Black Ops 6 Zombies is an absolute joy, bringing the long-standing mode back to its roots with round-based modes once again embedded in tighter maps. With all of the Wonder Weapons, secrets and overarching objectives awaiting players, it will no doubt be a real time-consumer over the game’s lifespan. While much of the mode looks to its past in terms of what it wants to offer, there are new components that require your attention.
The ability to create a loadout to kick off round one with a chosen weapon is nice, but that isn’t the new addition we are highlighting here. Instead, let’s talk about Augments, a series of modifiers that can be affixed to Perk-A-Colas, Ammo Mods and Field Upgrades to further customize your playstyle.
Here are all of the Augments, major and minor, and what they do once you unlock them. Remember, only one major and minor augment can be tied to each Perk-A-Cola, Ammo Mod and Field Upgrade. Choose wisely.
Perk-A-Cola Augments
Jugger-Nog
- Probiotic (Major) – Slightly increase maximum health with Jugger-Nog.
- Turtle Shell (Major) – Armor acts as a shield on your back, completely absorbing damage to your back. No damage mitigation when hit from the front.
- Reactive Armor (Major) When an armor plate breaks, nearby normal enemies are stunned for a short time.
- Retaliation (Minor) – Deal bonus damage while health is low.
- Hardened Plates (Minor) – Armor plates have more damage mitigation.
- Durable Plates (Minor) – Slightly increase armor durability.
Stamin-Up
- Free Faller (Major) – Become immune to fall damage.
- Dasher (Major) – Increase Tactical Sprint duration.
- Stalker (Major) – Walk faster while aiming.
- Hard Target (Minor) – While Tactical Sprinting, projectile damage is reduced.
- Quarterback (Minor) – Use equipment while sprinting.
- Hot Foot (Minor) – Gain a speed boost after your equipment kills an enemy.
Speed Cola
- Supercharged (Major) – Field Upgrades recharge a bit faster.
- Classic Formula (Major) – Reload speed is even faster.
- Phantom Reload (Major) – Weapon magazines are slowly refilled over time.
- Speedy Roulette (Minor) – The Mystery Box settles much faster.
- Quick Swap (Minor) – Swap weapons faster.
- Fast Pitcher (Minor) – Deploy equipment faster.
Deadshot Daquiri
- Dead Head (Major) – Further increase critical damage.
- Dead First (Major) – Deal double critical damage if an enemy is at full health.
- Dead Again (Major) – Critical hits have a chance of adding a bullet to your magazine.
- Dead Break (Minor) – Increase damage to armor pieces.
- Dead Draw (Minor) – Reduce hip-fire spread.
- Dead Set (Minor) – Reduce gun movement while doing advanced movement.
Quick Revive
- EMT (Major) – Reviving an ally allows them to keep all of the perks on their bleed-out bar.
- Equivalent Exchange (Major) – If you have Quick Revive while downed, killing an enemy will revive you and remove Quick Revive. This can be done up to 3 times.
- Dying Wish (Major) – On lethal damage, become immune to all damage for 2 seconds and keep 1 health. Quick Revive is removed on use.
- Swift Recovery (Minor) – Reviving an ally increases both of your movement speeds for a short time.
- Karmic Return (Minor) – Reviving an ally heals you to full health.
- Slow Death (Minor) – Increase your time in last stand.
Elemental Pop
- Citrus Focus (Major) – If a weapon as an Ammo Mod applied, Elemental Pop will only activate that one.
- Imperil Peach (Major) – Enemies that hit you have a chance to trigger a random Ammo Mod.
- Electric Cherry (Major) – Reloading creates an electric damage discharge that damages and stuns nearby normal enemies. The more empty the magazine, the stronger the damage.
- Vulnera Bean (Minor) – Slightly increase enemy elemental weakness damage.
- Pineapple Blast (Minor) – Equipment can also trigger a random Ammo Mod.
- Chill Berry (Minor) – Slightly reduce all Ammo Mod cooldowns.
PHD Flopper
- Gravity MD (Major) – Just falling from heights creates explosions.
- Dr Ram (Major) – Tactical Sprint knocks down and damages base zombies.
- PHD Slider (Major) – Sliding into enemies triggers explosions.
- Environmentalist (Minor) – Become immune to environmental damage while sliding.
- EOD Technician (Minor) – Slightly reduce height and distance requirements for explosions.
- Tribologist (Minor) – Sliding distance and speed are increased.
Melee Macchiato
- Expresso (Major) – All melee attacks are slightly faster.
- Vampiric Extraction (Major) – Melee attacks heal a small amount of your health.
- Triple Shot (Major) – Your punch can hit multiple enemies at once.
- Stick ‘N Move (Minor) – Backpedal speed is increased after successful melee attack.
- Strength Training (Minor) – Your punch can one hit kill normal enemies for more rounds.
- Hidden Impact (Minor) – Melee kills reload a portion of your held weapon.
Ammo Mod Augments
Brain Rot
- Plague (Major) – The charmed enemy has a chance to turn other enemies.
- Pheromone (Major) – The charmed enemy distracts nearby normal and special enemies for a short time.
- Big Game (Major) – Brain Rot can charm elite enemies.
- Extension (Minor) – Brain Rot duration is slightly increased.
- Haste (Minor) – Brain Rot cooldown is slightly reduced.
- Explosive (Minor) – Charmed enemies explode at the end of Brain Rot’s duration, dealing toxic damage.
Cryo Freeze
- Big Game (Major) – Cryo Freeze can slow elite enemies.
- Ice Cloud (Major) – Enemies that are killed while frozen may leave a cloud that slows enemies.
- Frozen Stiff (Major) – Enemies are frozen in place.
- Extension (Minor) – Slightly increase the slow duration.
- Freezer Burn (Minor) – Slightly increase damage to frozen enemies.
- Liquid Nitrogen (Minor) – Significantly increase your chance for Cryo Freeze to activate.
Dead Wire
- Chain Lightning (Major) – The stunned enemy can spread the stun to others.
- Big Game (Major) – Dead Wire can stun elite enemies.
- Lightning Strike (Major) – A bold of lightning strikes from above, stunning all normal and special enemies in the area.
- High Voltage (Minor) – Dead Wire deals slightly more damage.
- Haste (Minor) – Dead Wire cooldown is slightly reduced.
- Extension (Minor) – The stun and electric field last longer.
Napalm Burst
- Big Game (Major) – Napalm Burst can burn elite enemies.
- Thermite (Major) – Increase burn effect damage.
- Firebomb (Major) – Burned enemies explode on death, spreading the fire to nearby enemies.
- Extension (Minor) – Increase the burn duration.
- Incendiary (Minor) – Each damage tick has a small chance to spread to a nearby enemy.
- Contact Burn (Minor) – Initial burn effect deals more damage.
Shadow Rift
- Big Game (Major) – Shadow Rift can activate on elite enemies.
- Topple Danger (Major) – Warp 1 enemy that deals shadow damage to others nearby. Normal enemies are knocked down while special enemies are stunned.
- Explosive Rain (Major) – Enemies that are dropped from portals will explode on contact with the ground.
- Haste (Minor) – Shadow Rift cooldown is reduced.
- Targeted (Minor) – Dropped enemies will fall on other enemies.
- Supermassive (Minor) – The singularity’s lethal radius is increased and can kill more enemies.
Field Upgrade Augments
Energy Mine
- Scatter (Major) – The Energy Mine will split into 3 mines that scatter and detonate 1 time each.
- Turret (Major) – Instead of detonating, Energy Mine becomes a turret that shoots targets one at a time.
- Carousel (Major) – 3 Energy Mines will gloat around you, detonating when an enemy is nearby.
- Frequency Boot (Minor) – Increase detonation count and duration of Energy Mine.
- Extra Charge (Minor) – Increase max charges by 1.
- Siren (Minor) – Energy Mine now attracts nearby normal enemies for a short time.
Frenzied Guard
- Phalanx (Major) – Allies can also repair armor from kills while near you.
- Retribution (Major) – Trigger an explosion on activation. Normal enemies that melee you are damaged and knocked down.
- Frenzy Fire (Major) – While Frenzied, use ammo from stock.
- Repair Boost (Minor) – Repair more armor per kill.
- Extension (Minor) – Increase Frenzied Guard duration.
- Rally (Minor) – On activation, repair all nearby allies’ armor to full.
Dark Flare
- Extension (Major) – Significantly increase Dark Flare duration.
- Supernova (Major) – The beam is replaced with a sphere that damages nearby enemies as it travels. The ball detonates at the end of Dark Flare’s duration.
- Dark Pact (Major) – Beam heals and revives other players on contact.
- Broad Beam (Minor) – Significantly increases the size of the beam.
- Heavy Shadow (Minor) – The beam slows enemies on contact.
- Extra Charge (Minor) – Increase max charges by 1.
Healing Aura
- Resilience (Major) – All affected players have their health regen delay reduced and their rate of healing increased temporarily.
- Enduring Radiance (Major) – The beams and their healing effects persist for a short time after leaving the area of effect.
- Persistence (Major) – Revived players keep all perks on their bleed-out bar.
- Inner Strength (Minor) – Affected player damage is slightly increased for a short time.
- Protection (Minor) – Healed players have damage slightly mitigated for a short time.
- Stoic Presence (Minor) – On activation, special and elite enemies are stunned while normal enemies are knocked down.
Aether Shroud
- Group Shroud (Major) – Nearby players are also cloaked.
- Burst Dash (Major) – Warp forward a short distance, killing all normal enemies in your path.
- Void Sheath (Major) – Swap to your dedicated melee weapon as it’s imbued with Dark Aether energy. Kills allow you to stay in Aether Shroud for longer.
- Instant Reload (Minor) – Activation instantly reloads your currently held weapon.
- Extra Charge (Minor) – Increases max charges by 1.
- Extension (Minor) – Aether Shroud duration is significantly increased.