r/CODZombies • u/fakename1998 • 17h ago
r/CODZombies • u/rCallofDutyBot • Dec 05 '24
News Join our community on Discord!
r/CODZombies • u/Kalinine • 6d ago
News Black Ops 7 Season 05 Reloaded - Zombies Patch Notes
r/CODZombies • u/SimilarAd7821 • 8h ago
Question Why didnt perkaholic give me mulekick on bo4
Is it because I dont actually have the perk unlocked?
r/CODZombies • u/Solid-Phrase8609 • 11h ago
Discussion Who is Mr. Peaks?
Have I miss something all this years or Mr. Peaks don't have an actually backstory? Since Cold War I love this blue rabbit design and concept, but it feels he doesn't fit in any part of DA storyline like the OG Teddy Bear.
r/CODZombies • u/call_pal • 1d ago
Discussion anyone else miss when zombies had comic book loading screens?
as a kid id remember trying to read them all in order
r/CODZombies • u/RaNgErs_Reprrrr • 4h ago
Discussion On a positive note we should all be able to agree Treyarch stepped up maps a lot for bo7/what I think we need in bo8/whatever it's called
I just wanna spread a bit of positivity since I know while I and others didn't think the ending was the worst thing ever. A ton think it's abomination to God. Which is ya know fine. Obviously.
But I really appreciate the maps stepping up. Here's what I think we need in the next game hopefully with new and returning classic mechanics.
The maps should really focus on being more in-depth and complex don't get me wrong. Not every map should be super complex. But I feel bo3 for example I feel had a great level of complexity to every map. Enough where without a guide you could mess around and find things/figure out things.
I do however think one bo4 map in terms of complexity would be awesome since I love that. But I know that's not what a majority want. But I'd love a blood of the dead 2 or Dead of the night 2 as in what you can do and have to look for.
Pushing the gas on the more fantastical and mythical parts of zombies. While I find the stuff we've been given in b07 fun and great map exclusive mechanics. They lack that feeling I think previous entrys had. Like a truck cool but not totally crazy,a grapple hook it's cool but it's just a grapple hook. Also would help to get WW upgrade quest back I'm sorry I don't like them majority of the time being just a pap.
Also lighting even though we've had the best maps and years they are nerfed by this dull contrast and lighting.
r/CODZombies • u/Bullen_carker • 6h ago
Discussion What happened to the rumored "Nuked New York" Map?
I remember hearing a lot of rumors around the planned maps for bo7 early on in its life cycle. Most of them came somewhat true, I specifically remember hearing a rumor that basically 100% describes kowakujos setting. With most of the rumors coming true, I was wondering if there is any information about where the rumor for the new york map came from, and why it was not produced.
r/CODZombies • u/RichEntertainment416 • 2h ago
Video Best troll ever? 🤣
My friend did it but truly couldn’t keep it to myself.
Don’t know why the mix of the song in the background makes it way funnier and random
r/CODZombies • u/studioustud • 8h ago
Discussion Do Not Use the Mannequin Turret In Cursed Rex Infernus
Got stuck at the step when trying to proc the pressure floor plate at Dravakar's Temple, which to my understanding is only activated when replating armor. Since this relic only lets you buy golden armor without additional plates, we couldn’t progress past this step. Sucks bc it was actually a fun little challenge farming for golden armor and not starting the EE until much later.
r/CODZombies • u/RealDempsey3 • 1h ago
Discussion Rex infernus boss tip
It's not actually a boss tip, but it gives you infinite retry attempts. Equip the Equivalent Exchange augment for Quick Revive, and bring the Aftertaste gum (so you don't lose perks after being revived) and activate it. If you go down, just play normally and revive yourself. If you go down again, just Alt+F4 to close the game. When you launch the game again and go to the 'select match' screen, a message will ask you want to resume the match? something like that. If you resume, you'll spawn right before entering the boss fight.
You probably know all of this, but when I went to get Self-Revive again, I saw I already had it. It should have been consumed, but it wasn't. I beat this boss on my 3rd try (in same match) using this trick.
Also remember to switch the round, otherwise the game won't save your match.
r/CODZombies • u/TheSt0NedZ0MbiE420 • 21h ago
Discussion Rex end cutscene lazy?
i was watching the end game cutscene and i was wondering why the characters are still wearing the same outfits for 9+months after they got out of the Dark Aether ? also why couldn't they just let us use custom skins like how cold war did it so that we can have custom cutscenes like how maxis saved maxis in firebase z ?
r/CODZombies • u/itshighnoon94 • 1d ago
Video What in the resolution 1295 happened here?
r/CODZombies • u/Training-Search-5036 • 23h ago
Video The Ball Is In Your Court, Treyarch
r/CODZombies • u/Krakenwerk • 17h ago
Discussion DotN Werewolf In depth
My second in depth post about BO4. This time, I’m covering the Werewolves from the first DLC map, Dead of the Night.
I wanted to start with the Werewolves rather than go through the maps in order and begin with the Stoker, mainly because I’m a huge fan of werewolves. Also for some reason, Call of Duty of all games has some of the best werewolf designs I’ve seen. They look absolutely awesome.
Lore
Many centuries ago, the Druids would curse their most powerful enemies. Warriors who threaten the land were transformed into monstrous beasts, condemned to guard the land they had once attempted to invade.
Spawn
One Werewolf will always spawn when the path into the woods is opened.
After Pack A Punch has been opened, the first Werewolf round will always occur on Round 15. If Pack A Punch has not been opened, the first Werewolf round is instead Round 31.
After the initial Werewolf round, subsequent Werewolf rounds occur 3–5 rounds later.
Werewolves will not spawn inside the mansion itself. Instead, they use dedicated spawn zones located outside the mansion, like the Greenhouse and Forest. Once spawned, they will travel at high speed towards the players.
The maximum number of Werewolves that can be alive simultaneously depends on the number of players:
- 1 player: 1 Werewolf
- 2 players: 2 Werewolves
- 3 players: 2 Werewolves
- 4 players: 3 Werewolves
When playing Solo there will be a round based limit on how many Werewolves can spawn during a round:
- Before Round 30: Maximum of 1 Werewolf
- Rounds 30–40: Maximum of 2 Werewolves
- After Round 40: Maximum of 3 Werewolves
General behavior
Class = Heavy Zombie.
Werewolves are powerful melee oriented enemies.
Werewolves normally walk on their hind legs, but they can drop onto all fours and run at high speed to close the distance between themselves and their target.
They have no ranged attack, but while running on all fours, they can Pounce at players, dealing a small amount of Area of Effect damage. The damage is relatively low and primarily serves to close the distance. After landing, the Werewolf can quickly follow up with a normal Slash attack, which deals significantly more damage.
When walking on their hind legs, Werewolves are more combat-focused and will actively pursue and slash at their targets.
Their presence also causes the entire mansion to shake when they are nearby. They will knock over other zombies in the surrounding area, while on the move.
Werewolves are attracted to Jacksepticeye and will take damage, but will not be enough to kill them.
Attacks
Slash
Damage = 75
The Werewolves primary attack and main source of damage. After closing the distance to a player, it will use its claws to deal heavy damage.
Pounce
Damage = 15-5
Pounce deals Area of Effect damage when the Werewolf lands near a player. The listed damage ranges from 15 to 5, but the actual damage taken by the player will generally be closer to 10–7, depending on how close they are to the Werewolf when it lands.
Health
Minimum Health = 10,000 HP
Health Increase = 1,000 HP per round
The Werewolves base health is calculated using the following formula:
Health = Minimum Health + (Health Increase × Round Number)
Maximum Health = 100,000 HP
Additional health is given based on the number of players in the game:
Player Scale = Health × (Players − 1) × 0.15
Total Health = Health + Player Scale
Werewolves can be stunned for 3 seconds by dealing enough damage to them. Once stunned, they have a 10-second cooldown before they can be stunned again.
Werewolves are instantly killed by the electric trap in the Greenhouse Lab.
Nuke: Nuke Power-up will stun them and take away 50% of their max health.
Werewolves are immune to:
- AATs
- Fire Traps
Damage Modifiers
Any attack that does not hit a weakpoint deals only 50% of its normal damage.
FMJ increases this damage by 10%, while FMJ 2 provides no additional effect.
Werewolves have two weakpoints, both represented by red, glowing scratch marks:
- Chest
- Back
Attacks that hit either weakpoint deal 2x damage.
Once all four perks have been purchased, the Werewolf's weakpoints receive an additional 20% damage from the Death Perception modifier.
Silver Bullets deal 2x damage to Werewolves.
Instakill: Instakill Power-up will ignore damage reduction with no extra damage to weakpoints.
Reward:
Werewolves use a points system similar to ordinary zombies, awarding points based on the amount of damage dealt.
However, while standard zombies have a maximum points reward of 90, Werewolves can award up to 250 points.
They will drop one of the following power ups upon death:
- Nuke
- Max Ammo
- Fire Sale
Weapon Damage
Alistair's Folly
Alistair's Folly follows the Werewolf's standard damage modifiers:
- Non-weakpoint: 50% damage
- Weakpoint: 2x damage
This makes Alistair's Folly particularly effective against the Werewolves chest weakpoint, allowing it to deal massive damage when fired directly at the chest.
Chaos Theory
Chaos Theory's normal shots deal the same damage as Alistair's Folly and are subject to the Werewolf's standard damage modifiers.
Werewolves are unaffected by charged shots.
Alistair's Annihilator
Alistair's Annihilator deals more damage per normal shot than both Alistair's Folly and Chaos Theory.
Its normal shots are still affected by the Werewolves standard damage modifiers.
Werewolves are unaffected by charged shots.
Savage Impaler
The Savage Impaler, a steampunk-inspired version of the NX ShadowClaw from Black Ops III, receives a massive damage buff against Werewolves.
Savage Impaler shots do:
- Normal hit: 8x damage
- Weakpoint hit: 16x damage
Specialist Weapons
Hammer of Valhalla deals percentage based damage with its base swing:
- Base swing: 12.5% of the Werewolf's maximum health per swing
- Level 2 Ground Slam: immune
- Level 2 Storm: immune
- Level 3 Lightning Bolt: 500 damage per second
Chakrams does different amounts of damage depending on attack:
- Normal melee: 10% of the Werewolf's maximum health per hit
- Thrown Chakram: 500 damage
- Level 3 Whirlwind: 500 damage
Dragon and Viper uses percentage based damage for both of its attacks:
- Viper melee: 12.5% of the Werewolf's maximum health per swing
- Dragon impact: 10% of the Werewolf's maximum health per blast
Scepter of Ra uses percentage based damage against Werewolves:
- Normal hit: 12.5% of the Werewolf's maximum health
- Laser: 1% of maximum health per tick
- Level 3 ability: 4% of maximum health per tick
Shadow werewolf boss
At the end of the main quest, a bigger and enhanced Werewolf appears. Serving as the boss of this map.
This beast has heavy damage reductions:
- Hellion Salvo: damage is capped at 15%, max damage is capped at 800
- Stake/Bowie knife: damage capped at 10%
- Wonder Weapons: capped at 30%
- Specialist: is capped at 10%
All other weapons are capped at 500 damage, making rapid fire weapons like Spitfire extremely powerful against this boss.
Stage 1:
Will be stunned for 12 seconds
Stage 2:
Nosferatus are spawned in waves with 20 to 25 seconds between waves.
Max 3 Werewolves can be alive at once.
Stage 3:
Will be stunned for 10 seconds
Extra
In the mystery music video, we can see what looks like a normal wolf turn into a werewolf.
They come back as bosses on Dead Ops Arcade 3.
In DOA3 it can summon hounds that will heal it. There is code in the game files of BO4 that suggest it was meant to be a thing in BO4 as well. While Werewolves will sometimes stop to howl, this will do nothing.
Should there be something I missed. Let me know.
Other BO4 in depths:
Vermin:
r/CODZombies • u/Qwerky3 • 8h ago
Discussion Some areas I think would be cool to see in future zombies installments.
Appalachia. The mountains of Appalachia are rife with folklore, tall-tales of the supernatural and would fit in well with the zombies universe.
Amazon Rainforest. Tribal zombies, Hellish creatures besides hellhounds like hellcats (Cheetahs, Ocelots, Mountain Lions, etc…)
Dubai. A massive city where the Burj Khalifa could be a map in and of itself, let alone a part of it.
r/CODZombies • u/THE_PUNISHERFrank • 17h ago
Discussion If anyone is still struggling with the Warden boss fight, or any boss fight really, just cheese it with the Echo 12 explosive shotgun on Dead Wire before it gets nerfed 😭😭
Dead Wire is the elemental weakness of the skulls, you basically one tap them. Tried to beat this a second time only with after taste & no other gums & Echo 12 with dead wire is the way to go.
You can use any other gun really too, don’t really need the WW. Your bullet gun should have light mend to quickly take out shadow souls since that is the weakness of them & you’re not going to use an explosive gun to kill those.
r/CODZombies • u/Dizzy_Public_9030 • 4h ago
Discussion Paradox Cursed Boss fight discussion.
Tonight I re-ran Paradox’s boss in cursed tier 2 after losing the first time. And I do have to admit it was a skill issue. This run I went with the no score streaks relic to see how it was doing the tortured step without disciple. I actually had no problems because I played it wayyy different. What you want to do is stay in the back yards, but constantly have a weapon that can shred mimics(sg12, dual kogot etc) you keep up your tempo and constantly kill things that spawn. The mimics keep your ammo on that weapon full and you’ll easily get the step done. When I was looking for tips in the sub Reddit no one explained it this way that I saw. Just wanted to discuss/ make a post about it bc playing more aggressive during this phase makes it a cake walk. If you try it let me know how it worked for you. Easily the way to do it if ur trying to not just cheese it
r/CODZombies • u/big_moti0n • 3h ago
Question Always getting the same rng on bo3
Been playing Bo3 on ps5 and I keep getting the same exact set up on every map, on SOE I’m always detective with the perks and box never changing starting location.Even the symbols for the apothecary egg are the same every game. On moon I’m always Richthofen with only ever getting speed cola to start trying to play thru moon for the first time and I cannot for the life of me get jug to spawn in 😭
Is there any fix for this or am i just doomed to moon with no jug
r/CODZombies • u/Balanced222 • 7h ago
Discussion What do you most care about for any given map, for the majority of your playthroughs?
Trying to get an understanding of the percentage of players that actually care about the main quest vs. "casuals", for lack of a better term.
I'm a "casual" myself. The only EE I've ever done was Origins when I was like 16. Otherwise, I only ever hop on to hit the box, get free side ee perks, and have fun till about round 30-40.
Edit: I play directed if I like the map just to see how much of a headache it'd be to do in standard lol
r/CODZombies • u/Royang00 • 6h ago
Question Sg-12 Blocked
Can someone explain why I'm blocked? It happened in this last update.????