Black Ops 6Zombieshas an incredible selection of weapons that players can use to fight against the unrelenting undead hordes of zombies, Manglers, and other elites that seek to end a high-round run. However, despite the varied selection of incredible weapons, there are still those that should be actively avoided.

SinceBlack Ops 6allows players to bring in their own loadouts, purchase wall-buy weapons, or spin the Mystery Box, players should familiarize themselves with the worst weapons inBlack Ops 6Zombies so that they don’t make the mistake of Pack-a-Punching something that won’t save them in a pinch.

combat knife

10Knife

Fast and Agile, But Lacking in Damage Output

The Combat Knife acts as the standard melee weapon for most players, but it’s not exactly one they should switch out to. While melee weapons were in a brilliant class of their own withBlack Ops Cold War, it seems that no love has returned for them, and they barely do any damage past round 3, unless they are upgraded to the max and used alongside Melee Macchiato, a Perk that isn’t as useful as the likes of Jugger-Nog and Deadshot Daiquiri.

When fully Pack-a-Punchedand upgraded with Salvage, the Combat Knife can still kill most things in 2 to 4 hits on zombies above round 30. Still, Manglers are a tad risky, and elite zombies like Amalgams and Abominations are going to give players a bad time when they are trying to melee them to death. While the knife is fun for the camo grind, zombies on higher rounds are faster, hit stronger, and extremely aggressive, and the trade-off for hitting them just isn’t worth it considering they can easily overwhelm. If players want the knife to work, then it’s certainly feasible with the right Melee Macchiato Augments, but its still extremely too risky to be viable.

Swat 5.56

9Swat 5.56

The Semi-Auto Marksman Rifle That Sees Little Enhancement

The Swat 5.56 is a competent enough Marksman Rifle that mightexcel in some instances of Multiplayer, but when it comes to Zombies, the Swat 5.56 isn’t going to help players in the long run. This mainly comes from its three-round burst fire rate, and how as a semi-auto weapon, players don’t have the damage output necessary to conquer.

Even when the weapon is Pack-a-Punched, the Swat 5.56 isn’t all that special and keeps its 3-round burst mode, which might be good for critical hits, but the higher the rounds, the less damage, and players aren’t going to get the points they need to upgrade their equipment.

Tsarkov 7.62

8Tsarkov 7.62

A Slow-Firing Marksman Rifle

A single shot Marksman Rifle never really contends with other Zombies' weapons, especially when the zombies sprint faster than the bullets can fire. The Tsarkov 7.62 is slow to fire, and while the kick from each bullet might benice on earlier rounds, it’s just not viable against an army of special zombies and elite enemies like Manglers and Abominations.

The Tsarkov doesn’t see any advantages from being Pack-a-Punched outside of a few harder kicks to its chamber, and this leaves the weapon in a place of abandonment for something far superior and explosive, as that slow rate of fire and low ammo count isn’t going to get players very far.

goblin mk2

7Goblin Mk2

A Decent Assault Rifle That Lacks in Ammunition and Fire Rate

The Goblin Mk2 acts more like a Marksman Rifle than it does an Assault Rifle, but that’s not a bad thing. Those with a fast trigger finger can see the advantages of this gun due to its hard-hitting potential and bullet penetration, but a low ammo count leaves much to be desired.

Once players have the Pack-a-Punch variant, they might be equally unimpressed due to how its still a single-fire gun, and players with a rapid trigger finger might tire quickly, especially when they are constantly reloading because of the low magazine size that is going to make dealing with hordes pretty tough.

Cigma 2B

6Cigma 2B

A Rocket Launcher With Limited Explosive Damage

The Cigma 2B benefits from destroying vehicles, but considering the zombies are rotting flesh monsters, it’s going to be hard to see it hold any use. The explosive damage is just fine, andwith PhD Flopperbeing the only saving grace of this weapon, it might be best to avoid it entirely unless players need to fire an explosive at their feet to escape from a horde.

Even when Pack-a-Punched, the Cigma 2B doesn’t leave great impressions, as above round 20 it won’t have one shot with each rocket, and the compensation for 3 rockets in a single magazine doesn’t leave much hope, especially whenexplosive pistols like Sally & Forthexist.

baseball bat

5Baseball Bat

A Fast-Swinging Melee Weapon With Little Firepower

The Baseball Bat is a fun alternative to the melee weapons, but it’s one that doesn’t excel nor does it have a further reach than the Combat Knife despite its size. The Baseball Bat does a tad less damage to the Combat Knife, and its reach is about the same, so each swing is going to see players hit in return.

The Baseball Bat also doesn’t see much of an advantage from beingupgraded through Pack-a-Punch, as the swing speed isn’t faster, and the damage seems only mildly increased to the point where it’s best to just use a weapon butt or avoid using melee altogether. WithBlack Ops 6’s ragdoll mechanics, it would be more fun to use if this weapon sent zombies on a home run, but for now, it’s in the same place as the knife: fun to use with Melee Macchiato, but far too risky for high rounds to be efficient.

GPMG-7

4GPMG-7

The Light Machine Gun That Lacks in Firepower, Magazine Size, and Sprint Speed

The GPMG-7 is going to be the last LMG that players are able to unlock, but even when claimed from the Mystery Box, it’s just not all that worth it. LMGs are notoriously heavy, so it’s hard to recommend them,even with Stamin-Updue to how slow players will be running.

The GPMG-7 also has the lowest ammo count and the slowest damage output, so while it’s a fine enough LMG, the weapon and the category itself are best left forgotten for something more viable in the later rounds when speed is everything.

LW3A1 Frostline

3LW3A1 Frostline

A Not-So Special Sniper Compared to Alternatives

The LW3A1 Frostline underwhelms almost immediately for players who check it out in their Zombies game. While its firepower is incredible, and the one-shot potential is grand in the early rounds, the rate of fire and the lack of handling make for an immovable weapon that’s only really good for getting critical shots when a zombie is far away, which practically never happens.

On the Pack-a-Punch side of things, the LW3A1 also suffers, as it’s just an ordinary sniper but a tad stronger, whereas other choices in the sniper category receive explosive rounds or even shotgun slugs to create truly powerful pieces of kit.

9mm pm

29mm PM

A Pistol That Just Can’t Compete With the Competition

The 9mm PM seems like the standard pistol, and that’s because it is. It requires a fast trigger finger if players want to get it to work as well as it should, and the only real benefit from this pistol is the fact that players can run faster with it equipped compared to heavier weaponry.

However, the 9mm PM doesn’t have the stopping power that other pistols have, especially with Pack-a-Punch. It’s hard to beat the Sally & Forth, and the 9mm PM doesn’t come close, as it’s just the same pistol, still with a single-shot rate of fire, but more damage and low ammo.

HE-1

1HE-1

A Rocket Launcher That Doesn’t Have Viable Ammo

The HE-1 is another rocket launcher with explosive potential, but that potential is unreached, even with PhD Flopper. There’s only one rocket in the chamber, and even when firing it, it won’t deal enough damage to kill a horde like a lethal Semtex would.

Somehow, Pack-a-Punching the HE-1 actually makes the weapon worse, as it will provide players with one less rocket to use. Less ammo in a rocket launcher is already not a good sign, but one that can’t beat the explosive power of alternative weapons definitely makes HE-1 one of the worst choices for a Zombies loadout.