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BO7 Weapons Guide: Best Picks, Loadouts & What Works in Black Ops 7
Zubo
Sep 23, 2025
135

BO7 Weapons Overview

Treyarch has confirmed 30 weapons at launch for BO7. About 16 of those are new to the franchise, while the rest are returning or inspired by past Black Ops / CoD weapons.

Weapon classes so far include:

ClassExamples KnownKey Traits / What to Expect
Assault Rifles (≈6)M15 Mod 0; MXR-17; Peacekeeper MK1; “Eagle” etc.Balanced damage/range; good at medium distance; varied recoil and mobility trade-offs.
Submachine Guns (≈6)Graz 45k; Dravec 45; Razor 9mm; plus others.Strong close-quarters power, high fire rates; weaker at range; need attachments to control recoil when engaging midrange.
Shotguns (≈3)M10 Breacher; Echo 12; etc.Devastating close up. Some (like Echo 12) offer interesting mechanics (double-barrel, rechambering) to improve follow-up shots.
Light Machine Guns (LMGs) (≈2)MK.78 etc.High ammo capacity; strong suppression and damage; slower handling, less mobility. Best for holding angles or supporting the team.
Marksman / Burst RiflesM8A1 (burst/marksman); other marksman rifles expected.Good choice for medium-long range with slower fire, high precision. Burst mode means you must land shots.
Sniper RiflesVS Recon; XR-3 Ion; others.High damage at long range, but weak up close. Rechamber speed, ADS speed, recoil control are key.
Pistols / SidearmsJäger 45; CODA 9; others.Meant for backup. Can be vital in finishing fights when primary is reloading or for quick flanks.
LaunchersA.R.C. M1 etc.Counters to Scorestreaks, vehicles; situational but can change momentum.
Melee / Dedicated Melee WeaponsFlatline MK.II etc.For stealth, close-ups, or finishing off enemies. Some players like to carry a melee build for speed and flanks.

Also important: Weapon Prestige returns. Each weapon can be leveled up, with two Weapon Prestiges per weapon. Higher Prestige unlocks attachments/camos etc.

Gunsmith and attachments are emphasized: many of the weapons will have multiple attachments, stat tradeoffs (damage vs mobility or recoil vs handling).

For players who want to push their skills further and practice with every weapon type in a stress-free environment, it's often helpful to test setups in controlled matches. That's why some choose to buy bo7 bot lobbies—an option that lets you experiment with attachments, recoil control, and weapon prestige progression without the pressure of live competition.

Mastering BO7: A Practical Breakdown of Every Weapon Type

From Close Quarters to Long Range: BO7 Weapon Strategy & Tips

Strengths & Weaknesses (What Players Need to Know)

When choosing or building a BO7 loadout, these are the main tradeoffs and what to consider.

  1. Mobility vs Control
    Weapons with high damage or range often penalize mobility or handling (slower ADS, more recoil, slower sprint to fire). SMGs and some ARs optimized for speed are better for aggressive play; LMGs and Sniper/Marksman rifles are for slower or more tactical roles.
  2. Close-Range Kill Potential vs Long-Range Viability
    Shotguns and SMGs dominate in tight maps / close quarters. For larger maps or mid-/long-range fights, ARs, Marksman Rifles, and Snipers will shine—but you'll need attachments that reduce recoil, improve bullet velocity, or improve ADS speed.
  3. Rate of Fire vs Damage per Shot
    High RoF (rate of fire) weapons can shred in volume, but recoil control and reload speed become critical. Slower weapons with high damage per shot or burst (e.g. Marksman or Sniper) require precision but reward patience.
  4. Reload & Ammo Management
    LMGs give you more ammo before needing a reload; shotguns often force reloads after one or two kills. Using backup weapons or having escape routes matters.
  5. Attachments Matter
    As with earlier CoD games, attachments that reduce recoil, speed up ADS, improve accuracy, etc., will make or break the usefulness of a weapon outside its ideal range. Also note any “global builds” or shared builds across modes; being familiar with how attachments shift stat curves is important.
  6. Map & Game Mode Influence
    The map size, layout (open vs tight corridors), and mode (e.g. 6v6, 20v20 “Skirmish”, objectives vs deathmatch) will heavily influence what weapon types are optimal. Flexibility helps: having a backup, switching between long-range and close-quarters setups, etc.

Practical Loadout Tips

Here are some concrete suggestions / strategies that seem to work well (or likely to work well) based on what is known, and common CoD mechanics.

  • Versatile AR Build: Pick an AR like the M15 Mod 0 or MXR-17, then focus attachments for balanced recoil control + range. If you can, include one for mobility (good stock, light grip) so you don't get bogged down in mid-fights.
  • Run-and-Gun SMG Setup: For maps with tight spaces, use something like the Razor 9mm or Graz 45k with attachments boosting fire rate, hip fire accuracy, sprint-to-fire speed. Use the SMG as a primary for mobility, fallback to sidearm for finishing fights.
  • Close-quarters Shotgun Build: Use M10 Breacher or Echo 12. Attachments that improve spread control or speed up rechambering, plus perks that help with mobility or flanking, will make a big difference.
  • Long-Range / Sniper Role: VS Recon or XR-3 Ion. Use optics, high precision attachments, recoil dampeners. Be patient; positioning is key. Also, a Marksman rifle (burst type) can serve as bridge between AR and Sniper roles.
  • LMG for Area Denial / Support: MK.78 etc., holding choke points, backing teammates. Attachments that reduce sway, reload penalties, and maybe increase movement speed if possible.
  • Backup Weapon Choice is Critical: Pistols (like Jäger 45 or CODA 9) should be chosen so that they either complement your primary's weakness (if your primary is weak in close-range, pick a strong close-range sidearm), or give you utility (e.g. fast draw, less recoil, good accuracy).
  • Adapt to Mode & Map: If you're in objective mode (King of the Hill, Domination, etc.), you might need a compromise setup: decent range + mobility to rotate. If in Team Deathmatch or Skirmish, you can specialize more.

Recommendations for Different Playstyles

Based on what's confirmed, here are which weapons or classes likely work best for certain kinds of players.

PlaystyleRecommended Classes / WeaponsWhy They Work Well
Aggressive / Run-and-GunSMGs (Razor 9mm, Graz 45k), fast ARs (Peacekeeper Mk1), good sidearm backupHigh movement, close encounters; need speed and fast kill potential.
Objective / Mid-RangeBalanced ARs (M15 Mod 0, MXR-17), Marksman Rifles (M8A1), maybe LMGs for suppressingYou'll be moving between zones; need to control angles and engage at range more often.
Sniper / TacticianSniper rifles (VS Recon, XR-3 Ion), powerful Marksman, launchers when neededPlay from cover, pick engagements, control map with precision.
Support / DefensiveLMGs, ARs with high suppression potential, maybe Shotguns for close defenseHold areas, protect flanks, supply pressure or killstreak counters.

What to Watch Out For & What We Don't Know Yet

Because much of this is based on revealed and leaked info, there are still gaps to fill and variables to watch:

  • Exact stats (damage fall-off, bullet velocity, recoil pattern) for many of the “new” weapons are not yet fully known.
  • Attachment performance will vary; trade-offs may shift meta (e.g., a small increase in recoil might be worth greatly improved mobility, depending on map).
  • Balance updates post-launch may change what weapons are “top tier.”
  • Synergies with Perks / Scorestreaks / Field Upgrades will matter a lot: e.g. setups that enhance movement, ADS speed, or stealth may make less mobile weapons more viable than expected.

Player-Friendly Takeaways (Conclusion)

From what's available right now, here are my conclusions as a player who's tried to think ahead and test:

  • Flexibility matters more than raw power. Because of map variety and game modes, having a loadout that can handle multiple situations beats specializing too early.
  • ARs are going to be your “safe bet.” If you aren't sure what to use, an AR with balanced attachments will give you good results in most maps.
  • Close-quarters specialists will dominate small maps. But they will struggle on wide or open maps unless their builds compensate.
  • Knowing your backup matters. Sidearms, melee, or secondary weapons often win fights when your primary is unloaded or impractical.
  • Keep an eye on updates. Between DLCs, balance patches, and new weapons, the meta will shift; being adaptable will give you an edge.

Summary

  • BO7 launches with ~30 weapons across all the typical classes; about half are new.
  • Each class has distinct roles; tradeoffs are usually between range vs mobility, damage vs recoil, close vs long-range viability.
  • For most players, versatile assault rifles are solid all-rounders; SMGs and shotguns shine in tight maps; snipers and marksmen dominate long lines of sight.
  • Your weapon choices should align with your playstyle and the map/mode you're playing.
  • Always consider attachments, prestige progress, and the interplay with perks or Scorestreaks—they can shift what seems “best” on paper.
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