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A returning feature inCall of Duty: Black Ops 6is perks, which all pretty dramatically change your playstyle. There are three different perk slots available in your loadout (or four, if you’re using the Perk Greed Wildcard), and seven different perks available in each of them.
This means that only certain perk combos are going to be possible, especially if you’re looking to have a Combat Specialty equipped, as well. Knowing what perks are going to make a difference and what perks are going to fade into the background is going to be very important in getting the most out of your loadout.
Perk Tier List
Each perk was ranked in this list in terms ofhow usefulthey’re going to be in anaverage situation.
There is no perk in Black Ops 6 that is entirely useless, and certain perks are going to shine bright in certain situations, while not coming into effect the other 90 percent of the time.
So, while a perk that provides agood benefitinmost situationsmight be ranked above a perk that provides a great benefit but only 10 percent of the time, it doesn’t mean that lower-ranked perk is bad. It just means that most of the time, you’ll be better suited using the former.
1
Recon
Ghost keeps you off of the enemyScout Pulse,UAV, andProximity Alarmswhile you’re moving. It allows you to move around the map with a lot more freedom and keeps the enemy from pre-firing around the corner at you with any consistency.
Strategist
Flak Jacketgreatly reduces the damageyou take fromenemy explosionsand incendiary damage. Tanking a grenade is going to save your life very often, giving you the chance to win the gunfight instead of dying to the grenade.
2
Few fates are more unfortunate than running into an enemy trap;Engineerallows you tosee these traps and Scorestreaksthrough walls and highlights them, ensuring that if you still end up running into them, it’s your own fault.
Particularly if you’reusing Overkill,Fast Handsis going to be one of themost useful perksthere is. Having weapons that take care of different ranges can make you immensely more effective, and being able to switch between those weapons with a quickness makes a huge difference.
Ninjawill make itmore difficult for enemiesto hear you. This cannot be combined with Ghost, unless you use the Perk Greed Wildcard, but in that case, you’ll be outrageously difficult to pin down.
Gettingflashedorconcussedby enemy tacticals is an easy way to die, and theTac Maskkeeps that frombeing quite as punishing. It isn’t going to get rid of the effect entirely, but it is going to ensure you have a fighting chance.
Either of Tracker’s effects would only be moderately useful on their own in most situations, but together, they’re quite helpful.Seeing enemy footprintscan keep you from heading into a bad situation, andautomatically pinning enemieswhen you ADS at them gives your teammates a lot of intel to work with.
UAVs,Scout Pulses, and more are easily obtainable, non-lethal Scorestreaks, andDispatcherwill make it eveneasier to getthose multiple times throughout the match. By the end of the match, it will have made quite a difference.
3
Enforcer
Similarly to Dispatcher,Bankrollis going to help youget to your Scorestreaks quicker, but this one helps you get to all of them, not just non-lethal. It doesn’t provide a lot of points toward Scorestreaks, but it does mean it takes one less kill to get something that can change the course of the match.
Awell-placed enemy turretor otherAI-targeting devicecan pose a significant problem for your team, butCold-Bloodedensures it isn’t going to become a problem for you, personally. As a bonus, enemy teams that employ heavy smoke/thermal targeting tactics aren’t going to be thrilled to see you, either.
Improving your movement speedwhile reloadingorusing equipmentis a nice convenience, but it doesn’t provide tremendous value compared to some of the other stuff you could be taking. But, if you’re looking to gain theEnforcer Combat Specialty, then your options are limited, and this can be a nice perk.
Similarly to Gung-Ho, this is agood convenience perk,but it doesn’t beat out a lot of the other Slot 1 perks overall. That said, players that makeheavy use of movementare going to have an easier time staying on target with this perk, and it can be a boon in that case.
Better intelis certainly helpful, but the intel that this provides ispretty minimal. It isusefulinevery game mode, however, and more than the directional indicator, getting a wider minimap radius can inform you of situations you wouldn’t have known about otherwise.
Recharging equipmentover time can be helpful, but oftentimes, in many different game modes, you aren’t going to get the chance to use your equipment multiple times in one life because you’ll have respawned anyway. But, when it comes in handy, thiscan change the tide of a fight.
Gearhead ismulti-faceted; the best bonus here is theincreased usage of Field Upgrades, which, when you bring along a Field Upgrade like the Spring Mine, can net you a few extra kills every match.
This is ahighly situational perk; in a mode likeHardpoint, Guardian isfantastic, with better health regeneration while holding an objective. In a mode likeTeam Deathmatch, it’s going to be more or lessuseless.
For most players, this perk isnot going to make much of a difference. For players who are getting some good streaks going and begin running out of ammo, this perk does have some usability. But, with the perks it’s competing against, it’s better to find a weapon and pick it up off the ground rather than sacrifice your perk slot for this.
Getting map information on an enemy that’s on a killstreak can be beneficial in shutting them down before they activate a Scorestreak that changes the course of the match. However, this perk doesnot have incredible valuein most situations. A different perk might set you up better, and prevent the enemy from being on a killstreak in the first place.
Being able toTactical Sprint for a longer timewill not make much of a difference; arguably, you don’t want to be sprinting in certain situations because it takes longer to fire out of a sprint than it does out of a walk. This can help you get across the map quicker, but this slot isusually better served elsewhere.
Beingimmune to the CUAVand the enemyScrambleris quite nice when it comes around, but there are likely going to be multiple matches in a row where enemies aren’t using these to begin with.
Replenishing healthon amelee eliminationor aFinisheris not going to make a huge difference for most players, and even those who are running around with their melee weapon out, it’s not going to change most outcomes. The extra score can help youreach your Scorestreaks quicker, but again,most players aren’t goingto be using these weapons on the regular to begin with.