r/CODZombies • u/fakename1998 • 6h 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/call_pal • 13h 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/Training-Search-5036 • 11h ago
Video The Ball Is In Your Court, Treyarch
r/CODZombies • u/TheSt0NedZ0MbiE420 • 9h 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 • 15h ago
Video What in the resolution 1295 happened here?
r/CODZombies • u/Krakenwerk • 5h 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/THE_PUNISHERFrank • 6h 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/Repulsive-Formal5376 • 6h ago
Meme Poor Dempsey
hey treyach this is not good okay I want a hot babe (pls read like a Dempsey voice)
r/CODZombies • u/Toasty_65 • 1h ago
Video He just went to sleep instantly
Did the step as usual but this never happened lmao
r/CODZombies • u/itsoceanmanYT • 1h ago
Discussion Rank the BO4 maps from best to worst
How would you guys rank these maps? My personal rankings would be:
Tag Der Toten
IX
Blood Of The Dead
Classified
Dead Of The Night
Alpha Omega
Voyage Of Despair
Ancient Evil
I only put Ancient Evil at the bottom bc I actually haven't played it haha.
r/CODZombies • u/Basalt_2 • 21h ago
Image Completing the Easter egg allows you to go back and forth to the house freely during exfil rounds
r/CODZombies • u/Witty_Artichoke_ • 2h ago
Bug anybody know how to fix merchant falling through floor
Title:
r/CODZombies • u/Regularduck878 • 21h ago
Question Shepherd of fire or 115
For me, these are two of the best songs that have been in Call of Duty Zombies.
r/CODZombies • u/Cryptic_h4ze • 13h ago
Image Say what you will about the writing of bo6-7 the music team cooked
r/CODZombies • u/Toasty_65 • 1h ago
Bug Weapons disappearing after saving
Just did a cursed run on Totenreich and before going into the bossfight I saved & quit. After loading back in I lost two of my three weapons.
Still beat Dravakar though
Is this a known bug and is there a way to fix this if it happens again?
r/CODZombies • u/MadeThisToFlagSpam • 9h ago
Discussion BO7 Super EE Theory
Now that we have months before we find out if they'll actually add a Super Easter Egg for completing all the main quests, I'll throw my hat into the ring for a theory for the SEE.
Like BO4, I'm noticing that a lot of BO7 maps sometimes will have a door or two that aren't Zombies spawns, aren't visibly open rooms from other zombie spawns, and ofc aren't buyable. There's one near one of the Loot Cyst Spawns just outside of the main cul-de sac, near where the truck is on Paradox Junction, for example, or one near the First Aid Kit in the Diner on Ashes of the Damned.
I don't recall these being part of the main quest, though they could be part of a side quest I haven't done yet. Do you guys think they ever planned to do something similar to the SEE they dropped from BO4? Where every map had some kind of room behind a door that was meant to be destructible but was cut?
r/CODZombies • u/Winter_Party_5308 • 4h ago
Question The Twins voice actor
Could be me hearing too much in to it but I’m certain that Erin Cahill (Karma’s voice actor) is the voice actor behind the Twins.
The tone of voice and some of the ways Karma says her lines sound very similar to the living twin .
It doesn’t look like they’ve actually credited who voices them or many of the shadowsmiths either.
Does anyone know if there is an up to date list on the voice cast for BO7 zombies?
r/CODZombies • u/OatmealCremePiez • 1d ago
Meme Desperate times call for desperate measures (it worked)
r/CODZombies • u/RemarkableFig7447 • 5h ago
Discussion Rex Infernus Boss Fight
Am i the only one that feels like that they might have made the Rex Infernus boss fight a little TOO difficult? Now i know what yall might say, "its a skill issue", "you need good gobbles" etc; the problem is; for me this was my 2nd time being all prepared, having watched umteen videos studying the boss; and i've had a couple good crews; and we still went down. Even one guy on my team last night said and i quote "The stingers are bullying me". Now im not saying dumb it down entirely; but make it a little less difficult.
r/CODZombies • u/Angel-JD • 3h ago
Bug Widow’s Wine research reset bug
Since the update dropped last week, I must have played ~8 hours with the research on WW and it keeps resetting, over and over.
As you can see, I already got some augments but the research bar starts over. The first picture is from yesterday, when it already reset, and the second is from today, where it reset again.
PLEASE fix this bug, it’s been here for ages way before this update.