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Augments in Black Ops 6

Milky Milky 📅 22.08.2026 15:32 💬 0 Odpowiedzi 👁️ 90 Wyświetleń Ostatni post: tydzień temu
Milky
22.08.2026 15:32
✏️ Edytowano
Introduction

Here’s a complete rundown of all Perks, Ammo Mods, and Field Upgrades in Call of Duty: Zombies. All information is based on in-game testing, observable effects, and widely accepted community findings.
A note on formatting:

RZH - Regular zombie health (depends on the round)

/// - Somewhat unclear, difficult to calculate, or not working consistently

??? - Requires a second player for accurate measurement, as the effect also influences other players

Perks

Deadshot Daiquiri
Base Effect:
Lesser ADS sway
+10% critical damage

Major Augments:

Augment Effect
Dead Head Additional +10-11% critical damage (20-21% total)
Dead First x2 critical damage if enemy has 100% health (doesn't work with armor)
Dead Again 20% chance that a critical hit will restore the bullet to the magazine
Minor Augments:

Augment Effect
Dead Break Deal +20% more damage to armor
Dead Draw -30% hip fire spread
Dead Set /// Reduce idle sway while sliding
Death Perception
Base Effect:

Allows you to see enemies through walls

Major Augments:

Augment Effect
Treasure Hunter Increases rewards from Aetherial crystals, dig sites, loot chests, S.A.M. Reward chests, and Special/Elite drops
Death Stare If a Special/Elite enemy has 10% or less health, a shot with that enemy's elemental weakness can kill them instantly
Critical Eye 6% chance to turn a regular hit into a critical hit
Minor Augments:

Augment Effect
Bird's Eye View -50% minimap scan rate (from 4 to 2 seconds)
Extra Change Allows you to gain an additional 100 essence from: Active Mystery Box, Ammo Cache, Arsenal Station, Crafting Table, Gobblegum Machine, Pack-a-Punch, S.A.M. Trial Machine, Dig Sites, Inactive Mystery Box locations, Rampage Inducer, S.A.M. Reward Chest, Wall Buy
Further Insight +33% insight range (from 15 to 20 meters)
Double Tap
Base Effect:

+25% (approximately) fire rate

Major Augments:

Augment Effect
Double Jeopardy If the enemy's health is 20% or less, shooting them will kill them instantly
Double Standard x2 non-critical damage (except Wonder Weapons, explosions, and equipment)
Double Impact +50% damage for every second shot at the same enemy (except WW, explosions, equipment)
Minor Augments:

Augment Effect
Double Time +20% (approximately) additional fire rate (up to 45%)
Double or Nothing 80% chance of regular damage, 15% chance of 2x damage, 5% chance of 0 damage (except WW, explosions, equipment)
Double Play 10% chance that a double kill will return 2 rounds to the magazine
Elemental Pop
Base Effect:

5% chance to activate a random Ammo Mod

Major Augments:

Augment Effect
Citrus Focus If a weapon has a mod equipped, Elemental Pop will only activate that one
Imperial Peach 10% chance to activate a random Ammo Mod after being hit by zombies
Electric Cherry 2 damage for every 1% of the weapon magazine's emptiness. Stuns enemies within a 2-meter radius. The stun lasts 3-5 seconds. Elite enemies are not stunned.
Minor Augments:

Augment Effect
Vulnera Bean +15% elemental damage to enemies with specific weaknesses
Pineapple Blast 5% chance to activate a random Ammo Mod when using equipment
Chill Berry -20% cooldown time for all Ammo Mods
Jugger-Nog
Base Effect:

+100 Max Health (from 150 to 250)

Major Augments:

Augment Effect
Probiotic Additional +50 Max Health (from 250 to 300)
Turtle Shell Armor absorbs 100% damage from behind. No armor absorption from other angles. +20% armor durability
Reactive Armor Broken armor stuns enemies within 5 meters for 2 seconds. Does not stun Special/Elite enemies
Minor Augments:

Augment Effect
Retaliation +50% damage while your health is 50% or less
Hardened Plates -20% armor durability, but increases damage absorption. 1 plate: 44% → 60%, 2 plates: 58% → 72%, 3 plates: 64% → 78%
Durable Plates +25% armor durability
Melee Macchiato
Base Effect:

x3 melee weapon damage

Replaces striking with the butt of the rifle with striking with the hand

Increases the force of a hand strike by 16.36 times (from 125 to 2045, instant kill for regular zombies up to Round 20)

Major Augments:

Augment Effect
Expresso +15-25-50% melee hit speed (depends on weapon)
Vampiric Extraction Restore 25 health per melee hit
Triple Shot Allows you to punch up to 3 enemies per hit
Minor Augments:

Augment Effect
Stick 'n Move +50% backpedal speed for 2 seconds after a melee hit
Strength Training 2.34x punch damage (from 2045 to 4795). Can be tripled on 1 zombie with Triple Shot. Insta-kill for regular zombies up to round 25 (from 20 to 25)
Hidden Impact Killing a zombie with your hand restores 10% of the weapon magazine that was in your hands. Killing a zombie with a melee weapon restores 10% of the weapon magazine from which the switch to a melee weapon was made. Does not work with scorestreaks
PhD Flopper
Base Effect:

Immunity to all self-inflicted damage and status effects

Immunity to fall damage while diving

Dive to prone triggers an explosion which increases the higher you fall

Major Augments:

Augment Effect
Gravity MD Just falling from heights creates explosions (at least 5 meters). Does not give immunity to falling damage while NOT diving
Dr Ram Deal 10% RZH damage while tactical sprinting. Knocks down 1 zombie per hit
PhD Slider Sliding into enemies triggers explosions
Minor Augments:

Augment Effect
Environmentalist Immunity to environmental damage while sliding
EOD Technician Bigger explosion radius from a lower starting point
Tribologist +50% slide speed and +50% slide distance
Quick Revive
Base Effect:

-50% time to recovery (from 6 to 3 seconds)

Does not affect the speed of health recovery

Major Augments:

Augment Effect
EMT Reviving an ally allows them to keep all Perks on their bleed-out bar. Reviving yourself allows you to keep all Perks on your bleed-out bar
Equivalent Exchange If you have Quick Revive while downed, killing an enemy will revive you and remove Quick Revive. This can be done up to 3 times
Dying Wish On lethal damage, become immune to all damage for 2 seconds and keep 1 health. Quick Revive is removed on use. This can be done up to 3 times
Minor Augments:

Augment Effect
Swift Recovery +50% movement speed for 3 seconds after reviving an ally (or yourself)
Karmic Return Reviving an ally heals you to full health
Slow Death ??? Increase your time in last stand
Speed Cola
Base Effect:

-25-40% reload time

-40% time for inserting plates

Major Augments:

Augment Effect
Supercharged -16% zombie kills needed to reach the charge
Classic Formula Additional -10-15% reload time (up to -50%)
Phantom Reload Reload 24% of magazine from reserve every 5 seconds (after stopping firing)
Minor Augments:

Augment Effect
Speedy Roulette -45% Mystery Box spin time
Quick Swap -30-40% weapon swapping time
Fast Pitcher -10-20% equipment deployment time
Stamin-Up
Base Effect:

+15% movement speed on average

Major Augments:

Augment Effect
Free Faller Immunity to fall damage
Dasher +50% tactical sprint duration (from 5 to 7 seconds for first and 2 to 3 seconds for all subsequent). +50% recovery time to regain tactical sprint (from 5 to 7 seconds for all)
Stalker +30-50% speed while aiming
Minor Augments:

Augment Effect
Hard Target -25% incoming projectile damage while tactical sprinting
Quarterback Use equipment while sprinting
Hot Foot Set movement speed to 8 m/s for 5 seconds after killing a zombie with equipment. All other acceleration or deceleration effects work according to this base speed
Vulture Aid
Base Effect:

Enemies start dropping ammo and essence

Lowered equipment drops

Major Augments:

Augment Effect
Fetid Upgr-aid Zombies can drop a gas cloud that charges your field upgrade. 1 second in gas = 1 kill progress. Gas cloud can stay up to 14 seconds
Smell of Death Zombies can drop a gas cloud that hides you from enemies. Gas cloud can stay up to 7 seconds
Parting Gift Increases ammo drops for Wonder Weapons. Base ammo (gray): 2% → 8% of reserve. Vulture ammo (green): 1% → 8% of reserve
Minor Augments:

Augment Effect
Condor's Reach +2.5 meters of auto pick-up (from 1.5 to 4 meters)
Carrion Luggage 20-25% chance that a headshot kill will drop extra salvage
Picky Eater 60% chance that equipment dropped by zombies will be the same as what you have in your active slots (even if they are formally empty)

Ammo Mods
Brain Rot
Base Effect:

Duration - 15 seconds

Turned zombie deals 0.5x RZH damage to other zombies (or 1x if Special)

Cooldown - 55 seconds

Bonus 50% damage against: Abomination, Shock Mimic

Major Augments:

Augment Effect
Plague 20% chance that a zombie can turn another zombie (but no more than 3 per activation)
Pheromone Turned zombie becomes bait that attracts other zombies and Special ones for 5 seconds. Range - 8 meters
Big Game Now can charm Elite enemies
Minor Augments:

Augment Effect
Extension +33% duration (from 15 to 20 seconds)
Haste -20% cooldown (from 45 to 35-37 seconds)
Explosive Charmed zombie creates an explosion dealing 0.5x-0.75x RZH damage

Cryo Freeze
Base Effect:

Slows regular and Special enemies for 5 seconds

Slowed zombies take 25% more damage

Cooldown - 2 seconds

Bonus 50% damage against: Vermin/Parasite, Uber Klaus/Uber Klaus Core, Commando Klaus, HVT Mimic (The Tomb)

Major Augments:

Augment Effect
Big Game Now can slow Elite enemies
Ice Cloud Enemies killed while frozen may leave a cloud that slows enemies. Radius - 8 meters. Duration - 7 seconds
Frozen Stiff Enemies are frozen in place
Minor Augments:

Augment Effect
Extension +50% duration (from 5 to 7.5 seconds)
Freezer Burn Additional +12% damage to slowed enemy (from +25% to +37%)
Liquid Nitrogen Significantly increases the chance for Cryo Freeze to activate
Dead Wire
Base Effect:

Stuns 1 zombie while damaging others in a 2.5-meter radius

Deals initial 0.2x RZH damage + 0.1x RZH per tick (1 tick per second)

Duration - 6 seconds

Cooldown - 30 seconds

Bonus 50% damage against: Amalgam, Elder Disciple

Major Augments:

Augment Effect
Chain Lightning The stunned enemy can spread the stun to others
Big Game Now can stun Elite enemies
Lightning Strike Lightning strike stuns all regular and Special zombies in a 15-meter radius. Stun lasts 3 seconds. Deals 0.3x RZH + 0.1x per 2 ticks. Counts as a critical kill
Minor Augments:

Augment Effect
High Voltage 10% bonus damage (from 0.2 to 0.22 RZH + 0.1 to 0.11 RZH per tick)
Haste -15% cooldown (from 30 to 26 seconds)
Extension +50% duration (from 6 to 9 seconds)
Light Mend
Base Effect:

Damage - 2x RZH

Cooldown - 25 seconds

Duration - 30 seconds

Magnetization range - 6.5 meters

Healing - 50 HP

Bonus 50% damage against: Doppelghast, Elder Disciple

Major Augments:

Augment Effect
Antibiotic +0.5x RZH damage per tick. -5 seconds of glyph duration per tick
Big Game Now can activate on Elite enemies, dropping 3 more healing glyphs. Glyph deals 3x RZH damage (from 2x to 3x). Elite enemy gains 4x damage for each glyph (total 12x RZH damage)
Dual Action +50% health restore speed (from 40 to 60 per second). The effect lasts 15 seconds
Minor Augments:

Augment Effect
Longer Life +5 seconds duration (from 30 to 35 seconds)
Extra Strength +25% restored health (from 50 to 62)
Express Remedy +50% magnetization range (from 6.5 to 9.5 meters)
Napalm Burst
Base Effect:

Burns zombies in a 1-2 meter radius

Deals 0.21x RZH damage in 5 ticks

Cooldown - 15 seconds

Bonus 50% damage against: Mangler, Abomination, Uber Klaus

Major Augments:

Augment Effect
Big Game Now can burn Elite enemies
Thermite +50% burn damage (up to 0.31x RZH)
Firebomb Burned enemies explode on death, spreading the fire to nearby enemies
Minor Augments:

Augment Effect
Extension +100% duration (from 5 to 10 ticks/seconds)
Incendiary Can ignite 1-2 additional zombies per charge
Contact Burn +50% damage for the first damage tick (others remain 0.21x RZH)
Shadow Rift
Base Effect:

Teleports 8 zombies, but kills only 3 of them

Special enemies are teleported and stunned for 5 seconds, dealing 50% damage of their health

Cooldown - 30 seconds

Bonus 50% damage against: Amalgam, Toxic Zombie

Major Augments:

Augment Effect
Big Game Now can activate on Elite enemies. Elite enemies are teleported and stunned for 5 seconds, dealing 50% damage of their health
Topple Danger Teleports 1 zombie and drops him on the enemy horde, dealing 0.5x RZH. Radius of hit - 3 meters. Normal enemies are knocked down, Special enemies are stunned
Explosive Rain Enemies dropped from portals will explode on contact with the ground
Minor Augments:

Augment Effect
Haste -17% cooldown (from 30 to 25 seconds)
Targeted Teleported enemies will fall on other enemies
Supermassive The singularity's lethal radius is increased and can kill more enemies
Shatter Blast
Base Effect:

Deals 0.51x RZH damage in a 2-meter radius

Removes all armor from zombies

Cooldown - 25 seconds

Bonus 50% damage against: nothing

Major Augments:

Augment Effect
Big Game Now can activate on Elite enemies. Deals 3x RZH damage to the Elite
Blast Chain 2 additional detonations
Blast Repair Restore 20% of armor plate per enemy armor destroyed by your Shatter Blast
Minor Augments:

Augment Effect
Blast Zone +50% blast radius (from 2 to 3 meters)
Blast Boost +15% additional RZH damage (from 0.51x to 0.66x)
Blast Wave Normal enemies are knocked down by the explosion
Field Upgrades
Aether Shroud
Base Effect:

Charged with 90 kills

Makes the player invisible (not invulnerable) to all zombies

Duration - 8 seconds

Major Augments:

Augment Effect
Group Shroud /// Nearby players are also cloaked
Burst Dash Teleports 6 meters forward, killing all normal zombies. Special/Elite enemies are not damaged
Void Sheath The player is forced to draw a melee weapon while the effect is active. The player deals 2.5x RZH damage or more, if regular melee attack deals even more damage. Each zombie kill slows the field modification depletion scale by 0.5 seconds
Minor Augments:

Augment Effect
Instant Reload Activation instantly reloads your currently held weapon
Extra Charge Increases Max Charges by 1. -23% zombie kills to reach the charge (from 90 to 70)
Extension +100% duration (from 8 to 16 seconds)
Dark Flare
Base Effect:

Charged with 120 kills

Deals 0.55x RZH per tick (5 ticks per second)

Can damage multiple targets in a row

Duration - 5 seconds

Major Augments:

Augment Effect
Extension +60% duration (from 5 to 8 seconds)
Supernova The beam is replaced with a sphere that damages nearby enemies as it travels. The ball detonates at the end of Dark Flare's duration. End detonation deals 2x RZH damage
Dark Pact The beam heals and revives other players on contact
Minor Augments:

Augment Effect
Broad Beam +50% size of the beam (from 2 to 3 meters)
Heavy Shadow Slows enemies on contact. Does NOT work against HVT Special/Elite enemies
Extra Charge Increases Max Charges by 1. -28% zombie kills to reach the charge (from 120 to 86)
🔵 Energy Mine
Base Effect:

Charged with 100 kills

Deploys an energy mine that explodes 3 times

Each explosion deals 1x RZH damage

Radius - 6 meters

Major Augments:

Augment Effect
Scatter After the first explosion, it breaks up into 3 clusters. Each still deals 1x RZH, but in a lesser radius (3 meters)
Turret Instead of detonating, Energy Mine becomes a turret. Each shot deals 1x RZH. Turret searches for an enemy in a 15-meter radius. Maximum can kill 30 zombies
Carousel 3 Energy Mines will float around you, detonating when an enemy is near their 4.5-meter radius
Minor Augments:

Augment Effect
Frequency Boost Additional 1 explosion
Extra Charge Increases Max Charges by 1. -20% zombie kills to reach the charge (from 100 to 80)
Siren Energy mine now attracts nearby normal enemies
Frenzied Guard
Base Effect:

Charged with 100 kills

Repairs armor to full and forces all enemies in the area to temporarily target you

100% damage goes to armor

Restores 11% armor per kill

Duration - 10 seconds

Major Augments:

Augment Effect
Phalanx ??? Teammates 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. Normal enemies take 0.5x RZH damage
Frenzy Fire Uses ammo from stock
Minor Augments:

Augment Effect
Repair Boost +50% armor restore per kill (from 11% to 16.5%)
Extension +50% duration (from 10 to 15 seconds)
Rally ??? On activation, repairs all nearby allies' armor to full
Frost Blast
Base Effect:

Charged with 75 kills

Deals 1x RZH damage in a 4-meter radius

Deals 3.125x RZH damage to Special/Elite enemies in a 4-meter radius

Slows enemies within 8 meters

+25% damage to slowed enemies

Duration - 10 seconds

Major Augments:

Augment Effect
Ice Slick Regular zombies within the blizzard are knocked down. Can knock down Amalgam and Doppelghast
Flash Freeze Takes 50% of the duration time to completely immobilize a regular zombie. Immobilized regular zombies die from any damage. The immobilization effect disappears instantly after Frost Blast ends
Frost Cast The blizzard moves forward for 12 meters in 5 seconds (2.4 m/s)
Minor Augments:

Augment Effect
Extension +50% duration (from 10 to 15 seconds)
Frostbite +50% additional damage to regular enemies (from 25% to 75%). 40% additional damage to slowed Special/Elite enemies during activation (from 3.125x to 4.375x RZH damage)
Extra Charge Increases Max Charges by 1. -28% zombie kills to reach the charge (from 75 to 54)
Healing Aura
Base Effect:

Charged with 120 kills

Instantly revives all other downed players and heals others

Major Augments:

Augment Effect
Resilience ??? /// All affected players have their health regen 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
Minor Augments:

Augment Effect
Inner Strength Deal +10% damage. Duration - 10 seconds
Protection -25% incoming damage. Duration - 5 seconds
Stoic Presence On activation, normal enemies are knocked down. Special/Elite enemies are stunned
Mister Peeks
Base Effect:

Charged with 90 kills

After summoning, knocks down zombies in a 5-meter radius

Distracts zombies and kills/damages them in a 15-meter radius

Deals 1.5x RZH damage

Duration - 15 seconds (damaging in the first 10 seconds, then distracting for the rest)

Major Augments:

Augment Effect
Dance Party All regular zombies within range begin to dance in place, but Mr. Peeks does not attack them. After the dance ends, he explodes and deals 2.5x RZH (Shadow) damage within a 4-meter radius. Duration - 10 seconds
Arcane Fury Each Mr. Peeks hit can activate a random Ammo Mod (and all its Augments)
Apex Hunter Additional +50% RZH damage (from 1.5x to 2x). Prioritizes Elite enemies first, then Special, then regular
Minor Augments:

Augment Effect
Social Butterfly +33% distraction range (from 15 to 20 meters)
Peeks' Favor Activation next to the Mystery Box will give you 1 free trial. Works even in places where there is no active Mystery Box
Party Animal +50% damage duration (from 10 to 15 seconds)
Tesla Storm
Base Effect:

Charged with 100 kills

Stuns regular and Special zombies nearby

Deals 0.1x RZH damage per tick (1 tick per 1.25 seconds)

Duration - 10 seconds

Major Augments:

Augment Effect
Transformer ??? The field's damage is increased by the number of allies that are connected
Shockwave /// On activation, stuns and damages all nearby enemies
Static Discharge Kills all regular and Special zombies in a 1-meter radius
Minor Augments:

Augment Effect
Power Grid ??? Increases the range the electric tether can connect to allies
Overclocked +30% movement speed
Lithium Charged +50% duration (from 10 to 15 seconds)
Final Notes
There are no official damage values exposed in the game. All information here is based on community testing and observation. Understanding how each Perk, Ammo Mod, and Field Upgrade works together is key to building an effective loadout for any situation.

Good luck out there, and happy hunting.
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