Call of Duty: Warzone Season 04 Patch Notes

  • WZ
  • Patch Notes
  • Season 04

An unlikely alliance forms as Adler and Stitch join forces to expose the Pantheon moles. Reignite rivalries across a revamped Downtown in Verdansk and deploy to Iceland, setting the stage for Stitch’s jailbreak and several new Multiplayer maps. Give opposing players Grief in the competitive Zombies mode, a new Battle Pass delivers 100+ new pieces of content, and much more. Season 04 arrives May 29 at 9AM PT.

WEDNESDAY MAY 28

MONDAY JUNE 2

GLOBAL

  • UI / UX
    • A feature test that surfaced select store content in the Loadout menus was published in the Season 04 update in error. This feature has now been removed from the live game.

BUG FIXES

  • Fixed various stability and crash related issues.

  • Fixed the issue causing hitching/stuttering in matches.

  • Fixed various collision issues that allowed players to exploit under the map.

  • Fixed an issue where players were not receiving the correct amount of SR after completing a Ranked match

  • Fixed an issue where the Search & Destroy contract UI was not displaying for allies.

  • Fixed an issue where players would lose certain functionality if eliminated while planting a Search & Destroy contract bomb.

  • Fixed an issue where the bomb location indicator would persist after the Search & Destroy contract expired.

WEDNESDAY MAY 28

CALL OF DUTY: WARZONE

Video Thumbnail

MAPS

New

» Verdansk «

  • The Overlook
    • Dominate foes with a gigantic new skyscraper point of interest, available to Operators within the vicinity of Downtown! The old tenement blocks, Burger Town, and SKN Comm tower have been demolished, and construction crews are finalizing a sprawling skyscraper that dominates the landscape! Look for a full recon tour below.
  • Interactable Cranes
    • Two massive cranes on the north and south sides of the monolith offer vertical access to The Overlook via built-in Vertical Ascenders and multiple landing platforms. After a short ascent, players can reach a platform just below the jib for a jump to The Overlook roof. Both cranes are also functional - if nearby controls are activated, their cargo hooks can be used to transport players or items to key positions around the tower and Downtown.
  • Horizontal Ziplines
    • Horizontal ziplines are found throughout the POI and provide a diagonal route to and from the surrounding Downtown building rooftops.
    • Only 4 of these horizontal ziplines are connected to The Overlook.

Adjustments

» Verdansk «

  • High Value Loot Zones 
    • The three HVLZ locations have been updated to the following:
      • Superstore
      • Quarry
      • The Overlook

MODES

New

  • Clash Limited-Time Mode
    • Clash Mode returns to Call of Duty: Warzone, bringing back the chaotic 52 vs 52 Team Deathmatch experience first introduced in 2021. Set around a specific POI in Verdansk, two teams compete to reach 500 points within 15 minutes. 
    • With no Circle Collapse and instant access to loadouts, players earn points by eliminating enemies, completing contracts, and capturing Domination Points or special crates - some actions boosted by exclusive power-ups unique to this mode.
    • Clash also includes an option to toggle Mixed View, allowing players to switch between 1st and 3rd person view.
    • Last Stand and Self-Revives are disabled in this mode.

Returning

  • World Series of WZ Limited-Time Mode
    • For a 3 week period, players will be able to queue for a mode with the World Series of Warzone ruleset to mirror the experience that the top echelon of our playerbase seeks out - and, for the especially competitive bunch, to practice for the upcoming in-game open that starts on June 20th. Best of luck!
    • For more information about the Call of Duty World Series of Warzone, check out https://worldseriesofwarzone.com/.

PLAYLIST

Since launching Battle Royale Casual - a blend of players and clearly identifiable bots - we’ve seen it become a considerably popular option with positive reception overall. Given its popularity, combined with our ongoing effort to keep playlist options focused and manageable, we’re going to experimentally replace core Battle Royale Solos with Battle Royale Casual Solos. While we understand the impact this will have for players who prefer core Battle Royale Solos, it is a compromise we're comfortable with given the larger engagement with other playlist options.

 

We’ll be closely monitoring player feedback and daily active user performance over the coming weeks to help guide next steps.

 

For information about upcoming Playlists, please check out the dedicated Warzone Trello Board.

 

RANKED PLAY

Season 04 kicks off a brand-new season of Ranked Play, featuring fresh rewards, new weapons, updated restrictions, and more. Players can dive into Ranked Play: Battle Royale right away, with the exciting addition of Ranked Play: Resurgence arriving later this season. Once live, both Ranked modes will coexist, providing players even more competitive ways to play and progress.

Restrictions

Weapon Restrictions

Launchers

  • All

Perks

  • Tracker

Other

  • Body Shield
  • Lootable Event Items
Part of maintaining balance and player interest in Ranked Play involves periodically rotating potentially controversial or previously restricted elements. This helps us better understand shifts in the meta-game, especially following recent changes, and provides valuable data on whether future adjustments to these restrictions are needed.

Over the course of Season 03 Reloaded, we closely monitored feedback regarding Launchers as well as the Tracker perk in Ranked Play - which we openly acknowledge was negative. As such, we've decided to reapply restrictions in Season 04 to Launchers, which have made breaching excessively easy. Although they theoretically offer diverse gameplay options, even minimally coordinated teams using multiple launchers can achieve full squad wipes with limited counter-play options.

Additionally, Body Shield is returning to the restricted list - not due to a significant competitive advantage - but because of specific edge cases. While these aren't typically problematic in unranked modes, they can create severely uncompetitive scenarios in Ranked Play when exploited, despite technically being within the game's intended rules.

Rewards

Career Rewards

Top Placements
Rewards
Top Placements:

5

Rewards:
  • Knock Out Player Emblem
Top Placements:

10

Rewards:
  • WZ Ranked Competitor Operator Skin
Top Placements:

20

Rewards:
  • Checkmate Loading Screen
Top Placements:

50

Rewards:
  • Alphaomega Spray
Top Placements:

100

Rewards:
  • Infinitatus Rex - Weapon Charm
Top Placements:

150

Rewards:
  • Mastermind Spray
Top Placements:

250

Rewards:
  • Dominion Weapon Camo
Top Placements:

300

Rewards:
  • Whisper Knife Melee Blueprint
  • Skullbuckle Large Decal

Rank Operator Skins

Rank Milestones
Rewards
Conditions
Rank Milestones:

Gold

Rewards:

WZ Gold Competitor

Conditions:

Awarded immediately upon reaching Gold for the first time.

Rank Milestones:

Platinum

Rewards:

WZ Platinum Competitor

Conditions:

Awarded immediately upon reaching Platinum for the first time.

Rank Milestones:

Diamond

Rewards:

WZ Diamond Competitor

Conditions:

Awarded immediately upon reaching Diamond for the first time.

Rank Milestones:

Crimson

Rewards:

WZ Crimson Competitor

Conditions:

Awarded immediately upon reaching Crimson for the first time.

Rank Milestones:

Iridescent

Rewards:

WZ Iridescent Competitor

Conditions:

Awarded immediately upon reaching Iridescent for the first time.

Season Rewards

Requirements
Rewards
Requirements:

1 Win

Rewards:

Elimination Charm

Requirements:

25 Eliminations

Rewards:
  • Crownbreaker - Weapon Sticker
Requirements:

100 Eliminations

Rewards:
  • Ranked Renegade - Weapon Camo
Requirements:

250 Eliminations

Rewards:
  • Exile’s Resolve - AK74 Weapon Blueprint 
Requirements:

Reach Silver

Rewards:
  • Platatag - Player Emblem
Requirements:

Reach Gold

Rewards:
  • Arumural - Player Emblem
  • Golden Cup - Player Spray
  • Gold Competitor - Operator Skin
Requirements:

Reach Platinum

Rewards:
  • Platinumpasting - Player Emblem
  • Platinum Belt - Player Spray
  • Platinum Competitor - Operator Skin
Requirements:

Reach Diamond

Rewards:
  • Azureice - Player Emblem
  • Diamond Crown - Player Spray
  • Diamond Competitor - Operator Skin
Requirements:

Reach Crimson

Rewards:
  • Crimsonpiece - Player Emblem
  • Crimson Banner - Player Spray
  • Crimson Competitor - Operator Skin
Requirements:

Reach Iridescent

Rewards:
  • Iridosketch - Player Emblem
  • Iridescent Wreath - Player Spray
  • Iridescent Competitor - Operator Skin
Requirements:

Finish in Top 250

Rewards:
  • WZ Top 250 Competitor - Operator Skin
  • Factum Heroes - Player Emblem
  • Unstoppable 250 - Player Spray
Requirements:

Finish #1 in Top 250

Rewards:
  • WZ Top 250 Champion - Operator Skin
  • Semideistyle - Player Emblem

GENERAL

Moving forward, we’ve made the decision to test new gameplay features in limited-time modes before bringing them into our core Battle Royale experience. This approach will allow us to continue exploring fresh ideas and mechanics in a controlled environment - giving players a taste of what’s possible - while ensuring that we preserve the core identity that we believe defines our Battle Royale. It’s all about finding the right balance between innovation and staying true to what makes the mode special.

 

With that said, we have a handful of new features that will deploy at Season 04’s launch and later into the season that we hope players enjoy. We’ll be keeping a close eye on feedback as we go to determine which will make the cut to be added as part of our core Battle Royale offering.

GAMEPLAY

  • Gulag
    • Players will now start with a single Armor Plate equipped in the Gulag.
This change seeks to help players in scenarios where no armor would result in certain weapons killing faster than intended - faster even than in Multiplayer - due to Warzone’s higher damage-per-shot values. This change is intended to reduce extreme time-to-kill cases without overcorrecting.
  • Coughing in Gas Quality of Life 
    • Enemies will appear as a red dot on the tac map when coughing in the gas. 

LOOT & ECONOMY

Adjustments

» Verdansk «

  • Updated Ground Loot Weapons
    • Reduced the drop rate of LMGs in Battle Royale ground loot.
    • Slightly increased the drop rate of SMGs in Battle Royale ground loot.
    • Updated underbarrel and stock attachments on legendary Assault Rifles to better match their intended playstyle.
    • Adjusted the possible optics available on Assault Rifles found in ground loot.

» Resurgence, Plunder «

  • Lootable Perks
    • The lootable perks available in Resurgence and Plunder have been updated as follows:
      • Irradiated
      • Shrouded
      • Low Profile
      • Reactive Armor
      • Loot Master
      • Ghost
We've updated ground loot to better support close-quarters combat, providing players with more effective options in confined spaces. These adjustments align with this season's broader weapon-balancing theme, which emphasizes close-range viability and loadout diversity. Additionally, we've improved ground loot weapon builds, particularly enhancing optics and legendary sniper-support weapons for increased usability and reliability.

BUY STATIONS

Adjustments

» Battle Royale «

  • Buy Stations on Verdansk
    • Buy Station locations have been shuffled to inspire fresh combat encounters and new rotation strategies. 
    • The total count has been increased to 49, up from 47.

CONTRACTS

New

» Clash «

  • Search & Destroy
    • A new contract where a squad is tasked with planting a bomb at an enemy-side Buy Station:
      • Upon pickup, a 3-minute timer begins and a Buy Station is marked on the opposing side of the map.
      • Any squad member can plant the bomb by interacting at the marked location.
      • Once planted, the bomb site is revealed and nearby enemy players are alerted.
      • The bomb explodes after 30 seconds, dealing area damage and disabling the Buy Station for 1 minute.
      • Enemies can prevent detonation by defusing the bomb with a 4-second interaction.
      • Rewards are based on successful detonation or defusal.
    • Only available in the new Clash Limited-Time Mode.

Adjustments

» Battle Royale «

  • Supply Run
    • Adjusted the Fire Sale reward from the Supply Run contract so it is only consumed during a Fire Sale Public Event if a free item is purchased.

EQUIPMENT

Adjustments

  • Flash Grenade
    • Flash Angles increased by 20% - meaning that you need to turn further away from the device to mitigate its effects. 
  • Concussion Grenade
    • Stun maximum duration increased from 1.61 seconds to 2.3 seconds.
    • Stun minimum duration decreased from 1.47 seconds to 1.15 seconds.
Flash and Concussion Grenade are seeing some moderate improvement in their base effectiveness. At the same time we’re enabling a harder counter to them in the form of the Veteran Perk. 

FIELD UPGRADES

New

» Clash «

  • Door Barricade
    • Allows players to secure single or double doors with a visible lock, preventing enemy access.
    • Can only be removed by the squad who placed it or destroyed using explosives, gunfire, or melee equipment.
    • Ideal for delaying enemy pushes and controlling entry points during close-quarters combat.
    • Individual players can only deploy 1 barricade at a time.
    • It will automatically self-destruct after 150 seconds.
    • Only available in the new Clash Limited-Time Mode.

KILLSTREAKS

New

» Clash «

  • Hand Cannon
    • This high-powered pistol Killstreak, originally available in Multiplayer during Season 01, provides limited, but devastating potential.
    • Only available in the new Clash Limited-Time Mode.

PERKS

Adjustments

  • Veteran
    • Significantly increased resistance to flash and stun. 
We’re making Veteran a hard counter to the recently buffed Flash and Stun grenades. The effects are diminished enough to "shrug" them off almost immediately.

 

  • Mountaineer
    • Fall damage reduction increased to 35% up from 33%.
This minor increase is enough to more consistently allow a safer jump from taller buildings. 

WILDCARDS

Adjustments

  • Bandolier Removal
    • The Bandolier Wildcard has been removed from all modes.
We've disabled and removed the Bandolier Wildcard from all game modes. Originally introduced to ease the transition from a backpack-based system to a streamlined experience, this wildcard unfortunately contributed to a muddied combat experience by encouraging reckless item usage over strategic gameplay.

WEAPONS

New Weapons

  • LC10 Submachine Gun
    • Full-auto submachine gun. Excellent accuracy and range, with a moderate rate of fire. Average mobility and very slow handling for its class.
    • Can be acquired via the Battle Pass Page 3, Page 14 Battle Pass Blueprint
  • FFAR 1 Assault Rifle
    • Full-auto assault rifle. Very high rate of fire and excellent CQB power, but slower handling and mobility.
    • Can be acquired via the Battle Pass Page 6, Page 11 HVT Tier Battle Pass Blueprint
  • Essex Model 07 Marksman Rifle
    • Lever-action marksman rifle. High damage potential. Balanced by slower rate of fire and handling.
    • Can be acquired via Event Reward

New Attachments

  • G-Grip Foregrip
    • Vertical foregrip with integrated laser for improved firing stability, horizontal recoil control, and tightened spread when transitioning between hipfire and aiming down sights.
    • Can be acquired via Battle Pass Page 7 Reward
 
  • Stryder .22 3-Round Burst Mod
    • Convert the Stryder .22 into a 3-round burst. Drastically improves fire rate and maintains manageable gun kick but alters the weapon’s damage profile outside of the effective range.
    • Can be acquired via Event Reward
 
  • SVD Full Auto Mod
    • Convert the SVD from semi-auto to full-auto functionality, ramping up the speed of your damage output and drastically improving recoil and handling.
    • Can be acquired via Event Reward
 
  • TR2 CQB Auto Conversion
    • Alter the TR2 Marksman Rifle to fire handgun caliber rounds, resulting in a Marksman Rifle with a compact frame and fully automatic capabilities that rival fire rates of an SMG.
    • Can be acquired via Event Reward

Weapon Adjustments

Our current weapon balance goals are focused on refining each class’s role. Our goal is to rework Light Machine Guns to become a reliable option for long-range engagements, while still being outperformed by Assault Rifles at mid-range. At the same time, we’re giving Submachine Guns improved range to boost their overall viability, and increasing bullet velocity for Assault Rifles to make it easier to land shots at mid to long distances.

 

Below is a full breakdown of the weapon adjustments you can expect to see in Season 04:

Assault Rifle Adjustments

Weapon
Adjustments
Weapon:

AK-74

Adjustments:
  • Bullet Velocity improved from 840m/s to 890m/s

Attachments

  • CHF Barrel
    • Vertical Recoil Penalty reduced from 50% to 35%
    • Horizontal Recoil Penalty reduced from 20% to 10%
  • Marksman Foregrip
    • Gun Kick reduction while focused increased from 15% to 25%

 

Weapon:

AMES 85

Adjustments:
  • Bullet Velocity improved from 790m/s to 880m/s
  • Aim Down Sight Speed improved from 265ms to 230ms
  • Sprint to Fire Speed improved from 190ms to 180ms
  • Aim Down Sight Move Speed improved from 3.2m/s to 3.3m/s

Attachments

  • Heavy Stock
    • Flinch reduction increased from 50% to 55%
  • Combat Stock
    • Flinch reduction increased from 25% to 30%
Weapon:

AS VAL

Adjustments:
  • Bullet Velocity improved from 815m/s to 860m/s
Weapon:

CR-56 AMAX

Adjustments:
  • Bullet Velocity improved from 820m/s to 860m/s
  • Slightly increased View Kick strength and deviation

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 30%
    • Gun Kick reduction while focused increased from 20% to 30%
The CR-56 AMAX is receiving a slight recoil adjustment, such that players may want to take additional recoil-reducing attachments. However, it's velocity is improving to make it more consistent during ranged engagements.
Weapon:

CYPHER 091

Adjustments:
  • Bullet Velocity improved from 810m/s to 860m/s

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 30%
    • Gun Kick reduction while focused increased from 20% to 30%
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%
  • Combat Stock
    • Flinch reduction increased from 25% to 30%
Weapon:

GOBLIN MK2

Adjustments:

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 20% to 30%
    • Gun Kick reduction while focused increased from 25% to 30%
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%
  • Combat Stock
    • Flinch reduction increased from 25% to 30%
Weapon:

GPR 91

Adjustments:
  • Bullet Velocity improved from 780m/s to 840m/s

Attachments

  • CHF Barrel
    • Vertical Recoil Penalty reduced from 40% to 35%
    • Horizontal Recoil Penalty reduced from 20% to 15%
  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 25%
    • Gun Kick reduction while focused increased from 20% to 30%
Weapon:

KILO 141

Adjustments:
  • Bullet Velocity improved from 850m/s to 870m/s
  • Slightly increased View Kick strength

Attachments:

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 30%
    • Gun Kick reduction while focused increased from 20% to 30%
The Kilo 141 remains a highly predictable and controllable weapon, and now sees improved velocity to make it more consistent at range. However, View Kick will now need to be countered throughout the entire recoil pattern.
Weapon:

KRIG C

Adjustments:
  • Bullet Velocity improved from 820m/s to 870m/s

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%
    • Gun Kick reduction while focused increased from 20% to 25%
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%
  • Combat Stock
    • Flinch reduction increased from 25% to 30%
Weapon:

MODEL L

Adjustments:
  • Bullet Velocity improved from 800m/s to 850m/s

Attachments

  • CHF Barrel
    • Vertical Recoil Penalty reduced from 55% to 45%
    • Horizontal Recoil Penalty reduced from 25% to 20%
  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%
    • Gun Kick reduction while focused increased from 20% to 25%
Weapon:

MODEL L

Adjustments:
  • Bullet Velocity improved from 780m/s to 820m/s

Attachments

  • CHF Barrel
    • Vertical Recoil Penalty reduced from 45% to 40%
    • Horizontal Recoil Penalty reduced from 20% to 15%
  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%
    • Gun Kick reduction while focused increased from 20% to 25%
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%
  • Combat Stock
    • Flinch reduction increased from 25% to 30%

SMG Adjustments

Weapon
Adjustments
Weapon:

C9

Adjustments:

C9 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

40

 

— Range —

0 - 11.9m

Post-Patch:

— Damage —

40

 

— Range —

0 - 13.2m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

34

 

— Range —

11.9 - 20.3m

Post-Patch:

— Damage —

34

 

— Range —

13.2 - 21.3m⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

27

 

— Range —

>20.3m

Post-Patch:

— Damage —

27

 

— Range —

>21.3m⇧

Attachments

  • C9 10mm
    • Maximum Damage Range increased from 13.2m to 14.7m
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%
Weapon:

JACKAL PDW

Adjustments:

Jackal PDW Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

48

 

— Range —

0 - 10.9m

Post-Patch:

— Damage —

48

 

— Range —

0 - 11.9m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

41

 

— Range —

10.9 - 18.8m

Post-Patch:

— Damage —

41

 

— Range —

11.9 - 19.8m⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

32

 

— Range —

>18.8m

Post-Patch:

— Damage —

32

 

— Range —

>19.8m⇧

Additional Adjustments

  • Lower Torso multiplier increased from 0.7x to 0.75x
  • Aim Down Sight Speed improved from 210ms to 200ms

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%
    • Gun Kick reduction while focused increased from 20% to 25%
Weapon:

KOMPAKT 92

Adjustments:

Kompakt 92 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

30

 

— Range —

0 - 10.6m

Post-Patch:

— Damage —

30

 

— Range —

0 - 11.4m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

23

 

— Range —

10.6 - 19.3m

Post-Patch:

— Damage —

23

 

— Range —

11.4⇧ - 19.3m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

19

 

— Range —

>19.3m

Post-Patch:

— Damage —

19

 

— Range —

>19.3m

Additional Adjustments

  • Lower Torso Multiplier increased from 0.85x to 0.88x
  • Sprint to Fire Speed improved from 130ms to 115ms
  • Aim Down Sight Speed improved from 200ms to 190ms
Weapon:

KSV

Adjustments:

KSV Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

36

 

— Range —

0 - 12.7m

Post-Patch:

— Damage —

36

 

— Range —

0 - 13.7m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

32

 

— Range —

12.7 - 20.9m

Post-Patch:

— Damage —

32

 

— Range —

13.7 - 21.8m⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

24

 

— Range —

>20.9m

Post-Patch:

— Damage —

24

 

— Range —

>21.8m⇧

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%.
    • Gun Kick reduction while focused increased from 20% to 25%.
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%.
  • Combat Stock
    • Flinch reduction increased from 25% to 35%.
Weapon:

LADRA

Adjustments:

Ladra Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

28

 

— Range —

0 - 11.9m

Post-Patch:

— Damage —

28

 

— Range —

0 - 11.9m

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

24

 

— Range —

11.9 - 20.3m

Post-Patch:

— Damage —

24

 

— Range —

11.9 - 21.3m⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

17

 

— Range —

>20.3m

Post-Patch:

— Damage —

17

 

— Range —

>21.3m⇧

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%
    • Gun Kick reduction while focused increased from 20% to 25%
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%
  • Combat Stock
    • Flinch reduction increased from 25% to 35%
Weapon:

PP-919

Adjustments:

Attachments

  • Heavy Stock
    • Flinch reduction increased from 50% to 55%.
  • Combat Stock
    • Flinch reduction increased from 25% to 35%.
Weapon:

PPSH-41

Adjustments:

PPSH-41 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

30

 

— Range —

0 - 11.6m

Post-Patch:

— Damage —

30

 

— Range —

0 - 12.7m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

25

 

— Range —

11.6 - 20.5m

Post-Patch:

— Damage —

25

 

— Range —

12.7 - 21m⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

19

 

— Range —

>20.5m

Post-Patch:

— Damage —

19

 

— Range —

>21m⇧

Additional Adjustments

  • Sprint to Fire Speed improved from 125ms to 115ms
  • Aim Down Sight Speed improved from 195ms to 190ms

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%
    • Gun Kick reduction while focused increased from 20% to 25%
Weapon:

SAUG

Adjustments:

SAUG Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

34

 

— Range —

0 - 10.6m

Post-Patch:

— Damage —

34

 

— Range —

0 - 11.6m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

29

 

— Range —

10.6 - 18.8m

Post-Patch:

— Damage —

29

 

— Range —

11.6 - 19.8m⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

22

 

— Range —

>18.8m

Post-Patch:

— Damage —

22

 

— Range —

>19.8m⇧

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%
    • Gun Kick reduction while focused increased from 20% to 25%
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%
  • Combat Stock
    • Flinch reduction increased from 25% to 35%
Weapon:

TANTO .22

Adjustments:

Tanto .22 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

60

 

— Range —

0 - 10.8m

Post-Patch:

— Damage —

60

 

— Range —

0 - 11.8m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

54

 

— Range —

10.8 - 21.6m

Post-Patch:

— Damage —

54

 

— Range —

11.8⇧ - 21.6m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

45

 

— Range —

>21.6m

Post-Patch:

— Damage —

45

 

— Range —

>21.6m

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%
    • Gun Kick reduction while focused increased from 20% to 25%

Shotguns Adjustments

Weapon
Adjustments
Weapon:

ASG-89

Adjustments:

Attachments

  • Heavy Stock
    • Flinch reduction increased from 50% to 55%
  • Combat Stock
    • Flinch reduction increased from 25% to 30%
Weapon:

MAELSTROM

Adjustments:

Maelstrom Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range (per pellet)

Pre-Patch:

— Pellet Damage —

18

 

— Range —

0 - 3.4m

Post-Patch:

— Pellet Damage —

18

 

— Range —

0 - 4.7m⇧

Damage Range:

Medium Damage Range 1 (per pellet)

Pre-Patch:

— Pellet Damage —

14

 

— Range —

3.4 - 6.3m

Post-Patch:

— Pellet Damage —

14

 

— Range —

4.7 - 8.1m⇧

Damage Range:

Medium Damage Range 2 (per pellet)

Pre-Patch:

— Pellet Damage —

11

 

— Range —

6.3 - 10.16m

Post-Patch:

— Pellet Damage —

11

 

— Range —

8.1⇧ - 10.16m

Damage Range:

Minimum Damage Range (per pellet)

Pre-Patch:

— Pellet Damage —

9

 

— Range —

>10.16m

Post-Patch:

— Pellet Damage —

9

 

— Range —

>10.16m

Additional Adjustments

  • Aim Down Sight Speed improved from 290ms to 265ms
  • Sprint to Fire Speed improved from 190ms to 170ms

Attachments

  • Heavy Stock
    • Flinch reduction increased from 50% to 55%
  • Combat Stock
    • Flinch reduction increased from 25% to 30%

LMG Adjustments

Weapon
Adjustments
Weapon:

GENERAL

Adjustments:

All Black Ops 6 LMGs now inflict 12% more flinch on enemies.

 

 

Weapon:

FENG 82

Adjustments:

FENG 82 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

50

 

— Range —

0 - 45.7m

Post-Patch:

— Damage —

45⇩

 

— Range —

0 - 76.2m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

45

 

— Range —

0 - 55.9m

 

Post-Patch:

This damage range has been removed.

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

42

 

— Range —

>45.7m

Post-Patch:

— Damage —

42

 

— Range —

>76.2m⇧

Additional Adjustments

  • Lower Torso multiplier decreased from 1x to 0.9x
  • Reduced View Kick strength and deviation
  • Movement Speed slightly increased
  • Sprinting Movement Speed slightly increased
  • Aim Down Sight Movement Speed slightly increased
  • Aim Down Sight Firing Movement Speed increased from 2.4m/s to 2.5m/s

Attachments

  • Heavy Stock
    • Flinch reduction increased from 45% to 50%
  • Combat Stock
    • Flinch reduction increased from 20% to 30%
  • Marksman Foregrip
    • View Kick reduction while focused increased from 20% to 25%
    • Gun Kick reduction while focused increased from 20% to 25%
Weapon:

GPMG-7

Adjustments:

GPMG-7 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

30

 

— Range —

0 - 44.4m

Post-Patch:

— Damage —

24⇩

 

— Range —

0 - 83.8m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

25

 

— Range —

0 - 55.8m

 

Post-Patch:

This damage range has been removed.

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

23

 

— Range —

>45.7m

Post-Patch:

— Damage —

22⇩

 

— Range —

>83.8m⇧

Additional Adjustments

  • Headshot multiplier decreased from 1.2x to 1.1x
  • Reduced View Kick strength and deviation
  • Movement Speed increased from 4.4m/s to 4.5m/s
  • Sprinting Movement Speed increased from 6m/s to 6.1m/s
  • Aim Down Sight Movement Speed increased
  • Aim Down Sight Firing Movement Speed increased from 1.9m/s to 2.1m/s

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 20% to 25%
    • Gun Kick reduction while focused increased from 20% to 25%
Weapon:

PU-21

Adjustments:

PU-21 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

35

 

— Range —

0 - 45.7m

Post-Patch:

— Damage —

28⇩

 

— Range —

0 - 81.2m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

33

 

— Range —

0 - 55.8m

 

Post-Patch:

This damage range has been removed.

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

27

 

— Range —

>55.8m

Post-Patch:

— Damage —

27

 

— Range —

>81.2m⇧

Additional Adjustments

  • Lower Torso multiplier decreased from 1x to 0.9x
  • Reduced View Kick strength and deviation
  • Movement Speed increased from 4.5m/s to 4.6m/s
  • Sprinting Movement Speed increased from 6.1m/s to 6.2m/s
  • Aim Down Sight Movement Speed increased
  • Aim Down Sight Firing Movement Speed increased from 2.1m/s to 2.3m/s

Attachments

  • Heavy Stock
    • Flinch reduction increased from 45% to 50%
  • Combat Stock
    • Flinch reduction increased from 20% to 30%
  • Marksman Foregrip
    • View Kick reduction while focused increased from 20% to 25%
    • Gun Kick reduction while focused increased from 20% to 25%
Weapon:

XMG

Adjustments:

XMG Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

35

 

— Range —

0 - 40.6m

Post-Patch:

— Damage —

29⇩

 

— Range —

0 - 86.3m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

29

 

— Range —

0 - 50.8m

 

Post-Patch:

This damage range has been removed.

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

27

 

— Range —

>50.8m

Post-Patch:

— Damage —

27

 

— Range —

>86.3m⇧

Additional Adjustments

  • Headshot multiplier decreased from 1.3x to 1.18x
  • Upper and Lower Torso multipliers decreased from 1.04x to 1.01x
  • Reduced View Kick strength and deviation
  • Movement Speed increased from 4.3m/s to 4.4m/s
  • Sprinting Movement Speed increased from 6m/s to 6.1m/s
  • Aim Down Sight Movement Speed increased from 2.4m/s to 2.5m/s
  • Aim Down Sight Firing Movement Speed increased from 1.7m/s to 1.9m/s

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 20% to 25%
    • Gun Kick reduction while focused increased from 20% to 25%

Marksman Rifle Adjustments

Weapon
Adjustments
Weapon:

AEK-973

Adjustments:
  • Burst Fire Cooldown reduced from 0.325s to 0.29s

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 10% to 20%
    • Gun Kick reduction while focused increased from 15% to 25%
Weapon:

DM-10

Adjustments:

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 10% to 20%
    • Gun Kick reduction while focused increased from 15% to 25%
Weapon:

SWAT 5.56

Adjustments:
  • Burst Fire Cooldown reduced from 0.22s to 0.19s
  • Adjustments to recoil pattern within the burst

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 10% to 20%
    • Gun Kick reduction while focused increased from 15% to 25%
Weapon:

TR2

Adjustments:
  • Drop Time improved from 0.5s to 0.35s
    • The Drop Time (the time it takes for the weapon to go off screen when switching to another) will now match the other marksman rifles.

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 10% to 20%
    • Gun Kick reduction while focused increased from 15% to 25%
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%
  • Combat Stock
    • Flinch reduction increased from 25% to 30%
Weapon:

TSARKOV 7.62

Adjustments:

Attachments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 10% to 25%
    • Gun Kick reduction while focused increased from 15% to 25%
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%
  • Combat Stock
    • Flinch reduction increased from 25% to 30%

Sniper Adjustments

Weapon
Adjustments
Weapon:

AMR MOD 4

Adjustments:

AMR MOD 4 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

155

 

— Range —

0 - 88.9m

Post-Patch:

— Damage —

155

 

— Range —

0 - 114m⇧

Damage Range:

Minimum Range Damage

Pre-Patch:

— Damage —

150

 

— Range —

>88.9m

Post-Patch:

— Damage —

150⇧

 

— Range —

>114m⇧

  • This is a 1 shot headshot in its max damage range.

Additional Adjustments

  • Reduced first shot recoil
  • Bullet Velocity improved from 700m/s to 780m/s
  • Upper Torso and Upper Arm multiplier improved from 0.65x to 0.98x
  • Leg Multiplier improved from 0.5x to 0.65x

UI/UX

Adjustments

  • Death Recap Widget Quality of Life
    • The Death Recap system has been expanded to provide clearer insights into the circumstances surrounding your elimination. New indicators now include:
      • Precision Airstrike Reveal: Indicates if your position was revealed on the minimap by using the Precision Airstrike killstreak.
      • Cluster Strike Reveal: Indicates if your position was revealed on the minimap by using the Cluster Strike killstreak.
      • Bunker Buster Reveal: Indicates if your position was revealed on the minimap by using the Bunker Buster killstreak.
      • Coughing: Indicates if your position was revealed on the minimap due to coughing in gas.
      • Tracker ADS Auto-Ping: Indicates if you were pinged by an opponent using the Tracker perk.
      • Alertness Detection: Indicates if your presence was revealed to an opponent using the Alertness perk.
  • Updated Tactical and Lethal Icons Quality of Life
    • We have updated the icons for the Shick Stick, Stun, Throwing Knife, and Impact Grenade for better readability.

CHALLENGES

Adjustments

  • Specialist Perk Tracking
    • Challenges requiring perk activation will now also track progress when players acquire the Specialist perk (which grants all perks).
  • UAV Killstreak Challenge
    • The Daily Challenge "Activate 2 UAV Killstreaks" will now also track Advanced UAV activations.
  • Camo Challenge Clarification
    • Updated camo challenge description from "Get Kills shortly after sliding" to "Get Kills while sliding" for clarity.
  • New Armory Challenge
    • Added an Armory challenge for the JAK Intimidator via the Armory menu.

BUG FIXES

  • Fixed an issue where the Most Wanted target displayed in the mission UI could show a previous Bounty target in some scenarios.
  • Fixed an issue where the JAK Backsaw Conversion Kit was using the incorrect ammunition type.
  • Fixed an issue in Warzone where killstreaks could become unusable for the remainder of the match due to an "Airspace too crowded" error.
  • Fixed an issue in Warzone where challenges requiring a kill on a player affected by specific equipment were not tracking correctly.
  • Fixed several melee weapon descriptions that incorrectly stated they would “One-Hit kill,” which is only true in Multiplayer.
  • Fixed an issue where the AUAV score event was incorrectly labeled as “HARP Assist.”
  • Fixed an issue where parachutes might get caught on the radio towers while flying through them.
  • Fixed an issue causing the AS VAL CHF barrel to be unrestricted in Warzone Ranked Play.
  • Fixed an issue where Warzone Ranked Play restrictions were not applying to default loadouts.
  • Fixed an issue causing sprays to be restricted in Warzone Ranked Play.
  • Fixed an issue where Default Contrails were missing an icon.
  • Fixed an issue where players might see a “your profile was signed out” error message when joining a match.

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*Game features described above are based on current in-development features that are subject to change based on final development changes and/or game tuning or updates that may remove or modify some or all of the above features.