Augments are special upgrades and modifiers you can research and attach to your Perk-a-Colas, Ammo Mods, and Field Upgrades in Call of Duty: Black Ops 7 Zombies. Once you reach Level 11, you can research these Augments. After researching them, you can equip Augments to improve your perks and equipment performance in-game. You should also know that the augment research carries over from Call of Duty: Black Ops 6, so anything you have researched earlier does not need to be researched again for this game. This Call of Duty: Black Ops 7 Zombies Augments Guide lists all 192 Augments available for research in the game.
All Research Augments in Call of Duty: Black Ops 7 Zombies
There are three research augments in the game:
- Perk-a-Cola
- Ammo Mod
- Field Upgrade
PERK-A-COLA Augments:
There is a total of 96 augments in Perk-a-Cola which are detailed below:
Jugger-Nog Augments
| Augment |
Description |
Major/Minor Augment |
| Retaliation |
You deal extra damage when your health gets low. |
Minor |
| Probiotic |
Jugger-Nog gives you a higher maximum health. |
Major |
| Hardened Plates |
Your armor plates reduce more incoming damage. |
Minor |
| Turtle Shell |
Damage from behind is fully blocked by armor, and your front damage reduction also improves. |
Major |
| Durable Plates |
Your armor lasts a bit longer. |
Minor |
| Reactive Armor |
When an armor plate breaks, nearby normal enemies get stunned briefly. |
Major |
| Shake it Off |
Sometimes incoming damage is heavily reduced. |
Minor |
| Iron Core |
Your total health increases when you lose all armor plates. |
Major |
Stamin-Up Augments
| Augment |
Description |
Major/Minor Augment |
| Hard Target |
You take less projectile damage while using Tactical Sprint. |
Minor |
| Free Faller |
You no longer take fall damage from heights. |
Major |
| Quarterback |
You can use equipment while sprinting. |
Minor |
| Dasher |
Your Tactical Sprint lasts longer. |
Major |
| Hot Foot |
Killing enemies with equipment briefly boosts your speed. |
Minor |
| Stalker |
You move faster while aiming. |
Major |
| Footwork |
You sprint faster non-forward. |
Minor |
| Guns Up |
You can fire your weapon while sprinting. |
Major |
Speed Cola Augments
| Augment |
Description |
Major/Minor Augments |
| Speedy Roulette |
The Mystery Box chooses much faster. |
Minor |
| Supercharged |
Field Upgrades recharge a little quicker. |
Major |
| Quick Swap |
You can switch weapons faster. |
Minor |
| Classic Formula |
Your reload speed becomes even quicker. |
Major |
| Fast Pitcher |
You can now place equipment faster. |
Minor |
| Phantom Reload |
Your magazines slowly refill on their own time. |
Major |
| Prestidigitation |
You can reload with a chance to not consume any stored ammo. |
Minor |
| Ammo Surge |
You get a temporary speed boost when you start reloading. |
Major |
Deadshot Daiquiri Augments
| Augment |
Description |
Major/Minor Augments |
| Dead Break |
Your attacks deal more damage to enemy armor pieces. |
Minor |
| Dead Head |
Your critical damage bonus becomes even higher. |
Major |
| Dead Draw |
Your hip-fire spread becomes low. |
Minor |
| Dead First |
If an enemy is at full health, your critical shot deals double damage. |
Major |
| Dead Set |
Your gun shakes and moves less during advanced movement, and sprint-out becomes quicker. |
Minor |
| Dead Again |
Critical hits sometimes add a bullet back to your magazine. |
Major |
| Dead Heat |
Point-blank kills briefly increase your movement speed. |
Minor |
| Dead Point |
Bullets deal extra damage to very close enemies (Point-blank) |
Major |
Quick Revive Augments
| Augment |
Description |
Major/Minor Augments |
| Swift Recovery |
Reviving someone temporarily boosts both players’ movement speed. |
Minor |
| EMT |
When you revive someone, they keep all perks shown on their bleed-out bar. |
Major |
| Karmic Return |
Reviving a teammate fully heals you. |
Minor |
| Equivalent Exchange |
If you are downed with Quick Revive, killing an enemy revives you up to 3 times. |
Major |
| Slow Death |
You stay in the last stand for a longer time. |
Minor |
| Dying Wish |
Lethal damage leaves you at 1 HP and provides immunity for 2 seconds. Removes Quick Revive after use up to 3 times. |
Major |
| Emergency Medical Kit |
You can craft up to four Self-Revive Kits. |
Minor |
| Adrenaline Rush |
Killing a Special or Elite enemy starts your health regeneration. |
Major |
Elemental Pop Augments
| Augment |
Description |
Major/Minor Augments |
| Vulnera Bean |
You deal more damage to enemies that are weak to certain elements. |
Minor |
| Citrus Focus |
If your gun already has an Ammo Mod, Elemental Pop will only trigger that exact one. |
Major |
| Pineapple Blast |
Your equipment can also trigger a random Ammo Mod effect. |
Minor |
| Imperil Peach |
Enemies that hit you might activate a random Ammo Mod on themselves. |
Major |
| Chill Berry |
All Ammo Mod cooldowns become a bit shorter. |
Minor |
| Electric Cherry |
Reloading releases an electric shock that stuns and damages enemies around you. The emptier the mag, the stronger the blast. |
Major |
| Refresh Mint |
Killing a Special or Elite enemy using its elemental weakness fully resets your Elemental Pop cooldown. |
Minor |
| Rainbow Pop |
Your Ammo Mod guns deal the elemental type that the enemy is weak to. |
Major |
PhD Flopper Augments
| Augment |
Description |
Major/Minor Augments |
| Environmentalist |
While sliding, you’re protected from environmental damage. |
Minor |
| Gravity MD |
You create explosions just from falling. |
Major |
| EOD Technician |
Your explosions require less height or distance. |
Minor |
| DR Ram |
Sprinting into normal enemies knocks them down and deals damage. Works with Tactical Sprint too. |
Major |
| Tribologist |
You slide farther and faster. |
Minor |
| PhD Slider |
Sliding into enemies creates explosions when you hit them. |
Major |
| Stuntman |
Wall jumping creates a small explosion. |
Minor |
| Double Whammy |
After your main explosion, a second one goes off shortly. |
Major |
Melee Macchiato Augments
| Augment |
Description |
Major/Minor Augments |
| Stick ‘n Move |
After a melee hit, you move backward faster. |
Minor |
| Expresso |
All melee attacks are a bit faster. |
Major |
| Strength Training |
Your punch can one-hit normal enemies for more rounds. |
Minor |
| Vampiric Extraction |
A small amount of health is restrored on using melee. |
Major |
| Mugging |
Melee kills reload part of your weapon. |
Minor |
| Triple Shot |
Your punch can hit more than one enemy at a time. |
Major |
| Barista Brawl |
You earn extra Essence from melee kills. |
Minor |
| Mocha Maul |
Your punch is replaced with your dedicated melee weapon. |
Major |
Vulture Aid Augments
| Augment |
Description |
Major/Minor Augments |
| Condor’s Reach |
You automatically pick up loot from farther away. |
Minor |
| Fetid Upgrad-aid |
When zombies die, they may create a gas cloud that charges your Field Upgrade. |
Major |
| Carrion Luggage |
Critical kills may drop extra salvage. |
Minor |
| Smell of Death |
Dying zombies may leave a gas cloud that hides you while standing in it. |
Major |
| Picky Eater |
Zombies have a higher chance to drop your current equipment when they die. |
Minor |
| Parting Gift |
Ammo drops from Vulture Aid give more ammo to Wonder Weapons. |
Major |
| Extra Serving |
Killing Special and Elite zombies can drop a Large Essence Vial. |
Minor |
| Armor-matic |
Picking up an Armor Plate auto-applies it instantly. |
Major |
Double Tap Augments
| Augment |
Description |
Major/Minor Augments |
| Double Time |
Your fire rate bonus becomes stronger. |
Minor |
| Double Jeopardy |
Low-health normal zombies may instantly die when shot. |
Major |
| Double or Nothing |
Bullets might deal double damage, or no damage at all. |
Minor |
| Double Standard |
All non-critical shots do double damage, bullet weapons only. |
Major |
| Double Play |
Killing two zombies quickly might return two bullets to your mag. |
Minor |
| Double Impact |
Hitting the same enemy twice quickly deals extra damage. |
Major |
| Double Down |
Bullet weapons get better penetration through zombies. |
Minor |
| Double Dealer |
Every fourth bullet you fire deals double damage. |
Major |
Death Perception Augments
| Augment |
Description |
Major/Minor Augments |
| Bird’s Eye View |
Your minimap scans more often. |
Minor |
| Treasure Hunter |
You can spot hidden items from containers or elite kills more easily. |
Major |
| Extra Charge |
You find extra Essence in more spots. |
Minor |
| Death Stars |
Elemental weakness hits can instantly kill low-health enemies. |
Major |
| Further Insight |
Your detection radius becomes larger. |
Minor |
| Critical Eye |
Small chance for regular shots to count as critical shots. |
Major |
| Hidden Gems |
You can now see loot through Death Perception. |
Minor |
| Sixth Sense |
You see enemies behind you and take less damage from back attacks. |
Major |
Wisp Tea Augments
| Augment |
Description |
Major/Minor Augments |
| Extension |
Your Wisp stays active for a longer time. |
Minor |
| Mask of Wrath |
The Demon Wisp deals more damage. |
Major |
| Haste |
The cooldown before you can summon another Wisp is shorter. |
Minor |
| Mask of Salvation |
The Fox Wisp can revive you up to 3 times per match. |
Major |
| Zombie Sitter |
The Wisp distracts the last zombie and avoids killing it until the round ends. |
Minor |
| Mask of Distraction |
The Monkey lures enemies and deals area damage. |
Major |
| Fetcher |
The Wisp automatically collects items and power-ups for you except the Nuke. |
Minor |
| Mask of Benevolence |
The Maiden Wisp doesn’t attack but heals you over time. |
Major |
Ammo Mod Augments:
There is a total of 48 Ammo Mod Augments detailed below:
Brain Rot Augments
| Augment |
Description |
Major/Minor |
| Extension – Brain Rot |
Increases how long enemies stay Brain-rotted. |
Minor Augment |
| Plague |
Charmed enemies have a chance to infect and convert others too. |
Major Augment |
| Haste – Brain Rot |
Lowers the cooldown so Brain Rot activates sooner. |
Minor Augment |
| Pheromone |
Charmed zombies distract nearby normal and special enemies briefly. |
Major Augment |
| Explosive |
When Brain Rot ends, the charmed zombie explodes and deals toxic damage. |
Minor Augment |
| Big Game – Brain Rot |
Allows Brain Rot to charm elite enemies. |
Major Augment |
| Super Serum |
Boosts the damage dealt by charmed enemies. |
Minor Augment |
| Caustic Fumes |
Charmed enemies release toxic damage around them. |
Major Augment |
Cryo Freeze Augments
| Augment |
Description |
Major/Minor |
| Extension – Cryo Freeze |
Increases how long enemies stay slowed. |
Minor Augment |
| Big Game – Cryo Freeze |
Cryo Freeze can affect elite enemies. |
Major Augment |
| Freezer Burn |
Slightly boosts your damage against frozen enemies. |
Minor Augment |
| Ice Cloud |
Enemies killed while frozen may leave behind a slowing ice cloud. |
Major Augment |
| Liquid Nitrogen |
Greatly increases the chance for Cryo Freeze to trigger. |
Minor Augment |
| Frozen Stuff |
Fully freezes enemies in place. |
Major Augment |
| Thermal Shock |
Enemies take damage when the freeze wears off. |
Minor Augment |
| Cold Company |
Cryo Freeze can activate on multiple enemies at once. |
Major Augment |
Dead Wire Augments
| Augment |
Description |
Major/Minor |
| High Voltage |
Increases Dead Wire’s damage. |
Minor Augment |
| Chain Lightning |
Stunned enemies can pass the stun to others. |
Major Augment |
| Haste – Dead Wire |
Reduces Dead Wire’s cooldown. |
Minor Augment |
| Big Game – Dead Wire |
Allows Dead Wire to stun elite enemies. |
Major Augment |
| Extension – Dead Wire |
Extends the stun duration and the time the electric field stays active. |
Minor Augment |
| Lightning Strike |
A lightning bolt hits from above, stunning all normal and special enemies nearby. |
Major Augment |
| Aftershock |
Stunned enemies may trigger extra shocks to nearby targets. |
Minor Augment |
| Ball Lightning |
Activating Dead Wire launches an electric orb that damages enemies around it. |
Major Augment |
Napalm Burst Augments
| Augment |
Description |
Major/Minor |
| Extension – Napalm Burst |
Makes the burning effect last longer. |
Minor Augment |
| Big Game – Napalm Burst |
Napalm Burst can ignite elite enemies. |
Major Augment |
| Incendiary |
Each burn tick has a chance to spread fire to another nearby zombie. |
Minor Augment |
| Thermite |
Increases overall burn damage. |
Major Augment |
| Contact Burn |
Boosts the initial burst of burn damage. |
Minor Augment |
| Firebomb |
Burning enemies explode on death, spreading fire even further. |
Major Augment |
| Backdraft |
Expands the activation radius for Napalm Burst. |
Minor Augment |
| Petroleum |
Napalm Burst leaves a fire pool on the ground. |
Major Augment |
Shadow Rift Augments
| Augment |
Description |
Major/Minor |
| Haste – Shadow Rift |
Reduces Shadow Rift’s cooldown. |
Minor Augment |
| Big Game – Shadow Rift |
Lets Shadow Rift activate on elite enemies. |
Major Augment |
| Targeted |
Dropped enemies fall onto other zombies for extra impact. |
Minor Augment |
| Topple Danger |
Warps one enemy and causes it to damage others with shadow energy. |
Major Augment |
| Supermassive |
Increases the singularity’s kill radius, allowing it to take out more enemies. |
Minor Augment |
| Explosive Rain |
Enemies dropped from portals explode when they hit the ground. |
Major Augment |
| Ammo Theorem |
Teleported enemies add extra ammo directly to your magazine. |
Minor Augment |
| Gravity Well |
Turns Shadow Rift into a black hole that pulls in enemies, then teleports survivors away. |
Major Augment |
Fire Works Augments
| Augment |
Description |
Major/Minor |
| Starlight |
Increases the number of flares fired. |
Minor Augment |
| Big Game |
Fire Works can activate on elite enemies, creating a larger effect. |
Major Augment |
| Big Bang |
Flares deal extra damage to special and elite enemies. |
Minor Augment |
| Starburst |
Fire Works explodes instantly, sending flares in all directions. |
Major Augment |
| High Yield |
Increases the area of effect for Fire Works. |
Minor Augment |
| Weeping Willow |
Flares drop to the ground instead of targeting enemies and explode for a while. |
Major Augment |
| Short Fuse |
Decreases Fire Works’ cooldown. |
Minor Augment |
| Fire Wheel |
Creates two spinning fire wheels that damage enemies around you. |
Major Augment |
Field Upgrade Augments in Call of Duty: Black Ops 7
There is a total of 48 Field Upgrade Augments detailed below:
Energy Mine Augments
| Augment |
Description |
Major/Minor |
| Frequency Boost |
Increases how many times the mine can detonate and how long it stays active. |
Minor Augment |
| Scatter |
After the first explosion, the mine splits into three smaller mines that each detonate once. |
Major Augment |
| Extra Charge |
Adds one extra Energy Mine charge. |
Minor Augment |
| Turret |
Deploys a turret instead of a mine; it shoots the closest enemy. |
Major Augment |
| Siren |
The Energy Mine attracts normal enemies for a short time. |
Minor Augment |
| Carousel |
Three Energy Mines float around you and explode when an enemy gets close. |
Major Augment |
| Recycle |
Allows you to recycle a placed mine to gain Field Upgrade charge. |
Minor Augment |
| Smart Mine |
Mine detonates more times and waits for multiple enemies before each blast. |
Major Augment |
Frenzied Guard Augments
| Augment |
Description |
Major/Minor |
| Repair Boost |
Restores more armor each time you get a kill. |
Minor Augment |
| Phalanx |
Teammates near you also repair armor when they get kills. |
Major Augment |
| Extension – Frenzied Guard |
Extends Frenzied Guard’s duration. |
Minor Augment |
| Retribution |
Activating Frenzied Guard triggers an explosion; normal enemies that hit you take damage and get knocked down. |
Major Augment |
| Rally |
Fully repairs the armor of teammates nearby when activated. |
Minor Augment |
| Frenzy Fire |
While Frenzied, ammo is taken directly from stock. |
Major Augment |
| Dual Layer |
Increases armor durability while Frenzied Guard is active. |
Minor Augment |
| Fists of Frenzy |
While Frenzied, your punches deal damage. |
Major Augment |
Dark Flare Augments
| Augment |
Description |
Major/Minor |
| Broad Beam |
Greatly increases the size of the Dark Flare beam. |
Minor Augment |
| Extension – Dark Flare |
Significantly extends the duration of Dark Flare. |
Major Augment |
| Heavy Shadow |
Enemies hit by the beam are slowed. |
Minor Augment |
| Supernova |
Replaces the beam with a sphere that damages enemies, then explodes when the time ends. |
Major Augment |
| Extra Charge |
Adds one Dark Flare charge. |
Minor Augment |
| Dark Pact |
The beam can heal or revive teammates on contact. |
Major Augment |
| Dusk Flame |
Enemies hit by the beam take extra Shadow damage over time. |
Minor Augment |
| Muzzle Blast |
The beam also do extra damage in a cone. |
Major Augment |
Healing Aura Augments
| Augment |
Description |
Major/Minor |
| Inner Strength |
Gives affected players a temporary damage boost. |
Minor Augment |
| Resilience |
Reduces healing delay and increases regeneration rate for all affected. |
Major Augment |
| Protection |
Players healed gain slight damage reduction for a short time. |
Minor Augment |
| Enduring Radiance |
Healing beams continue briefly. |
Major Augment |
| Stoic Presence |
Stuns special and elite enemies and knocks down normal ones when activated. |
Minor Augment |
| Persistence |
Revived teammates keep all perks stored in their bleed-out bar. |
Major Augment |
| Cornucopia |
Grants affected players an overcharge to their health. |
Minor Augment |
| Necromancer |
Healing Aura can now revive players who are fully dead. |
Major Augment |
Aether Shroud Augments
| Augment |
Description |
Major/Minor |
| Instant Reload |
Instantly reloads your current weapon when activated. |
Minor Augment |
| Group Shroud |
Nearby teammates are cloaked with you. |
Major Augment |
| Extra Charge |
Increases the number of Aether Shroud charges. |
Minor Augment |
| Burst Dash |
Warp forward and kill all normal enemies in your path. |
Major Augment |
| Extension |
Lengthens the duration of Aether Shroud. |
Minor Augment |
| Void Sheath |
Switch to your melee weapon, powered with Dark Aether. Kills extend Shroud duration. |
Major Augment |
| Impulse |
Deals Shadow damage on activation and boosts movement speed during Shroud. |
Minor Augment |
| Afterimage |
Creates a Dark Aether clone to distract enemies. |
Major Augment |
Toxic Growth Augments
| Augment |
Description |
Major/Minor |
| Ankle Shredder |
Enemies walking through the growth are slowed even more. |
Minor Augment |
| Urticant |
Expands the area of Toxic Growth; enemies stay slowed even after leaving the zone. |
Major Augment |
| Green Thumb |
Greatly increases the health of the Toxic Growth. |
Minor Augment |
| Cordyception |
The first enemy whether Normal or Special becomes tangled and charmed, attacking others that enter. |
Major Augment |
| Extra Charge |
Grants one additional Toxic Growth charge. |
Minor Augment |
| Pollination |
Enemies killed by the growth explode, dealing Toxic damage and slowing surrounding enemies. |
Major Augment |
| Plant Food |
Enemies killed by Toxic Growth may drop healing fruit. |
Minor Augment |
| Zoochory |
The first enemy that walks in becomes the new Toxic Growth. |
Major Augment |
That is all for this guide. Additional Black Ops 7 Zombies guides are linked below:
This concludes our Call of Duty: Black Ops 7 Zombies Augments Guide. If you want to add anything to this guide, feel free to use the comments section below.