Black Ops 2 Loadouts & the Pick-10 System

Black Ops 2 loadouts are built with the Pick-10 create-a-class: every class has exactly ten allocation points, and each weapon, attachment, perk and piece of equipment costs one. This page explains the Pick-10 rules and lists every perk, wildcard, and lethal and tactical option you can slot into a Black Ops 2 loadout.

How Pick-10 works

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A full class: primary + secondary, two attachments, three perks, a wildcard, lethal and tactical — ten points spent.

You never have to fill all ten slots. Drop a secondary, a grenade or your perks to free points for something else. Wildcards are the trick: a wildcard costs one slot and unlocks a second item that costs another — so Perk 1 Greed (a second Tier 1 perk) is two points total, and Overkill (a second primary in the secondary slot) is two points plus that gun's attachments. Scorestreaks are chosen separately and do not count against the ten points.

Perks

Tier 1

GhostKeeps you off the enemy minimap while you are moving, planting/defusing, or controlling a scorestreak, even when an enemy UAV is up. Standing still causes you to appear on radar.
Flak JacketReduces damage taken from explosives (approx. 65% reduction) and from fire, letting you survive most grenades, Bouncing Betties, Claymores, etc.
Blind EyeMakes you undetectable to and untargetable by AI-controlled scorestreaks and sentries (e.g., aircraft, AGR, Guardian, sentry turrets).
HardlineIncreases the score you earn toward scorestreaks by 20%, so streaks are reached faster.
LightweightIncreases movement speed (approx. 7% across stances) and grants immunity to fall damage.

Tier 2

ToughnessReduces flinch and weapon sway when you are hit (roughly one-third less), helping you win gunfights while taking fire.
Cold BloodedPrevents the enemy's red name/crosshair from appearing over you and makes you undetectable by targeting systems such as the Target Finder, Dual Band optics, and certain scorestreaks.
Fast HandsLets you swap weapons and use equipment faster, cook and throw back grenades more quickly, and increases grenade pickup radius.
Hard WiredGrants immunity to Counter-UAV and EMP effects, keeping your HUD and radar functional.
ScavengerResupplies ammunition (and lethal/tactical) from bags dropped by fallen enemies; does not resupply from enemies killed by explosives.

Tier 3

DexterityClimb ladders and mantle obstacles faster and aim your weapon more quickly after sprinting (reported approx. +70% ladder / +60% mantle / +70% sprint-to-aim recovery).
Extreme ConditioningDoubles your maximum sprint duration.
EngineerLets you see enemy equipment and ground-based scorestreaks (highlighted through walls), booby-trap or reprogram enemy equipment, delay explosives, and re-roll Care Packages.
Tactical MaskReduces the effect of enemy Flashbang, Concussion, Shock Charge, and EMP grenades (roughly halved).
Dead SilenceGreatly reduces the sound your movement makes, giving effectively silent footsteps and muting soldier callouts.
AwarenessAmplifies the volume of enemy movement sounds, making approaching enemies easier to hear (and revealing Dead Silence users).

Wildcards

Perk 1 GreedAllows you to equip a second Tier 1 (Perk 1) perk. Costs the wildcard slot plus one slot for the extra Tier 1 perk.
Perk 2 GreedAllows you to equip a second Tier 2 (Perk 2) perk. Costs the wildcard slot plus one slot for the extra Tier 2 perk.
Perk 3 GreedAllows you to equip a second Tier 3 (Perk 3) perk. Costs the wildcard slot plus one slot for the extra Tier 3 perk.
OverkillLets you carry a second primary weapon in place of your secondary weapon (equip two primaries).
Secondary GunfighterAllows a second attachment to be equipped on your secondary weapon.
Primary GunfighterAllows a third attachment to be equipped on your primary weapon.
TacticianLets you take a Tactical grenade in your Lethal equipment slot, so you can carry two tactical items (giving up lethal equipment).
Danger CloseLets you carry a second piece of Lethal equipment at once.

Lethal equipment

Frag GrenadeStandard cookable fragmentation grenade that produces lethal radius damage on detonation.
SemtexSticky grenade that adheres to the first surface (or player) it touches before detonating.
Combat AxeThrown, retrievable axe that causes an instant kill on impact.
Bouncing BettyProximity mine that pops up into the air and detonates for a 360-degree blast; can be avoided by crouching or going prone.
C4Plastic explosive charge that is thrown/placed and detonated remotely by the player.
ClaymoreDirectional anti-personnel mine that detonates when an enemy trips its proximity trigger in front of it.

Tactical equipment

ConcussionConcussion grenade that disorients enemies and slows their movement and turn speed.
Smoke GrenadeProduces a smoke screen on impact to block line of sight.
Sensor GrenadeOn detonation, repeatedly reveals nearby enemy soldiers within line of sight on the minimap.
EMP GrenadeDisables nearby enemy electronic systems and equipment (and scrambles their HUD) for a short time.
Shock ChargeProximity-triggered mine that electrocutes and stuns nearby enemies.
Black HatPDA used to hack enemy equipment and Care Packages or to disable enemy vehicles/scorestreaks, converting or destroying them.
FlashbangBlinds enemies and impairs their hearing for a few seconds.
Trophy SystemDeployable that automatically destroys up to two incoming enemy projectiles within about 10 meters; vehicle missiles have a chance to penetrate.
Tactical InsertionDrop-zone beacon (flare) that lets you set your next spawn point; unavailable in Free-For-All modes.

Attachments

Each attachment costs one Pick-10 point. Optic and barrel attachments apply to most primaries; some are weapon-specific.

AttachmentSlotEffect
Reflex SightopticReplaces the weapon's iron sights with a low-zoom precision red dot sight for faster, clearer target acquisition at close-to-medium range.
EOTech SightopticA holographic sight that stays effective at all ranges with a clear reticle, though it reduces recoil less than the Reflex Sight (cannot be fitted to shotguns, snipers, pistols, or the Crossbow).
ACOG ScopeopticAdds enhanced magnified zoom for long-range engagements at the cost of slightly slower ADS time and reduced peripheral vision (incompatible with SMGs, shotguns, and pistols).
Target FinderopticHighlights enemies in view with bright red diamond markers (unless they run Cold Blooded) while inflicting heavy tunnel vision when aiming.
Hybrid OpticopticLets the player toggle between a close-range red dot and a magnified ACOG-style scope by tapping the sprint button while aiming (assault rifles and LMGs only).
Millimeter Scanner (MMS)opticPulses every few seconds to reveal stationary or slow-moving enemies through cover and smoke within about 25 meters, while zooming in even less than iron sights.
Dual Band ScopeopticA thermal-style scope that highlights enemies in yellow against a green background and lets you see through smoke (sniper rifles and LMGs).
Variable ZoomopticA scope with two selectable magnification levels for adapting to different engagement ranges (sniper rifles, LMGs, and the Crossbow).
SuppressorbarrelSilences gunfire, removes muzzle flash, and keeps the shooter off the enemy minimap when firing, at the cost of reduced weapon range.
Fast MagmagazineReloads the weapon roughly twice as fast.
Extended ClipmagazineIncreases the weapon's magazine capacity by roughly 50%.
Fore GripgripReduces the weapon's recoil for tighter, more controllable fire.
Quickdraw HandlegripRoughly doubles aim-down-sight speed for faster target acquisition.
Long BarrelbarrelIncreases the weapon's effective damage range (cannot be combined with the Suppressor).
Select FireotherAllows the player to switch the weapon's fire mode (e.g. between semi/burst and fully automatic) at any time.
Laser SightgripSignificantly improves hip-fire accuracy, effectively replacing the old Steady Aim perk.
FMJotherIncreases bullet penetration through surfaces (losing less damage through materials) and deals extra damage to scorestreaks and equipment.
Grenade LauncherbarrelAdds an underbarrel launcher that fires explosive grenades, useful for clearing rooms and objectives (assault rifles).
Adjustable StockotherAllows the player to move faster while aiming down the sights, similar to the Stalker perk.
Ballistics CPUotherReduces a sniper rifle's idle scope sway (by about 30%) for steadier aim.
Tri BoltotherLets the Crossbow fire all three explosive bolts simultaneously without re-cocking, spreading them horizontally for close-range multi-kills.
Tactical KnifeotherEquips a knife in the off-hand of a pistol for faster melee attacks.
Dual WieldotherEquips a second pistol in the off-hand for twice the firepower, sacrificing the ability to aim down the sights.
Rapid FireotherIncreases the weapon's rate of fire by roughly 50% (cannot be combined with the Suppressor).

Looking for ready-made classes? See best Black Ops 2 class setups.