Key Takeaways
- Call of Duty: Black Ops 6 Season 1 brings new maps, scorestreaks, and operators, promising a fresh gameplay experience.
- New features include maps like Hideout and Extraction, multiplayer modes like Ransack and Prop Hunt, and new weapons and perks.
- The patch notes for Season 1 also introduce a new Battle Pass and other in-game adjustments.
Just ahead of the October 14, 2024 launch of Call of Duty: Black Ops 6 Season 1, developer Treyarch has unveiled the full patch notes for the upcoming update. The patch notes also cover the free-to-play Call of Duty: Warzone, which is set to receive new additions based on content for Season 1.
With a couple of weeks past the launch of Call of Duty: Black Ops 6, Treyarch is getting ready to drop the game”s first major seasonal update. A number of promise to shake up the experience for dedicated players, including a handful of new maps, scorestreaks, and perks. The game will also debut a new Battle Pass for players to buy, which includes skins for new playable operators like Sev and Goliath.
Related
Kill/Scorestreaks have been a Call of Duty staple for years, and Call of Duty: Black Ops 6”s Dreadnought raises the bar for the gunship archetype.
As a preview for players awaiting the Black Ops 6 Season 1 launch, Treyarch and Raven Software published the full before they”re set to go live. The patch notes detail the coming Season 1 additions for both Black Ops 6 and Warzone. They also included a number of bug fixes for the campaign, adjustments to weapons in multiplayer, and information about the new version of the , a feature that will allow players to access loadout items they might have missed.
In Black Ops 6 Season 1 will debut three new 6-versus-6 multiplayer maps: Hideout, Heirloom, and Extraction, which are all based on an ongoing storyline involving and a conflict with the Lutazzi crime family. Two new multiplayer modes will also launch in Season 1. Ransack will be available first, and involves teams fighting over gold in crates around the map. Prop Hunt, the fan favorite Call of Duty party mode that turns “Prop” players into random map objects and tasks “Hunter” players with finding them while they try to hide.
Other additions for Black Ops 6 Season 1 include new events like Hit List, a mode where players are given a board of assassination contracts to carry out, and new weapons and attachments. The new weapons include the Krig C assault rifle, Saug SMG, and special and melee weapons like the Sirin 9mm and Power Drill. New attachments also include the popular and items to improve the XM4 and Kompakt 92 weapons.
Call of Duty: Black Ops 6 and Warzone Season 1 Patch Notes
Black Ops 6New Multiplayer Maps
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Season Launch
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Hideout (6v6)
- Sharpen your combat skills in this mid-sized Multiplayer map featuring an extensive training site including target practice, an obstacle course, and a lifelike recreation of a vault and security room to help plan for the next mission to hit the Luttazzi crime family.
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Heirloom (6v6, 2v2)
- Crash a private showing of Luttazzi family art to create a diversion for the other Rogue Black Ops team as they execute the real job.
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Extraction (6v6)
- All hell has broken loose in the aftermath of a Crimson One ambush when the attack on the Luttazzis goes sideways.
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Hideout (6v6)
New Multiplayer Modes
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Season Launch
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Ransack
- Ransack sees you looting gold bars from crates dotted around the area of operations on 6v6 maps. Once gathered, secure your loot by bringing it back to your team’s stash.
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Ransack
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In-Season
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Prop Hunt
- Prepare for an infamous game of hide-and-seek, as the fan-favorite Black Ops party mode is back! Drop into a Multiplayer map as a Prop or Hunter.
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Prop Hunt
New Weapons (Multiplayer & Zombies)
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Season Launch
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Krig C – Assault Rifle (Battle Pass)
- For a hard-hitting, versatile Assault Rifle that performs well across multiple ranges, look no further than the Krig C.
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Saug – SMG – Battle Pass (Battle Pass)
- Pepper your enemies with a hailstorm of lead using this rapid-fire SMG that’s perfect for breaching and clearing small spaces.
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Krig C – Assault Rifle (Battle Pass)
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In-Season
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Sirin 9mm – Special Weapon (Special Event Reward)
- Take your game to the next level with this foldable Special category weapon offering full-auto fire with a slow and steady fire rate to help you stay on target up to the mid-range.
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Power Drill – Melee Weapon (Event Reward)
- There’s no better tool for the job than the Power Drill, offering a rapid attack speed for quick follow-up hits to get the job done.
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Sirin 9mm – Special Weapon (Special Event Reward)
New Attachments (Multiplayer & Zombies)
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Season Launch
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12 Gauge Dragon’s Breath (Battle Pass)
- Add some heat to your Shotgun blasts with incendiary rounds comprised of magnesium sparks that stick to and burn enemies over time.
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12 Gauge Dragon’s Breath (Battle Pass)
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In-Season
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Buffer Weight Stock (Event Reward)
- The heavier Buffer Weight Stock provides significantly smoother action through the additional resistance met by the bolt carrier group for the XM4 Assault Rifle, XMG LMG, and DM-10 Marksman Rifle.
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XM4 Burst Fire Conversion (Event Reward)
- Convert the XM4 Assault Rifle’s primary firing mode into a three-round burst to help conserve ammo and stay on target.
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Kompakt 92 Burst Fire Conversion (Event Reward)
- Convert the Kompakt 92 SMG’s primary firing mode into an exceptionally rapid three-round burst.
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Buffer Weight Stock (Event Reward)
New Multiplayer Perks
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Season Launch Window
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Shadow – Strategist
- Undetectable to enemy traps and mines.
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Shadow – Strategist
New Scorestreak (Multiplayer & Zombies)
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Hand Cannon
- Available as an Event Reward in the Season Launch Window, this mid-level Scorestreak allows players to equip a massively powerful handgun for a finite amount of time.
- The Hand Cannon can also be accessed in Zombies at the Crafting Table under Support.
New Operators (Multiplayer & Zombies)
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Goliath (BlackCell, Rogue Black Ops, Launch)
- Solidify your fiery combat mastery as the molten man of fire himself, Goliath! All biographical information for this Operator has been redacted.
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Sevati “Sev” Dumas (Battle Pass, Rogue Black Ops, Launch)
- A main player in the Rogue Team after the conclusion of the Campaign, Sev is ready to make a deal with the untrustworthy French Syndicate and is gearing up to take down the rival Luttazzi family to prove it.
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The Replacer (Bundle, Rogue Black Ops, In-Season)
- There’s no substitute for greatness. The Replacer has concluded his whirlwind Black Ops 6 takeover tour and has freed up some time to appear in-game, available as a Store Bundle shortly after Launch.
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Competitor CDL Home and Away Operators
- Two new Operators arrive just in time for the 2025 Call of Duty League® season, and both are available (along with a host of other content including a Weapon Camo) in the CDL Store Bundle. The first available Bundle includes the “2025 CDL Home” “Competitor” Operator (Rogue Black Ops), and the “2025 CDL Away” “Competitor” Operator (Crimson One).
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Access either of the Competitor Operators to find the location where a variety of incoming Operator Skins will become available, once earned. Expect the following as Season 01 progresses:
- CDL Team Packs for the Atlanta Faze, Boston Breach, Carolina Royal Ravens, Los Angeles Guerrillas, Los Angeles Thieves, Miami Heretics, Minnesota Rokkr, Cloud9 New York, Vancouver Surge, Optic Texas, Toronto Ultra, and Vegas Falcons.
- Skins unlocked during Multiplayer Ranked Play for Challenge Wins, Gold, Platinum, Diamond, Crimson, Iridescent, Top 250, and Seasonal World Champion.
- Skins unlocked during Warzone Ranked Play for Challenge Wins, Gold, Platinum, Diamond, Crimson, Iridescent, Top 250, and Seasonal World Champion.
New Events
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The Hit List (In-Season)
- Who’s next? Keep up your luxurious – but slightly corrupt – lifestyle during the Hit List Event. You’re offered up a take-no-prisoners mission: kill or be killed. The Hit List Limited Event gives players a board of contracts with one goal – take them all out. Cross off the entire list and earn some exclusive loot for hire.
New Zombies Directed Mode
- Liberty Falls and Terminus
- For those players looking to witness the Zombies story with a guided experience to complete the objectives of the Main Quests in Liberty Falls and Terminus, Directed Mode is available at launch.
- Directed Mode offers direct assistance in completing the Main Quest with objectives listed on-screen.
- All Side Quests, S.A.M. Trials, and the Rampage Inducer are disabled in this mode.
- Rounds are capped based on certain steps in the Main Quest progression, with a maximum of Round 15.
- The chance to earn unique Calling Card rewards for completing the Main Quests for Liberty Falls or Terminus before Directed Mode goes live will expire when Season 01 launches.
- For those players looking to witness the Zombies story with a guided experience to complete the objectives of the Main Quests in Liberty Falls and Terminus, Directed Mode is available at launch.
Global
Ricochet Anti-Cheat
- Treyarch has delivered several updates to combat disruptive behavior, including:
- Enhanced AFK detections to battle against account boosting
- Adjusting ping thresholds to require players play matches in their region to cut down on VPN abuse
- To unlock Ranked Play in Black Ops 6, players will need to win 50 match-made multiplayer matches:
- This ensures that players are experienced with multiplayer before they enter the mode and gives #TeamRICOCHET a historical match history to examine before an account enters Ranked Play
- #TeamRICOCHET also utilizes its Replay Investigation Tool to monitor replays of top players as part of the investigation process
- Detection systems initially deployed at launch from #TeamRICOCHET to collect data to test for effectiveness will be activated to help flag accounts for action beginning with Season 01. The security system updates listed above will also be active for Ranked Play in Call of Duty®: Warzone™, which launches at mid-season
Armory
- The Armory will go live in Black Ops 6 in S01 Reloaded when post-Event content is available to unlock.
- In Warzone, the Armory will be available to unlock at Player Level 24 at Season 01 launch. For more details, check out the Warzone Season 01 patch notes.
Campaign
Performance
- Made improvements to mission intro sequence animations.
Bug Fixes
- Updated text for a number of languages localizations.
- Addressed various issues that resulted in infrequent game crashes.
- Addressed a memory error that was forcing players to restart their game.
- Addressed visual fidelity issues with water effects.
- Addressed an issue causing the High Contrast setting to be on by default.
- Addressed an issue where players would be mistakenly shown an out-of-bounds warning while navigating a mission.
- Addressed an issue that would prevent players from completing a mission due to the untimely passing of Gladney.
Multiplayer
Maps
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Lowtown
- Addressed an issue where the water would flicker for some players.
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Protocol
- Adressed an issue where the water would flicker for some players.
- Adjusted the A S&D bombsite to prevent line of sight from artillery above.
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Red Card
- Addressed an issue where players could get outside of the intended playspace.
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Vault
- Adjusted the A S&D bombsite to reduce line of sights from start spawn area.
Spawns
- Spawn logic updates across several maps to reduce the chances of spawning near enemies.
- Adjusted start spawns in Subsonic to prevent damaging opposing enemy team at match start.
Modes
- Addressed an issue across several maps where Hardpoint zones could be captured outside of the intended boundaries.
- Addressed an issue where incorrect icons could display on the Next Hardpoint lock icon.
- Addressed an issue where the bomb in Search & Destroy could not be retrieved if dropped on a destroyed vehicle.
- Addressed an issue where the “Time is almost up” line would play too frequently in Gunfight.
Playlists
- Added Nuketown, Extraction, and Hideout to the Core map pool.
- Added Heirloom to the Face Off map pool.
Game Chat
- Addressed an issue where some players were unable to hear each other during Intermission (between rounds) and in Post-Game voice chat.
Weapons
Throughout the pre-season we have seen a steady and healthy variety of weapon usage. Most weapons sit quite closely in both performance and pick rate, with no weapons dominating in both areas. As such our first round of Season 01 tuning changes will not be introducing any major shifts to the current state of weapon balance, and instead focus on elevating some of the weapons at the bottom of the pack. We are also addressing feedback regarding Assault Rifle damage in Hardcore and completing our adjustments to the shotgun slug attachment.
Reminder: We”re using a new Weapon Damage Adjustments tables to identify post-patch damage changes when possible.
All Weapons
- Adjusted weapon motion while moving and changing stances to improve aiming feel and centering (especially with optics).
- Hold Breath focus state will now be maintained while firing if applicable.
- Improved Weapon depth of field settings when performing a Weapon Inspect.
Assault Rifles
We are increasing the damage values for some of our Assault Rifles to ensure that they kill in just one bullet in Hardcore modes. The headshot multiplier changes have either kept the bullets to kill with headshots the same or even improved them at some Min Damage Ranges.
XM4
- Maximum damage range damage increased to 23 (from 21)
- Medium damage range damage increased to 22 (from 20)
- Minimum damage range damage increased to 19 (from 17)
- Headshot multiplier reduced to 1.15 (from 1.3)
- CHF barrel attachment headshot multiplier reduced to 1.25 (from 1.42)
Ames 85
- Maximum damage range damage increased to 23 (from 21)
- Minimum damage range damage increased to 19 (from 17)
- Headshot multiplier reduced to 1.12 (from 1.25)
- CHF barrel attachment headshot multiplier reduced to 1.25 (from 1.4)
GPR 91
In addition to the Hardcore adjustments, we are further improving some handling times on the GPR 91 to solidify its role within the class.
- Maximum damage range damage increased to 23 (from 21)
- Medium damage range damage increased to 22 (from 20)
- Minimum damage range damage increased to 19 (from 17)
- Headshot multiplier reduced to 1.15 (from 1.3)
- Sprint to Fire time improved to 160ms (from 165ms)
- Tactical Sprint to Fire time improved to 270ms (from 275ms)
- Slide to Fire time improved from 0.37s to 0.33s
- Dive to Fire time improved from 0.45s to 0.42s
- CHF barrel attachment headshot multiplier reduced to 1.2 (from 1.4)
Goblin Mk2
Like the GPR 91, we are making some small, initial adjustments to the Goblin Mk2 to help it shine as the fastest semi-auto primary.
- All movement speeds improved by 0.01m/s (Yes, every little bit matters)
- Sprint to Fire time improved from 180ms to 175ms
- Tactical Sprint to Fire time improved from 290ms to 285ms
SMGs
Kompakt 92
The Kompakt 92 can now kill with one headshot in Hardcore modes at its Max Damage Range. Bullets to kill at the Min Damage Range have not changed, but headshots will now be much more effective at that range.
- Minimum damage range damage reduced from 11 to 10
- Headshot multiplier improved to 1.1 from 1.05
Shotguns
Strelok Laser Attachment Adjustments
- Increased the time it takes to reach ADS spread from 20% of Aim Down Sight Speed to 70% of Aim Down Sight Speed
Slug Attachment Adjustments
- Slugs allow players to run shotguns as mid-range precision weapons. As a tradeoff, they have limited short range effectiveness if you are not carefully hitting headshots
Marine SP
- Maximum damage range damage increased to 102 from 92, range reduced to 0-2m
- Medium damage range 1 damage increased to 96 from 84, range reduced to 2.1-12.7m
- Medium damage range 2 damage increased to 70 from 60, range adjusted to 12.8-25.4m
- Medium damage range 3 damage increased to 50 from 49, range adjusted to 25.5-33m
- Minimum damage range increased to >33m
- Additional 12 Gauge Slug Adjustments
- Headshot multiplier increased from 1 to 1.5
- Upper Torso and Upper Arm multipliers increased from 1 to 1.1
- Now increases hip spread by 15%
ASG-89
- Maximum damage range damage increased to 102 from 92, range reduced to 0-1.3m
- Medium damage range 1 damage reduced to 70 from 84, range adjusted to 1.4-15.2m
- Medium damage range 2 damage increased to 50 from 49, range adjusted to 15.3-21.6m
- Medium damage range 3 damage increased to 40 from 33, range adjusted to 21.7-29.2m
- Minimum damage range damage increased to 30 from 24, range adjusted to >29.2m
- Additional 12 Gauge Slug Adjustments
- Headshot multiplier increased from 1 to 1.5
- Upper Torso and Upper Arm multipliers increased from 1 to 1.1
- Now increases hip spread by 20%
Marksman Rifles
We are adjusting handling stats on the burst rifles so that they fit more squarely into their intended roles. The Swat 5.56 has a slower fire rate within each burst and more recoil, making it better suited for mid-range engagements. Meanwhile the AEK-973 has better stability and precision, but a longer burst delay makes it a riskier pick when playing aggressively. We are also significantly reducing the power of the AEK-973 Rapid Fire, which was too strong not to take.
Swat 5.56General Adjustments
- Aim Down Sight Speed improved from 340ms to 315ms
- Sprint to Fire time improved from 215ms to 205ms
- Tactical Sprint to Fire time improved from 325ms to 315ms
Attachment Adjustments
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Rapid Fire Attachment:
- Recoil Gun Kick penalty increased from 25% to 30%
- Vertical Recoil penalty increased from 25% to 30%
- Horizontal Recoil penalty increased from 25% to 30%
AEK-973 General Adjustments
- Sprint to Fire time increased from 205ms to 215ms
- Tactical Sprint to Fire time increased from 315ms to 325ms
Attachment Adjustments
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Rapid Fire Attachment:
- Rate of Fire benefit reduced from 10% to 5%
- Burst Fire Delay increased from 115ms to 295ms
- Recoil Gun Kick penalty increased from 25% to 50%
- Vertical Recoil penalty increased from 20% to 50%
- Horizontal Recoil penalty increased from 25% to 50%
Sniper Rifles
We have been monitoring feedback on Sniper Rifles and are making some changes to promote more build diversity and improve the sniping experience before gaining access to a complete attachment set. We are lowering the baseline flinch on all Snipers and reducing the Flinch Resistance given by stock attachments. The resulting received flinch values are much lower up front and just a bit lower overall after equipping the stocks. We are also increasing Aim Walking Movement Speed bonuses on stock attachments to make those choices more valuable.
Lastly, we are improving the ADS Idle Sway delay by default on all Snipers, meaning that on average there will be less deviation from your point of aim when entering ADS. Our goal is to support the various sniping playstyles you all enjoy through several viable weapon builds. We will continue to monitor weapon and attachment data as well as your feedback to ensure that all sniping playstyles are fun and rewarding in Black Ops 6.
Sniper Rifle Class Adjustments
- All snipers now have 1 second of 50% Idle Sway scaling at the beginning of Aim Down Sight
- All snipers have had base Flinch Resistance improved by 17%
LW3A1 Frostline
We see the LW3A1 Frostline falling behind the LR 7.62 and are buffing its handling and Idle Sway to make it a more appealing choice in spite of its more limited one-shot hit locations.
General Adjustments
- Aim Down Sight Speed improved from 550ms to 535ms
- Sprint to Fire time improved from 300ms to 290ms
- Tactical Sprint to Fire time improved from 450ms to 430ms
- ADS Idle Sway reduced (improved) by about 10%
Attachment Adjustments
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Infiltrator Stock Attachment
- Aim Walking Movement Speed improvement increased from 0.48m/s to 0.58m/s
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Heavy Stock Attachment
- Flinch Resistance decreased from 60% to 53%
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CHF Barrel Attachment
- Recoil Gun Kick penalty improved from 75% to 50%
- Vertical Recoil penalty improved from 65% to 50%
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Combat Stock Attachment
- Aim Walking Movement Speed improvement increased from 0.25m/s to 0.33m/s
- Flinch Resistance decreased from 35% to 23%
SVD General Adjustments
- Introduced a delay after firing before a new shot can be queued. This does not change the rate of fire, but prevents accidentally firing extra unintended shots when repeatedly pulling the trigger.
- Sprint to Fire time improved from 310ms to 300ms
- Tactical Sprint to Fire time improved from 460ms to 450ms
Attachment Adjustments
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Infiltrator Stock Attachment
- Aim Walking Movement Speed improvement increased from 0.5m/s to 0.56m/s
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Heavy Stock Attachment
- Flinch Resistance decreased from 50% to 42.5%
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CHF Barrel Attachment
- Recoil Gun Kick penalty improved from 75% to 50%
- Vertical Recoil penalty improved from 65% to 50%
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Combat Stock Attachment
- Aim Walking Movement Speed improvement increased from 0.27m/s to 0.3m/s
- Flinch Resistance decreased from 25% to 12.5%
LR 7.62 General Adjustments
- Tactical Sprint to Fire time improved from 470ms to 460ms
Attachment Adjustments
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Infiltrator Stock Attachment
- Aim Walking Movement Speed improvement increased from 0.43m/s to 0.51m/s
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Heavy Stock Attachment
- Flinch Resistance decreased from 55% to 48%
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CHF Barrel Attachment
- Recoil Gun Kick penalty improved from 75% to 50%
- Vertical Recoil penalty improved from 65% to 50%
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Combat Stock Attachment
- Aim Walking Movement Speed improvement increased from 0.2m/s to 0.25m/s
- Flinch Resistance decreased from 30% to 18%
Gunsmith
- Various updates to weapon descriptions.
- Addressed an issue that was sometimes equipping Stickers to the wrong slot or incorrectly equipping as a Large Decal.
- Players will now go directly to the Perk Greed tab instead of Perk 1 tab when trying to edit the bonus Perk slot when the Perk Greed Wildcard is equipped.
Perks
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Slight reduction to Ninja footstep volume.
- Additionally we’ve made a slight reduction to default footstep volume.
- Addressed an issue that prevented Gearhead from being able to booby-trap enemy Care Packages.
- Addressed an issue that prevented Equipment from replenishing with the Scavenger Perk.
Scorestreaks
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Archangel
- Addressed an issue where the rocket would sometimes explode immediately when firing near a wall.
Ranks & Prestige
- Added Prestige Master Hub that shows the player’s progress through Prestige Master and all Prestige Master rewards, including hidden redactions for Level 1000 rewards.
- Addressed an issue where Prestige Wallpaper rewards weren’t previewing properly.
- Prestige rewards now display names, descriptions, and other information when browsing Prestige screens.
Challenges
- Addressed an issue where some Daily Challenges were not tracking properly.
Movement Updates
- Addressed a bug causing player to be slowed when shot while mantling.
Theater
- Added Nuketown and Private Match recordings.
- Addressed various stability issues when viewing matches.
UI
- Added Mastery Badge Category Calling Card reward previews to the Mastery Badge Hub.
- Players will no longer back all the way out of the Calling Card menu when they choose “Back,” and will instead move back to the previous Calling Card Challenge screen.
- Closed an exploit that allowed players to equip Operators they had not unlocked.
- Addressed an issue where the AAR could close when entering the Scoreboard tab.
- Addressed an issue earned and unearned medals would not display correctly in Collections.
- Addressed an issue where the option to select an attachment skin would not be visible for some players.
Graphics
- Addressed an issue where some weapon effects would persist on the character after changing weapons.
Stability
- Added numerous stability fixes.
Zombies
Maps
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Terminus
- Addressed an issue where defuse progress was sometimes not saved if the player stopped defusing during the Apocalypse Protocol Main Quest step.
- Addressed an issue where entering a Kazimir after completing the Main Quest would teleport the player to the boss arena and down them.
- Addressed an issue where loading into a saved game after unlocking the Pack-A-Punch machine could cause some doors to have inconsistent collision.
- Addressed an issue during the Main Quest where connecting both Node Connectors at the same time would cause overlapping voice lines.
- Changed the location of the Ammo Cache on the Seaside Path.
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Liberty Falls
- Updated the first Mangler whose arm is blown off to always drop a Mangler Cannon instead of only the first Mangler that spawns.
- Resolved an issue where Blanchard would not be present during some dialogue.
Weapon Adjustments
The recent changes to Assault Rifles in Zombies were an unintended carryover from a global weapon tuning pass. We do not intend to inherit all MP weapon tuning without looking at how it affects Zombies tuning as well.
We have corrected this in this update, while also making a pass on increasing the damage performance of ARs in Zombies. All ARs have had their Pack-a-Punched base damage and overall critical damage increased. While you may see the word “decreased” in a few places, the performance for these weapons is still increased overall!
Additionally, the HE-1 Launcher has gotten a buff to become more useful at stopping hordes of zombies. When Pack-a-Punched, it will now have more stock ammo and a larger explosion with more overall damage.
Assault Rifle Adjustments
Ames 85
Base Pack-a-Punch Damage & Critical Damage Multiplier
- Bullet damage improved to 26
- Crit Multiplier improved to 4.51x
- Crit damage improved to 117
AK-74
Base Pack-a-Punch Damage & Critical Damage Multiplier
- Bullet damage improved to 31.6
- Crit damage improved to 153
AS Val
Base Pack-a-Punch Damage & Critical Damage Multiplier
- Bullet damage improved to 23
- Crit Multiplier improved to 5.35x
- Crit damage improved to 123
Model L
Base Pack-a-Punch Damage & Critical Damage Multiplier
- Bullet damage improved to 30.5
- Crit Multiplier improved to 4.65x
- Crit damage improved to 141
XM4
Base Pack-a-Punch Damage & Critical Damage Multiplier
- Bullet damage improved to 25
- Crit damage improved to 116
GPR-91
Base Pack-a-Punch Damage & Critical Damage Multiplier
- Bullet damage improved to 34.5
- Crit Multiplier improved to 3.75x
- Crit damage improved to 129
Launcher Adjustments
HE-1
- Ammo Adjustments
- Increased Stock Ammo from 5 to 11
- Explosion Radius Adjustments.
- Increased Inner Explosion Radius from .4 meters to 3.25 meters
- Increased Mid Explosion Radius 1.6 meters to 4.1 meters
- Increased Outer Explosion Radius 3.26 meters to 5 meters
- Explosion Damage Adjustments.
- Lowered Inner Explosion Damage from 1045 to 800
- Increased Mid Explosion Damage from 475 to 600
- Increased Outer Explosion Damage from 220 to 400
Bug Fixes
- Addressed an issue where camos were not being applied to Zombie Builds.
- Closed an exploit that allowed players to have 3 weapons.
- Addressed an issue where Wallbuy rarity would reset when loading into a save.
- Addressed an issue where yellow damage numbers would appear when hitting a critical spot with the Ray Gun.
Perks
- Quick Revive
- Dying Wish Augment
- Addressed an issue where Dying Wish could activate when diving from large heights while protected from fall damage.
- Dying Wish Augment
- Elemental Pop
- Addressed an issue where Elemental Pop would prevent normal Ammo Mod activations.
- Jugger-nog
- Turtle Shell Augment
- Turtle Shell will now apply damage mitigation when being grabbed by an Amalgam.
- Turtle Shell Augment
- PHD Flopper
- Addressed an issue where diving onto an elevated or inclined surface, such as stairs or up a hill, would not activate the perk.
GobbleGums
- Addressed an issue that prevented players revived by Near Death Experience from keeping all their Perks.
Field Upgrades
- Adjusted the description for the Energy Mine to no longer say it deals Electrical damage to accurately reflect the damage type.
- Increased Dark Flare damage from 25% to 40% of the base zombie max health per tick.
- Addressed an issue where an extra charge on Field Upgrades would be lost when loading a save.
Support
- Addressed an issue that could cause the Mutant Injection to end early when near water.
- Addressed an issue that allowed the player to pick up a Sentry Turret while using Mutant Injection.
- Reduced self-damage from the LDBR.
Save & Load
- Closed an exploit that allowed keeping a save file after it had already been loaded.
Enemies
- Addressed an issue where zombies charmed by Brain Rot could prevent the player from completing an exfil.
- Addressed an issue where loading a save would disable the rampage inducer if it was active.
- Addressed an issue where zombies would throw guts at the end camera if the player leaves the match to end the game.
- Terminus
- Addressed an issue where rarely the round would not end after killing all zombies.
- Addressed an issue where the Amalgam could grab the player while slowed.
- Addressed an issue where the Amalgam could pull players into walls causing them to get stuck.
- Addressed an issue where diving while being hit by knockback from Patient 13 could push the player further than intended.
- Liberty Falls
- Addressed an issue that prevented the Abomination from spawning inside Fuller’s Liberty Lanes.
- Addressed an issue where the Abomination could fire off a beam attack before leaving a spawn closet.
Activities
- Addressed an issue that would prevent one elite from spawning consistently during exfil from rounds 16 onward
- Updated S.A.M. Trials that required the player to not take damage to display a progress bar instead of a timer.
- Terminus.
- Addressed an issue where players would be able to use Equipment, Scorestreaks, and fire weapons during the Boat Race awards sequence.
XP Earn Rates
- Addressed an issue where XP was being awarded to all weapons being used in an assist instead of just the last one.
- If two weapons were used in an assist only the last one used by the players getting the assist will be awarded XP.
Challenges
- Addressed an issue where Wall Buys would not progress the Prestige 8 Challenge Value Town.
- Addressed an issue where Legendary GobbleGums would progress the Ultra Prestige 8 Challenge Full Power instead of Ultra GobbleGums.
- Addressed an issue where the Liberated Challenge could be completed by saving and quitting before starting the final encounter.
- Addressed an issue that would complete the Social Distancing and Invincible Challenges by joining a game in progress.
- Addressed an issue that would complete the Harbinger of Doom Challenge when loading into a saved game and using a Scorestreak.
- Addressed an issue where the Prestige 5 Challenge Fire & Forget would mention needing a Bombing Run medal instead a Lethality medal.
- Addressed an issue where the player would not complete Outrageous Challenge until Round 16 instead of Round 15.
- Addressed an issue where loading a save past Round 25 would complete the Sticks N’ Stones Challenge.
- Addressed an issue where the Dark Journey Challenge could show as not complete when unlocking Nebula on 33 weapons and being awarded the Calling Card.
AFK Detection
- We have updated the detection logic to determine if a player is AFK during an active match.
- This should reduce the amount of false positive AFK kicks in Zombies.
- Added AFK Kick warning UI to ZM
UI
- Updated visuals on all GobbleGums to improve readability.
- Addressed an issue where the Boat UI would overlap with the Map with the Central Command HUD preset.
- Addressed an issue where the Drop Node Connecter prompt during the Terminus Main Quest would overlap with the Map with the Central Command HUD preset.
- Addressed an issue where the Round number would initially be displayed incorrectly when loading a save.
- Addressed an issue where the Weapon Stats on the AAR would show the loadout players started with instead of the loadout they ended with.
- Addressed an issue where some items would show the wrong text on the Tac Map when pinged.
- Removed Multiplayer information from Melee Weapon descriptions.
- Added a Highest Round icon to the AAR when reaching a new personal highest round.
- Added a timer to the scoreboard.
- Added a notification when picking up Intel.
Graphics
- Addressed an issue on PS4 where some effects would stop rendering at higher rounds.
- Addressed an issue where some effects for the Mutant Injection were not working when Sprinting.
- Addressed an issue where the character effects from Brutus would be present during Mutant Injection.
- Liberty Falls
- Addressed an issue where some damaged vehicles would not have smoke effects.
Stability
- Addressed an issue where the game could crash when attempting to start a solo match after playing in splitscreen.
- Addressed an issue where sometimes the player would be unable to Save & Quit with the error “The game failed to save for an unknown reason. Try again later.”
- Added numerous stability fixes.
Warzone
New Map – Area 99
- Season 01 introduces Area 99, a new Warzone map designed by Treyarch and inspired by Nuketown”s high-paced gameplay. This map is set in the Nevada desert at the Echo Ridge Weapons Station — a hidden 1950s government site abandoned after a reactor leak. The map offers intense, tactical combat through desert roadways, open trenches, and pipework around a central Reactor “bullseye,” anticipated as the hottest drop zone. Another key point of interest is a massive crane suspending a Nuketown house in the Loading Bay, adding to the map”s unique and dynamic environment.
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Points of Interest
- Reactor
- Bunker
- Test Site
- Mannequin Assembly
- Cooling Towers
- Nuketown Shipping
- Loading Bay
- Warehouse
- Manufacturing
- Pods
Returning Maps
Urzikstan
The “big map” returns to its early days featuring familiar landmarks from before the destruction of Popov Power Plant and the arrival of the Atlas Superstore. Enhanced with Black Ops 6 innovations, Urzikstan is the staging ground for a fierce Ranked Play Battle Royale later when Season 01”s Mid-Season launches.
Rebirth Island
The infamous prison island returns during Season 01”s playlist with Resurgence Modes, enhanced by Omnimovement, Black Ops 6 weaponry, and Killstreaks for added tactical intensity.
Map Adjustments – Urzikstan, Rebirth Island
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Vehicles
- All new vehicles with improved handling, detailed further below.
- Brand new dirtbike for quick rotation.
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Loot
- All new Black Ops 6 ground loot including weapons and equipment.
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Visuals
- Lighting and visual improvements to the map with Black Ops 6 technology.
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Sound
- Audio improvements to in-game sound effects including footsteps balance tuning.
Map Adjustments – Rebirth Island
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Submarine
- The Submarine POI introduced earlier this year now appears 100% of the time.
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Redeploy Drones
- Increased Redeploy Drone count and spawn rate for balancing later circles.
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Biometric Scanner & Weapon Trade Station
- Rewards for the Biometric Scanner and Weapon Trade Station have been rebalanced and updated to Black Ops 6 loot.
Modes
Returning Modes
Battle Royale
This mode offers the classic Warzone experience, centered around high-risk, high-reward gameplay. You and your squad have only but a few attempts to survive – and the match concludes with one ultimate winner.
- Player Count: 120 (Solos, Duos, Trios, Quads)
- Map: Urzikstan
Resurgence
This mode offers a bit more forgiveness and a whole lot more action. As long as one squad member remains alive, others can redeploy after a countdown. However, once the resurgence window expires, free redeployment is no longer possible for the remainder of the game.
- Player Count: 44 (Solos, Duos, Quads), 45 (Trios)
- Map: Area 99, Rebirth Island
Plunder
- This mode is a squad-based mode where accumulating Cash is the main objective. The squad that gathers the most Cash by the end of a timed period – extended into overtime once a squad reaches $2 million – claims victory. Cash can be earned by eliminating players and collecting their valuables, searching ground loot and Supply Boxes, and completing Contracts and in-game events. Operators can start with a custom Loadout and redeploy after each elimination throughout the entire match.
- Player Count: 120
- Map: Urzikstan
Bootcamp
This mode is a Quads-only training mode, allowing players to experience Warzone with up to 20 players and 24 bots. XP progression is limited, and the mode does not contribute to Daily/Weekly Challenges or include public events or advanced contracts.
- Player Count: 44
- Map: Urzikstan
Mode Adjustments
- Resurgence
- Players will receive an additional 25% discount in the Buy Station on “Redeploy Squadmate” while the Resurgence timer is still active.
Additional Note: To celebrate the new Area 99 map, it is the exclusive Resurgence map during the first weekend of launch, with Rebirth Island then returning to the playlist.
Ranked Play
An all-new Ranked Play experience will come to Battle Royale on Urzikstan for the first time with Season 01 Reloaded. Keep an eye open for more intel later this year.
General
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Carry-Forward
- Weapons, blueprints, operators and skins, and vast majority of the cosmetics from Modern Warfare II and III will be available to players in the Black Ops 6 era of Warzone.
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AFK Detection
- We have updated the detection logic to determine if a player is AFK during an active match.
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Leaderboards
- To accommodate and track the new statistics coming with the Black Ops 6 integration, the Warzone Leaderboard stats will be reset at launch.
Armory
- The Black Ops 6 Armory (BETA) is a repository that provides access to previously missed Loadout content from prior titles including Modern Warfare II and III. Players can look for and activate an item in the Armory to start earning XP toward unlocking it.
- The Armory is unlocked at Player Level 24 and is added to the Level Unlock Menu. This menu serves as a platform to browse items that otherwise cannot be earned through normal weapon progression.
- Please note that certain legacy attachments will be missing from the armory at the launch of Season 01. New players seeking to unlock these items can do so by playing the respective legacy title until they are implemented in Black Ops 6 in a future update. Players that have already unlocked this content in previous games are not impacted.
Progression
- Season 01 introduces an extensive progression and Prestige system, with 55 levels of unlocks, 10 Prestige levels, and a final Prestige Mastery tier with 1,000 additional levels. Players unlock weapons, equipment, killstreaks, and perks through progression, with exclusive Calling Cards, animated “Dark Ops” cards, and 10 reticle unlocks per optic. Weapon camos include 9 Military Camos per weapon, 2 Special Camos sharable across modes, and 4 Mastery Camos, including animated designs like Gold Tiger and Abyss. Some rewards are exclusive to Black Ops 6 but can be earned retroactively.
Camos
Weapon Mastery Camos
- The Weapon Camo grind has been overhauled in Black Ops 6 and is bigger than ever. You’ll be progressing through Camos on the quest to earn the first ever Call of Duty: Warzone Mastery Camo: Abyss (Season 01).
Combat
New Combat
- Body Shield
- Sneak up behind an unsuspecting enemy and double-tap the melee button to pull them close as your personal shield against incoming fire.
- Once they’ve served their purpose, gracefully deliver the coup de grâce.
- Body Shield is the spiritual successor to the previous Interrogation mechanic.
- Dedicated Melee Weapon
- All player loadouts will have a dedicated melee weapon by default, in addition to their primary and secondary weapon slots.
- Players can swap to their dedicated melee weapon by holding down the melee button.
- Players holding a melee weapon will benefit from unlimited tac sprint.
- Shootable Doors
- Doors can now be shot open allowing for new tactics and strategy.
Combat Adjustments
- Primary Weapon
- The Loadout inventory is returning to the classic Warzone experience where players can only equip one Primary weapon.
- There is a Wildcard detailed further below that allows for two Primary weapons to be equipped.
- Self-Revive Auto Pickup
- While downed, players will now be able to automatically loot Self-Revive kits that are within close proximity.
- Live Ping Duration
- The duration of live pings has been reduced from 3 seconds to 2 in order to bring more balance to a combat engagement.
- Armor Plate Replacement Speed
- The speed at which players can replace broken or missing armor plates has been increased by 8% to match the fluidity of Black Ops 6 Omnimovement.
- Abandon Timer
- The time players must wait to give up has been reduced from 5 seconds to 4 seconds due to the previous Interrogation mechanic being replaced.
- Deaths Door
- The health at which players will enter the death’s door state has been reduced from 50% to 35%.
- The health at which the death’s door state will end has been reduced from 70% to 55%.
- This change is due to us wanting to enable Players to better hear and see their surroundings when under threat by an enemy.
Movement
New Movement
- Omnimovement
- The movement and combat innovations from Black Ops 6 are fully integrated into Warzone. This allows players to Sprint, Slide, and Dive in any direction, perform 180-degree Combat Dives, and execute advanced moves like the Combat Supine and Omni-Sprint for dynamic tactical play.
- Combat Supine
- Drop to a prone position, then rotate your Operator for a complete 360-degree view of your surroundings. Then fire to eliminate the enemy quickly as they appear, all the while staying in the supine position.
- Intelligent Movement
- Players can now customize elements of how they traverse landscape and navigate combat.
- Available in the Keyboard & Mouse or Controller Options under “Movement,” players will find the following features:
- Sprint Assist: Choose whether to manually or automatically sprint, tactically sprint, how much of a delay before sprinting begins, and if the assist occurs while sprinting sideways or backwards.
- Mantle Assist: Customize how and when to automatically mantle over obstacles.
- Crouch Assist: This enables crouching and sliding when the intent is to move through a valid opening.
- Corner Slice: Allows the act of inclining weapons (and camera) when adjacent to or moving around a corner. This doesn’t affect aim. Default is “on.”
- Unlimited Tac Sprint
- Players will have access to unlimited tac sprint via the Sprinter Perk or by holding their dedicated melee weapon.
- Mantle Protection
- Players will now climb onto thin or high ledges rather than over them to prevent untimely deaths.
Movement Adjustments
- Tac Sprint Duration
- We heard feedback around default tac sprint duration, so it has been increased from 2 seconds to 4 seconds.
- Landing Tuning
- The duration of the shock effect when falling from a near-death height has been reduced to 2.1 seconds from 3 seconds.
- The minimum fall damage required before the shock effect from landing is now 55%, up from 50% allowing for slightly higher jumps with less punishment.
- This change is made to better enable the movement opportunities that the Black Ops 6 integration allows.
- Vertical Ascenders & Horizontal Zipline Improvements Quality of Life
- Interacting with the Ascenders and Ziplines lines has been improved, making it easier to attach to the line from an angle or while free falling to increase fluidity.
- Redeploy Drones
- Redeploy Drones are fixed in place for the duration of a match.
- Once a Redeploy Drone has been consumed by the gas, it will leave the map rather than relocating to give a more consistent experience.
Inventory
- Streamlined Inventory
- At the start of Season 01, we”re streamlining the inventory system by removing the “Backpack” and returning to a classic inventory layout, organized by sections for cash, gas mask, armor plates, killstreaks, field upgrades, weapons, ammo and perks.
Perks
- Perks in Warzone are now streamlined, allowing players to choose three Perks (one from each color-coded slot) in the Loadouts Menu. Most Pick-3 Perks unlock as you level up but re-lock upon Prestiging. Black Ops 6 player levels carry over to Warzone, unlocking corresponding Perks.
General
- Lootable Perks
- Lootable Perks return! Each season, players will encounter a number of perks via Ground Loot and Supply Boxes. These perk effects stack on top of the original Pick-3 Perks players have selected in their loadout.
- When a player is eliminated, their Pick-3 Perks will drop on the ground as a “Custom Perk Pack” to be recovered or stolen by another player, while any looted perks will disappear.
- The Lootable Perks players can find include a mix of perks from the 18 possible Pick-3 Perks, in addition to two perks that are unique to ground loot;
- Shrouded
- Irradiated
- Players will recognize their Pick-3 Perks when they are equipped in the bottom right of the HUD, while lootable perks can be viewed in the Inventory.
- Specialist Perk Package
- Found as a rare loot drop or Care Package reward, Specialist grants every Perk including all 18 Pick-3 Perks, as well as both Ground Loot exclusive Perks – Irradiated and Shrouded.
- If you”re eliminated, the Specialist Perk package will disappear.
- Can be acquired in Buy Stations in limited quantities for $30,000.
- Pre-Match Perks Quality of Life
- Perks can now be edited in the pre-match lobby.
Available Perks
Slot 1
Veteran
- Reduce the negative effects of some enemy equipment.
- Immunity to Grenadier.
- Immunity to Snapshots.
- Resistant to Flash, Gas, Movement, and Shock negative effects.
- While aiming down sights reduce flinching and extend Hold Breath duration.
- Unlocked via Season 01 – The Hit List Event Reward
Grenadier
- Explosive damage slows enemy health regeneration and movement speed.
- Throw equipment farther and see a previous of the trajectory.
- Throw distance reduced to 15% from 25%.
- Increased the delay for enemy health to regen to 10 seconds from 5 seconds.
- Unlocked at player level 1
Dexterity
- Reduced weapon motion while jumping, sliding, and diving.
- Take less fall damage.
- Unlocked at player level 20
Scavenger
- Start equipped with maximum reserve ammo for your primary weapon.
- Extra ammunition from Loadout acquisition only.
- Resupply ammo, equipment, plates, and extra cash from dead enemies.
- Unlocked at player level 26
Survivor
- Start regenerating health more quickly.
- Health regen begins after 3 seconds.
- Your allies revive you faster when you’re downed.
- The passive ability to ping enemies that down you has been moved to Tracker.
- Removed reviving allies faster.
- Removed the death tax reduction.
- Unlocked at player level 47
Slot 2
Quartermaster
- Recharge equipment over time (50 seconds).
- Unlocked at player level 1
Bomb Squad
- Reduces incoming explosive and fire damage.
- Does not reduce Killstreaks damage.
- Spot enemy equipment and Killstreaks through walls.
- Can hack enemy equipment.
- ADS to highlight equipment for your squad.
- Unlocked at player level 8
Tracker
- Track enemy footsteps, bullets you fire briefly mark an enemy on contact for you and your squad.
- Hitting the enemy from farther away increases the time they are marked.
- Enemies that down you are automatically pinged.
- Unlocked at player level 29
Sprinter
- Can Tactical Sprint indefinitely.
- Unlocked at player level 32
Cold-Blooded
- Undetectable by AI targeting and thermal optics.
- Prevents some enemy recon Perks and effects.
- Immunity to EMP and Scrambling.
- Immunity to Tracker.
- Will not trigger Alertness.
- Unlocked at player level 41
Quick Fix
- Killing enemies or inserting armor plates immediately starts health regeneration.
- Health regeneration triggers on gun, melee, and throwing knife kills.
- Players can now insert amor plates one-handed enabling them to still hold onto a weapon and hip fire.
- Unlocked at player level 50
Slot 3
Gung-Ho
- Reduced movement penalties when reloading or using equipment.
- Reload while Tac Sprinting.
- Unlocked at player level 1
Resolute
- Taking damage from gunfire provides a boost to movement speed for a short duration.
- 15% movement speed bonus, an increase from 5%.
- Unlocked at player level 5
Ghost
- Undetectable by enemy Radar Pings while moving.
- Cannot be detected by some devices.
- Immunity to Heartbeat Sensor and Proxy Alarm.
- Unlocked at player level 17
Birdseye
- UAVs you call in are 25% larger and show the heading of the enemy for your squad.
- Increase applies to UAV Killstreaks, UAV Towers, and Portable Radar.
- Detects players who have the Ghost effect.
- Players with Ghost do not show a heading.
- Will no longer increase sweep speed or duration of UAVs.
- Unlocked at player level 23
Tempered
- Refill armor plates to full with two plates instead of three.
- Unlocked at player level 35
Alertness
- Sense when enemies are nearby with on-screen information.
- Sense at a 30m radius.
- Your vision pulses when you are being aimed at by the enemy.
- Unlocked at player level 44
Lootable Perks
Shrouded
- Drop a Smoke Grenade when entering the downed state.
- Available via ground loot
Irradiated
- While under the effects of the gas circle or equipment you will move faster, take reduced gas damage, and can insert armor plates.
- Available via ground loot
Wildcards
First introduced in Black Ops Cold War, Wildcards come to Warzone with 4 options that act as special, single-use perks for each loadout. These loadout modifiers allow players to equip more gear, weapons, or attachments, adding unique customization and variety to gameplay.
Available Wildcards
Bandolier
- Your loadout provides a Munitions Satchel.
- This Wildcard is only available in Warzone.
- Unlocked at player level 15
Overkill
- Equip two Primary or Secondary weapons.
- Unlocked at player level 24
Gunfighter
- Get 3 extra attachment points for your Primary weapon.
- This only applies to Black Ops 6 weapons.
- Unlocked at player level 33
Battle Ready
- Your loadout provides a UAV and Utility Box.
- This Wildcard is only available in Warzone.
- Unlocked at player level 38
Satchels
- Satchels are new loot items that expand storage for inventory slots, allowing players to carry more of an item type and improve efficiency. Each Satchel type can be equipped simultaneously and are dropped upon elimination.
Available Satchels
Armor Satchel
- This substantially increases your Armor Plate carrying capacity from 6 to 12.
Munitions Satchel
- This increases the Ammunition capacity for all weapon types.
- Increases Equipment capacity by 2 to 4.
Equipment
- Warzone continues to provide an extensive selection of lethal and tactical equipment, allowing players a range of options to suit their combat style. With the release of Black Ops 6, players can explore new additions to the equipment lineup, some of which we suspect may become fan favorites. We’ve also made several visual and balance adjustments to classic equipment, ensuring a diverse arsenal to choose from.
Available Equipment
Lethal Equipment
Frag Grenade
- Cookable fragmentation grenade.
- Unlocked at player level 1
Spring mine
- Proximity-triggered explosive that launches in the air and deals heavy damage to the surrounding area.
- Unlocked at player level 1
Semtex
- Reliable sticky grenade with a timed fuse.
- Unlocked at player level 9
C4
- Sticky explosive with large damage radius.
- Unlocked at player level 14
Thermo Grenade
- Creates a large fuel-air cloud that explodes after a duration.
- Updated to the Black Ops 6 version of the Thermobaric.
- Unlocked at player level 21
Impact Grenade
- Precision grenade that explodes on impact.
- Unlocked at player level 26
Molotov Cocktail
- Thrown incendiary weapon that creates a patch of flames.
- Unlocked at player level 32
Throwing Knife
- Retrievable knife that is lethal on impact to unarmored targets or the head.
- Unlocked at player level 36
Blast Trap
- Planted explosive device that detonates when enemies come near.
- Unlocked at player level 41
Drill Charge
- Explosive charge that burrows into a surface and explodes, damaging enemies on the other side.
- Unlocked at player level 50
Combat Axe
- Retrievable axe that is lethal on impact to unarmored targets and bounces off surfaces.
- Unlocked at player level 53
Tactical Equipment
Prox Alarm
- Thrown sticky alarm that rings and flashes when an enemy is nearby. Tripped alarms show on allied minimaps.
- The alarm will outline enemies within the tripped area. This cannot be seen through walls.
- Available via ground loot
Concussion
- Grenade that slows enemy movement and aiming.
- Unlocked at player level 1
Flashbang
- Grenade that blinds enemies for a duration.
- Unlocked at player level 6
Snapshot Grenade
- Provides a momentary glimpse of enemies within the blast radius for your squad.
- Unlocked at player level 11
Spy Camera
- Quickly mark enemies and hostile Equipment for your team.
- Unlocked at player level 12
Smoke Grenade
- Deploys a smoke screen that blocks vision and automated targeting systems.
- Unlocked at player level 17
Experimental Gas
- Grenade that releases a lingering cloud of gas that causes slowed movement, blurred vision, coughing, and light damage.
- Unlocked at player level 27
Stim Shot
- Combat stim that heals wounds, provides an immediate burst of movement speed, and refreshes tac sprint.
- Unlocked at player level 30
Decoy Grenade
- Grenade that simulates footsteps and gunfire to confuse enemies. Sticks to surfaces.
- Unlocked at player level 35
Shock Charge
- Electrical trap that sticks to surfaces and electrocutes enemies, stunning them.
- Unlocked at player level 42
Neurogas Mine
- Deployed trap which emits a neurotoxic gas cloud, causing severe hallucinations, disorienting, and damaging enemies.
- Unlocked at player level 48
Equipment Adjustments
- With the Black Ops 6 integration, we have adjusted a number of the Lethal and Tactical equipment to offer a new and fresh arsenal of choices.
- Maximum Deployed Equipment
- The maximum number of lethal and tactical equipment that can be planted at the same time has been increased to 3 up from 2.
- We aligned Warzone with the changes to Multiplayer. This enables some of the new traps to be better utilized and function better with other adjustments like the Munitions Vest and Bomb Squad.
- Frag
- Outer damage decreased to 65 from 110.
- Middle damage increased to 170 from 155.
- Inner damage decreased to 260 from 275.
- Frag Cooking Indicator Quality of Life
- Players will now notice a UI indicator to better determine the time remaining until a frag detonates.
- Semtex
- Explosion radius decreased to 5m from 6.5m.
- Outer damage decreased to 45 from 110.
- Inner damage decreased to 180 from 200.
- Throwing Knife
- Damage decreased to 180 from 200.
- Drill Charge
- Outer damage decreased to 39 from 110.
- Molotov
- Burn stage damage was reduced to 10,15,25 from 15, 25, 30.
- Smoke
- VFX updated to be at parity with Black Ops 6.
- Experimental Gas
- Will now deal 10 damage per tick.
- Snapshot Grenade
- Radius increased to 15m from 10m.
- Will now put a mark over a successfully “snapped” target which lasts for 5 seconds.
Killstreaks
- Killstreaks in Warzone, much like Multiplayer’s Scorestreaks, are game-changing tools that players can find via ground loot, Supply Boxes, or as rewards from contracts and events. Many of these Killstreaks are lethal, unleashing devastating airstrikes and explosions that can decimate enemy squads from above. Others are tactical, offering valuable intel on enemy positions or on ideal positioning for upcoming fights. With Black Ops 6, a few new Killstreaks have been introduced designed to give players a real advantage in the heat of battle.
Available Killstreaks
Care Package
- Call in a care package that will provide several random items including killstreaks, legendary or greater weapons, lootable perks, and field upgrades.
Napalm Strike
- Launch a targeted carpet bomb strike of explosive napalm.
SAM Turret
- An automated turret that scans for and attacks enemy aerial vehicles within range.
Sentry Turret
- Automated turret that scans for and attacks nearby enemies in a forward-facing cone.
UAV
- UAV recon that reveals enemy locations in a large area.
Advanced UAV
- An advanced version of the UAV that reveals the enemies across the entire map.
Bunker Buster
- Designate a missile strike that pierces a building, detonating on impact and deploying gas several stories downward.
Cluster Strike
- Launch a missile bombardment in a targeted area for a duration.
Counter UAV
- Launch a drone that scrambles enemy mini maps.
Foresight
- Shows all future Gas circles on the map.
Precision Airstrike
- Call in twin jets for a precision strike along the best available path.
Supply UAV
- Radar sweeps that show Supply Box locations on the map.
Killstreak Adjustments
- Bunker Buster
- Similar to the Predator Missile from Modern Warfare, the Trophy will now cause the Bunker Buster to detonate mid-air stopping it from penetrating the building. The explosion damage is reduced and the gas will unload at the location it was destroyed. Like all projectiles the trophy must have line of sight.
Field Upgrades
Available Field Upgrades
Scrambler
- Creates an area that disrupts enemy equipment, field upgrades, killstreaks, and minimaps.
War Cry
- Rally your team, improving nearby allies” movement speed and health regen speed for a duration.
Armor Box
- Drop a box of armor for you and your squad.
Munitions Box
- Drop a box of ammo and equipment for you and your teammates.
Decontamination Station
- Deployable autonomous neutralizing agent that disperses the toxic gas cloud to enable breathing in it. Lasts for a limited time and is very fragile.
Deployable Buy Station
- Marks a location and calls in a Deployable Buy Station by drone.
- The drone can be shot down as it flies in, enabling you to change the drop location.
Deployable Cover
- Portable, rapidly deployable ballistic cover.
Heartbeat Sensor
- A limited use tablet that displays rough information about nearby enemies.
Loadout Drop
- Marks a location and deploys a Loadout Drop Crate, allowing your team to pick-up their loadout, including weapons, perks, lethals and tacticals.
Portable Radar
- Emits a periodic radar ping to detect nearby enemies.
Portable Redeploy Drone
- A portable drone used for fast repositioning.
Recon Drone
- Player controlled drone that can be parked. Targets in the reticle of the drone for a time will be marked for the squad.
Redeploy Drone Beacon
- A compact redeployment system for fast team repositioning.
Reinforcement Flare
- Flare gun that brings a squad mate back.
Trophy System
- Deployable autonomous defense system that destroys up to three nearby pieces of equipment and projectiles.
Utility Box
- Deploy a box of ammo, equipment, and armor plates for you and your teammates.
Field Upgrade Adjustments
- Heartbeat Sensor
- The warning display now highlights in red when enemies are within 15 meters, up from 7.
- The time between pings has been reduced to 1.5 seconds, down from 2.5 seconds.
- Munitions Box
- The munitions crate now grants 3 clips of every ammo type, rather than only refilling your primary and secondary weapon ammo types.
- With this change players are enabled to make pivots in their weapon choices. A focus on breadth rather than depth of ammo.
- Portable Radar
- The duration of the portable radar pulse has been increased from 25 seconds to 30.
- Personal Redeploy Drone
- Deploys 50% faster.
- No longer prohibits firing while in use.
- Standardized height across the different maps.
- Reinforcement Flare
- 30% faster to use.
- Trophy System
- Counter charges increased from 3 to 5.
Weapons
Introduction
- We”ve expanded the Warzone arsenal to include weapons from the launch of Black Ops 6 in October 2024, giving players even more options to customize their loadouts. Dive into Warzone with these powerful additions, now available alongside fan favorites from previous titles.
- At launch, Black Ops 6 weapons in Warzone will share similar values to their Multiplayer counterparts such as ADS speed, sprint to fire, and recoil. However, damage profiles for a number of weapons have been modified to establish a baseline for Warzone. We encourage new and returning players to study their favorite weapon’s details in the Gunsmith.
- With the integration of Black Ops 6, we also now have new tuning options for weapons that weren’t previously available, allowing us to adjust aspects like handling (ADS speed and sprint to fire), magazine sizes, recoil, and more. For instance, while the AS VAL has a default magazine size of 20 in Multiplayer, we’ve set it to 30 for Warzone.
- Our goal is to make weapon adjustments faster to keep the available selection dynamic and engaging, without making any weapons feel obsolete. With these new tuning options, we aim to refine each weapon’s identity and role specific to their use in Warzone, such as emphasizing Assault Rifles as strong long-range options.
- Additionally, all bolt-action snipers and pump-action shotguns (while aiming down sights) from Modern Warfare II, Modern Warfare III, and Black Ops 6 will have a one-shot headshot potential within their respective max damage ranges. Additionally, in order to incentivize intentional aim, all shotguns will fire 5 pellets while ADSing versus 4 when fired from the hip.
- We want players to feel that weapons from Modern Warfare II and Modern Warfare III continue to remain solid, viable choices in Warzone. Our goal is to create a unified combat system that makes each gun enjoyable to use, regardless of its origin. We’ll continue to improve legacy weapons and attachments throughout the coming year to further support this vision.
Black Ops 6 Weapons
- Black Ops 6 weapons have a unique Warzone damage profile, which includes specific base damage, range, and location-based modifiers.
- We’ve adjusted several Black Ops 6 attachments to function differently in Warzone:
- CHF Barrel
- For Assault Rifles, LMGs, DMRs, SMGs, and Pistols: This now grants an increased neck multiplier rather than a head multiplier.
- For Sniper Rifles and Shotguns: This now provides increased leg modifiers instead of arm modifiers.
- Flip Magazine
- The magazine capacity penalty from Multiplayer has been removed. In Warzone, flip mags match the base weapon”s ammo capacity.
- Rapid Fire
- This attachment now applies a base damage penalty in Warzone, along with greater penalties to bullet velocity and range.
Modern Warfare II & III Weapons
- A visual recoil reduction pass has been applied to Modern Warfare II weapons, enhancing their feel and control while shooting.
- Barrel and stock attachments from Modern Warfare II have also had their penalties reduced. Additionally, a significant balancing pass has been completed for underbarrel and muzzle attachments from both Modern Warfare II and III. All cons have been removed from these attachments, meaning they now only provide stat boosts, with each subcategory of underbarrels and muzzles functioning identically except for cosmetic differences. AMP attachments in these slots, however, retain their unique functionality and balancing.
- Muzzle Enhancements
- Suppressors: Boost velocity and damage range.
- Comps: Improve recoil control.
- Flash Hiders: Increase damage range and firing aim stability.
- Breacher: Enhance melee damage and recoil control.
- Underbarrel Enhancements
- Angled Grip: Increases hipfire and tacstance accuracy and aim walking steadiness.
- Handstop: Improves sprint-to-fire and ADS speed.
- Vert Grip: Enhances recoil control and firing aim stability.
Furthermore, Modern Warfare II and III weapons now have corner-slicing functionality, adding an extra tactical edge.
Global Weapon Builds
- Seamlessly access a custom weapon build you”ve created across Black Ops 6 Multiplayer, Zombies, and Warzone. This time-saving feature lets you adjust any Build or Blueprint in one game, with changes automatically applied wherever that weapon is equipped. To create a build, select a base weapon or Blueprint, add attachments and cosmetics in the Gunsmith, and return to the Custom Loadout screen to save it. The build, with all selected customizations, will then appear in other modes under the same weapon type.
New Weapons
- These weapons are new to Season 01 and were not part of the original launch of Black Ops 6 Multiplayer in October 2024.
- Krig C Assault Rifle
- Full-auto assault rifle. High damage and average handling. Recoil pattern starts very controllable before ramping up.
- Unlockable via Battle Pass Page 3 HVT Tier Reward OR Page 14 Battle Pass Blueprint
- SAUG Submachine Gun
- Fully automatic submachine gun. Excellent mobility and good handling. Great rate of fire. High recoil.
- Unlockable via Battle Pass Page 3 HVT Tier Reward OR Page 11 Battle Pass Blueprint
- Sirin 9mm Special Weapon (In-Season)
- Fully automatic specialty weapon. Offers SMG characteristics as a secondary weapon. Slow rate of fire.
- Unlockable via Event Reward
- Power Drill Melee Weapon (In-Season)
- Two-hit kill. Very short range. Very fast attack speed.
- Unlockable via Event Reward
New Attachments
- These attachments are new to Season 01 and were not part of the original launch of Black Ops 6 in October 2024.
- 12 Gauge Dragon’s Breath
- Add some heat to your Shotgun blasts with incendiary rounds comprised of magnesium sparks that stick to and burn enemies over time. Equipping the 12 Gauge Dragon’s Breath Fire Mod prevents using Barrel Attachments, but the tradeoff is well worth it when seeking a fiery finish.
- Compatible with Shotguns
- Acquired via Battle Pass Page 7 Reward
- Buffer Weight Stock (In-Season)
- The heavier Buffer Weight Stock provides significantly smoother action through the additional resistance met by the bolt carrier group. The improvement results in more manageable recoil through sustained fire, ideal for staying on target though at the expense of ADS Speed and Aim Walk Movement Speed.
- Compatible with XM4 Assault Rifle, XMG LMG, DM-10 Marksman Rifle
- Acquired via Event Reward
- Burst Fire Conversion (In-Season)
- Convert the XM4 Assault Rifle’s primary firing mode into a three-round burst to help conserve ammo and stay on target. There’s an impressive lack of recoil too, so it’s still possible to pump out consistent damage when facing heavy threats.
- Compatible with XM4 Assault Rifle
- Acquired via Event Reward
- Burst Fire Conversion (In-Season)
- Convert the Kompakt 92 SMG’s primary firing mode into an exceptionally rapid three-round burst. Equipping the Burst Fire Conversion Fire Mod locks the Underbarrel and Barrel Attachment slots. When you need to fire quickly in close quarters, hold down the trigger to automatically cycle through burst shots.
- Compatible with Kompakt 92 SMG
- Acquired via Event Reward
Weapon Adjustments
- The following weapon adjustments are strictly limited to Modern Warfare II and III weapons. It”s a lot.
- Future patch notes for Black Ops 6 weapons will follow the table format introduced with the launch of Black Ops 6.
- TAQ-56 (MWII)
- Maximum Damage Range increased from 25.4 meters to 35.56.
- Medium Damage decreased from 29 to 28.
- Medium Damage Range increased from 40.64 meters to 46.99.
- Arm and Lower Torso modifiers increased from 1x to 1.15x.
- ISO Hemlock (MWII)
- Maximum Damage Range increased from 24.89 meters to 35.56.
- Minimum Damage increased from 21 to 24.
- Headshot modifier decreased from1.4x to 1.3x.
- Arm modifier increased from 0.95x to 1.16x.
- Leg modifier increased from 0.95x to 1.05x.
- Removed Medium Damage Range 2.
- Kastov 762 (MWII)
- Maximum Damage Range increased from 30.48 meters to 40.64.
- Medium Damage Range increased from 50.8 meters to 53.34.
- Lower Torso modifier decreased from 1.15x to 1x.
- Arm modifier increased from 0.96x to 1.15x.
- Leg modifier increased from 0.96x to 1x.
- Kastov 545 (MWII)
- Maximum Damage Range increased from 15.24 meters to 31.75.
- Medium Damage Range increased from 39.62 meters to 45.72.
- Minimum Damage increased from 20 to 23.
- Removed Medium Damage Range 2.
- Kastov-74u (MWII)
- Max Damage Range increased from 25.4 meters to 31.75.
- Removed Medium Damage Range 2.
- STB 556 (MWII)
- Max Damage Range increased from 25.4 meters to 29.84.
- Minimum Damage decreased from 23 to 22.
- Lower Torso and Legs Modifiers decreased from 1.1x to 1x.
- Removed Medium Damage Range 2.
- FR Avancer (MWII)
- Maximum Damage Range increased from 24.89 meters to 29.84.
- Removed Medium Damage Range 2.
- Magazine size increased from 25 to 30.
- Tempus Razorback (MWII)
- Maximum Damage Range decreased from 29.46 meters to 28.19.
- Medium Damage increased from 22 to 24.
- Lower Torso modifier decreased from 1x to 0.91x.
- Lachman-556 (MWII)
- Max Damage Range increased from 30.48 meters to 34.29.
- Medium Damage increased from 24 to 26.
- Minium Damage increased from 18 to 20.
- Removed Medium Damage Range 2.
- TR-76 Geist (MWII)
- Maximum Damage decreased from 34 to 31.
- Maximum Damage Range increased from 25.4 meters to 34.29.
- Medium Damage decreased from 31 to 27.
- Medium Damage Range increased from 36.83 meters to 45.72.
- Lower Torso modifier increased from 1x to 1.15x.
- Removed Medium Damage Range 2.
- M4 (MWII)
- Maximum Damage Range increased from 25.4 meters to 34.29.
- Medium Damage Range increased from 40.64 meters to 44.45.
- Headshot modifier increased from 1.05x to 1.2x.
- Upper Torso modifier increased from 1x to 1.1x.
- Chimera (MWII)
- Lower Torso and Legs modifiers decreased from 1x to 0.95x.
- M13B (MWII)
- Maximum Damage Range decreased from 26.67 to 25.9.
- Medium Damage Range decreased from 45.72 to 38.1.
- M13C (MWII)
- Maximum Damage increased from 27 to 28.
- Maximum Damage Range increased from 25.4 meters to 27.94.
- Medium Damage Range decreased from 40.64 meters to 39.37.
- M16 (MWII)
- Maximum Damage Range increased from 25.4 meters to 33.02.
- Jak Patriot Conversion Kit
- Maximum Damage Range decreased from 36.83 meters to 30.48.
- Medium Damage Range 1 decreased from 43.18 meters to 38.1.
- Medium Damage Range 2 decreased from 60.96 meters to 48.26.
- STG44 (MWIII)
- Maximum Damage decreased from 32 to 28.
- Maximum Damage Range increased from 29.21 meters to 38.1.
- Medium Damage Range 1 damage decreased from 28 to 24.
- Medium Damage Range 1 increased from 44.45 meters to 50.8.
- Bullet Velocity decreased from 960m/s to 720m/s.
- Holger 556 (MWIII)
- Maximum Damage Range decreased from 50.8 meters to 40.64.
- Medium Damage Range 1 decreased from 60.96 meters to 50.8.
- Lower Torso modifier decreased from 1x to 0.95x.
- MTZ-556 (MWIII)
- Maximum Damage Range decreased from 40.64 meters to 35.56.
- Medium Damage Range 1 decreased from 60.96 meters to 50.8.
- Headshot modifier decreased from 1.3x to 1.25x.
- MCW (MWIII)
- Maximum Damage Range decreased 36.83 meters to 31.75.
- Medium Damage Range 1 decreased from 50.8 meters to 44.45.
- BAL-27 (MWIII)
- Medium Damage Range 1 decreased from 49.53 meters to 43.18.
- Medium Damage Range 2 decreased from 60.96 meters to 53.34.
- Bullet Velocity decreased from 800m/s to 740m/s.
- BP50 (MWIII)
- Bullet Velocity decreased from 750m/s to 710m/s.
- RAM-7 (MWIII)
- Bullet Velocity decreased from 780m/s to 720m/s.
- SVA 545 (MWIII)
- Bullet Velocity decreased from 760m/s to 720m/s.
- DTIR 30-06 (MWIII)
- Maximum Damage decreased from 45 to 38.
- Maximum Damage Range increased from 21.59 meters to 35.56.
- Removed Medium Damage Range 1 and 2
- Bullet Velocity decreased from 900m/s to 810m/s.
- ISO 45 (MWII)
- Maximum Damage Range increased from 8.89 meters to 10.16.
- Minimum Damage increased from 18 to 19.
- Headshot modifier decreased from1.3x to 1.2x.
- Arm modifier increased from 0.95x to 1x.
- ISO 9MM (MWII)
- Maximum Damage Range increased from 9.39 meters to 10.41.
- Medium Damage Range 1 increased from 13.97 meters to 17.78.
- Leg modifier increased from 0.99x to 1.1x.
- FSS Hurricane (MWII)
- Maximum Damage Range increased from 7.87 meters to 10.66.
- Headshot modifier decreased from 1.4x to 1.3x.
- Arm modifier increased from1.05x to 1.15x.
- Leg modifier decreased from 1.05x to 1x.
- MX9 (MWII)
- Maximum Damage Range decreased from 11.17 meters to 10.16.
- Medium Damage Range 1 decreased from 25.14 meters to 22.35.
- Minimum Damage increased from 18 to 19.
- Arm modifier increased from 0.99x to 1.1x.
- Lower Torso modifier decreased from 1.1x to 0.94x.
- Minibak (MWII)
- Maximum Damage increased from 33 to 35.
- Maximum Damage Range decreased from 11.43 meters to 10.16.
- Medium Damage Range 1 damage increased from 28 to 29.
- Lower Torso modifier decreased from 1.1x to 1x.
- Lachmann Sub (MWII)
- Maximum Damage Range increased from 9.65 meters to 10.16.
- Medium Damage Range 1 increased from 15.49 meters to 17.78.
- Headshot modifier increased from 1.2x to 1.25x.
- Lower Torso modifier increased from 1x to 1.1x.
- Vel 46 (MWII)
- Maximum Damage Range decreased from 13.0 meters to 11.17.
- Headshot modifier decreased from 1.4x to 1.15x.
- BAS-P (MWII)
- Maximum Damage Range decreased from 19.43 meters to 11.43.
- Medium Damage Range 1 damage increased from 20 to 24.
- Medium Damage Range 1 decreased from 30.48 meters to 22.35.
- Minimum Damage increased from 16 to 19.
- Headshot modifier decreased from 1.3x to 1.2x.
- PDSW 528 (MWII)
- Maximum Damage increased from 26 to 28.
- Maximum Damage Range decreased from 14.73 meters to 10.16.
- Fennec 45 (MWII)
- Maximum Damage Range increased 9.9 meters to 10.16.
- Medium Damage Range 1 increased from 15.74 meters to 17.78.
- Minimum Damage increased from 12 to 13.
- Lower Torso modifier increased from 1x to 1.1x.
- Lachmann Shroud (MWII)
- JAK Decimator Conversion Kit
- Maximum Damage Range decreased from 13.46 meters to 10.16.
- Medium Damage Range 1 decreased from 20.57 meters to 17.78.
- JAK Decimator Conversion Kit
- AMR9 (MWIII)
- Maximum Damage Range decreased from 13.97 meters to 12.19.
- Medium Damage Range 1 decreased from 24.13 meters to 21.59.
- Lower Torso modifier decreased from 1.1x to 1x.
- Bullet Velocity decreased from 625m/s to 540m/s.
- Superi 46 (MWIII)
- Maximum Damage Range decreased from 12.7 meters to 10.66.
- Medium Damage Range 1 decreased from 25.4 meters to 18.79.
- Bullet Velocity decreased from 630m/s to 520m/s.
- Rival-9 (MWIII)
- Maximum Damage Range decreased from 15.24 meters to 11.68.
- Medium Damage Range 1 decreased from 25.4 meters to 19.3.
- Bullet Velocity decreased from 500m/s to 470m/s.
- HRM-9 (MWIII)
- Maximum Damage Range decreased from 12.7 meters to 11.93.
- Medium Damage Range 1 decreased from 24.13 meters to 19.05.
- Bullet Velocity decreased from 480m/s to 460m/s.
- Striker 9 (MWIII)
- Maximum Damage increased from 27 to 28.
- Maximum Damage Range decreased from 11.17 meters to 10.16.
- Medium Damage Range 1 decreased from 22.86 meters to 17.78.
- Medium Damage Range 2 decreased from 35.56 meters to 25.4.
- Lower Torso modifier decreased from 1.1x to 1x.
- Bullet Velocity decreased from 560m/s to 500m/s.
- Striker (MWIII)
- Maximum Damage Range decreased from 14.47 meters to 11.17.
- Medium Damage Range 1 decreased from 26.67 meters to 20.32.
- Medium Damage Range 2 decreased from 35.56 meters to 27.94.
- Bullet Velocity decreased from 570m/s to 510m/s.
- WSP-9 (MWIII)
- Maximum Damage Range decreased from 15.49 meters to 11.93.
- Medium Damage Range 1 decreased from 23.36 meters to 19.81.
- Medium Damage Range 2 decreased from 33.02 meters to 26.67.
- Bullet Velocity decreased from 540m/s to 500m/s.
- Broodmother .45 Conversion Kit
- Maximum Damage Range decreased from 20.32 meters to 12.7.
- Medium Damage Range 2 decreased from 30.48 meters to 22.86.
- RAM-9 (MWIII)
- Maximum Damage Range decreased from 12.19 meters to 11.17.
- Medium Damage Range 2 decreased from 30.48 meters to 25.4.
- Bullet Velocity decreased from 500m/s to 450m/s.
- Static-HV (MWIII)
- Maximum Damage Range decreased from 13.97 meters to 11.17.
- Medium Damage Range 1 decreased from 25.4 meters to 20.32.
- Medium Damage Range 2 decreased from 35.56 meters to 30.48.
- Bullet Velocity decreased from 600m/s to 490m/s.
- FJX Horus (MWIII)
- JAK Scimitar Conversion Kit
- Maximum Damage Range decreased from 18.08 meters to 12.19.
- Medium Damage Range 1 decreased from 32.69 meters to 21.59.
- Medium Damage Range 2 decreased from 50.29 meters to 30.48.
- Bullet Velocity decreased from 648m/s to 550m/s.
- JAK Scimitar Conversion Kit
- KV Broadside (MWII)
- JAK Jawbreaker Conversion Kit
- Headshot modifier decreased from 1.5x to 1.3x.
- Neck modifier decreased from 1.3x to 1.1x.
- Magazine Size increased from 20 to 40.
- JAK Jawbreaker Conversion Kit
- Haymaker (MWIII)
- Maximum Damage decreased from 36 to 23.
- Medium Damage Range 1 damage decreased from 23 to 18.
- Medium Damage Range 2 damage decreased from 18 to 14.
- Lockwood 680 (MWIII)
- Maximum Damage decreased from 70 to 60.
- Maximum Damage Range decreased from 2.54 meters to 1.39.
- Lower Torso and Leg modifiers decreased from 1x to 0.9x.
- Medium Damage Range 1 damage decreased from 51 to 45.
- Medium Damage Range 1 decreased from 6.85 meters to 3.55.
- Medium Damage Range 2 damage increased from 30 to 35.
- Medium Damage Range 2 decreased 10.41 meters to 4.69.
- Medium Damage Range 3 damage set to 21.
- Medium Damage Range 3 set to 5.33 meters.
- Reclaimer 18 (MWIII)
- Maximum Damage decreased from 70 to 60.
- Maximum Damage Range decreased from 2.54 meters to 1.01.
- Lower Torso and Leg modifiers decreased from 1x to 0.9x.
- Medium Damage Range 1 damage decreased from 51 to 45.
- Medium Damage Range 1 decreased from 6.85 meters to 2.54.
- Medium Damage Range 2 damage increased from 30 to 35.
- Medium Damage Range 2 decreased from 10.41 meters to 3.30.
- Medium Damage Range 3 damage increased from 20 to 21.
- Medium Damage Range 3 set to 4.57 meters.
- HCR 56 (MWII)
- Maximum Damage increased from 26 to 28.
- Maximum Damage Range increased from 34.29 meters to 38.1.
- Medium Damage increased from 24 to 25.
- Medium Damage Range decreased from 50.8 meters to 48.26.
- Bullet Velocity decreased from 840m/s to 715m/s.
- 556 Icarus (MWII)
- Maximum Damage Range increased from 25.9 meters to 40.64.
- Headshot modifier decreased from1.4x to 1.2x.
- Arm modifier increased from 1.04x to 1.1x.
- Lower Torso modifier increased from1.04x to 1.1x.
- Bullet Velocity decreased from 840m/s to 675m/s.
- RAPP H (MWII)
- Maximum Damage Range increased from 35.56 meters to 45.72.
- Medium Damage decreased from 25 to 24.
- Minimum Damage decreased from 23 to 22.
- Headshot modifier decreased from 1.4x to 1.2x.
- Bullet Velocity decreased from 840m/s to 695m/s.
- Sakin MG38 (MWII)
- Maximum Damage increased from 28 to 30.
- Maximum Damage Range increased from 33.27 meters to 39.37.
- Medium Damage increased from 26 to 27.
- Medium Damage Range decreased from 55.62 meters to 50.8.
- Lower Torso modifier increased from 1x to 1.05x.
- Bullet Velocity decreased from 840m/s to 725m/s.
- RPK (MWII)
- Maximum Damage increased from 29 to 31.
- Maximum Damage Range increased from 28.19 meters to 50.8.
- Minimum Damage increased from 23 to 27.
- Lower Torso modifier increased from 1x to 1.1x.
- Removed Medium Damage Ranges 1 and 2.
- RAAL MG (MWII)
- Maximum Damage increased from 33 to 38.
- Medium Damage increased from 30 to 35.
- Medium Damage Range decreased from 63.5 meters to 53.34.
- Minimum Damage increased from 28 to 30.
- Lower Torso modifier decreased from 1x to 0.9x.
- TAQ Eradicator (MWIII)
- Minimum Damage decreased from 28 to 26.
- Bullet Velocity decreased from 840m/s to 675m/s.
- Puleymot 762 (MWIII)
- Maximum Damage decreased from 40 to 36.
- Maximum Damage Range increased from 34.29 meters to 38.1.
- Minimum Damage decreased from 35 to 34.
- Bullet Velocity decreased from 810m/s to 700m/s.
- JAK Annihilator Bullpup Conversion Kit
- Maximum Damage Range decreased 27.94 meters to 24.89.
- Medium Damage Range decreased from 38.1 meters to 34.29.
- TAQ Evolvere (MWIII)
- Maximum Damage Range decreased from 36.83 meters to 33.02.
- Bullet Velocity decreased from 805m/s to 695m/s.
- Kastov LSW (MWIII)
- Maximum Damage decreased 29 to 27.
- Maximum Damage Range increased 28.19 meters to 38.1.
- Medium Damage decreased from 27 to 24.
- Medium Damage Range increased from 35.56 meters to 53.34.
- Minimum Damage decreased from 23 to 22.
- Lower Torso modifier increased from 1x to 1.1x.
- Bullet Velocity decreased from 800m/s to 690m/s.
- Removed Medium Damage Range 2.
- Bruen Mk9 (MWIII)
- Bullet Velocity decreased from 810m/s to 690m/s.
- JAK Shadow Titan Conversion Kit
- Maximum Damage Range decreased from 20.44 meters to 17.9.
- Medium Damage Range 1 decreased from 32.0 meters to 26.67.
- Medium Damage Range 2 decreased from 48.0 meters to 38.1.
- Holger 26 (MWIII)
- Bullet Velocity decreased from 790m/s to 690m/s.
- DG-58 LSW (MWIII)
- Bullet Velocity decreased from 880m/s to 675m/s.
- SP-R 208 (MWII)
- Maximum Damage increased from 93 to 100.
- Maximum Damage Range increased 29.21 meters to 45.72.
- Minimum Damage increased from 55 to 93.
- Headshot Modifier decreased from 2x to 1.7x.
- Bullet Velocity decreased from 830m/s to 730m/s.
- Removed Medium Damage Range 1.
- SA-B 50 (MWII)
- Maximum Damage increased from 91 to 100.
- Maximum Damage Range increased from 28.19 meters to 39.37.
- Minimum Damage increased from 50 to 85.
- Upper Torso, Neck and Upper Arm modifiers increased from 1.26x to 1.5x.
- Removed Medium Damage Range 1.
- Lockwood MK2 (MWII)
- Maximum Damage Range increased from 24.13 meters to 33.02.
- Medium Damage Range increased from 45.72 meters to 50.8.
- Upper Arm modifier increased from 1.2x to 1.4x.
- Bullet Velocity increased from 690m/s to 720m/s.
- EBR-14 (MWII)
- Maximum Damage Range from 50.8 meters to 55.88.
- Headshot modifier decreased from 2x to 1.5x.
- Arm modifier increased from 1x to 1.3x.
- Removed Medium Damage Range 1 and 2.
- LM-S (MWII)
- Headshot modifier decreased from 2.1x to 1.7x.
- TAQ-M (MWII)
- Removed Medium Damage Range 1 and 2.
- Tempus Torrent (MWII)
- Medium Damage Range increased from 41.91 meters to 50.8.
- Minimum Damage increased from 42 to 46.
- Removed Medium Damage Range 2.
- Kar98k (MWIII)
- Maximum Damage Range decreased from 55.88 meters to 48.26.
- Bullet Velocity decreased from 620m/s to 600m/s.
- KVD Enforcer (MWIII)
- Maximum Damage Range decreased from 46.99 meters to 40.64.
- Medium Damage Range decreased from 58.42 meters to 50.8.
- MCW 6.8 (MWIII)
- Maximum Damage Range decreased from 50.8 meters to 40.64.
- Bullet Velocity decreased from 930m/s to 840m/s.
- MCW 6.8 Full Auto Conversion Kit
- Maximum Damage Range decreased from 40.64 meters to 35.56.
- Medium Damage Range decreased from 55.88 meters to 48.26.
- Magazine size increased from 20 to 30.
- Victus XMR (MWII)
- Bullet Velocity decreased from 860m/s to 800m/s.
- 1 Shot Headshot within 55.88 meters.
- FJX Imperium (MWII)
- Bullet Velocity decreased from 860m/s to 800m/s.
- 1 Shot Headshot within 50.8 meters.
- MCPR-300 (MWII)
- Bullet Velocity decreased from 860m/s to 760m/s.
- 1 Shot Headshot within 35.56 meters.
- LA-B 330 (MWII)
- Bullet Velocity decreased from 860m/s to 760m/s.
- 1 Shot Headshot within 33.02 meters.
- SP-X 80 (MWII)
- Bullet Velocity decreased from 860m/s to 760m/s.
- 1 Shot Headshot within 30.48 meters.
- XRK Stalker (MWIII)
- Maximum Damage Range decreased from 50.8 meters to 44.95.
- MORS (MWIII)
- Maximum Damage Range decreased from 76.2 meters to 70.48.
- X12 (MWII)
- Arm modifier increased from 1.1x to 1.4x.
- 9MM Daemon (MWII)
- Minimum Damage increased from 22 to 24.
- Hand modifier increased from 1.09x to 1.13x.
- Removed Medium Damage Range 2.
- P890 (MWII)
- Lower Arm modifier increased from 1x to 1.3x.
- Renetti (MWIII)
- JAK Ferocity Conversion Kit
- Maximum Damage Range decreased from 12.49 meters to 10.66.
- JAK Ferocity Conversion Kit
Loot
- Ground & Supply Box Loot
- Added Black Ops 6 items including:
- Weapons
- Field Equipment: War Cry, Scrambler
- Killstreaks: Napalm Strike, Sentry Gun, SAM Turret, Care Package
- Lethals: Throwing Axe, Blast Trap, Impact Grenade, Spring Mine
- Tacticals: Neurogas Mine, Prox Alarm, Spy Camera
- Perks: Grenadier, Combat Tracker, Dexterity, Cold-Blooded, Irradiated, Shrouded
- Satchels: Armor Satchel, Munitions Satchel
- Removal of the following:
- Killstreaks: Cluster Mine, Mosquito Drone, Guardian, Bomb Drone
- Lethals: Proxy Mine, Claymore, Thermite, Breacher Drone
- Tacticals: Tracker Grenade, Scatter Mine
- Redeploy tokens
- Added Black Ops 6 items including:
- Loot Distribution
- The loot distribution system will now create further space for larger items as they are dropped to the ground to avoid overlapping loot.
- The loot distribution system will now purposely avoid dropping items near objects in close proximity such as Buy Stations.
- Medical Cabinets Quality of Life
- Loot that drops out of medical cabinets now drops within closer proximity of its origin.
- Buy Stations
- Buy Station inventory and prices have had slight adjustments with the Black Ops 6 integration.
- Weapon Outlines Quality of Life
- Weapons now have rarity outlines to help players better evaluate the options at their disposal throughout a match.
Contracts
Available Contracts
- Below is a summary of each contract type to help both new and returning players quickly grasp how each one functions with the integration of Black Ops 6. These summaries cover key objectives, mechanics, and rewards, making it easier for players to jump in and engage with contracts confidently.
Bounty
- When you pick up a Bounty contract, a nearby player will be selected as your target. A circle will appear on your tac map, periodically updating to show the target’s location. The target will be somewhere within this circle each time it updates, and the circle gradually shrinks as you move closer. The target can also see an indicator on their HUD showing how close the closest player from your hunting team is; this is displayed as a three-level “threat indicator.” Completing the contract by killing the target rewards cash, XP, and a singular ping from the bounty target’s body. If another team kills the target, your contract ends with a “poached” outcome, offering a lesser reward. Allowing the timer to run out or losing your team will fail the contract.
Big Game Bounty
- This contract works similarly to the base Bounty but with a few twists. It only spawns after Circle 2 closes and prioritizes teams with the highest cumulative kills, provided they’re not already bounty targets. If you complete this contract by eliminating the target, you’ll earn an immediate advanced UAV ping along with extra cash and XP, offering greater rewards than a standard Bounty.
Scavenger
- Upon picking up a Scavenger contract, three scavenger caches will spawn near the pickup spot. You’ll be directed to each cache one at a time, with the next cache revealed only after you open the previous one. Opening a cache adds 45 seconds to the contract timer. These caches contain slightly better loot than usual, and each will drop a lootable perk. Opening the third and final cache completes the contract, rewarding your team with cash, XP, and an armor satchel from the last cache. Failing to open all caches before time runs out, or having your team wiped, will fail the contract.
Intel
- When you accept an Intel contract, a nearby upload station will be marked for your team to upload sensitive intel. Reaching the station and interacting with it initiates an “upload” phase where one team member must remain near the station until the upload is complete. If multiple players are in this radius, the upload speed can increase by up to 200%. Completing the upload rewards cash, XP, and a peek at the next circle’s location. Failure occurs if the timer expires or if your team is wiped.
Most Wanted
- By picking up the Most Wanted contract, you or the team member who picked it up becomes visible on the map for all players. Opponents who kill the Most Wanted target receive cash and XP, while the Most Wanted team can reduce their contract time by obtaining kills and opening loot caches (10-second reduction per cache, 25-second reduction per kill). If the Most Wanted target survives the full contract duration, the contract is completed, and the team earns cash, XP, and revives any dead squad members. Whether the contract ends in success or failure, a “VIP reward crate” appears near the VIP’s location, containing ammo, plates, a killstreak, a weapon, a Gulag token, and cash.
Signals Intelligence
- This contract directs your team to hack nearby contracts for rewards. The nearest contract will be marked for hacking, although you can hack any contract. The number of contracts required depends on team size: solos and duos hack one, while trios and quads hack two. Hacking all required contracts completes the mission, rewarding your team with XP and ten periodic cash payments. Letting time run out or losing your team results in failure.
Spy Drone
- This contract spawns multiple drones in a circle formation near your team. The number of drones varies with team size—solos face five, duos six, trios seven, and quads eight. Destroy all drones to complete the contract and earn cash, XP, a UAV, and redeploy drone beacon from the last drone. Failure results if time expires or your team is wiped out.
Elite Contracts
- These are tougher versions of existing contracts, offering higher rewards. Elite Contracts reduce the contract time by 45% and reward an additional 1,500 cash on completion. Completing an Elite Contract also drops a reward crate with items, including an ammo pile, armor plate, ultra-rare weapon, and one of several rare items such as a UAV, redeploy drone beacon, deployable kiosk, or, with low probability, a Specialist or Foresight. Note that Most Wanted contracts cannot become Elite, although other contracts might turn Elite as the match progresses.
Contract Adjustments
- Bounty
- Completing the contract now includes finishing downed targets you didn’t down yourself.
- Bounty contracts should no longer start without a valid target.
- “Poached” end state now counts as a contract failure for challenge tracking.
- Most Wanted
- Removed the redeploy token from the Most Wanted reward crate in solos.
- Scavenger
- The primary reward in Battle Royale and Resurgence is now an armor plate carrier.
Public Events
Battle Royale & Resurgence
- Firesale
- All items in the buy station are discounted at 50% for a limited time.
- Restock
- All Supply Boxes close and are refilled with items.
- Jailbreak
- All operators in gulag and eliminated operators are redeployed at the end of a timer.
- Fly Buy
- A series of drones drop a number of deployable buy stations across the warzone.
- Recon Flyover
- Avoid the detection of overhead drones to prevent your location from being broadcast.
- Squad Loadout Drop
- Loadout drops that are only accessible by their assigned team.
Battle Royale
- Contested Loadout Drop
- Limited number of loadout drops that are accessible by any team.
- Cash Drop
- A number of crates are dropped across the field that, when captured, drop a bounty of cash.
- Contractor
- All contracts pay out more when completed within a timer.
- Rogue Signal
- All teams compete on a random task — the top teams get access to a reward with exclusive loot.
Resurgence
- Bounty Royale
- All teams are automatically assigned a Bounty contract.
- High Stakes
- A number of crates are dropped across the warzone that, when captured, double the XP earn in the current match for the team while also drop high tier loot.
Plunder
- Blood Money
- For the duration of the event, operators that are eliminated drop significantly more money.
- Attack Choppers
- Once the match enters overtime, attack choppers enter the warzone. Take them down for a large payout.
Gulag
- Locked & Loaded
- Start the match with full armor and upgraded guns.
- Go Again
- Get another chance at gulag if you lose your fight.
- Cash Drop
- The ground loot is replaced with all cash.
- Climb & Punishment
- Ladder”s drop in the center of the Gulag. Choose to leave together or perhaps betrayal?
Operators
New Operators
- Warzone is now home to all of the operators that were introduced with the launch of Black Ops 6 in addition to a few newcomers introduced in Season 01.
- Goliath
- Solidify your fiery combat mastery as the molten man of fire himself, Goliath! All biographical information for this Operator has been redacted.
- Acquirable via BlackCell Bundle
- Sevati “Sev” Dumas
- A main player in the Rogue Team after the conclusion of the Campaign, Sev is ready to make a deal with the untrustworthy French Syndicate and is gearing up to take down the rival Luttazzi family to prove it.
- Acquirable via BlackCell Bundle
- The Replacer
- There’s no substitute for greatness. The Replacer has concluded his whirlwind Black Ops 6 takeover tour and has freed up some time to appear in-game, available as a Store Bundle shortly after Launch.
- Acquirable via Store Bundle
- Competitor CDL Home and Away Operators
- Two new Operators arrive just in time for the 2025 Call of Duty League® season.
- Acquirable via CDL Store Bundle
Vehicles
- All new vehicle physics tech leveraged from the Treyarch engine and Infinity Ward engine. Our goal is to bring more fun to driving with enhanced maneuverability and natural physics that is easy to use but can also be mastered. Towards this goal, we have removed flat tires, vehicle repairing and fuel.
- In addition to the aforementioned changes, we’ve included a number of additional improvements listed below:
- Updated models
- Improved Natural Physics
- Improved Camera
- Procedural Character Leaning
- Improved VFX – Vehicle lights, exhaust
- Dynamic vehicle death and explosion reactions
- New helicopter simulation and audio
- Support for Aim-Based controls
Firing Range
- Damage Summary Quality of Life
- The Firing Range now provides the total amount of damage done with the currently equipped gun.
- Default Armor Plates Quality of Life
- The firing range will default to 3 armor plates per target dummy.
- Default Health Quality of Life
- The firing range will default to 150 health per target dummy.
- Default Perks Quality of Life
- The firing range will now default to Warzone perk settings.
- Reset Speed
- The target dummies will now “respawn” or reset to their active position faster than before.
- Removed the delay that prevented target dummies from receiving damage as soon as they reset.
- Hit Locations Quality of Life
- Target dummies will now have the same hit location modifiers as actual players to more accurately reflect damage dealt to opponents in a match.
- Movable Target Dummy Quality of Life
- A new target dummy is now available that can be moved to various damage ranges based on the currently equipped weapon.
- The moveable dummy cycles between damage ranges as soon as it’s eliminated.
- Target Collision
- Target dummy collision has been improved so that bullets register more precisely.
- Line-of-Sight Quality of Life
- Removed vertical walls that previously broke aim assist when testing weapon strafing.
Emotes and Sprays
- Adding to the personalization of your Operators are the return of Emotes and Sprays (iconography you primarily daub on walls, either to tag them or to tactically flag a location for your teammates). Emotes are accessible anywhere you have control over your character.
Exfil
- Winner”s Circle
- The winning squad in a match receives their own Winners’ Circle showcase, with some of their statistical competence on display for all to see. This is also a location where you can celebrate your prowess more individually by employing a favorite Emote, too!
- End-of-Game Flow
- The exfil sequence duration has been reduced with a larger focus on the winning squad.
- Players can now swap between their own squad and the winning squad showing off accolades & player stats.
- There is a new progression overview screen, focused on player choice experience.
UI/UX
- The upcoming Season 01 update for Call of Duty: Warzone introduces a revamped, fully integrated user interface. The primary game tiles on the Home tab will feature Black Ops 6 and Warzone, allowing for instant access to gameplay. The Store and Battle Pass tabs will direct players to their respective sections in either Black Ops 6 or Warzone, depending on what is installed. Warzone will also get its own unique UI with enhancements similar to Black Ops 6.
- Customize Menu
- The customize menu now includes a legacy tab to equip your unlocked MWII and MWIII Calling Cards, Emblems, and Loading Screens.
- Legacy Content Filtering
- Similarly, brand new quick filtering for Black Ops 6 and other legacy titles helps filter content organized by game in the gunsmith, operator select, and barracks.
- Tac Map Icon Layout
- Cleaner Interface: We”ve streamlined the interface by hiding the icon prompts on the right side of the screen.
- Reorganized Contracts: Contracts have been moved to the left side of the map for easier access and a more intuitive layout.
- Minimap Type Quality of Life
- Added the ability to change minimap type and compass type without impacting your Multiplayer settings
- Munitions Satchel Ammo Count Quality of Life
- Added an icon next to your ammo count when a munitions satchel is equipped to indicate if your weapon has room to carry more ammo.
- Classic Squad Widget
- We brought back many elements from Warzone”s original release including equipment icons, the shape of armor plate icons and more.
- Loot Cards
- Loot cards have been updated with overall layout treatment for improved visuals.
- Squad Wipe Kill Feed
- The messaging that appears in the kill feed when a squad is wiped has been updated as follows:
- Battle Royale: the message will now display “Sent to Gulag” if the defeated team has one or more members going to the Gulag.
- Plunder: the message has now been reworded to “Squad Repositioning”.
- The messaging that appears in the kill feed when a squad is wiped has been updated as follows:
- Kill Feed Calling Cards
- Eliminating an enemy player now displays their calling card in the bottom center of the UI.
- Aim Assist Settings
- Numerous aim assist settings have been changed including but not limited to the addition of:
- Minimum aim assist distance
- Max turn clamp speed
- Numerous aim assist settings have been changed including but not limited to the addition of:
- Loot Ping Distance
- Loot can no longer be pinged from more than 40 meters away for improved legibility during combat.
- Live Ping Visibility Quality of Life
- Live Pings and Danger Pings have received position and scaling adjustments to prevent blocking or covering enemies upper bodies.
- In-Game Splash Frequency Quality of Life
- We have reduced the overall clutter of in-game splashes by reducing frequency and associated noise.
- Weapon Attachment HUD Quality of Life
- The weapon attachments show on the HUD with a blue color for better visibility and clarity on which part of the weapon has an attachment attached.
- Playlist Navigation
- The menu for playlists have been improved – it now includes a vertical list with sub menus for each squad size and a map preview window for a complimentary view of maps offered for each game mode.
- Buy Station Redeploy Ping Quality of Life
- An eliminated Player who pings a Buy Station for a Redeploy, will show a unique Redeploy icon on the Buy Station to better inform their Squad of the buy-back request.
Audio
- Enhanced Headphone Mode
- We’re excited to introduce our best-in-class audio experience to Warzone with the introduction of HRTF (Head-Related Transfer Function) via Universal Profile in Enhanced Headphone Mode, which is available to all players for free.
- Armor Plate Break Audio
- New audio has been added to indicate that armor plates have been destroyed.
- Proximity Chat
- Proximity chat radius has been reduced from 55 meters to 45.
- Stacking Hit Markers & Sound Effects Quality of Life
- Enables displaying both a wall bang, hitting a player in water and pairing of new audio per marker.
- Bounty Contract Sound Cues Quality of Life
- Added sound cues for when the bounty threat level increases or decreases.