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Jumping Jacks crouching around Misty on a rooftop in Die Rise, Call of Duty Black Ops II Zombies

Die Rise:
Jumping Jacks

The Jumping Jacks of Die Rise: how they move, when their rounds come, how to clear a round with perfect accuracy for a free perk, the armored SDC zombies, and why it all matters in the First Room.

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Jumping Jacks

A Jumping Jack leaping out of a doorway in Die Rise, Call of Duty Black Ops II Zombies

The new enemy of Die Rise, and the only map where it appears. The game files call them Leapers. They look like the crawlers of Black Ops, a little bigger, with changed clothes and rings of electricity around them. In the intro cutscene, one of them tears Russman in half.

Leaps

They bounce off walls and come at you from angles you do not expect.

Teleports

They jump a short distance in a flash, and follow you up the elevator shafts, so there is no outrunning them.

In your face

While you are killing the others, they never teleport behind you, but straight in front of you.

Death flash

They burst in a flash of electricity that can hurt you up close, though it rarely kills.

Rounds

A Jumping Jack crawling across the power room in Die Rise, Call of Duty Black Ops II Zombies

Jumping Jacks come in rounds of their own, the special rounds of Die Rise, as the Hellhounds were on older maps. The first one falls between round 5 and round 7, then one comes every four to five rounds. Two Jumping Jacks are out at a time for each living player, and the round ends with a Max Ammo. When one begins, Marlton wonders aloud why the regular undead have retreated.

Perk bottle

Kill every Jumping Jack of the round with 100% accuracy, not a single shot missed, and the last one drops a random perk bottle along with the Max Ammo.

Melee

No shot, no miss. The Bowie Knife kills them in one hit until their third round, the Galvaknuckles until their fourth.

Claymores and grenades

They do not count towards accuracy, so they cannot spoil it.

Trample Steam

A Jumping Jack that steps on it dies, without a shot fired.

Not the Sliquifier

Firing it during the round rules out the bottle.

The perk is random. In solo, a bottle can bring Who’s Who, which takes over the slot of Quick Revive when you go down: with both, you become your double first, then Quick Revive picks you up.

SDC zombies

A zombie in SDC body armor and helmet in Die Rise, Call of Duty Black Ops II Zombies

Some of the ordinary zombies wear the uniform and body armor of the SDC, and have a little more health than the others. Die Rise is the first map where zombies of the same round have different health. On round 1, the ones with a helmet take 8 body shots from the M1911 instead of 7, and an armored zombie needs two knife hits instead of one.

In a First Room game

In the spawn room, the Jumping Jack round is the only source of perks: no machine can be reached with the doors closed. With only the knife, grenades, the M1911 and the Olympia at hand, every shot has to land; one miss and the bottle is gone until the next special round. B2’s 2026 vote on manipulating the Die Rise special rounds came out against it.