Augments Intel Blast: Enhance your Black Ops 7 Zombies experience with a complete breakdown on all available Augments

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Find new ways to survive Black Ops 7 Zombies with Augment intel on 192 new and returning enhancements, including research diagrams for every Perk, Ammo Mod, and Field Upgrade. Plus! Chew on the new and returning GobbleGums coming at launch.

Black Ops 7 Zombies: Enhancements Overview

Summary: Augments and GobbleGums

Enhancement Overload: Black Ops 7 Zombies launches with a huge variety of Perk-a-Colas, Ammo Mods, and Field Upgrades, a massive Augment expansion with 66 new choices (192 total Augments), Research progress continued from Black Ops 6, and a new Overheal mechanic letting you stack buffs and customize your survival chances like never before!

Perk-a-Colas: Black Ops 7 delivers the all-new Wisp Tea Perk-a-Cola — summoning a spectral ally with versatile masks that heal, distract, or devastate — and re-introduces 11 Perk-a-Colas, each expanded with new, game-changing Augments.

Ammo Mods: Stop by the Arsenal for elemental Ammo Mods with new Augments and the introduction of Fire Works — returning from Black Ops 3 — erupting into explosive lightshows that scatter flares and chain damage against undead swarms.

Field Upgrades: Expect an expansion of Field Upgrades with new Augments, faster charging, and Toxic Growth, deploying poisonous vines that slow, wound, and entangle enemies for a brutal defensive tactic.

GobbleGums return with over 45 total flavors, including new choices like Round Off, Armor Gettin’, and Aftertaste. Players can also now recycle GobbleGums mid-match, converting unused chews into bonus Essence.

General Information and Additional Augments

Spending time in the research laboratory certainly starts to pay dividends, as Black Ops 7 launches with a huge selection of Perk-a-Colas, Ammo Mods, and Field Upgrades, as well as a massive influx of new Augments across all of this content. There are new research diagrams for every enhancement, as well as new, powerful buffs to wield across the Dark Aether.

 

  • Black Ops 7 Zombies arrives with 24 different types of enhancements, divided into three familiar categories:
    • 12 types of Perk-A-Cola (one new, 11 returning)
      • Wisp Tea, Jugger-Nog, PhD Flopper, Elemental Pop, Melee Macchiato, Vulture Aid, Double Tap, Quick Revive, Deadshot Daiquiri, Death Perception, Stamin-Up, and Speed Cola.
    • Six types of Ammo Mod (one new, five returning)
      • Fire Works, Brain Rot, Napalm Burst, Shadow Rift, Dead Wire, and Cryo Freeze.
    • Six types of Field Upgrade (one new, five returning)
      • Toxic Growth, Dark Flare, Healing Aura, Frenzied Guard, Energy Mine, and Aether Shroud.
  • Every one of these enhancements arrives with a set of Augments to unlock and use. Some returning Augments have received tuning changes and tweaks, so forget (some of) what you know and prepare to learn some new tricks!
  • For each returning enhancement (Jugger-Nog, for example), expect six Augments from Black Ops 6 plus two brand-new Augments (one Major, and one Minor).
  • Black Ops 6 Augment Research continues with all completed Augment unlocks for every returning Perk-a-Cola, Ammo Mod, and Field Upgrade accessible in Black Ops 7.
  • Unlock all eight Augments in your Research diagram, and you can then unlock the “Extra Slot” Minor Augment, which enables you to equip a second Minor Augment in-game.
    • Therefore, once you fully research a specific Perk, an Ammo Mod, or a Field Upgrade in Black Ops 7, you have a total of eight Augments, with three — one Major, two Minor — being active during a match.
  • You may have noticed two Black Ops 6 Ammo Mods (Light Mend and Shatter Blast) and three Field Upgrades (Tesla Storm, Frost Blast, and Mister Peeks) aren’t listed as returning. Expect them all to appear (each with two new Augments and an additional Minor Augment slot to unlock) to bolster your offensive capabilities still further during Season 1!

 

Black Ops 7: General Changes to Augments

Throughout this section of the Blog, there are lists of adjustments to Perks, Ammo Mods, and Field Upgrades that are specific to each type. To start with though, here are some general changes to Augments:

 

  • Round Preservation: Any time an Augment enables an enemy to be “charmed” (Brain Rot Perk is the obvious example), charmed zombies now avoid slaying the last zombie in the Round, allowing you or your teammates to inflict the final blow. Especially helpful if you’re kiting an enemy while investigating a map more closely.
  • Bigger Game: All “Big Game” Augments for Ammo Mods will receive a buff to damage or frequency that they trigger.
    • Augment example: “Big Game” (Brain Rot and Napalm Burst Ammo Mods) will now charm or burn Elite enemies more frequently.
  • Area of Effectiveness: Damage types without a hit location — like Dead Wire’s Lightning Strike — are no longer automatically considered Critical hits (or headshots). This also affects Equipment and Traps.
  • One Shot, One Chance: Augments that operate on a “per shot” influence regarding ammunition, or weapons that have multiple pellets or an area-of-effect damage, now have a very small cooldown so as not to make them overwhelmingly effective for those weapon types. 
    • Augment examples include “Dead Again” (Deadshot Daiquiri Perk) and “Critical Eye” (Death Perception Perk).

 

Black Ops 7: New Enhancement: Health Overcharge

 

A new feature for Black Ops 7 Zombies is “Overheal,” a modifying buff that allows players to temporarily increase their maximum health using certain Augments or Equipment. Here’s how this works:

 

  • Enhanced Health: The most you can raise your Health (by combined Augment effects like Jugger-Nog’s Probiotic Augment and the Stim Shot Equipment, for example) is +100 Health above your current Health maximum.
  • Overheal: Employ specific tactics, and you can increase your health still further. This bonus to your Health is temporary, meaning unlike your regular Health, it does not regenerate over time.
  • The bonus is lost once your current Health drops below the normal maximum, but it can be temporarily reacquired.

 

Wait! Are you wanting extensive intel from the Treyarch Zombies Team about the launch map Ashes of the Damned, including the new environments, Wonder Weaponry, Vehicle, and the all-new Cursed mode? Then check out the main Zombies blog here!

 

 

Perk-a-Colas

 

Wisp Tea and Augment Intel

A total of 12 Perk-a-Colas are available to bolster you and your team with different abilities. You can obtain as many Perks as there are available in a map, and can also receive random (or all) Perks using specific GobbleGums.

 

New Perk: Wisp Tea

 

Drink to summon a companion wisp after killing zombies.

 

This Perk specializes in adding a protective ethereal creature that remains near the player, appearing only after the player inflicts a large amount of damage to the enemy. Use of Field Upgrades, Equipment, and other high-damage items quickens the summoning.

 

  • Once summoned, the Wisp begins to slay nearby zombies for around 30 seconds. Two minutes later, it can be summoned again.
  • The Wisp is summoned after defeating a number of zombies. The number is important rather than the speed of slaying, though obviously, the Wisp will appear more quickly if the enemies are killed with haste.
  • The Wisp targets all zombie types indiscriminately. 
  • The Wisp also realizes the importance of turning around and will refrain from killing the last zombie remaining.
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 Powerups for you (aside from the Nuke).  

 

Black Ops 7: Perk-a-Cola and Der Wunderfizz Updates

  • The base purchase price of Perk-a-Colas is based on previously purchased Perks and increases to the price now don’t include ones you may have obtained for free (using Power-Ups, GobbleGums, or Easter Eggs, for example).
  • In Black Ops 6, Der Wunderfizz Machines became available at Round 25. In Black Ops 7, the arrival of a Der Wunderfizz Machine is dependent on you and your teammates. It now also arrives after a certain number of Perks have been bought (including repurchases) by all players.

 

Returning Perk-a-Colas

 

Here are the 11 returning Perk-a-Colas, along with all eight Augments you can research for them, including any adjustments for Black Ops 7:

 

Jugger-Nog 

Increase maximum health (from 150 to 250).

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. Adjustment: 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.
  • NEW: Iron Core: 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. Adjustment: The damage mitigation has been reduced slightly.
  • Durable Plates: Increase armor durability.
  • NEW: Shake it Off: Incoming damage will occasionally be significantly reduced.

 

PhD Flopper

Explosive dive to prone and immunity to self-inflicted explosive damage.

Major Augments:
 
  • Gravity MD: Just falling from heights creates explosions.
  • DR RAM: For short bursts, sprinting into Normal Enemies damages and knocks them down. This also works while Tactical Sprinting.
  • PhD Slider: Sliding into enemies triggers explosions. Adjustment: Effectiveness when sideswiping has been reduced. This Augment triggers when impact occurs during the direction of travel.
  • NEW: Double Whammy: 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. Adjustment: Both the sliding speed increase and general speed bonus have been lessened slightly.
  • NEW: Stuntman: Wall Jumping creates an explosion.

 

Elemental Pop

Attacks can trigger random Ammo Mods.

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.
  • NEW: Rainbow Pop: 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. Adjustment: 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.
  • NEW: Refresh Mint: Killing a Special or Elite Enemy with its elemental weakness resets your Elemental Pop cooldown.

 

Melee Macchiato

Replace weapon gun butt with a deadly punch. Adjustment: The damage of each punch continues to increase until Round 30. The punch itself is faster. Expect different damage multipliers depending on the melee weapons you use.

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.
  • NEW: Mocha Maul: 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. Adjustment: This number of rounds you can one hit kill Normal Enemies has been increased.
  • Mugging: Melee Kills reload a portion of your held weapon.
  • NEW: Barista Brawl: Gain more Essence from Melee Kills

 

Vulture Aid

Increase the variety of loot dropped by enemies.

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.
  • NEW: Armor-matic: 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. Adjustment: The chance to drop has been lessened slightly.
  • NEW: Extra Serving: Special and Elite Enemies you kill have a chance to drop a Large Essence Vial. 

 

Double Tap

Increase weapon fire rate.

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.
  • NEW: Double Dealer: 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.
  • NEW: Double Down: Bullet weapons have increased penetration damage through enemies.

 

 

Quick Revive

Recover health and revive allies faster.

Major Augments:
 
  • EMT: Reviving an ally allows them to keep all of the perks on their bleed-out circle. Adjustment: 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. Adjustment: 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.
  • NEW: Adrenaline Rush: 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.
  • NEW: Emergency Medical Kit: You can now craft a Self-Revive Kit up to four times.

 

Deadshot Daiquiri

Improve Aim Down Sights (ADS) precision and increase critical damage of bullets.

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. Adjustment: A slight cooldown has been added.
  • NEW: Dead Point: 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 (jumping, with a faster sprint-out time).
  • NEW: Dead Heat: Temporarily increase your movement speed after getting a Point-Blank kill.

 

Death Perception

Obscured enemies are outlined.

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. Adjustment: A slight cooldown has been added and does not work with explosive weapons or Wonder Weapons.
  • NEW: Sixth Sense: 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.
  • NEW: Hidden Gems: Death Perception can now see loot.

 

Stamin-Up

Increase movement speed.

Major Augments:
 
  • Free Faller: Become immune to fall damage.
  • Dasher: Enable Tactical Sprint with increased duration.
  • Stalker: Walk faster while aiming.
  • NEW: Guns Up: 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.
  • NEW: Footwork: Increase non-forward sprinting speed.

 

Speed Cola

Reload weapons and replate armor faster.

Major Augments:

 

  • Supercharged: Field Upgrades recharge faster.
  • Classic Formula: Reload speed is even faster.
  • Phantom Reload: Weapon magazines are slowly refilled over time.
  • NEW: Ammo Surge: 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.
  • NEW: Prestidigitation:  Reloading has a chance to not use stock ammo.

 

 

Ammo Mods

 

Fire Works and Augment Intel

The elemental upgrades you secure for your weapons through the Arsenal machine using Salvage (or via items drops or GobbleGums) return, and there are six to choose from.

 

  • You can apply a single Ammo Mod to any weapon you are carrying.
  • You can have any Ammo Mod active on any of your loadout weapons (up to two Main and one Melee), but each weapon requires a separate Ammo Mod purchase.
  • They give the affected weapon a percentage change to inflict a special effect if an attack lands on an enemy.
  • The Ammo Mod also usually has an elemental damage effect, which can inflict extra damage on enemies that are weak to a particular element.
  • After an Ammo Mod activates, it enters a cooldown state before the chance at activation begins again.

 

New Ammo Mod: Fire Works

 

 Each bullet that hits a Normal or Special Enemy has a chance to launch fireworks that target enemies.

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Last seen in Black Ops 3 Zombies, this Ammo Mod is as brightly colored as it is deadly, filling the air above and illuminating the nearby combat zone in a fiery lightshow, leading to a series of firework explosions that detonate and rip the undead apart in a vivid display of wanton violence. 

 

  • As the initial explosive lightshow has occurred, damaging zombies caught in the vicinity, stars are launched into the skies before exploding.
  • This subsequent explosion launches a set of individual flares from the stars that fly out and home in on additional random threats within the general vicinity.
  • The chance of Fire Works activating depends on the enemy type, and once the lightshow is over, expect a small cooldown window before it is available again.
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.

 

Returning Ammo Mods

 

The following is the latest intel on the five returning Ammo Mods, along with information on the eight Augments you can research for each one, as well as adjustments (also listed at the start of the Augments section of this Blog) for Black Ops 7:

 

Brain Rot

 

Bullets deal Toxic damage. Each bullet has a chance to temporarily turn a Normal or Special Enemy into an ally. Adjustment: Brain-rotted (AKA charmed) zombies will now avoid slaying the last hostile zombie in the Round, to preserve the turn, allowing players to keep a zombie alive during investigations.

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. Adjustment: This charms elite enemies more frequently.
  • NEW: Caustic Fumes: 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.
  • NEW: Super Serum: Increase the damage dealt by charmed enemies.

 

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.

Major Augments:
 
  • Big Game: Napalm Burst can burn Elite Enemies. Adjustment: This burns elite enemies more frequently.
  • Thermite: Increase burn effect damage.
  • Firebomb: Burned enemies explode on death, spreading the fire to nearby enemies.
  • NEW: Petroleum: 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.
  • NEW: Backdraft: Increase the activation radius.

 

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.

Major Augments:

 

  • Big Game: Shadow Rift can activate on Elite Enemies. Adjustment: 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.
  • NEW: Gravity Well: 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.
  • NEW: Ammo Theorem: Teleporting enemies away adds ammo to your weapon magazine from stock.

 

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.

Major Augments:

 

  • Chain Lightning: The stunned enemy can spread the stun to others.
  • Big Game: Dead Wire can stun elite enemies. Adjustment: This stuns elite enemies sooner.
  • Lightning Strike: A bolt of lightning strikes from above, stunning all normal and special enemies in the area.
  • NEW: Ball Lightning: 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.
  • NEW: Aftershock: Enemies that are stunned by Dead Wire have a chance to spread to nearby enemies.

 

Cryo Freeze

 Bullets deal Frost damage. Each bullet has a chance to slow a Normal or Special Enemy and increase the damage they receive.

Major Augments:
 
  • Big Game: Cryo Freeze can slow Elite Enemies. Adjustment: This slows Elite Enemies more frequently.
  • Ice Cloud: Enemies that are killed while frozen may leave a cloud that slows enemies. Adjustment: A cooldown has been employed to adjust and lessen the number of ice clouds appearing.
  • Frozen Stiff: Enemies are frozen in place.
  • NEW: 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.
  • NEW: Thermal Shock: Enemies are damaged once they’re unfrozen.

 

 

Field Upgrades

 

Toxic Growth and Augment Intel

Expect six Field Upgrades, that are still swappable during a match via the Pause menu and continue to scale in damage as the rounds continue, with the following changes:

 

  • Field Upgrades have lower charge costs earlier in matches (the number of foes you need to defeat before the Field Upgrade is fully charged and can be activated).
  • Expect to slay a small additional number of enemies before activation as the rounds progress. Each additional use will have a slightly increased cost to fully charge.

 

New Field Upgrade: Toxic Growth

Summon a deadly growth of thorns in front of you.

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Supporting a more defensive playstyle, and extremely useful if you’re guarding a narrower entry point from an advancing horde, Toxic Growth allows you to deploy a thicket of viciously sharp thorns that have the additional benefit of being poisonous.

 

  • Hold down and block pathways and/or incoming enemies with the latest in mutant plant life.
  • Add a powerful improvement to your capabilities that inflicts Toxic damage.
  • This bush of vines grows rapidly on the ground, with a specific width, height, and depth to learn the dimensions of to aid in tactical placement.
  • Enemies that move through Toxic Growth are slowed as they are poisoned and torn apart, as the Toxic Growth weakens before finally disintegrating after time or after inflicting a set amount of damage.
  • Toxic Growths don’t harm you or your teammates. No more than three Toxic Growths can be active at once.
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.

 

 

Returning Field Upgrades

 

Here are the five returning Field Upgrades, including descriptions of all eight Augments you can research for them:

 

Dark Flare

Generate an energy beam that deals lethal Shadow damage and penetrates everything in its path.

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. Adjustment: The revive speed has been increased to ensure downed players are revived more rapidly.
  • NEW: Muzzle Blast: 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.
  • NEW: Dusk Flame: Enemies that are hit by the beam are dealt additional Shadow damage over time.

 

Healing Aura

Heal all nearby players immediately.

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.
  • NEW: Necromancer: 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.
  • NEW: Cornucopia: Affected players get a health overcharge.

 

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.

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.
  • NEW: 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.
  • NEW: Dual Layer: While Frenzied Guard is active, armor durability is increased.

 

Energy Mine

Create a mine of pure energy that detonates three times.

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.
  • NEW: Smart Mine: 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.
  • NEW: Recycle: A deployed Energy Mine can be recycled for Field Upgrade charge.

 

Aether Shroud

Phase into the Dark Aether and become temporarily hidden from enemy detection.

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.
  • NEW: Afterimage: 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.
  • NEW: Impulse: Deal Shadow damage to enemies on activation and increase your movement speed during Aether Shroud.

 

 

Something to Chew On: Black Ops 7 GobbleGums

The single-use, edible power-ups that provide unique and mostly powerful benefits to the player are also back with some new and delicious flavors, and Packs are assembled in the same way as before.

 

  • You can have up to five Packs (each with five GobbleGums in them) in your Loadout to choose from before a match, or at the Pause Menu within a match.
  • Additional GobbleGums are awarded by playing matches of Black Ops 7 Zombies, available to purchase as Packs in the Call of Duty® Store, available within seasonal Battle Passes, or as rewards during limited time modes, and Events.
  • All GobbleGums you’ve obtained in Black Ops 6 will Carry Forward into Black Ops 7 at launch.
  • GobbleGums are only removed from your inventory after activation and once the effect is completed.
  • The color of a GobbleGum is related to their rarity (color) and generally, how powerful the effect of the GobbleGum is. Here’s the list, increasing in rarity:
    • Blue: Rare
    • Epic: Purple
    • Orange: Legendary
    • Red: Ultra
    • Rainbow: Whimsical
  • The pattern of a GobbleGum is related to their type and how they generally function:
    • Swirled/Striped: Instant effect as soon as you consume the GobbleGum.
    • Plain/Solid: Timed effect that starts immediately, then counts down for a period of seconds.
    • Flecked/Speckled: Conditional effect that only activates once something else happens to trigger it.
  • GobbleGums have been incorporated into Dead Ops Arcade 4, though there are “purist” DOA4 modes where GobbleGums are disabled.

 

Black Ops 7 Changes: GobbleGums

 

  • An Acquired Taste: You can now destroy any GobbleGum and convert them into Essence (see below).
  • There’s Enough for Everyone: When multiple players are accessing a GobbleGum machine, expect a small cooldown every time you obtain a GobbleGum to allow other teammates a chance to interact with the machine.
  • Instant Gratification: Power-Up summoning GobbleGums, like Kill Joy (Rare), On the House (Legendary), and Hidden Power (Ultra) now automatically activate the power-ups they summon, adjusting the tactics of when to employ them, and removing the need to physically run into them.
  • A Hasty Departure: Exit Strategy (Epic, Activates Exfil vote immediately, reduces zombie spawns during Exfil) now automatically Exfils the player who used the GobbleGum, counting as a successful Exfil. This is partly due to the new Exfil feature in Black Ops 7(see later into this blog below for more details).

 

Available GobbleGums (Black Ops 7 Launch)

Black Ops 7 Zombies arrives with 47 different types of flavorful GobbleGums (six new, 41 returning), divided into the following Rarities:

 

  • 10 Rare GobbleGums (Blue; one new, nine returning)
    • Aftertaste, Kill Joy, Cache Back, Temporal Gift, Stock Option, Anywhere But Here, Power Keg, Tactical Diffusion, Arsenal Accelerator, and Shields Up.
  • 11 Epic GobbleGums (Purple; two new, nine returning)
    • Requipment, Power Vacuum, Respin Cycle, Dead Drop, Who’s Keeping Score?, Free Fire, Exit Strategy, Profit Sharing, Explosive Flourish, Soda Fountain, and Nowhere But Here.
  • 12 Legendary GobbleGums (Orange; two new, ten returning)
    • Round Off, Armor Gettin’, Idle Eyes, Wall Power, Flavor Hex, Immolation Liquidation, Support Group, Phoenix Up, Modified Chaos, On The House, Wall to Wall Clearance, and Crate Power.
  • Seven Ultra GobbleGums (Red; one new, six returning)
    • Gift Card, Perkaholic, Wonderbar!, Time Out, Near Death Experience, Reign Drops, and Hidden Power.
  • Seven Whimsical GobbleGums (Rainbow; seven returning)
    • Newtonian Negation, Indiegestion, Rainburps, Quacknarok, Die Pitched, Holiday Cheer, and [CLASSIFIED].

 

New GobbleGums

A variety of potent sweet treats are available at the launch of Black Ops 7, ranging in both rarity and power. Here are the six new GobbleGums arriving with 41 returning pieces of hardcore candy:

 

New GobbleGum (Rare): Aftertaste

Conditional

Activates on Revive

Keep all your Perks after being revived.

 
New GobbleGum (Epic): Requipment

            Timed

            Lasts 5 minutes

Your equipment slots refill over time.

 
New GobbleGum (Epic): Power Vacuum

            Timed

            Lasts 5 minutes

Kills have a higher chance to spawn Power-Ups.

 
New GobbleGum (Legendary): Round Off

            Conditional

            Activates on Round Transition

Rounds prevented from advancing for two Rounds.

 
New GobbleGum (Legendary): Armor Gettin’

Instant

Receive a 3-Plate Armor Vest and Full Plates.

 
New GobbleGum (Ultra): Gift Card

Instant

Gain 30,000 Essence. Cannot be combined with other bonuses.

 

Recycling Your Gums (for Fun and Profit)

 

In Black Ops 7, one or more of your chosen GobbleGums can be crushed during a match while they’re in your inventory and converted into Essence on the fly. The GobbleGum is removed just as if it had been consumed, and Essence added to your inventory.

 

  • Instead of using the GobbleGum in the normal way, you have a second option to crush it in your hand, once you select it in your HUD. Once converted, Essence is automatically awarded.
  • The amount of Essence you receive is dependent on the Rarity of the GobbleGum, with Whimsical being the lowest, and Ultra being the highest.
  • The Double Points Power-up stacks with this Essence reward, awarding you double the normal amount of Essence.
  • The Epic Rarity “Profit Sharing” GobbleGum also stacks with this Essence reward, awarding it to nearby players as well as yourself.
  • Note: This feature may be disabled for specific Zombies games modes.

 

Additional Comms: Call of Duty NEXT, Beta Dates, and More

 

Latest Intel: Call of Duty NEXT

 

Mark your calendars for September 30, as Call of Duty: NEXT commences with a live streaming broadcast starting at 9AM PT. Expect developers from Treyarch and Raven talking you through the full Black Ops 7 offering, plus representatives from across Call of Duty Studios and community channels, and key announcements, full Beta information, and everything coming to Call of Duty: Black Ops 7 Multiplayer, Zombies, and Call of Duty: Warzone!

 

Black Ops 7 Beta Dates. Plus: Play Zombies Survival in the Open Beta!

The Black Ops 7 Beta — divided into the Early Access and Open Beta periods — runs from October 2 to October 8. Good news for Zombies fans… you can play Zombies Survival as part of the Beta next weekend! Stay tuned to Call of Duty social channels for more details.

 

The Early Access Beta launches at 10AM PT on Thursday, October 2 for those who preorder the game, and runs for a period of 72 hours.

 

The Open Beta launches at 10AM PT on Sunday, October 5 for all players on all platforms, and runs consecutively after the Early Access period, for another 72 hours. The Black Ops 7 Beta is scheduled to conclude at 10AM PT on Wednesday, October 8.

 

Early Access Beta*

 

Available to players who have pre-ordered the game on any platform (console or PC), as well as eligible Game Pass subscribers, the initial part of the Beta is planned to launch on Thursday, October 2 at 10AM PT, and concludes 72 hours later when the main Open Beta begins on Sunday, October 5 at 10AM PT. The Beta is available on all platforms at the same time.

 

Open Beta*

 

The second part of the Beta is open and free for all players on all platforms, and is planned to begin on Sunday, October 5 at 10AM PT. The Black Ops 7 Beta is scheduled to conclude 72 hours later, on Wednesday, October 8 at 10AM PT.

 

Internet access is required for participation. 

 

Accessing the Beta and Beta Codes

 

Your path to access to the Beta Early Access period depends on the version of the game you preordered:

 

If you preordered any Digital Edition version, you do not need a “Beta Code”, as you’ll be automatically allowed entry into Beta Early Access (and subsequently, the Open Beta).

 

If you preordered a Physical Edition (consoles only), you should have received a “Beta Code” at the point of sale (at select retailer locations), enabling entry into the Beta Early Access. 

 

If you don’t preorder Black Ops 7, you can still access the Open Beta period.

 

 

Preorder Black Ops 7 Now. Additional Intel to Come.

 

Be sure to stay danger close with the latest official Black Ops 7 information by checking the Call of Duty Blog as further communications are scheduled, including additional Round-Based Zombies coverage at Call of Duty: NEXT, more information on the Black Ops 7 Open Beta, and the countdown to launch.

 

Preorders are available now at participating retailers, in-game, on platform stores, or at CallofDuty.com.

 

Call of Duty: Black Ops 7 Development Credits

 

Call of Duty: Black Ops 7 is published by Activision. Development is led by Treyarch, in partnership with Raven Software.

 

Additional development by — in alphabetical order — Activision Central Design, Activision Central Technology, Activision QA, Activision Shanghai, Beenox, Demonware, Digital Legends, High Moon Studios, Infinity Ward, and Sledgehammer Games.

 

 

©/TM/® 2025 Activision Publishing, Inc.

 

 

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. 

 

 

(* Actual launch date(s) and platform availability of MP Beta subject to change. See www.callofduty.com/beta for more details. Minimum Open Beta duration is 2 days. Limited time only. Internet connection required.)

 

For more information, please visit www.callofduty.com and www.youtube.com/callofduty, and follow @Activision and @CallofDuty on X, Instagram, and Facebook. For Call of Duty Updates, follow @CODUpdates on X.