Call of Duty: Black Ops 7 - Skills
The loadout and progression systems that define a Black Ops 7 operator: the three-slot Perk structure, the Wildcard slot that bends class rules, cooldown Field Upgrades, streak rewards, the Gunsmith attachment tree and the omni-movement traversal model.
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of 7 entries
· updated 2026-09-15
| Name | Type | Description | Tree | Cost | Prerequisite |
|---|---|---|---|---|---|
| Perk System | Passive Skills | Three perk slots that tune an operator's baseline behaviour, covering movement and detection, equipment capacity and combat resilience. | Create-a-Class | 0 | Selected when building a custom loadout |
| Wildcards | Loadout Rule Modifier | A single slot that bends the normal create-a-class restrictions: an extra attachment, a second primary weapon, an additional perk, or a different equipment mix. | Create-a-Class | 0 | One wildcard slot per loadout |
| Field Upgrades | Cooldown Skill | Charge-based tactical devices that sit outside the lethal and tactical slots and come back on a timer. | Operator Equipment | 0 | Selected in loadout; recharges during the match |
| Scorestreak Rewards | Reward | Score-driven rewards that escalate from reconnaissance drones and supply drops to aerial gunships and large ordnance. | Streak System | 0 | Reached by accumulating score without dying |
| Gunsmith Attachment Tree | Weapon Skill | The attachment system that turns each weapon into a configurable platform. | Weapon Progression | 0 | Attachments unlocked by levelling the weapon |
| Weapon Leveling and Camos | Passive Progression | Each weapon levels independently, unlocking attachments, and completing weapon-specific challenges unlocks camo tiers up to mastery. | Progression | 0 | Experience earned with a specific weapon |
| Omnimovement Traversal | Movement System | A movement model that allows sprinting, sliding and diving in any direction while keeping the weapon ready, including backwards and sideways. | Core Movement | 0 | Available from the first match; no unlock required |
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