revive) (ZM)
Mastery Badges available for this Equipment Type
Recap: Between bouts of undead culling during a match, access the Crafting Table and you’ll be able to spend Salvage to construct an impressive array of Support equipment, which also occasionally drops as ground loot. The following are available and are only available to use during the match you’re playing.
Available Support Equipment (ZM)
Armor Plate (ZM)
Available: Unlocked Immediately
Accessed: Unlocked In-Game, per Match
Salvage Cost to Build (In-Game): 50 per Plate
Refills Armor when used. Also available as ground loot. Note the Armor Wall Buys increase the number of plates you can carry from one to two, or three. Additional plates are crafted or looted from the ground.
ARC-XD (ZM)
Available: Unlocked at Player Level 5
Accessed: Unlocked In-Game, per Match
Salvage Cost to Build (In-Game): 1,000
Explosive RC car that emits small Aether Blasts
LDBR (ZM, MP)
Available: Unlocked at Player Level 21
Accessed: Unlocked In-Game, per Match
Salvage Cost to Build (In-Game): 1,250
Launch a missile bombardment in a targeted area for a duration.
Hellstorm (ZM, MP)
Available: Unlocked Immediately
Accessed: Unlocked In-Game, per Match
Salvage Cost to Build (In-Game): 1,250
Control a long-range missile with brake and boost capabilities and secondary missiles.
Sentry Turret (ZM, MP)
Available: Unlocked at Player Level 12
Accessed: Unlocked In-Game, per Match
Salvage Cost to Build (In-Game): 1,500
Automated turret that scans for and attacks nearby enemies in a forward-facing cone.
Mangler Cannon (ZM)
Available: Unlocked at Player Level 20
Accessed: Unlocked In-Game, per Match
Salvage Cost to Build (In-Game): 1,250
All the ballistic power of a Mangler, at your fingertips.
Chopper Gunner (ZM, MP)
Available: Unlocked at Player Level 45
Accessed: Unlocked In-Game, per Match
Salvage Cost to Build (In-Game): 2,500
Take control of the door gun turret on an assault chopper.
Mutant Injection (ZM)
Available: Unlocked at Player Level 39
Accessed: Unlocked In-Game, per Match
Salvage Cost to Build (In-Game): 2,500
Temporarily transforms you into a Mangler… with all the bells and whistles.
Self-Revive (ZM)
Available: Unlocked Immediately
Accessed: Unlocked In-Game, per Match
Salvage Cost to Build (In-Game): 1,500
Use when downed to revive yourself. Maximum of three craftable Self-Revives per Match.
GobbleGums: Launch Overview
GobbleGum Rarity
Recap: GobbleGums come in a variety of rarities: Rare, Epic, Legendary, and Ultra, with the general rule that the higher the rarity, the more powerful the effect of the GobbleGum. There are also Whimsical GobbleGums, which produce amusing results that don’t typically affect gameplay.
Availability and Launch Variety
As discussed in previous blogs here and here, GobbleGums are single-use power-ups that are chosen and kept in your Loadout. Packs of five are brought into each match based on the GobbleGums you’ve unlocked and/or collected. Additional GobbleGums are earned in a variety of ways, including simply by playing Zombies and surviving rounds, or by Store purchase. Here it the complete list of all GobbleGums available to earn at launch:
Progression: GobbleGum Rewards
GobbleGum - Player Level
KILL JOY 5
STOCK OPTION 8
WHO'S KEEPING SCORE? 11
CACHE BACK 15
ANYWHERE BUT HERE 21
EXIT STRATEGY 23
SODA FOUNTAIN 26
PROFIT SHARING 29
WALL TO WALL CLEARANCE 32
FREE FIRE 36
ON THE HOUSE 38
NOWHERE BUT HERE 42
IDLE EYES 45
WONDERBAR! 51
HIDDEN POWER 54
Available GobbleGums (ZM)
Rare GobbleGums
Stock Option
(Lasts one minute) Ammo is taken from the player’s stockpile instead of their weapon’s magazine.
Kill Joy
Spawns an Insta-Kill Power-Up.
Anywhere But Here!
Instantly teleport to a random location. A concussive blast knocks away nearby zombies.
Cache Back
Spawns a Max Ammo Power-Up
Temporal Gift
(Activates on Next Time-Based Power-Up) Power-Up lasts longer.
Shields Up
(Lasts three minutes) Armor is twice as strong.
Arsenal Accelerator
(Lasts five minutes) Charge the player’s Field Upgrade faster.
Epic GobbleGums
Nowhere But There!
Instantly teleport to a random downed player. Instantly revive nearby players.
Who’s Keeping Score?
Spawns a Double Points Power-Up.
Free Fire
(Lasts 60 seconds) Firing weapons consumes no ammo. Does not work with Wonder Weapons.
Soda Fountain
(Activates on Perk purchase) The next Perk purchased gives an additional random Perk.
Profit Sharing
(Lasts two minutes) A portion of the essence you earn is also received by nearby players and vice versa.
Respin Cycle
Re-spins the weapon in the Mystery Box after it has settled to one of equal or higher rarity.
Exit Strategy
Activate exfil vote immediately. Reduce zombie spawns during exfil.
Legendary GobbleGums
Idle Eyes
(Lasts 30 seconds) All zombies ignore players and stand idle.
Wall Power
(Activates on Wall Buy) The next weapon bought off a wall comes Pack-A-Punched.
Crate Power
(Activates on Mystery Box spin) The next weapon taken from the Mystery Box comes Pack-A-Punched.
Phoenix Up
Revive all teammates and they keep their perks.
On the House
Spawns a Perk Can Power-Up.
Wall to Wall Clearance
(Lasts 30 Seconds) Wall Buys cost 10 Essence.
Immolation Liquidation
Spawns a Fire Sale Power-Up.
Ultra GobbleGums
Perkaholic
Gives the player all Perk-a-Colas in the map.
Near Death Experience
(Lasts three minutes) Revive or be revived simply by being near other players. Revived players keep all their perks.
Hidden Power
Upgrade your currently held weapon to Legendary rarity.
Wonderbar!
(Activates on next Mystery Box spin) The next weapon from the Mystery Box will be a Wonder Weapon.
Reign Drops
Spawns all the core Power-Ups at once.
Whimsical GobbleGums
Newtonian Negation
(Lasts three minutes) Zombies killed fall straight up.
Indiegestion
(Lasts three minutes) Zombies killed experience extreme flatulence.
Additional Access: Operators, Intel, and More!
Gathering all new and pertinent data, this section allows you to fully prepare for the forthcoming Zombies experience on October 25! Here’s what you need to know:
Pre-Game Menu Intel
Weapon Select: Gunsmith (Global System, Weapons Menu)
Build your optimal zombie-culling armament here, and then share it as a Global Weapon Build across Multiplayer and Call of Duty®: Warzone™ (at Season 01)! If you’ve built a weapon in a different mode (Multiplayer or Warzone), it will appear here along with all Attachments, both functional and cosmetic. You can then easily add it to your Loadout.
Weapon Select: Wonder Weapon (Weapons Menu)
Along with Gunsmith, Loadout, and Augments, any Wonder Weapons you may have previously unlocked, along with any associated Skins, are displayed here. This menu is simply for you to choose the preferred Skin for your Wonder Weapon, before obtaining it during a Match.
Operators Select: Dedicated Crew
The Operators Menu allows you to choose from every Black Ops 6 Operator, though the opposing factions present in Multiplayer (Rogue Black Ops and Crimson One) are not as critically important when facing horrific dimensional breaches. Therefore, expect a single Operator menu, with “Dedicated Crew Operators” (Grigori Weaver, Elizabeth Grey, Mackenzie “Mac” Carver, and Maya Aguinaldo) flagged. You are encouraged to play as one of these four characters in Zombies for an enhanced story experience and unique content. Consult the Launch Comms: Multiplayer Blog for biographies and unlock criteria for all Operators.
Barracks: Progression and Zombie Intel Access
Ensure you spend some time between matches in the Barracks Menu, as you’re able to confirm the following:
Progression: Your Player Level Progression is your main focus; unlocking levels 1-55 gradually allows access to all the different elements, items, power-ups, equipment and weaponry discussed in this blog. For example, you need to be level 11 to access Augment Research.
Challenges: Weapon Camos, Calling Cards, and Mastery Badges all have a substantial number of unlocks to undertake. Learn the techniques to unlock Weapon Camos, check all of your Calling Card Career, Hardened, Prestige, and Dark Ops Challenges, and track the Mastery Badges you’re unlocking for every weapon, Support Scorestreak, Lethal, Tactical, and Field Upgrade!
Customize: Ensure other players know exactly what you’ve unlocked during your time playing Zombies!
Zombie Intel: View the Audio Logs, Documents, and Artifacts you’ve discovered during your exploration of each Zombies map. Have you found everything? Need to listen or read intel again for clues to the Zombies storyline? Then this is the menu to come to!
Stats: View your Combat Record, Medal Collection, and check out your placement in the worldwide Leaderboard of Zombies players!
Progression Blog Note: Consult the Launch Comms: Progression Blog for full details on every aspect of the Barracks.
Black Ops 6: Unredacted Launch Comms Incoming!
Expect further critical intel to be unredacted in the coming days as we confirm additional launch content across Multiplayer and Zombies. Look for the following missives:
Launch Comms Blog 1: Multiplayer and More: Essential Intel on the Multiplayer Modes, Maps, Factions, and Operators Coming to Black Ops 6.
Launch Comms Blog 2: Zombies Mode Prep: Full Equipment, Power-Ups, Augments, GobbleGums, a Full Tour of Terminus and Liberty Falls, and Confirmed Launch Changes. You’re reading this blog now!
Launch Comms Blog 3: Weapons Hot: Primary, Secondary, and Melee Weapons Detail for Black Ops 6. Includes new details on the latest innovations across Gunsmith and Attachments.
Launch Comms Blog 4: Gear Up: Ensure you’re fully equipped for Black Ops 6 launch as we confirm all the launch Equipment (Tacticals, Lethals, Field Upgrades), Perks, Specialties, Wildcards, and Scorestreaks available.
Launch Comms Blog 5: Progression: Unlock your true potential as we detail the critical Player Level equipment you’ll need on day one, detailed intel on Classic Prestige and the available rewards, full info on Calling Cards, Reticles, and Mastery Badges Challenges. Plus: Are You Ready for a Deep Dive into the Weapon Camo System?
The Truth Lies.
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