• Sat. Oct 4th, 2025

All Black Ops 7 Zombies Perks, Field Upgrades, Ammo Mods, And Augments

Call of Duty: Black Ops 7 launches this November, and Activision has revealed tons of new information about the game’s Zombies mode. This includes the full list of perks, ammo mods, and field upgrades found in Black Ops 7 Zombies, as well as all of the upgrades you can apply to each of them.

Black Ops 7 Zombies features several Perk-a-Colas, field upgrades, and ammo mods that you can equip. The augment system also returns from Black Ops 6, so you can still upgrade these items to make them even more powerful, but there are a few changes to how the augments work, which we’ll explain below.

There are a whopping 192 augments available to unlock and equip at the game’s launch, which are divided as follows:

  • 12 Perk-a-Colas with eight augments each
  • Six ammo mods with eight augments each
  • Six field upgrades with eight augments each

It’s also worth noting that many of the perks, field upgrades, and ammo mods return from Black Ops 6, and your progress on the augment upgrades will carry over. However, some augments have changed for returning items, and they will also have new augments to choose from as well.

As seen in the images below, we highlight all of Black Ops 7’s perks, field upgrades, and ammo mods, explaining how to unlock and use the augments for each one.

Black Ops 7’s Zombies launches with the largest round-based map ever, an upgradable Wonder Vehicle, a new Wonder Weapon, and the introduction of a zombie bear named Zursa.

How augments work in Black Ops 7 Zombies

To start researching an augment, you simply need to select an augment in the research menu and start earning XP in-game to make progress toward unlocking the augment.

Each loadout item has two available augment slots: one for a major augment and one for a minor Augment. Each item has four major augments and four minor augments to choose from. A major augment offers a substantial advantage to the behavior of the item, while a minor augment offers a limited advantage to the item.

New for Black Ops 7: If you unlock all eight augments for a specific item, you can then unlock the “Extra Slot” minor augment, which enables you to equip a second minor augment in-game.

Unlocked augments can then be chosen before the start of a match for each individual perk, ammo mod, or field upgrade. This allows you to tailor the augments for your specific playstyle, such as roles for healing, being geared toward speed, or just dealing tons of damage.

How Perk-a-Colas work in Black Ops 7 Zombies

The perk drinks in Black Ops 7 mostly function as normal. Perk-a-Colas are purchased in-game using points called Essence. When knocked down, you will lose perks depending on how many you’ve obtained and how long you’ve been downed for.

Additionally, there is no limit to how many perks you can have. You can obtain as many perks as there are available in a map.

At launch, expect to access the following perks:

  • Wisp Tea: This is the new perk in BO7. Wisp Tea provides a protective ethereal creature that remains near the player
  • Jugger-Nog: Increase maximum health from 100 to 250
  • Quick Revive: Recover health and revive allies faster
  • Speed Cola: Reload weapons and replate armor faster
  • Stamin-Up: Increase movement speed
  • PhD Flopper: Explosive dive to prone and immunity to self-inflicted explosive damage
  • Deadshot Daiquiri: Improve aim down sights (ADS) precision and increase critical damage of bullets
  • Elemental Pop: Attacks can trigger random ammo mods
  • Melee Macchiato: This replaces the weapon gun butt with a deadly punch that sends enemies flying
  • Double Tap: Increase weapon fire rate
  • Vulture Aid: Increase the variety of loot dropped by enemies
  • Death Perception: Enemies obscured from your line of sight are outlined

Wisp Tea augments

Major Augments:

  • Mask of Wrath: The Demon does more damage
  • Mask of Salvation: The Fox can revive you while it’s active. This can be done up to three times per match
  • Mask of Distraction: The Monkey attracts enemies and does damage in an area
  • Mask of Benevolence: The Maiden does not attack but will periodically heal you

Minor Augments:

  • Extension: Increase the Wisp’s lifetime
  • Haste: Decrease the cooldown before a Wisp can be summoned
  • Zombie Sitter: The Wisp will attract and avoid damaging the last zombie in the round until the round times out
  • Fetcher: The Wisp will pick up items and power-ups for you (aside from the Nuke)

Jugger-Nog augments

Major Augments:

  • Probiotic: Increase maximum health with Jugger-Nog (from 250 to 300)
  • Turtle Shell: Armor acts as a shield on your back, completely absorbing damage to your rear. Change: Armor completely absorbs damage to your back while also now allowing normal damage mitigation to your front
  • Reactive Armor: When an armor plate breaks, nearby normal enemies are stunned for a short time
  • Iron Core: New augment. Your health is increased when all of your armor plates are broken

Minor Augments:

  • Retaliation: Deal bonus damage while your health is low
  • Hardened Plates: Armor plates have more damage mitigation. Change: The damage mitigation has been reduced slightly
  • Durable Plates: Increase armor durability
  • Shake It Off: New augment. Incoming damage will occasionally be significantly reduced

PHD Flopper augments

Major Augments:

  • Gravity MD: Just falling from heights creates explosions
  • DR RAM: For short bursts, sprinting into normal enemies damages and knocks them down (also works while tactical sprinting)
  • PhD Slider: Sliding into enemies triggers explosions. Change: Effectiveness when sideswiping has been reduced. This augment triggers when impact occurs in the direction of travel
  • Double Whammy: New augment. Release a second explosion (shortly after the first one)

Minor Augments:

  • Environmentalist: Become immune to environmental damage while sliding
  • EOD Technician: Reduce height and distance requirements for explosions
  • Tribologist: Sliding distance and speed are increased. Change: Both the sliding speed increase and general speed bonus have been lessened slightly
  • Stuntman: New augment. Wall jumping creates an explosion

Elemental Pop augments

Major Augments:

  • Citrus Focus: If a weapon has an Ammo Mod applied, Elemental Pop will only activate that one
  • Imperil Peach: Enemies that hit you have a chance to trigger a random ammo mod
  • Electric Cherry: Reloading creates an electric damage discharge that damages and stuns nearby normal enemies. The emptier the magazine, the stronger the damage
  • Rainbow Pop: New augment. Weapons with an ammo mod equipped have a chance to deal the elemental damage that an enemy is weak to

Minor Augments:

  • Vulnera Bean: Increase enemy elemental weakness damage. Change: This has been lessened by a modest amount
  • Pineapple Blast: Equipment can also trigger a random ammo mod
  • Chill Berry: Reduce all ammo mod cooldowns
  • Refresh Mint: New augment. Killing a special or elite enemy with its elemental weakness resets your Elemental Pop cooldown

Melee Macchiato augments

Major Augments:

  • Expresso: All melee attacks are faster
  • Vampiric Extraction: Melee attacks heal a small amount of your health
  • Triple Shot: Your punch can hit multiple enemies at once
  • Mocha Maul: New augment. The punch is replaced with your dedicated melee weapon

Minor Augments:

  • Stick ‘n Move: Backpedal speed is increased after a successful melee attack
  • Strength Training: Your punch can one-hit-kill normal enemies for more rounds Change: The number of rounds you can one-hit-kill normal enemies has been increased
  • Mugging: Melee kills reload a portion of your held weapon
  • Barista Brawl: New augment. Gain more Essence from melee kills

Vulture Aid augments

Major Augments:

  • Fetid Upgr-aid: On death, zombies have a chance to create a gas cloud that charges your field upgrade
  • Smell of Death: On death, zombies have a chance to create a gas cloud that conceals you while standing in it
  • Parting Gift: Vulture Aid ammo drops give more ammo to Wonder Weapons
  • Armor-matic: New augment. Picking up an armor plate automatically applies it to your vest

Minor Augments:

  • Condor’s Reach: Auto-pick up loot from further away
  • Carrion Luggage: Critical kills have a chance to drop extra salvage
  • Picky Eater: On death, zombies have a higher chance of dropping your current equipment. Change: The chance to drop has been lessened slightly
  • Extra Serving: New augment. Special and elite enemies you kill have a chance to drop a Large Essence Vial

Double Tap augments

Major Augments:

  • Double Jeopardy: Normal zombies at low health have a chance to die immediately when shot
  • Double Standard: All non-critical shots do double damage. Only applies to normal bullet weapons
  • Double Impact: Double hits on the same target in quick succession deal more damage
  • Double Dealer: New augment. Every fourth bullet in your weapon magazine deals double damage

Minor Augments:

  • Double Time: Increase fire rate bonus
  • Double or Nothing: Weapons have a chance to inflict double damage, but also have a chance to inflict zero damage
  • Double Play: Killing two enemies in quick succession will have a chance to return two rounds to your magazine. Only applies to normal bullet weapons
  • Double Down: New augment. Bullet weapons have increased penetration damage through enemies

Quick Revive augments

Major Augments:

  • EMT: Reviving an ally allows them to keep all of the perks on their bleed-out circle. Change: Players with this augment now keep up to five of their perks when revived
  • Equivalent Exchange: If you have Quick Revive while downed, killing an enemy will revive you. This can be done up to three times. Change: Now, you always go into your last stand pose, Quick Revive is no longer removed on use, and you keep all perks if you kill an enemy while downed
  • Dying Wish: On lethal damage, you become immune to all damage for two seconds and keep one health. Quick Revive is removed on use. This can be done up to three times.
  • Adrenaline Rush: New augment. Killing a special or elite enemy will start your health regeneration

Minor Augments:

  • Swift Recovery: Reviving an ally increases both of your movement speeds for a short time
  • Karmic Return: Reviving an ally heals you to full health
  • Slow Death: Increase your time in last stand
  • Emergency Medical Kit: New augment. You can now craft a Self-Revive Kit up to four times

Deadshot Daiquiri augment

Major Augments:

  • Dead Head: Further increase Deadshot Daiquiri’s critical damage bonus for guns
  • Dead First: Bullets deal double critical damage if an enemy is at full health
  • Dead Again: Critical hits have a chance of adding a bullet to your magazine. Change: A slight cooldown has been added
  • Dead to Rights: New augment. Bullets deal bonus damage to enemies within point-blank range

Minor Augments:

  • Dead Break: Increase bullet damage to armor pieces
  • Dead Draw: Reduce hip-fire spread
  • Dead Set: Reduce gun movement while performing advanced movement
  • Dead Heat: New augment. Temporarily increase your movement speed after getting a point-blank kill

Death Perception augments

Major Augments:

  • Treasure Hunter: Spot items others can miss from loot containers as well as special and elite kills
  • Death Stare: Your elemental weakness damage has a chance to kill an enemy that is low on health
  • Critical Eye: Small chance that a body shot becomes a critical shot. Change: A slight cooldown has been added and it does not work with explosive weapons or Wonder Weapons
  • Sixth Sense: New augment. See enemies close behind you and take less damage from behind

Minor Augments:

  • Bird’s Eye View: The minimap’s scan rate is increased
  • Extra Change: Find extra Essence under more locations
  • Further Insight: Increase perception radius
  • Hidden Gems: New augment. Death Perception can now see loot

Stamin-Up augments

Major Augments:

  • Free Faller: Become immune to fall damage
  • Dasher: Enable Tactical Sprint with increased duration
  • Stalker: Walk faster while aiming
  • Guns Up: New augment. Fire while sprinting

Minor Augments:

  • Hard Target: While sprinting, projectile damage is reduced
  • Quarterback: Use equipment while sprinting
  • Hot Foot: Gain a speed boost after your equipment kills an enemy
  • Footwork: New augment. Increase non-forward sprinting speed

Speed Cola augments

Major Augments:

  • Supercharged: Field upgrades recharge faster
  • Classic Formula: Reload speed is even faster
  • Phantom Reload: Weapon magazines are slowly refilled over time
  • Ammo Surge: New augments. Gain a burst of speed when initiating a reload

Minor Augments:

  • Speedy Roulette: The Mystery Box settles much faster
  • Quick Swap: Swap weapons faster
  • Fast Pitcher: Deploy equipment faster
  • Prestidigitation: New augment. Reloading has a chance to not use stock ammo

All ammo mods in Black Ops 7 Zombies

Your primary and melee weapons can be outfitted with ammo mods. These are obtained in-game via a purchase at an Arsenal Machine using the Salvage currency.

You can purchase an ammo mod to provide your current weapon with a chance of dealing a special additional effect upon a successful projectile impact. Only one ammo mod can be applied to the weapon at a time, but you can purchase a new ammo mod to swap out at any time.

At launch, there will be six ammo mods:

  • Fire Works: Each bullet that hits a normal or special enemy has a chance to launch fireworks that target enemies
  • Brain Rot: Bullets deal Toxic damage. Each bullet has a chance to temporarily turn a normal or special enemy into an ally. Change: Brain-rotted zombies will now avoid slaying the last hostile zombie in the round, which is to preserve the turn and allow players to keep a zombie alive during investigations
  • Cryo Freeze: Bullets deal Frost damage. Each bullet has a chance to slow a normal or special enemy and increase the damage they receive
  • Dead Wire: Bullets deal Electric damage. Each bullet has a chance to stun a normal or special enemy, causing them to generate an electric damage field
  • Napalm Burst: Bullets deal Fire damage. Each bullet has a chance to apply a burn effect on normal and special enemies, dealing damage over time
  • Shadow Rift: Bullets deal Shadow damage. Each bullet has a chance to spawn a black hole on a normal or special enemy, warping away those nearby and dropping some from the air at lethal speed

Fire Works augments

Major Augments:

  • Big Game: Fire Works can activate on elite enemies, creating a bigger lightshow
  • Starburst: Fire Works explodes immediately, sending flares through enemies in all directions
  • Weeping Willow: Instead of targeting enemies the flares will land on the ground and explode for a while
  • Fire Wheel: Create two Fire Wheels that spin around and damage enemies

Minor Augments:

  • Starlight: Fire Works launches more flares.
  • Big Bang: Fire Works flares deal more damage to special and elite enemies
  • High Yield: Increase the area of effect
  • Short Fuse: Fire Works cooldown is reduced

Brain Rot augments

Major Augments:

  • Plague: The charmed enemy has a chance to turn other enemies
  • Pheromone: The charmed enemy distracts nearby normal and special enemies for a short time
  • Big Game: Brain Rot can charm elite enemies. Change: This charms elite enemies more frequently
  • Caustic Fumes: New augment. Charmed enemies deal Toxic damage to nearby enemies

Minor Augments:

  • Extension: Brain Rot duration is increased
  • Haste: Brain Rot cooldown is reduced
  • Explosive: Charmed enemies explode at the end of Brain Rot’s duration, dealing Toxic damage
  • Super Serum: New augment. Increase the damage dealt by charmed enemies

Napalm Burst augments

Major Augments:

  • Big Game: Napalm Burst can burn elite enemies. Change: This burns elite enemies more frequently
  • Thermite: Increase burn effect damage
  • Firebomb: Burned enemies explode on death, spreading the fire to nearby enemies
  • Petroleum: New augment. Napalm Burst leaves a pool of fire on the ground

Minor Augments:

  • Extension: Increase the burn duration
  • Incendiary: Each damage tick has a small chance to spread to a nearby enemy
  • Contact Burn: Initial burn effect deals more damage
  • Backdraft: New augment. Increase the activation radius

Shadow Rift augments

Major Augments:

  • Big Game: Shadow Rift can activate on elite enemies. Change: This activation on elite enemies occurs more frequently
  • Topple Danger: Warp one enemy that receives Shadow damage to others. Nearby normal enemies are knocked down while special enemies are stunned
  • Explosive Rain: Enemies that are dropped from portals will explode on contact with the ground
  • Gravity Well: New augment. Shadow Rift becomes a black hole that pulls in enemies, before teleporting away nearby enemy survivors

Minor Augments:

  • Haste: Shadow Rift cooldown is reduced
  • Targeted: Dropped enemies will fall on other enemies
  • Supermassive: The singularity’s lethal radius is increased and can kill more enemies
  • Ammo Theorem: New augment. Teleporting enemies away adds ammo to your weapon magazine from stock

Dead Wire augments

Major Augments:

  • Chain Lightning: The stunned enemy can spread the stun to others
  • Big Game: Dead Wire can stun elite enemies. Change: This stuns elite enemies sooner
  • Lightning Strike: A bolt of lightning strikes from above, stunning all normal and special enemies in the area
  • Ball Lightning: New augment. Activating Dead Wire launches an orb that deals electric damage to nearby enemies as it moves

Minor Augments:

  • High Voltage: Dead Wire deals more damage
  • Haste: Dead Wire cooldown is reduced
  • Extension: The stun and electric field last longer
  • Aftershock: New augment. Enemies that are stunned by Dead Wire have a chance to spread to nearby enemies

Cryo Freeze augments

Major Augments:

  • Big Game: Cryo Freeze can slow elite enemies. Change: This slows elite enemies more frequently
  • Ice Cloud: Enemies that are killed while frozen may leave a cloud that slows enemies. Change: A cooldown has been employed to adjust and lessen the number of ice clouds appearing
  • Frozen Stiff: Enemies are frozen in place
  • Cold Company: Cryo Freeze has a chance to activate on more than one enemy at a time

Minor Augments:

  • Extension: Increase the slow duration
  • Freezer Burn: Increase damage to frozen enemies
  • Liquid Nitrogen: Significantly increase your chance for Cryo Freeze to activate
  • Thermal Shock: New augment. Enemies are damaged once they’re unfrozen

All field upgrades in Black Ops 7 Zombies

Field Upgrades in Black Ops 7 work the same as they did in Black Ops 6, meaning these temporary abilities are selected prior to a match during your loadout customization. During a match, you can swap to a different field upgrade at any time by using the in-game menu. However, there will be a cooldown reset when you switch to a different field upgrade.

Black Ops 7 re-introduces the Toxic Growth field upgrade from Black Ops Cold War, plus several abilities return from Black Ops 6.

At launch, Black Ops 7 includes the following six field upgrades:

  • Toxic Growth: Summon a deadly growth of thorns in front of you
  • Dark Flare: Generate an energy beam that deals lethal Shadow damage and penetrates everything in its path
  • Healing Aura: Heal all nearby players immediately
  • Frenzied Guard: Repair armor to full and force all enemies in the area to temporarily target you. Armor takes all damage during this time and kills repair armor
  • Energy Mine: Create a mine of pure energy that detonates three times
  • Aether Shroud: Phase into the Dark Aether and become temporarily hidden from enemy detection

Toxic Growth augments

Major Augments:

  • Urticant: Toxic Growth takes up a wider area, and enemies that enter the growth continue to be slowed after leaving it
  • Cordyception: The first normal or special enemy to walk into the growth is entangled and charmed, attacking other enemies that enter
  • Pollination: Enemies killed by the growth explode, dealing Toxic damage to nearby enemies and slowing them
  • Zoochory: The first normal or special enemy to walk into the growth becomes the Toxic Growth itself

Minor Augments:

  • Ankle Shredder: Enemies moving through the growth are even slower
  • Green Thumb: Significantly increases the Toxic Growth health
  • Extra Charge: Increases max charges by one
  • Plant Food: Killing enemies with Toxic Growth has a chance to drop healing fruit

Dark Flare augments

Major Augments:

  • Extension: Significantly increase Dark Flare duration
  • Supernova: The beam is replaced with a sphere that damages nearby enemies as it travels and detonates at the end of its duration
  • Dark Pact: Beam heals and revives other players on contact. Change: The revive speed has been increased to ensure downed players are revived more rapidly
  • Muzzle Blast: New augment. The beam now deals additional damage in a cone in front of you

Minor Augments:

  • Broad Beam: Significantly increase the size of the beam
  • Heavy Gloom: The beam slows enemies on contact
  • Extra Charge: Increase maximum charges by one
  • Dusk Flame: New augment. Enemies that are hit by the beam are dealt additional Shadow damage over time

Healing Aura augments

Major Augments:

  • Resilience: All affected players have their health regeneration delay reduced and their rate of healing increased temporarily
  • Enduring Radiance: The beams and their healing effects persist for a short time after leaving the area of effect
  • Persistence: Revived players keep all perks on their bleed-out bar
  • Necromancer: New augment. Healing Aura can now revive dead allies

Minor Augments:

  • Inner Strength: Affected player damage is increased for a short time
  • Protection: Healing players have damage mitigated for a short time
  • Stoic Presence: On activation, special and elite enemies are stunned while normal Enemies are knocked down
  • Cornucopia: New augment. Affected players get a health overcharge

Frenzied Guard augments

Major Augments:

  • Phalanx: Allies can also repair armor from kills while near you
  • Retribution: Trigger an explosion on activation. Normal enemies that melee you are damaged and knocked down
  • Frenzy Fire: Use ammo from stock
  • Fists of Frenzy: While Frenzied, annihilate enemies with your fists

Minor Augments:

  • Repair Boost: Repair more armor per kill
  • Extension: Increase Frenzied Guard duration
  • Rally: On activation, repair all nearby allies’ armor to full
  • Dual Layer: New augment. While Frenzied Guard is active, armor durability is increased

Energy Mine augments

Major Augments:

  • Scatter: After detonating once, the Energy Mine will split into three mines that scatter and detonate once each
  • Turret: Instead of detonating, Energy Mine becomes a turret that shoots targets one at a time
  • Carousel: Three Energy Mines float around you, detonating when an enemy is nearby
  • Smart Mine: New augment. Energy Mine has more detonations and waits for multiple enemies to be in range for each detonation

Minor Augments:

  • Frequency Boost: Increase detonation count and duration of Energy Mine
  • Extra Charge: Increase maximum charges by one
  • Siren: Energy Mine now attracts nearby Normal Enemies for a short time
  • Recycle: New augment. A deployed Energy Mine can be recycled for a field upgrade charge

Aether Shroud augments

Major Augments:

  • Group Shroud: Nearby players are also cloaked
  • Burst Dash: Warp forward a short distance, killing all Normal Enemies in your path
  • Void Sheath: Swap to your dedicated melee weapon as it is imbued with Dark Aether energy. Kills allow you to stay in Aether Shroud for longer
  • Afterimage: New augment. Distract enemies with a Dark Aether clone of yourself

Minor Augments:

  • Instant Reload: Activation instantly reloads your currently held weapon
  • Extra Charge: Increase maximum charges by one
  • Extension: Aether Shroud duration is significantly increased
  • Impulse: New augment. Deal Shadow damage to enemies on activation and increase your movement speed during Aether Shroud