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
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.
| Name | Added | Cost | Effect in Black Ops Cold War | Tier V |
|---|---|---|---|---|
| Deadshot Daiquiri | Launch, Die Maschine | 2,500 to 7,000 points | No 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 Perception | Season Five, August 13, 2021 | 2,500 to 7,000 points | Obscured enemies are keylined; danger indicators, Salvage and armor penetration come from the tiers. | Nearby chests, resources and item drops are keylined through walls. |
| Elemental Pop | Launch, Die Maschine | 2,500 to 7,000 points | Each 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. |
| Juggernog | Launch, Die Maschine | 2,500 to 7,000 points | Raises the health bar. | A lethal hit empties the armor and leaves 1 health instead of a down. |
| Mule Kick | Mauer der Toten, July 15, 2021 | 2,500 to 7,000 points | A third weapon slot, lost with its weapon when the perk is lost. | The third weapon is recovered when Mule Kick is bought again. |
| PhD Slider | Season Six and Forsaken, October 7, 2021 | 2,500 to 7,000 points | Sliding into a zombie sets off a burst of Aetherium, stronger the farther the slide went. | Falling from a large height triggers an explosion. |
| Quick Revive | Launch, Die Maschine | 2,500 to 7,000 points | Health 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 Cola | Launch, Die Maschine | 2,500 to 7,000 points | Reload speed raised by 15%. | Fire and reload while sprinting at full speed. |
| Stamin-Up | Launch, Die Maschine | 2,500 to 7,000 points | The player moves faster and sprints for longer. | No sprint speed falloff. |
| Tombstone Soda | Firebase Z, February 4, 2021 | 2,500 to 7,000 points | A 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
| Perk | Tiers I to IV |
|---|---|
| Deadshot Daiquiri | I: 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 Perception | I: 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 Pop | I: 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 |
| Juggernog | I: 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 Kick | I: 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 Slider | I: immunity to environmental damage while sliding II: longer slides III: immunity to self-inflicted explosive damage IV: faster slides |
| Quick Revive | 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 while |
| Speed Cola | I: 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-Up | I: faster backpedal II: immunity to fall damage III: faster walk while aiming down sights IV: equipment can be used while sprinting |
| Tombstone Soda | I: 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.
| Map | Perk machines | Der Wunderfizz |
|---|---|---|
| Die Maschine | Juggernog, 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 Z | Quick 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 Toten | Eight 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. |
| Forsaken | All 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.
Related pages
- Black Ops Cold War: the book of the game, its maps and its First Room boards.
- Black Ops 4 perks: the loadout perks of the previous Treyarch game.
- Vanguard perks: the Demonic Fountains that followed in 2021.
- Black Ops 6 perks: the same machines, with Augments in place of the tiers.
- All perks: every perk of the Hub, game by game.
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