Builds
Every gun in Black Ops Cold War arrives bare, and the Gunsmith gives you five slots to fill, or eight with the right Wildcard. Our ten weapon pages each offer several full class setups for one gun. This guide does the opposite: it lifts one build from each page, sorts the ten weapons by class, and puts the attachment lists side by side so you can compare an assault rifle with a sniper on the same screen. The individual pages hold the alternatives, from no-recoil setups to Warzone variants.
How a loadout fits together
A class is a primary with its attachments, a secondary, a tactical and a lethal piece of equipment, a Field Upgrade, three perks and a Wildcard. Our pages lean on three Wildcards: Gunfighter, which the AK-47, FFAR 1 and MP5 pages use so that a rifle can carry all eight attachments at once; Danger Close, which the Krig 6 page pairs with Semtex and C4; and Law Breaker, which the M82 and Type 63 pages take. The attachment slots themselves are the same on every weapon.
| Slot | Examples from our builds | What our pages use it for |
|---|---|---|
| Optic | Millstop Reflex, Microflex LED, Quickdot LED, Axial Arms 3x, Visiontech 2x, Royal and Kross 4x | Close builds take a reflex or LED dot, ranged builds the 3x |
| Muzzle | Muzzle Brake 5.56 or 7.62, Agency Suppressor, Infantry Compensator, Flash Hider .50 BMG | Recoil control, or staying off the minimap with a suppressor |
| Barrel | 5 inch Ultralight, 2 inch Paratrooper, 3 inch Takedown, 16 inch Paratrooper, 26.5 inch Tiger Team | Short barrels for aim-down-sight speed, long ones for range |
| Body | Steady Aim Laser, GRU 5mw Laser, SWAT 5mw Laser Sight, SOF Target Designator | Hip fire and aiming stability |
| Underbarrel | Foregrip, Field Agent Grip, Infiltrator Grip, Warden Tight Grip, Spetsnaz Grip, Bipod | Recoil on the ranged builds, movement on the rushing builds |
| Magazine | 40 Rnd Speed Mag, 34 Round Mag, 45 Rnd Speed Mag, Salvo 9 Rnd Fast Mag, Jungle-Style Mag | Ammunition and reload speed |
| Handle | Quickdraw Handle, Airborne Elastic Wrap, GRU Elastic Wrap, Serpent Wrap, Speed Tape, Dropshot Wrap | Aim-down-sight time and sprint-to-fire |
| Stock | Wire Stock, Tactical Stock, Raider Stock or Pad, SAS Combat Stock, KGB Pad, Marathon Stock | Mobility while aiming |
Pick your weapon
| Weapon | Class | What our page says about it |
|---|---|---|
| XM4 | Assault rifle | One of the best assault rifle choices in the game; the 1911 is the suggested secondary for most of its builds |
| Krig 6 | Assault rifle | Decent damage and fire rate with very low recoil; the right build makes it one of the most dominant rifles |
| AK-47 | Assault rifle | Jumpy recoil that pays back with extra damage |
| FFAR 1 | Assault rifle | A remake of the FAMAS; very high fire rate and quick reloads held back by a 25-round magazine; unlocked at battle pass level 40 |
| MP5 | Submachine gun | Better control and range than the AK-74u |
| AK-74u | Submachine gun | High rate of fire and almost no recoil compared with the AK-47, built for close quarters |
| M16 | Tactical rifle | The classic burst rifle; one build can one-shot in hardcore |
| Type 63 | Tactical rifle | Weak bare, but the right attachments turn it into a two-hit semi-automatic |
| Pelington 703 | Sniper rifle | Popular for its speed and accuracy; flinch no longer throws off long shots |
| M82 | Sniper rifle | Semi-automatic, unlocked at level 55, kills in one shot at or above the chest |
Assault rifles
Four of our ten pages are assault rifles, and each offers a build for a different range. The setups below are the ones each page presents as its all-round or balanced option, except the AK-47, where we have taken the aggressive build because it shows what Gunfighter’s eight slots buy you.
| Weapon | Build | Attachments | Perks and Wildcard | Equipment |
|---|---|---|---|---|
| XM4 | All Rounder | Millstop Reflex, 5 inch Paratrooper, Foregrip, Fast Mag, Quickdraw Handle | Flak Jacket, Scavenger, Ghost | 1911 secondary |
| Krig 6 | Balanced Loadout | Microflex LED, Agency Suppressor, 16 inch Paratrooper, 40 Rnd Speed Mag, Warden Tight Grip | Engineer, Scavenger, Ghost; Danger Close | Hauer 77, Stimshot, C4, Field Mic |
| AK-47 | Up-close and Personal | Millstop Reflex, Muzzle Brake 7.62, 5 inch Ultralight, GRU 5mw Laser, Infiltrator Grip, 40 Rnd Speed Mag, GRU Elastic Wrap, Wire Stock | Tactical Mask, Scavenger, Ghost; Gunfighter | 1911, Stimshot, C4, Proximity Mine |
| FFAR 1 | All Purpose | Quickdot LED, Muzzle Brake 5.56, 3 inch Takedown, Steady Aim Laser, Infiltrator Grip, 34 Round Mag, SASR Jungle Grip, SAS Combat Stock | Flak Jacket, Scavenger, Ninja; Gunfighter | Not specified |
The other builds on those pages fill in the extremes. The XM4 page has a Warzone setup with a Salvo 50 Round Fast Mag and a long-range build on the Axial Arms 3x with a 13 inch Paratrooper, the Krig 6 page has a Powerhouse build on Gunfighter and an Ultra Instinct setup with a 15 inch CMV Mil-Spec barrel for reaction time, the AK-47 page tames the recoil for larger maps with a Field Agent Grip and Warden Tight Grip, and the FFAR 1 page offers a movement build on the 9 inch Ultralight barrel.
Submachine guns
| Weapon | Build | Attachments | Perks and Wildcard | Equipment |
|---|---|---|---|---|
| MP5 | Well-rounded | Sound Suppressor, Quickdot LED, 9 inch Extended, SWAT 5mw Laser Sight, Tactical Stock, Fast Mag, Airborne Elastic Wrap | Tactical Mask, Tracker, Ghost; Gunfighter | Cigma 2, C4, Smoke Grenade, Jammer |
| AK-74u | Balanced Class Setup | Muzzle Brake 5.56, 3 inch Extended Barrel, Foregrip, Tactical Stock, Quickdraw Handle | Flak Jacket, Scavenger, Ghost | Stun Grenades, C4 |
The MP5 page argues for the Cigma 2 as a secondary because a launcher that knocks down spy planes and attack helicopters helps the whole team on maps with little cover, for C4 thrown into your own smoke, and for the Jammer on a Domination point. The AK-74u page adds an extra-range build on the VisionTech 2X with an Agency Suppressor and 5 inch Paratrooper, and a no-recoil build on the Quickdot LED with a Spetsnaz Grip and 40 Rnd Drum for players who miss shots to kick.
Tactical rifles
| Weapon | Build | Attachments | Perks and Wildcard |
|---|---|---|---|
| M16 | All-Rounder | Cobra Red Dot, Silencer, 20.5 inch Task Force, SOF Target Designator, 45 Rnd magazine, Field Agent Foregrip, Airborne Elastic Wrap, Buffer Tube | Flak Jacket, Gung Ho, Scavenger; Gunfighter |
| Type 63 | Quotidian | Kobra Red Dot, 5 inch Match Grade, Spetsnaz Ergonomic Grip, GRU Elastic Wrap, KGB Pad, 12 Rnd Speed Mag | Flak Jacket, Tracker, Ninja; Gunfighter |
The M16 page keeps Flak Jacket, Gung Ho and Scavenger on all four of its builds and only changes the gun: a low-recoil setup on the 15.9 inch Strike Team, a one-shot build on the 16.3 inch Rapid Fire that suits hardcore, and a run-and-gun build with an SFOD Speed Grip and Duster Stock. The Type 63 page splits its builds by map size, with a Methodical Warfare setup on the Axial Arms 3x and Agency Silencer for larger modes and an Airbender build on the Millstop Reflex, Marshal Foregrip and Fast Mag for players who jump corners.
Sniper rifles
| Weapon | Build | Attachments | Perks and Wildcard |
|---|---|---|---|
| Pelington 703 | All Rounder | Visiontech 2x, Stabilizer .309, Fast Mag, Quickdraw Handle, Tactical Stock, Steady Aim Laser, Marshal Foregrip, 26 inch Paratrooper | Tactical Mask, Quartermaster, Cold Blooded |
| M82 | The Over-Powered Sniper | Any optic, Flash Hider .50 BMG, 6 inch Tiger Team, Salvo 9 Rnd Fast Mag, Raider Pad, Infiltrator Grip, Airborne Elastic Wrap | Tactical Mask, Tracker, Ghost; Law Breaker |
The Pelington 703 page has six builds in total, splitting the difference between an Offensive Loadout on the 26.5 inch Tiger Team with a Fast Loader, a Defensive Class Setup with a Bipod and 27.2 inch Combat Recon for hardscoping, and a Multiple Takedown setup with a Sound Moderator and 7 Rnd magazine. The M82 page keeps things to three: the Quick-Scoper on a Royal and Kross 4x and Marathon Stock, the American Sniper with a Wrapped Suppressor and Bipod for covering teammates, and the build in the table above.
The perks that keep showing up
Across the ten pages the same handful of perks appear in almost every loadout, and our perks guide explains why: it names Flak Jacket, Tactical Mask, Scavenger, Quartermaster, Ghost and Ninja as the six best. Perks come one per slot.
| Slot | Perk | What it does | Builds above that use it |
|---|---|---|---|
| 1 | Flak Jacket | Less damage from explosives and Molotov fire | XM4, FFAR 1, AK-74u, M16, Type 63 |
| 1 | Tactical Mask | Resist flashbangs and stuns, immune to gas | AK-47, MP5, Pelington 703, M82 |
| 1 | Engineer | See enemy equipment and scorestreaks through walls, re-roll care packages | Krig 6 |
| 2 | Scavenger | Refill ammunition from dead players | XM4, Krig 6, AK-47, FFAR 1, AK-74u, M16 |
| 2 | Tracker | Enemy footsteps show on the minimap | MP5, Type 63, M82 |
| 2 | Quartermaster | Equipment recharges over 25 seconds | Pelington 703 |
| 3 | Ghost | Invisible to spy planes while moving, planting, defusing or controlling scorestreaks | XM4, Krig 6, AK-47, AK-74u, MP5, M82 |
| 3 | Ninja | Quieter sprinting and resistance to Field Mics | FFAR 1, Type 63 |
| 3 | Cold Blooded | Ignored by AI scorestreaks and not highlighted by player-controlled ones | Pelington 703 |
| 3 | Gung-Ho | Fire and use equipment while sprinting, reload at full speed, fire accurately from a slide | M16 |
Unlocking the attachments
Weapon progression is slow, which is why several of our pages describe the same barrel or grip on more than one build: use whatever you have that is closest until the named part unlocks. Our rank up fast guide covers the quickest routes, from redeeming Double XP codes off marked snacks and drinks, to chasing the early weapon challenges on as many guns as possible, to objective modes such as Domination, Hardpoint and Control, where kills on the objective pay extra; PlayStation players in a party also gain 25 percent more weapon XP. Once the guns are built, our best settings page tunes the field of view, sensitivities and audio so they behave the way the builds expect.
Frequently asked questions
Which weapon should I build first?
The MP5 if you fight up close, since our page rates it above the AK-74u for control and range, and the XM4 if you want one rifle for every situation. Both are on the table above with a full attachment list.
What does Gunfighter actually do?
It lifts the attachment limit from five to eight, which is why the AK-47, FFAR 1, MP5, M16 and Type 63 builds above list so many parts. Without it, trim to the five that matter for the range you play at.
Are these Warzone builds?
Mostly not. Only the XM4 page carries a dedicated Warzone build; the rest are written for Cold War multiplayer. For everything else we cover, start at the Black Ops Cold War hub.