Call of Duty: Black Ops 7 - Weapons
The weapon classes of Call of Duty: Black Ops 7's multiplayer and Zombies arsenal. Like every Black Ops entry, the sandbox is organised into primary classes that set engagement range and handling, plus pistols, launchers and melee, with the Gunsmith attachment tree layered over each weapon to reshap...
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of 9 entries
· updated 2026-09-15
| Name | Type | Description | Stats | Source |
|---|---|---|---|---|
| Assault Rifles | Primary - Automatic Rifle | The all-purpose backbone of the arsenal: select-fire rifles that hold mid-range lanes, control recoil predictably and remain usable in close quarters with the right attachments. | Role: Mid-range generalist Fire Mode: Automatic / select fire Strength: Range and recoil control Weakness: Slower handling than SMGs | Standard create-a-class primary category |
| Submachine Guns | Primary - Close Quarters | Fast-firing, fast-handling weapons built for aggression. | Role: Close-range rusher Fire Mode: Automatic Strength: Mobility and time-to-kill up close Weakness: Damage falloff past mid range | Standard create-a-class primary category |
| Shotguns | Primary - Point Blank | Pellet-firing primaries that dominate room-to-room fights and are nearly useless past a few metres. | Role: Point-blank burst Fire Mode: Pump / semi-automatic Strength: One-shot potential at close range Weakness: Falls off sharply beyond a few metres | Standard create-a-class primary category |
| Light Machine Guns | Primary - Suppression | Belt-fed weapons with deep magazines and heavy sustained fire. | Role: Sustained suppression Fire Mode: Automatic Strength: Magazine capacity and penetration Weakness: Slow handling and reload | Standard create-a-class primary category |
| Sniper Rifles | Primary - Long Range | Bolt-action and semi-automatic rifles built for one-shot kills on the upper chest and head at long distance. | Role: Long-range one-shot Fire Mode: Bolt-action / semi-automatic Strength: Upper-torso one-shot kills Weakness: Slow follow-up and poor close-range defence | Standard create-a-class primary category |
| Marksman Rifles | Primary - Semi-Auto Precision | Semi-automatic rifles that sit between assault rifles and snipers: they kill in two to three shots at range with far better handling than a bolt-action. | Role: Precision mid-to-long range Fire Mode: Semi-automatic Strength: Fast two-shot kills at range Weakness: Punishes missed shots | Standard create-a-class primary category |
| Pistols | Secondary | Backup sidearms used to finish wounded targets or keep a player armed while a primary reloads. | Role: Secondary sidearm Fire Mode: Semi-automatic / burst / automatic Strength: Fast swap and clean-up kills Weakness: Limited range and magazine | Standard create-a-class secondary category |
| Launchers | Secondary - Anti-Vehicle / Explosive | Rocket and grenade launchers that exist to remove scorestreaks, vehicles and entrenched positions rather than to win gunfights. | Role: Anti-streak and anti-vehicle Fire Mode: Single shot, reloaded Strength: Destroys aerial and ground scorestreaks Weakness: No gunfight value | Standard create-a-class secondary category |
| Melee Weapons | Melee | Blades, bats and blunt weapons carried in the dedicated melee slot for silent, movement-oriented kills. | Role: Silent close-quarters Fire Mode: Swing Strength: No sound signature, high mobility Weakness: Requires closing distance | Dedicated melee slot in create-a-class |
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