Infinite Warfare Zombies has 12 perks, and none of them is a drink: they are Candy Perks, boxes of candy sold by vending machines and eaten on the spot. Ten came with Zombies in Spaceland, Deadeye Dewdrops arrived with Shaolin Shuffle and Change Chews with Attack of the Radioactive Thing. Most of them do the job of a Perk-a-Cola of the Treyarch games under a new name, from Up ‘N Atoms for Quick Revive to Tuff ‘Nuff for Juggernog.
How Candy Perks work in Infinite Warfare
Each Candy Perk has its own vending machine, its own jingle and its own price, paid in the points of the mode, which Spaceland shows as dollars. According to the book of Spaceland, a machine only works once the power of its area is on. The candy is eaten from its box rather than drunk from a bottle.
Up ‘N Atoms is the perk that matters most in solo: for 500 points it gives a self-revive, and a player can hold three of them at most in a game, though the wiki says a weapon variant carrying the Gambler perk gets past that limit. With other players it costs 1,500 points and speeds up revives. It is also the Candy Perk of ZFRR: the books of the four Infinite Warfare maps of the Hub all place its machine in the First Room, doors closed, as the only perk there.
Some features hand out every perk at once. In Director’s Cut, the mode unlocked by finishing all five main quests, each game starts with all the Candy Perks of the map, permanently; on ZFRR, the Infinite Warfare game rules say: “Directors Cut and one-window strategies are not allowed on every board.” Beating the Skullbuster arcade game of Shaolin Shuffle makes every perk permanent for the game, and finishing Skullhop on Attack of the Radioactive Thing gives every perk for the rest of the match, Up ‘N Atoms excepted in solo.
Candy Perks are separate from the Fate and Fortune cards, the deck of cards that takes the place of the GobbleGums in Infinite Warfare.
Every perk in Infinite Warfare
| Name | Cost | Effect in Infinite Warfare |
|---|---|---|
| Bang Bangs | 2,000 points | A higher rate of fire; each bullet counts as two for damage. |
| Blue Bolts | 1,500 points | Each reload electrocutes nearby zombies; the fewer bullets left in the magazine, the stronger the shock. |
| Bombstoppers | 1,500 points | Complete negation of explosive damage. |
| Change Chews | 1,500 or 2,000 points, depending on the Fandom page | Headshots set off fire, ice, electric or explosive damage; the effect in use changes during the game. |
| Deadeye Dewdrops | 1,500 points | Aim assist on the head, no recoil, faster aiming, and more damage after aiming for a moment. |
| Mule Munchies | 2,000 points | A third primary weapon slot. |
| Quickies | 3,000 points | Faster reload and weapon switching; windows boarded up twice as fast. |
| Racin’ Stripes | 2,000 points | Faster and longer sprint; shooting, equipment and eating while sprinting. |
| Slappy Taffy | 2,000 points | More melee damage, and melee attacks that stun. |
| Trail Blazers | 1,500 points | A slide sets the floor on fire behind the player. |
| Tuff ‘Nuff | 2,500 points | More health: five zombie hits to go down instead of three. |
| Up ‘N Atoms | 500 points in solo, 1,500 in co-op | In solo, a self-revive, three at most in a game; in co-op, faster revives of the other players. |
Perks by map
What each map book of the Hub says about its Candy Perks. The Beast From Beyond, the fifth map, has no book on the Hub yet.
- Zombies in Spaceland: ten machines, Up ‘N Atoms in the starting area, Tuff ‘Nuff, Quickies, Racin’ Stripes, Slappy Taffy, Bang Bangs, Mule Munchies, Bombstoppers, Blue Bolts and Trail Blazers.
- Rave in the Redwoods: the same ten, Up ‘N Atoms on the porch of the Bear Lodge and Mule Munchies behind a door of the lodge that opens with the power.
- Shaolin Shuffle: ten machines, with the new Deadeye Dewdrops and without Slappy Taffy; Tuff ‘Nuff waits in the sewers, open once the four generators run.
- Attack of the Radioactive Thing: all 12 perks, with the new Change Chews; Trail Blazers has no machine and only comes from Skullhop or Director’s Cut.
Frequently asked questions
How many perks are in Infinite Warfare Zombies?
Twelve Candy Perks: Up ‘N Atoms, Tuff ‘Nuff, Quickies, Bang Bangs, Racin’ Stripes, Bombstoppers, Slappy Taffy, Blue Bolts, Mule Munchies, Trail Blazers, Deadeye Dewdrops and Change Chews. Only Attack of the Radioactive Thing has all twelve.
What are Candy Perks?
The perks of Infinite Warfare Zombies. Each one is a box of candy bought from its own vending machine and eaten, where the Treyarch games serve a drink. They are mostly equivalent to the Perk-a-Colas, or slightly changed.
What is the Juggernog of Infinite Warfare?
Tuff ‘Nuff, 2,500 points. It lets the player take five zombie hits before going down instead of three, and the wiki gives it as the counterpart of Juggernog.
How does Up ‘N Atoms work in solo?
It costs 500 points and gives a self-revive after a down. A player can have three of them at most in a game. In co-op it costs 1,500 points and makes reviving the others faster.
How do you get every Candy Perk at once?
Director’s Cut starts every game with all the Candy Perks of the map. On Attack of the Radioactive Thing, finishing the Skullhop arcade game gives every perk for the rest of the match, and on Shaolin Shuffle beating Skullbuster makes every perk permanent.
Related pages
- Infinite Warfare Fate and Fortune cards: the other system of the game.
- Infinite Warfare: the book of the game.
- Black Ops III perks and WWII perks: the Treyarch and Sledgehammer games of the same years.
- Every perk of the Hub.
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