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
Ghost
Keeps 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 Jacket
Reduces damage taken from explosives (approx. 65% reduction) and from fire, letting you survive most grenades, Bouncing Betties, Claymores, etc.
Blind Eye
Makes you undetectable to and untargetable by AI-controlled scorestreaks and sentries (e.g., aircraft, AGR, Guardian, sentry turrets).
Hardline
Increases the score you earn toward scorestreaks by 20%, so streaks are reached faster.
Lightweight
Increases movement speed (approx. 7% across stances) and grants immunity to fall damage.
Tier 2
Toughness
Reduces flinch and weapon sway when you are hit (roughly one-third less), helping you win gunfights while taking fire.
Cold Blooded
Prevents 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 Hands
Lets you swap weapons and use equipment faster, cook and throw back grenades more quickly, and increases grenade pickup radius.
Hard Wired
Grants immunity to Counter-UAV and EMP effects, keeping your HUD and radar functional.
Scavenger
Resupplies ammunition (and lethal/tactical) from bags dropped by fallen enemies; does not resupply from enemies killed by explosives.
Tier 3
Dexterity
Climb 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 Conditioning
Doubles your maximum sprint duration.
Engineer
Lets 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 Mask
Reduces the effect of enemy Flashbang, Concussion, Shock Charge, and EMP grenades (roughly halved).
Dead Silence
Greatly reduces the sound your movement makes, giving effectively silent footsteps and muting soldier callouts.
Awareness
Amplifies the volume of enemy movement sounds, making approaching enemies easier to hear (and revealing Dead Silence users).
Wildcards
Perk 1 Greed
Allows 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 Greed
Allows 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 Greed
Allows you to equip a second Tier 3 (Perk 3) perk. Costs the wildcard slot plus one slot for the extra Tier 3 perk.
Overkill
Lets you carry a second primary weapon in place of your secondary weapon (equip two primaries).
Secondary Gunfighter
Allows a second attachment to be equipped on your secondary weapon.
Primary Gunfighter
Allows a third attachment to be equipped on your primary weapon.
Tactician
Lets you take a Tactical grenade in your Lethal equipment slot, so you can carry two tactical items (giving up lethal equipment).
Danger Close
Lets you carry a second piece of Lethal equipment at once.
Lethal equipment
Frag Grenade
Standard cookable fragmentation grenade that produces lethal radius damage on detonation.
Semtex
Sticky grenade that adheres to the first surface (or player) it touches before detonating.
Combat Axe
Thrown, retrievable axe that causes an instant kill on impact.
Bouncing Betty
Proximity mine that pops up into the air and detonates for a 360-degree blast; can be avoided by crouching or going prone.
C4
Plastic explosive charge that is thrown/placed and detonated remotely by the player.
Claymore
Directional anti-personnel mine that detonates when an enemy trips its proximity trigger in front of it.
Tactical equipment
Concussion
Concussion grenade that disorients enemies and slows their movement and turn speed.
Smoke Grenade
Produces a smoke screen on impact to block line of sight.
Sensor Grenade
On detonation, repeatedly reveals nearby enemy soldiers within line of sight on the minimap.
EMP Grenade
Disables nearby enemy electronic systems and equipment (and scrambles their HUD) for a short time.
Shock Charge
Proximity-triggered mine that electrocutes and stuns nearby enemies.
Black Hat
PDA used to hack enemy equipment and Care Packages or to disable enemy vehicles/scorestreaks, converting or destroying them.
Flashbang
Blinds enemies and impairs their hearing for a few seconds.
Trophy System
Deployable that automatically destroys up to two incoming enemy projectiles within about 10 meters; vehicle missiles have a chance to penetrate.
Tactical Insertion
Drop-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.
Attachment
Slot
Effect
Reflex Sight
optic
Replaces the weapon's iron sights with a low-zoom precision red dot sight for faster, clearer target acquisition at close-to-medium range.
EOTech Sight
optic
A 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 Scope
optic
Adds 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 Finder
optic
Highlights enemies in view with bright red diamond markers (unless they run Cold Blooded) while inflicting heavy tunnel vision when aiming.
Hybrid Optic
optic
Lets 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)
optic
Pulses 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 Scope
optic
A thermal-style scope that highlights enemies in yellow against a green background and lets you see through smoke (sniper rifles and LMGs).
Variable Zoom
optic
A scope with two selectable magnification levels for adapting to different engagement ranges (sniper rifles, LMGs, and the Crossbow).
Suppressor
barrel
Silences gunfire, removes muzzle flash, and keeps the shooter off the enemy minimap when firing, at the cost of reduced weapon range.
Fast Mag
magazine
Reloads the weapon roughly twice as fast.
Extended Clip
magazine
Increases the weapon's magazine capacity by roughly 50%.
Fore Grip
grip
Reduces the weapon's recoil for tighter, more controllable fire.
Quickdraw Handle
grip
Roughly doubles aim-down-sight speed for faster target acquisition.
Long Barrel
barrel
Increases the weapon's effective damage range (cannot be combined with the Suppressor).
Select Fire
other
Allows the player to switch the weapon's fire mode (e.g. between semi/burst and fully automatic) at any time.
Laser Sight
grip
Significantly improves hip-fire accuracy, effectively replacing the old Steady Aim perk.
FMJ
other
Increases bullet penetration through surfaces (losing less damage through materials) and deals extra damage to scorestreaks and equipment.
Grenade Launcher
barrel
Adds an underbarrel launcher that fires explosive grenades, useful for clearing rooms and objectives (assault rifles).
Adjustable Stock
other
Allows the player to move faster while aiming down the sights, similar to the Stalker perk.
Ballistics CPU
other
Reduces a sniper rifle's idle scope sway (by about 30%) for steadier aim.
Tri Bolt
other
Lets the Crossbow fire all three explosive bolts simultaneously without re-cocking, spreading them horizontally for close-range multi-kills.
Tactical Knife
other
Equips a knife in the off-hand of a pistol for faster melee attacks.
Dual Wield
other
Equips a second pistol in the off-hand for twice the firepower, sacrificing the ability to aim down the sights.
Rapid Fire
other
Increases the weapon's rate of fire by roughly 50% (cannot be combined with the Suppressor).