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Call of Duty: Black Ops 4 Blackout weapons and items guide

Call of Duty: Black Ops 4 Blackout - construction site Treyarch/Activision

The game has changed! Call of Duty has shaken things up with Black Ops 4. The all-new Blackout battle royale mode is just one of those big changes. Like other games in the genre, players drop onto a map, and the last player or team standing wins.

Once your boots hit the ground, you’ll be picking up dozens of different guns, attachments, ammunition and equipment, and it will take some time to make sense of it all. Skip the learning curve and check out this gun and equipment guide so you know what to expect the first time you deploy your wingsuit.

Backpack

Call of Duty: Black Ops 4 Blackout backpack Activision/Treyarch via Polygon

Finding a backpack is a Blackout essential early on. You’ll only need one of these. It will double your inventory giving you a total of 10 slots for perks and equipment. The big brown duffle bag is hard to miss, as it’s larger than any guns or equipment you’ll come across.

Armor

Call of Duty 4 Blackout armor Activision/Treyarch via Polygon

Armor is another findable item type in Blackout, but it has its own designated inventory space. Picking up a new set of armor drops your equipped set. Armor also degrades after taking damage. You’ll always want to be wearing some fresh armor to protect you down the stretch since it significantly protects against incoming fire.

  • Level 1 reduces damage from bullets by 30 percent
  • Level 2 reduces damage from bullets by 40 percent
  • Level 3 reduces damage from bullets by 50 percent. Protects from headshots. Reduces damage from explosives

Healing items

Call of Duty 4 Blackout first aid med kit trauma kit Activision/Treyarch via Polygon

There are three different kinds of healing items to use to patch yourself up after taking damage from a battle. First Aid and Med Kit items will take you back to your max health of 150, while the Med Kit will get you there a little faster. The Trauma Kit is the only item that will take you past your max health to 200 health. If you find one of these, definitely make room in your inventory for it.

First Aid

  • 25 HP
  • Can hold 10 per inventory slot

Med Kit

  • 50 HP
  • Can hold 5 per inventory slot

Trauma Kit

  • Fills to 200
  • Can hold 1 per inventory slot

Weapons by ammo types

The type of ammo determines the weapon type. Weapons within a class all take the same type of ammo. The larger the caliber of the ammunition, the more damage it does. This guide will start with the smaller firearms and work all the way up the the .50 cal heavy hitters.

9mm

Handheld small arms

MX9
Call of Duty: Black Ops 4 MX9 Activision/Treyarch via Polygon
  • Fully Auto
  • Ammo capacity: 35
Saug
Call of Duty: Black Ops 4 Blackout Activision/Treyarch via Polygon
  • Fully Auto
  • Ammo capacity: 36
RK 7 Garrison
Call of Duty: Black Ops 4 Blackout RK 7 Garrison Activision/Treyarch via Polygon
  • 3-round burst
  • Ammo capacity: 15
Cordite
Call of Duty: Black Ops 4 Blackout Cordite Activision/Treyarch via Polygon
  • Fully auto
  • Ammo capacity: 60

.45 Cal

SMG and heavy pistols

Spitfire
Call of Duty: Black Ops 4 Blackout spitfire Activision/Treyarch via Polygon
  • Fully Auto
  • Ammo capacity: 34
MOZU
Call of Duty: Black Ops 4 Blackout MOZU Activision/Treyarch via Polygon
  • Single Shot
  • Ammo capacity: 6
Strife
Call of Duty: Black Ops 4 Blackout Strife Activision/Treyarch via Polygon
  • Single Shot
  • Ammo capacity: 12
GKS
Call of Duty: Black Ops 4 Blackout GKS Activision/Treyarch via Polygon
  • Fully automatic
  • Ammo capacity: 38

12 gauge

Shotguns

SG12
Call of Duty: Black Ops 4 Blackout SG12 Activision/Treyarch via Polygon
  • Single shot, but doesn’t have to be cocked like the MOG
  • Ammo capacity: 6
MOG 12
Activision/Treyarch via Polygon
  • Single shot
  • Ammo capacity: 4

5.56 ammo

These are your balanced assault rifles, while a couple are light machine guns

Maddox RFB
Call of Duty: Black Ops 4 Blackout Maddox RFB Activision/Treyarch via Polygon
  • Fully auto
  • Ammo capacity: 40
ICR-7
Call of Duty: Black Ops 4 Blackout ICR-7
  • Fully auto
  • Ammo capacity: 35
ABR 223
Call of Duty: Black Ops 4 Blackout ABR 223 Activision/Treyarch via Polygon
  • Three-round burst
  • Ammo capacity: 30
Swordfish
Call of Duty: Black Ops 4 Blackout Swordfish Activision/Treyarch via Polygon
  • Three-round burst
  • Ammo capacity: 36
Hades
Call of Duty: Black Ops 4 Blackout Hades Activision/Treyarch via Polygon
  • Fully Auto
  • Ammo capacity: 65
Vapr-XKG
Call of Duty: Black Ops 4 Blackout Vapr-XKG Activision/Treyarch via Polygon
  • Fully Auto
  • Ammo capacity: 35

.338 Cal

Long-range rifles

Outlaw
Call of Duty: Black Ops 4 Blackout Outlaw Activision/Treyarch via Polygon
  • Single Shot
  • Ammo capacity: 9
Koshka
Call of Duty: Black Ops 4 Blackout Koshka Activision/Treyarch via Polygon
  • Single Shot
  • Ammo capacity: 9

7.762mm

Long-range rifles. Snipers and LMGs.

Rampart 17
Call of Duty: Black Ops 4 Blackout Rampart 17 Activision/Treyarch via Polygon
  • Fully Auto
  • Ammo capacity: 30
Auger DMR
Call of Duty: Black Ops 4 Blackout Auger DMR Activision/Treyarch via Polygon
  • Single Shot
  • Ammo capacity: 20
Titan
Call of Duty: Black Ops 4 Blackout Auger DMR Activision/Treyarch via Polygon
  • Fully Auto
  • Ammo capacity: 75
KN-57
Call of Duty: Black Ops 4 Blackout KN-57 Activision/Treyarch via Polygon
  • Fully Auto
  • Ammo capacity: 35

.50 Cal

Heavy weapons. Sniper and heavy machine guns.

Paladin HB50
Call of Duty: Black Ops 4 Blackout Paladin HB50 Activision/Treyarch via Polygon
  • Single Shot
  • Ammo capacity: 5
VKM 750
Call of Duty: Black Ops 4 Blackout VKM 750 Activision/Treyarch via Polygon
  • Fully auto
  • Ammo capacity: 50

Rockets

Hellion Salvo
Call of Duty: Black Ops 4 Blackout Hellion Salvo Activision/Treyarch via Polygon

Other

Can be found at zombie spawn areas

Ray Gun

Ammo capacity: 20

Gun Attachments

Attachments make your guns better. If an attachment fits onto your equipped gun, picking up the attachment will automatically attach it to your firearm. If it doesn’t, it will be placed in your inventory and take up a spot.

  • Extended Barrel: Increases muzzle velocity.
  • Laser Sight: Reduce hip fire spread by 33 percent
  • Foregrip: Reduces ADS sway by 33 percent
  • Grip: Reduces ADS time by 20 percent
  • Extended Mag: 50 percent more ammo in magazine
  • ELO: Clear open sights with a lens projected dot and 1.25 zoom
  • Reflex Sight: Precision red dot sight with 1.35 magnification
  • Stock: Reduce recoil by 15 percent
  • Fast Magazine: Reload time reduced by 33 percent
  • Holo Sight: Wide view with 1.75x magnification and a fine point circular reticle
  • Suppressor: Shots can no longer be heard from a distance
  • 2x Scope
  • 3x Scope
  • 4x Scope
  • Sniper Scope (6x)

Equipment

Equipment takes the space that is usually reserved for throwables like grenades, but there are many more options than just a couple of flashbangs. Between lethals and non-lethal grenades, there are also items like deployable cover, razor wire and recon cars that can help get you out of a jam.

  • 9-bang: Non-lethal concussive grenade that stuns enemies. More powerful than the standard concussion grenade
  • Cluster Grenade: Grenade that sticks to surfaces and releases several smaller grenades
  • Sensor Dart: Sticks to walls and reveals enemies on the minimap within a radius
  • Grapple Gun: Grapple up or across to nearby objects. Great for getting on top of roofs that can’t normally be accessed. Can be used five times
  • Barricade: Deployable cover
  • Combat Axe : A powerful throwable that is a one-hit kill when it connects
  • Recon Car: A non-explosive remote controlled car that can reveal nearby enemies. Does leave the player vulnerable when controlling the recond car
  • Concussion Grenade: A non-lethal grenade that stuns enemies if caught in its radius
  • Cymbal Monkey: Retrievable bomb that detonates when enemies approach
  • Frag Grenade: Basic lethal grenade
  • Mesh Mine: Attaches to two walls creating a trip mine. Enemies take large damage is they pass through it.
  • Molotov: Lights enemies or an area on fire
  • Razor Wire: A trap on the ground that slows enemies and inflicts damage to those who pass through it
  • Smoke Screen: Creates a cloud of smoke to create cover to revive teammates or get out of dodge
  • Trophy System: Destroys incoming throwables
  • Acid Bomb: A rare item that creates a cloud of acid. Sticks to first object it hits

Perk Briefcases

Perks will give you enhanced abilities that last for a duration and eventually wear off. You can stack them to take advantage of multiple perks at once. Keep in mind that each perk case takes up one inventory space, so make sure you’re only holding onto the perks that you like and are going to use.

Dead Silence

  • Move quietly. Make less noise when opening stashes
  • Use time: 2
  • Duration: 240

Brawler

  • Increases melee damage. Gain 50 health per each successful melee attack
  • Use time: 2
  • Duration: 240

Engineer

  • Reveals nearby vehicles and enemy equipment
  • Use time: 2
  • Duration: 240

Iron Lung

  • Increased breath hold time on Sniper Rifles and Tactical Rifles. Increased breath hold time underwater.
  • Use time: 2 seconds
  • Duration: 300 seconds

Looter

  • Reveals nearby Stashes and loot items.
  • Use time: 2 seconds
  • Duration 120 seconds

Mobility

  • Move and swap weapons faster. Take no fall damage. Fire weapons and use Equipment while sprinting. Move faster
  • Use time: 2 seconds
  • Duration: 300 seconds

Outlander

  • Reduces damage taken from the collapse and increases movement speed outside collapse.
  • Use time: 2 seconds
  • Duration: 180 seconds

Reinforced

  • Reduces damage from explosions and fire. Increased resistance to flashbang, concussion and razor wire
  • Use time: 2
  • Duration: 240

Skulker

  • Move faster while crouched and prone
  • Use time: 2 seconds
  • Duration: 180 seconds

Squad Link

  • See teammates through walls.
  • Use time: 2
  • Duration: 120 seconds

Medic

  • Heal faster and revive faster. Healing items restore more health. Downed allies are revived with increased health
  • Use time: 2
  • Duration 240

Paranoia

  • Receive a directional audible alert when targeted by an enemy.
  • Use time: 2 seconds
  • Duration: 240 seconds

Awareness

  • Enemies footsteps are louder
  • Use time: 2 seconds
  • Duration: 120 seconds

Consumer

  • Reduced use time of health and consumable items by 50 percent
  • Use time: 2 seconds
  • Duration: 300 seconds