Quick Revive is the Perk-a-Cola that lets a player revive teammates twice as fast. From Black Ops to Black Ops III it also picks a solo player up by itself, up to three times a game, which made it the perk of solo play. Introduced with Verrückt in Call of Duty: World at War, it is the only Perk-a-Cola found in every game that has them.
Overview
In the First Room
Quick Revive is the perk of the First Room. From Black Ops on, it stands in the starting area of most maps, and in solo, until Black Ops III, it costs 500 points and works before the power. In co-op it usually waits for a power switch that sits behind the doors. The table lists every map whose book places the machine in the First Room, or the perk within reach doors closed; where the book says the machine waits for a power that stays off, the row says so.
| Game | Map | What the map book says |
|---|---|---|
| World at War | Verrückt | On the Quick Revive side, the American wing, near the door to the right hallway, for 1500 points. It needs the power, and in World at War it only speeds up reviving a teammate: in solo it does nothing at all. |
| Black Ops | Kino der Toten | The only perk of the Lobby, by the bar. In solo, 500 points, no power needed, up to three times before the machine leaves the map. In co-op it costs 1500 and needs the power, so it stays off. |
| Black Ops | Five | In the annex of the conference room. In solo it works without power for 500 points and disappears after three purchases. In co-op it costs 1500 and needs the power. |
| Black Ops | Verrückt | In the Quick Revive side room, near the door to the right hallway. In solo, 500 points without power: the only perk of any Verrückt First Room. With two players it costs 1500 and needs the power. |
| Black Ops | Ascension | The only perk in the room, on the far wall of the lower floor. In solo it works without power, for 500 points, and the machine gives up after three lives. In co-op it needs the power and stays off. |
| Black Ops | Call of the Dead | The only perk machine on the shore. In solo it costs 500 points and works before the power is on; in co-op it costs 1500. |
| Black Ops | Shangri-La | Always in the starting room, on the middle wall. In solo it is switched on from the start, costs 500 points and revives up to three times. In co-op it costs 1500 and waits for the power, so it stays off. |
| Black Ops | Moon | The only perk machine of the Receiving Bay: 1500 points, or 500 in solo, where it works before the power is on. |
| Black Ops II | TranZit | The bus depot hall holds a Quick Revive machine, 500 points in solo and 1500 in co-op, which needs power like every machine on the map. |
| Black Ops II | Farm | Outside, by the left-hand entrance of the barn: 1500 points, 500 in solo. |
| Black Ops II | Nuketown | In solo, the game always sends Quick Revive first, a few seconds into round 1, and always onto one of the four street spots. In co-op, any of the five machines can land in the street. |
| Black Ops II | Buried | Not in Processing itself: the hole in the west walkway drops into the tunnel where Quick Revive stands. The Quick side board is played in the room with the machine and the caves next to it. |
| Black Ops II | Origins | In a corner of the upper level, next to Generator 1. Once the generator runs, it powers Quick Revive. |
| Black Ops III | Shadows of Evil | The only perk of the alley, to the right of the RK5. Its fuse box has to be shocked in Beast form first. 500 points in solo, 1500 in co-op. |
| Black Ops III | Der Eisendrache | The only perk of the station, inside the small office near the RK5. 500 points in solo, 1500 in co-op. |
| Black Ops III | Gorod Krovi | The only perk of the square, to the left of the door. 500 points in solo, up to three times before the machine leaves the map; 1500 in co-op. |
| Black Ops III | Revelations | The only perk of the starting area, right in front of the house. 500 points in solo, 1500 in co-op. |
| Black Ops III | Verrückt | On the Quick Revive side, the American wing, near the door to the right hallway. |
| Black Ops III | Shi No Numa | 500 points in solo, 1500 in co-op. It replaces the Mule Kick of the Black Ops version and is the only perk in the room. The map has no power switch, so it works from the first round. |
| Black Ops III | Kino der Toten | By the bar, the only perk of the Lobby: 500 points in solo, 1500 in co-op. |
| Black Ops III | Ascension | In its corner of the lower floor. In solo it works without the power and costs 500 points; in co-op it costs 1500 and stays off without the power. |
| Black Ops III | Shangri-La | Always in the courtyard: 1500 points, or 500 in solo, the only perk machine of the First Room. |
| Black Ops III | Moon | The only perk machine of the Receiving Bay: 1500 points, or 500 in solo. |
| Black Ops III | Origins | In a corner next to Generator 1: 1500 points, or 500 in solo. It needs the generator. |
| Black Ops 4 | Voyage of Despair | No machine: the Danu altar of the Forecastle serves the perk the player placed there in the loadout. In one recorded game it is Quick Revive, for 2000 points. |
| Black Ops Cold War | Firebase Z | The only machine doors closed, in the alley along the Courtyard. Like every perk of Cold War it costs 2500 points as a first perk, and more for each perk already owned. |
| Black Ops 6 | Reckoning | The only perk machine of the Reception, for 2500 to 7500 Essence depending on the perks already owned. |
| Black Ops 7 | Ashes of the Damned | The perk machine of the Janus Towers Plaza, at the back of the Server Room, for 2500 to 9000 Essence. |
| Black Ops 7 | Astra Malorum | A guide places the machine on the east side of the Crash Site and says the perks of the map, Quick Revive included, wait for the power and the Pack-a-Punch, even in solo; the power is past the doors. The solo record shows no perk at round 43. |
| Black Ops 7 | Paradox Junction | In Nuked Nuketown, it always stands against the back of the School Bus. In the past, the same spot holds a random machine. |
| Black Ops 7 | Totenreich | Against a two-storey building of the Landing, the only perk machine doors closed. |
| Black Ops 7 | Kowakujo | The only perk machine of the Outer Ward, against a wall across from the torii gate debris. As a first perk it costs 2,500 Essence. |
| Black Ops 7 | Nuked | Against the back of the School Bus, the only perk machine that never moves. |
The other books keep it out of the First Room. It is out of reach on Der Riese, Town, Die Rise, The Giant, Zetsubou No Shima, Die Maschine, Mauer der Toten, Terminus, Shattered Veil, The Tomb and Rex Infernus; Shi No Numa only has it in the huts before Black Ops III; Nacht der Untoten and Bus Depot have none in their starting room, and Mob of the Dead has none at all. Every First Room board, map by map, is on the leaderboards.
Effect, game by game
| Game | Cost | Effect | |
|---|---|---|---|
![]() | World at War | 1,500 points | Teammates are revived in half the usual time. In solo it has no effect on the player who drinks it. |
| Black Ops | 1,500 points 500 in solo | In solo it now revives the player without a teammate, and can be bought before the power is on. The downed player fights with the Mustang & Sally while getting back up, and loses every perk. After three purchases the machine disappears. | |
![]() | Black Ops II | 1,500 points 500 in solo | Unchanged. On TranZit, Die Rise and Buried, a Persistent Upgrade with the same effect is earned in public matches by reviving players several times without failing. |
![]() | Black Ops III | 1,500 points 500 in solo | Unchanged. In Zombies Chronicles it takes the place of Mule Kick in the spawn room of Shi No Numa. |
| Black Ops 4 | Not given by the wiki | It no longer revives a solo player. It speeds up reviving a teammate and shortens the delay before health regenerates. As a modifier, a revive heals both players to full health and gives both a speed boost, and so does any health regeneration for the owner. | |
| Black Ops Cold War | 2,500 to 7,000 points | Health regenerates in half the time and an ally is revived in half the time. Five upgrade tiers are added. | |
| Black Ops 6 | 2,500 to 7,500 Essence | Same base perk as in Cold War, with six Augments in place of the tiers. | |
| Black Ops 7 | 2,500 to 9,000 Essence | Eight Augments, and a second Minor slot once all of them are unlocked. |
Upgrades

Black Ops Cold War, five tiers
Bought with Aetherium Crystals. I: crawling while downed is 100% faster. II: the delay before health regenerates is halved. III: reviving an ally heals the reviver to full health. IV: a revive speeds both players up for a limited time. V: killing an enemy while downed revives the player and removes the perk.
Black Ops 6, Major Augments
EMT, a revived ally keeps all the perks on their bleed-out bar; Equivalent Exchange, a kill while downed revives the player and removes Quick Revive, up to three times; Dying Wish, on lethal damage the player keeps 1 health and is immune for 2 seconds, Quick Revive is removed, up to three times.
Black Ops 6, Minor Augments
Swift Recovery, a revive speeds both players up for a short time; Karmic Return, a revive heals the reviver to full health; Slow Death, more time in last stand.
Black Ops 7
The same six, with changes: EMT also lets the revived owner keep up to five perks, and Equivalent Exchange asks for enough damage dealt while downed and keeps every perk. Two are new: the Major Augment Adrenaline Rush, where killing a Special or Elite enemy starts health regeneration at once, and the Minor Augment Emergency Medical Kit, which lets the player craft a Self Revive Kit up to four times.
Where to find it
World at War
Black Ops
Kino der Toten, Five, Ascension, Call of the Dead, Shangri-La, Moon, and the World at War maps remade for Black Ops, Verrückt, Shi No Numa and Der Riese.
Black Ops III
Shadows of Evil, The Giant, Der Eisendrache, Zetsubou No Shima, Gorod Krovi, Revelations, and the Zombies Chronicles remasters, Nacht der Untoten, Verrückt, Shi No Numa, Kino der Toten, Ascension, Shangri-La, Moon, Origins.
Black Ops 4
One of the perks of the loadout, on all eight maps: Voyage of Despair, IX, Blood of the Dead, Classified, Dead of the Night, Ancient Evil, Alpha Omega, Tag der Toten.
Black Ops Cold War
Die Maschine, Firebase Z, Mauer der Toten, Forsaken, and Outbreak, the open-world mode of Cold War.
Black Ops 6
Terminus, Liberty Falls, Citadelle des Morts, The Tomb, Shattered Veil, Reckoning.
Black Ops 7
Ashes of the Damned, Astra Malorum, Paradox Junction, Totenreich, Kowakujo, Rex Infernus.
Related perks
Up ‚N Atoms
The candy perk of Infinite Warfare that the wiki gives as its counterpart.
Lebenblitz
Its counterpart among the Blitz machines of WWII.
Exo Medic
Its counterpart among the Exo Upgrades of Advanced Warfare.
Venomous Vigor
The Demonic Fountain of Vanguard with a similar effect.
Dying Wish
The perk of Black Ops 4 that lends its name and its idea to an Augment of Quick Revive.
Juggernog, Speed Cola and Double Tap Root Beer
The three other machines introduced with Verrückt.
Trivia
The taste
According to the characters, it tastes like fish. Every one of them dislikes it but Takeo.
Revive Soda
The name written on the logo of World at War, in place of Quick Revive.
The jingle
Until Black Ops 6 it ran on the stock track “It’s A Perfect Day”. Shadows of Evil has a jazz version, Black Ops 6 a distorted one, and Black Ops 7 a new jingle on the track “What A Carry On”.
The first slot
Since Black Ops Cold War, Quick Revive swaps places with the first perk obtained, so that it is among the three perks a downed player can keep.
Elsewhere
Quick Revive is also sold in Call of Duty Online, Call of Duty: Mobile and Modern Warfare III, where it costs 2,000 points.
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