Call of Duty: Black Ops Cold War: Every single perk and the ones you should use
Call of Duty: Black Ops Cold War takes the perks system from past games and simplifies it for multiplayer. You have three perk slots initially and can pick one of each color: red, blue, and yellow to go into those slots. The three colored categories themselves are streamlined as well with only five options per group for 15 perks in total.
Even with only five options per slot at the start of the game, it can be difficult to figure out which of these perks are the best around. Here is a full list of all perks in Black Ops Cold War and our recommendations for the perks that you should choose for your loadout, depending on your playstyle.
All Black Ops Cold War Perks
Here are all of the red perks and their descriptions:
- Engineer: The default red perk option. This lets you detect enemy equipment and scorestreaks through walls. You can also see enemy scorestreaks on your mini-map and re-roll your care packages.
- Tactical Mask: You have maximized resistance to flashbang and stun grenades, and are immune to gas.
- Flak Jacket: Take less damage from enemy explosives and Molotov cocktail fires.
- Paranoia: Hear an alert when an enemy aims at you. Your vision pulses if the enemy is outside of your view.
- Forward Intel: See indicators for enemy reinforcements on your minimap. The minimap will also show a larger area.
Here are all of the blue perks:
- Scavenger: The default blue perk option. You can replenish ammo from fallen players.
- Quartermaster: Recharge equipment over 25 seconds.
- Tracker: See the imprint of enemy footsteps. You only need to aim at enemies to reveal them for your team’s minimap.
- Assassin: Enemies who are on a killstreak will have a crosshair indicator on your minimap. You receive extra score points for taking them out.
- Gearhead: Reduces the field upgrade cooldown. You can also store up to two field upgrade charges.
Here are all of the yellow perks:
- Cold-Blooded: The default yellow perk option. AI-controlled scorestreaks will no longer target you and player-controlled scorestreaks will not highlight you. You also show up cold on thermals and players in vehicles won’t see your nameplate.
- Ghost: Undetectable by enemy spy planes whenever you are moving, planting bombs, defusing them, or controlling scorestreaks.
- Ninja: Sprint more quietly and become resistant to field medic when sprinting.
- Gung-Ho: You can fire your weapon and use equipment while sprinting. You move at full speed while reloading as well and can switch weapons faster. You also take less damage from falling and fire more accurately while sliding.
- Spycraft: You hack enemy field upgrades and become immune to counter spy plane, jammer, tracker, and paranoia. You won’t trigger proximity or gas mines and you can booby trap enemy care packages.
Recommended Red Perks (Perk 1)
The red perks are decent with three main ones that stand out. Tactical Mask and Flak Jacket can be useful if you run into a lot of explosives and feel you need it but, ultimately, the other three perks in this category are much more beneficial.
Engineer is the default option and will help you out at the beginning of the game since you can deal more easily with equipment and scorestreaks. This perk is especially recommended for players who play objective-based game modes like Domination so you know what is coming.
Paranoia is, arguably, the most important perk on this list and the one that I use the most. Being able to see when an enemy is pointing at you before they shoot can save your life countless times, especially if you are up against snipers.
Forward Intel is also recommended for expanding the minimap and giving you a better look at what’s happening around you. While not necessarily as needed in smaller six-on-six modes, it is a recommended perk for larger maps and modes.
Recommended Blue Perks (Perk 2)
Several of the blue perks have to do with the equipment that you have on you, so this section will largely depend on the rest of your loadout.
Our first recommendation for the blue perks is Tracker. This classic perk allows you to see enemy footsteps, which is already useful enough on its own but also shows your teammates the enemies that you aim at. The value of this is priceless since it can make you a better player and teammate.
Gear Head reduces the overall field upgrade cooldown and allows you to store up two field upgrade charges. This is another situation where fans of objective-based modes should consider this perk as you will be able to save up charges and set up multiple mines, turrets, etc.
Recommended Yellow Perks (Perk 3)
The interesting thing with the yellow perk category is that every single one of these perks is amazing and well worth picking up. It ultimately comes down to what type of player you are.
The default Cold-Blooded perk is already good enough on its own as you will run into a lot of scorestreaks whether you like objective modes or just Team Deathmatch and Kill Confirmed. If you’re tired of being taken out by scorestreaks or vehicles, this is a solid choice.
Ghost is a beloved perk for a reason and we recommend this one to anyone and any playstyle. Spy planes are so common and can spell the end of your objective-stealing, killstreak, and so on. But with this perk, you can hold the line or run around the map relatively unseen until you start shooting.
Like Ghost, Ninja is highly recommended but slightly less so. You sprint more quietly, which makes it a must-have for aggressive players who are constantly looking for the next kill or to take the next objective.
Also for aggressive players is the Gung-Ho perk. This overpowered one makes it so that you are swifter and more accurate, making it a perfect fit for close and mid-range fighters.
And last but not least, the Spycraft perk is a solid one for most playstyles. If field upgrades and scorestreaks are an annoyance to you, this is the best perk for rendering them useless. You will suddenly make fights more focused on the actual gunplay rather than the other equipment that someone has.
Setting up your perk loadout doesn’t end with the three slots that you have. You can also pick one of four wildcards for your class. These cards change your loadout drastically and all but one of them — Danger Close — are recommended.
The Law Breaker wildcard allows you to equip any weapon class in either slot of your loadout so you can suddenly run around with a sniper rifle and SMG on you, even though they are both primary weapons. You can also equip multiple perks from one category.
Suddenly, the limited nature of the yellow perk category is not a problem as you can pick up more than one of them for your loadout.
This is the same situation for the Perk Greed wildcard that lets you pick an extra perk from each category. Since it lacks the weapon freedom of Law Breaker, Perk Greed falls slightly behind but it's worth it if there are two perks from each category that you want.
Lastly, if you are skilled at Black Ops Cold War gameplay and have one gun that you absolutely love and only use, you should consider the Gunfighter wildcard. With this, you can equip three extra attachments for your primary weapon. This can turn a weapon into the most overpowered and versatile gun in the match.