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Call of Duty: Black Ops 6 Zombies: tips and tricks for beginners

A bunch of characters standing around with guns getting attacked by flying giant bugs in Call of Duty's zombies mode
Activision

After the backlash surrounding the Zombies mode in Modern Warfare 3Call of Duty: Black Ops 6 has returned to the round-based roots we all know and love. Well, the structure might be familiar, but this mode has more than its fair share of new tricks that will see you getting swarmed in seconds if you can’t learn to adapt. If you’re familiar with how Call of Duty handles its Zombies mode, you will know that there’s a lot more you need to know besides just shooting zombies if you want to make it to the later rounds. If you want to survive as long as possible, we have the key tips and tricks to withstand the zombie horde in Black Ops 6.

The basics still apply

Zombies shambling in Black Ops 6.
Activision

There are a few tips from past Zombies games that will serve you well here in Black Ops 6 that are worth a quick reminder. Starting off with the need to conserve ammo in the early game. Zombies are weakest in the first handful of rounds, but ammo is incredibly scarce. You can’t count on getting more when you need it, so save as much as possible and try to melee as many zombies as possible. Only shoot if you get swarmed, need to save a teammate, or when a boss or elite shows up.

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Never be without a self-revive. Hopefully, you’re playing with a team of friends — though you can play solo this time if you want — but even then you might go down in a situation where it is too dangerous for someone to save you. That’s when a self-revive becomes a literal lifesaver.

And lastly, opening up as many routes as possible should be your first priority with your Essence. The biggest threat in Zombies is getting cornered or trapped, and the less space you have to kite zombies around or routes to escape through, the more likely that is to happen. Plus, opening up the entire map will let you access all the Perk machines and the all important Pack-A-Punch machine you need if you want any hope of surviving.

Bring the right equipment that packs a punch

The pack-a-punch machine in Black Ops 6.
Activision

Fighting zombies is a much different game than fighting other players in multiplayer. That powerful sniper with the slow rate of fire and long reload time might be clutch in PvP, but it won’t do you any good against a swarm of undead rushing your position. We suggest packing LMGs with high magazine sizes or ARs and shotguns that can shoot and reload on the fly. But don’t necessarily stick to a single weapon. Wall guns are here and worth investing in, especially when you buy a duplicate and upgrade its rarity. You can also upgrade any weapon at the Arsenal machine using Salvage, which is the best use of that resource.

Armor is also only obtainable via wall buys, so always make sure you’re plated up.

You can’t start Zombies mode with perks, as usual, and need to find the various Perk Machines on each map. These have set spawn points so you should memorize where the best ones are and prioritize reaching them first. Jugger-Nog is always a great Perk to get early, as are Quick Revive and Speed Cola. As always, getting downed will remove one Perk, so don’t get careless.

GobbleGums act similarly to Perks, but are one-time-use items that are randomly spat out by the machine. Since they’re free, and only have a cooldown timer before you can get another, they’re never a bad thing to get when available. However, the usefulness of all the effects ranges from amazing to useless so not necessarily worth it in a risky situation.

Similarly, the Mystery Boxes are the only way to get the most powerful Zombies weapons, specifically the Wonder Weapons, but are luck of the draw. You will need to get a good roll eventually if you intend on surviving the later rounds. Your ultimate goal should be to get one of the overpowered Wonder Weapons and upgrade those.

When you have a gun you’re willing to stick with for a while, always Pack-A-Punch it. There’s one Pack-A-Punch machine on each map that can boost your weapon’s damage up to three times. Once you hit the later rounds and Zombies start living through multiple headshots, it will become borderline impossible to survive without these upgrades. Each upgrade costs Essence, with the first costing 5,000, the second 15,000, and the final upgrade 30,000. Once you make your way to the Pack-A-Punch machine, this is where you need to devote your Essence primarily.

Do your research

A screenshot from Call of Duty: Black Ops 6's zombies mode.
Activision

A new feature to Zombies in Black Ops 6 are called Augments. As the name suggests, these allow you to adjust the effects of various Perks, field upgrades, and ammo mods within Zombies. You need to first reach level 11 before you can access them, and even then you can’t start using them immediately. First, you need to research them.

Before you start any Zombies match, make sure you have an Augment set to be researched in the menu. The research progress goes up as you earn XP in Zombies until complete, so playing without one in the queue you’re just wasting that research time.

Augments come in minor and major forms for each one that impacts the associated Perk, field upgrade, or ammo mod differently, and there are three minor and three major upgrades for each category. That’s a ton of possible Augments, and you can only equip one on your loadout at a time, so spend a little extra time deciding which ones you want to research first.

Some examples of Augments include a major Augment for Jugger-Nog buffing your damage when at low HP, and a minor one for the Dead Wire ammo mod giving a chance to stun elite enemies.

Do all the S.A.M. trials

A bunch of characters standing around with guns getting attacked by flying giant bugs in Call of Duty's zombies mode
Activision

Black Ops 6 Zombies will sprinkle S.A.M. trials on the map that act as mini-objectives you can choose to participate in or ignore. You can spot these by the large purple stormcloud and beam of light that appears in the sky pointing their location out and begin showing up on round 6. Starting one will begin a random challenge you need to complete within a given time period, such as killing zombies while inside a set zone or killing zombies using traps.

While a bit dangerous, these trails can give you a huge boost of resources for completing them. Rewards typically include Essence, weapons, equipment, or tools. There’s also a chance to spawn a Legendary loot crate after a S.A.M. trial that can hold a powerful Wonder Weapon.

Get out while the getting’s good

A horde of zombies about to get slammed in Black Ops 6.
Activison

Zombies mode doesn’t have to end when you get wiped. In fact, pushing your luck until it runs out is very inefficient if you’re trying to earn as much XP as possible. Instead, pay attention to how you and your team is keeping up with the enemy scaling and whether you think you can survive another set of rounds.

You get the chance to exfil in Black Ops 6 after 10 rounds, so round 11 will be your first chance, and then every five rounds afterward. The location you need to reach is marked by a radio icon on your map. Once you get there, interact with the radio to call in a helicopter to a different location you need to reach and eliminate all nearby zombies in to escape. If you fail to clear the zombies in time, the helicopter won’t land and you will need to wait for the next opportunity to try again.

Unlike dying to end the game, successfully exfiltrating will give you bonus XP and items based on how far into the mode you made it.

Jesse Lennox
Jesse Lennox has been a writer at Digital Trends for over four years and has no plans of stopping. He covers all things…
The best Wildcards in Call of Duty: Black Ops 6
Kill Order gameplay in Call of Duty: Black Ops 6.

The concept of a Wildcard might sound like a risky endeavor in Call of Duty: Black Ops 6, but this part of your loadout isn't random at all. We haven't seen this system since Cold War, and even those who remember it from that game will need to learn all the new cards there are in Black Ops 6. You can only equip a single Wildcard on your loadout, but they are powerful enough to completely redefine your playstyle. So far, there are only six to unlock while grinding through the levels with your friends, but picking just one is still a tough choice, especially if you want to use a permanent unlock on one after hitting Prestige. We've ranked all the Wildcards in Black Ops 6 so you can always have the winning hand.
All Black Ops 6 Wildcards, ranked

There is a level of personal preference in which Wildcard you will find better than others, but in most cases, the ones we've ranked as the best will help every player gain an edge in online matches. Here's our ranking of each Wildcard from best to worst, along with what level you unlock them at.
Perk Greed - Level 54
The last Wildcard you unlock is easily the most powerful. Perk Greed lets you unlock a fourth Perk to your loadout instead of being limited to three, which can borderline break the game if you choose the right set of Perks. It is also the most versatile of the Wildcards since it gives you the most options to play with instead of a specific bonus you may not find useful. It can also more easily unlock the special bonus buff you get for equipping three Perks from the same category.
Gunfighter - Level 33
Right in the middle of the unlock list, Gunfighter is one Wildcard you could easily make a case for over Perk Greed in some situations. This one increases your attachment points for your primary weapon by three. If you're rocking a top-tier weapon already, this Wildcard can let you tweak its stats even higher. We rank it second because it only applies to one weapon and thus is a bit more limiting.
Overkill - Level 24
For such an early Wildcard, Overkill is quite a powerful choice. This card lets you equip any weapon (except melee weapons) in your Primary and Secondary slots instead of the ones typically reserved for each. That means you can build a loadout with two Primary weapons and be far more versatile on the battlefield. Instead of having to trade off range, damage, rate of fire, mobility, or any other aspect of your game, you can cover almost all your bases by picking two Primary weapons that cover each other's weaknesses.
Prepper - Level 45
Field upgrades are powerful, don't get us wrong, but having two instead of one isn't always that much of a game-changer. It's a bit less useful than Gunfighter only because field upgrades are more situational and require more attention to use to their full potential. If that's you, then this is a great choice.
Danger Close - Level 38
Who doesn't want another grenade, Molotov, or combat axe? Is getting a second Lethal worth the Wildcard slot, though? Not in our opinion. Most of the time, Lethals are used in desperation or as a way to deny enemy movement for a time, and even then, they are risky because of how vulnerable you are while using them.
Tactical Expert - Level 15
The first Wildcard you get is better than nothing, but only just. It's exactly like Danger Close, only you can hold two Tacticals instead of Lethals. This is, by nature, a little worse since Tacticals don't have the ability to kill an enemy (unless you get super lucky and you directly hit an enemy with one who is on low HP). You can get some use out of them, but you're better off upgrading as soon as you have another option.

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The best Perk-A-Colas in Call of Duty: Black Ops 6
A screenshot from Call of Duty: Black Ops 6's zombies mode.

There's nothing more refreshing than taking a nice big swig of a Perk-A-Cola during an intense Zombies match with your pals in Call of Duty: Black Ops 6. Besides tasting great (we assume), these colas empower you with buffs that will keep you alive until the later rounds. These bonuses are just as important as the Pack-A-Punch, but come in a wider range of flavors. It is possible to stack them all, but that gets expensive very fast so you need to be thrifty about choosing which ones are most valuable early on. These colas come in eight different types that may or may not be worth your Essence to chug. If you want to know which ones are the best in Black Ops 6, check out our ranking.
Best Perk-A-Colas in Black Ops 6

We're ranking these Perk-A-Colas based on their base bonuses, not any additional effects you can get if you Augment them, from best to worst.
Jugger-Nog
You can never go wrong with the classic Jugger-Nog. Increasing your health by 100 is useful for the entire duration of a Zombies mode, but especially in the early rounds. Going down is at best a major setback and at worst a cascade into defeat. This extra health allows you to get out of a bad situation that would otherwise end your run.
Quick Revive
This Perk has two components, with the less useful one being the ability to revive teammates 50% faster. Ideally, that shouldn't be needed but is nice. However, what makes it rank so high is the 50% shorter delay on health regen. Your health will come back over time in Zombies but at a dreadful pace. Starting to heal faster means less time running and kiting zombies around and more time in the action helping the team.
Speed Cola
The best early guns for Zombies mode have a large magazine, fast reload, or both. Running out of ammo at the wrong time and not being able to get more rounds in the chamber fast enough has ended many a run, but Speed Cola is the solution. It will speed up your reloads and armor plating by 30%. That's not a massive number, but fast enough to make the difference.
Stamin-Up
These zombies aren't the shambling types. They will chase you down like sprinters, and some of the monstrous ones can outpace you even at full tilt. Stamin-Up sounds like it would let you run for longer, but actually just lets you run faster since you have no limit on sprint in Black Ops 6. Positioning is everything in Zombies so being able to get where you need to be faster is never a bad thing, especially if it's a downed teammate bleeding out.
Deadshot Daiquiri
Every zombie has a weak spot, which is most often the head. Deadshot Daiquiri makes a critical hit hurt even more than normal, plus increases your auto-aim on those weak points when you aim down sights (ADS). That second part shouldn't factor much if you've got good aim, which is why this is only a decent Perk-A-Cola.
PhD Flopper
Not being able to hurt yourself is situationally useful, and the ability to cause an explosion by diving is a risky move. Yes, it's cool, but you don't want to be lying prone surrounded by zombies. This is a cool gimmick, but save yourself the Essence and skip it.
Elemental Pop
When Elemental Pop works, it's great. The problem with it is that you can't rely on it. It gives a small chance on every shot you take to add a random ammo mod effect, which is cool but impractical. If you have spare Essence on you, sure, it won't hurt you to have, but it isn't something that will turn the tide for you or your team.
Melee Macchiato
Finally, Melee Macchiato bottoms out the list. It is fine in the early game when the hordes are small and you're better off meleeing enemies since it will smack enemies away with each hit, but quickly drops off in usefulness. When the zombies get too strong and too numerous, you will need a lot more than a strong punch to deal with them and end up forgetting you even have it.

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The best Call of Duty games, ranked
Soldier holding weapon in Modern Warfare II.

Few video game series are as influential and popular as Call of Duty. The annualized franchise throws players into fast-paced battles across various historical time periods -- along with fictional eras as well. Call of Duty has taken us to World War II, the Cold War, a modern setting, and even to the future.

Although it's one of the most successful video game franchises out there, Call of Duty's quality varies significantly from game to game, with some fantastic entries in the series, but many mediocre ones as well. But which Call of Duty games are worth your time and which ones should you skip? To answer that question, we've ranked all the mainline entries in the series, with details about why you should or shouldn't play a particular game.

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