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The redesigned Juggernog machine of Black Ops Cold War, bulkier, with a black top, Call of Duty Black Ops Cold War Zombies

Black Ops Cold War perks

Black Ops Cold War Zombies has 10 perks: the full list with costs, effects, every upgrade tier from I to V, where each machine stands on the four maps, and answers to common questions.

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Black Ops Cold War Zombies has 10 perks. Six came with Die Maschine at launch, and four more, Tombstone Soda, Mule Kick, Death Perception and PhD Slider, arrived with the free seasons and were added to every map. Cold War dropped the four-perk limit of the older games: every perk costs the same, at a price that rises with each perk a player buys, and every perk gains five permanent upgrade tiers, bought with Aetherium Crystals.

How perks work in Black Ops Cold War

Perks10 Perk-a-Colas, 6 at launch and 4 added by the seasons
WhereA machine on the map, or Der Wunderfizz, where the player picks the perk
Cost2,500 points for the first perk, 500 more for each perk already owned, up to 7,000
LimitNone
PowerSome machines run on generators and work before the power is on
UpgradesFive tiers per perk, bought with Aetherium Crystals
When downedOne perk lost with three or fewer, all but three with four or more; the rest decay until the revive

After the loadout perks of Black Ops 4, Black Ops Cold War went back to one machine per perk, spread across the map, and the machines now hand out cans. The price no longer depends on the perk. According to Call of Duty Fandom, the first perk costs 2,500 points and each perk the player already has adds 500, so the tenth costs 7,000. In exchange, a player can hold every perk of the map at once: Fandom notes that the limit first disappeared on the Call of Duty: Mobile version of Shi No Numa, and that every game since Cold War has kept it that way.

Machines usually need the power, but not always. On Die Maschine, Juggernog, Quick Revive and Stamin-Up run on generators; on Firebase Z, Quick Revive works in the village before any reactor is on; on Forsaken every perk is powered from the start.

Der Wunderfizz no longer hands out a random bottle as it did in Black Ops III. The player chooses the perks to buy from it and can buy several in a row, and it is how the perks of the later seasons reached the maps that have no machine for them.

The real change is the upgrade tiers. Each perk has five permanent upgrades, bought with Aetherium Crystals, that can turn it into something else. Speed Cola only raises reload speed by 15% at base; its tiers add faster weapon swaps, faster Field Upgrades, a 30% reload bonus, faster barricades and Mystery Box, and at Tier V firing and reloading while sprinting. Tier V of Quick Revive brings back a downed player who gets a kill, at the cost of the perk.

Going down no longer costs every perk. A player with three perks or fewer loses one; with four or more, all but three. The perks left then decay one by one until the revive, unless Tombstone Soda reaches Tier V. Tombstone is always the first perk lost, and Quick Revive the last, except when its own Tier V removes it.

Every perk in Black Ops Cold War

The ten perks in alphabetical order. The cost is the same for all of them and depends on how many perks the player already owns.

NameAddedCostEffect in Black Ops Cold WarTier V
Deadshot DaiquiriLaunch, Die Maschine2,500 to 7,000 pointsNo scope sway on any weapon, and the aim assist targets critical locations.Each consecutive hit on the same enemy deals 2% more damage, up to 20%.
Death PerceptionSeason Five, August 13, 20212,500 to 7,000 pointsObscured enemies are keylined; danger indicators, Salvage and armor penetration come from the tiers.Nearby chests, resources and item drops are keylined through walls.
Elemental PopLaunch, Die Maschine2,500 to 7,000 pointsEach attack has a small chance to apply a random Ammo Mod, in its base version.Reloading creates an electric discharge that damages and stuns nearby normal enemies.
JuggernogLaunch, Die Maschine2,500 to 7,000 pointsRaises the health bar.A lethal hit empties the armor and leaves 1 health instead of a down.
Mule KickMauer der Toten, July 15, 20212,500 to 7,000 pointsA third weapon slot, lost with its weapon when the perk is lost.The third weapon is recovered when Mule Kick is bought again.
PhD SliderSeason Six and Forsaken, October 7, 20212,500 to 7,000 pointsSliding into a zombie sets off a burst of Aetherium, stronger the farther the slide went.Falling from a large height triggers an explosion.
Quick ReviveLaunch, Die Maschine2,500 to 7,000 pointsHealth regenerates in half the time, and an ally is revived in half the time.Killing an enemy while downed revives the player and removes the perk.
Speed ColaLaunch, Die Maschine2,500 to 7,000 pointsReload speed raised by 15%.Fire and reload while sprinting at full speed.
Stamin-UpLaunch, Die Maschine2,500 to 7,000 pointsThe player moves faster and sprints for longer.No sprint speed falloff.
Tombstone SodaFirebase Z, February 4, 20212,500 to 7,000 pointsA downed player becomes a shadow in the Dark Aether, still armed, and can revive themselves.No perk decay while downed; Tombstone Soda itself is always lost.

Tiers I to IV

PerkTiers I to IV
Deadshot DaiquiriI: 100% extra critical damage on an enemy at full health
II: 50% more damage against armor pieces
III: less hip-fire spread
IV: critical bonus damage raised to 10%
Death PerceptionI: faster minimap updates
II: danger indicators for enemies behind the player
III: 20% more Salvage and High-Grade Salvage
IV: 25% more armor penetration damage
Elemental PopI: equipment can trigger a random base Ammo Mod too
II: Ammo Mod cooldowns 20% shorter
III: the random Ammo Mod uses its current Skill Tier
IV: 50% more elemental weakness damage
JuggernogI: status effects last 50% less
II: Armor Plates restore 25% more armor
III: maximum health raised by 100
IV: armor durability raised by 25%
Mule KickI: crafted equipment grants one more
II: small chance that enemies drop ammo
III: stowed weapons slowly refill from stock
IV: 25% chance to keep non-retrievable equipment
PhD SliderI: immunity to environmental damage while sliding
II: longer slides
III: immunity to self-inflicted explosive damage
IV: faster slides
Quick ReviveI: 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 while
Speed ColaI: faster weapon swaps
II: Field Upgrades recharge 20% faster
III: reload bonus raised to 30%
IV: faster barricade repairs, and the Mystery Box settles much faster
Stamin-UpI: faster backpedal
II: immunity to fall damage
III: faster walk while aiming down sights
IV: equipment can be used while sprinting
Tombstone SodaI: the shadow form can regenerate health
II: downed duration raised to 60 seconds
III: on death, a Tombstone stash keeps weapons, equipment and resources
IV: respawn near the end of the round, respawn timers 50% shorter

Perks by map

What the map books of the Hub say about the machines of the four round-based maps. Outbreak, the open-world mode, has perks too, but no book here.

MapPerk machinesDer Wunderfizz
Die MaschineJuggernog, Quick Revive and Stamin-Up, on generators that need no power, then Speed Cola, Deadshot Daiquiri and Elemental Pop. All six stand behind doors.First on the Penthouse level of the old bunker in the Dark Aether, it crosses into the normal map 10 rounds after the power is turned on. Over the seasons it brought Tombstone Soda, Mule Kick, Death Perception and PhD Slider.
Firebase ZQuick Revive, in the alley of the starting village and working without the power, then Juggernog, Speed Cola, Stamin-Up and Tombstone Soda.In the Village Mess Hall, once the three Aether Reactors are on. It sells Deadshot Daiquiri and Elemental Pop, later Mule Kick, Death Perception and PhD Slider.
Mauer der TotenEight machines: Tombstone Soda in the starting apartment, Quick Revive, Stamin-Up, Speed Cola, Juggernog, Deadshot Daiquiri, Mule Kick and Elemental Pop.In the Department Store of West Berlin; Death Perception and PhD Slider were added to it in later seasons.
ForsakenAll ten perks, powered from the start. Death Perception stands in the Staging Area, the starting room: Forsaken is the one map where it has a machine of its own.In the Board Room, after the lockdown.

Frequently asked questions

How many perks are in Black Ops Cold War Zombies?

Ten. Juggernog, Quick Revive, Speed Cola, Stamin-Up, Deadshot Daiquiri and Elemental Pop were there at launch on Die Maschine. Tombstone Soda came with Firebase Z on February 4, 2021, Mule Kick with Mauer der Toten on July 15, 2021, Death Perception with Season Five on August 13, 2021 and PhD Slider with Season Six and Forsaken on October 7, 2021. Each of them was added to every map, through a machine or Der Wunderfizz.

Is there a perk limit in Black Ops Cold War?

No. Black Ops Cold War removed the four-perk limit of Black Ops to Black Ops III, and a player can hold all ten perks. The limit is replaced by the price: each perk bought makes the next one 500 points more expensive.

How much do perks cost in Black Ops Cold War?

Every perk costs the same: 2,500 points for the first one a player buys, then 500 more for each perk already owned, up to 7,000 for the tenth.

How do you upgrade perks in Black Ops Cold War?

With Aetherium Crystals. Each perk has five tiers of permanent upgrades. Tier V is the strongest: Juggernog leaves the player on 1 health instead of a down, Speed Cola lets them fire and reload while sprinting, Stamin-Up removes the sprint speed falloff.

Which perks work before the power is on in Die Maschine?

Juggernog, Quick Revive and Stamin-Up. They run on generators and can be bought before the power is turned on, but all three stand behind doors, at the Crash Site, the Pond and the Bedroom.