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Call of Duty: Black Ops III eGuide
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Contents

  • Extras
    • The Zombies Tour Guide
    • Introduction and Overview
    • Shadows of Evil
    • Achievements & Trophies
  • Walkthrough
    • 01 Black Ops
      • 01 Black Ops
    • 02 New World
      • 02 New World
    • 03 In Darkness
      • 03 In Darkness
    • 04 Provocation
      • 04 Provocation
    • 05 Hypocenter
      • 05 Hypocenter
    • 06 Vengeance
      • 06 Vengeance
    • 07 Rise & Fall
      • 07 Rise & Fall
    • 08 Demon Within
      • 08 Demon Within
    • 09 Sand Castle
      • 09 Sand Castle
    • 10 Lotus Towers
      • 10 Lotus Towers
    • 11 Life
      • 11 Life
  • Multiplayer
    • Game Modes
      • Game Modes
    • Maps & Range Charts
      • Aquarium
      • Breach
      • Combine
      • Evac
      • Exodus
      • Fringe
      • Havoc
      • Hunted
      • Infection
      • Metro
      • Redwood
      • Stronghold
    • Arsenal
      • Arm Yourself For Battle
      • Primary Weapons
      • Secondary Weapons
      • Specials
      • Attachments 1
      • Optics
      • Attachments 2
      • Equipment
      • Tactical
      • Perks
      • Wildcards
      • Scorestreaks
    • Specialists
      • Special Operators
    • Basic Training
      • Brush Up on the Basics
    • Introduction
      • Welcome to Call of Duty: Black Ops III
  • Campaign
    • Boot Camp
      • Boot Camp
  • Maps
    • Black Ops
    • New World
    • In Darkness
    • Provocation
    • Hypocenter
    • Vengeance
    • Rise & Fall
    • Demon Within
    • Sand Castle
    • Lotus Tower
    • Life
  • Videos
    • Weapon Breakdowns

Call of Duty: Black Ops III Guide › Multiplayer › Arsenal

Wildcards

Break the rules.

Perk 1/2/3 Greed

Take a second Perk 1, Perk 2, or Perk 3.

Each Greed Wildcard allows you to take a second perk from one of the three perk categories.

This is one of the most powerful Wildcards, and enables extremely focused builds that would otherwise be impossible. The cost for running multiple Greed perks limits the rest of your loadout, so think carefully before piling on multiple perks.

Overkill

Take a primary weapon as your second weapon.

Most useful for pairing weapons from two different range extremes, Shotguns/SMGs with LMGs/Snipers, but some Assault Rifles can also benefit from a ‘secondary’ Shotgun.

Remember, primary weapons generally have much slower switch times than Pistols, so be sure you have the right weapon in hand before the shooting starts.

Primary Gunfighter

Unlocks one additional attachment slot for your primary weapon. Can be taken up to three times.

Primary Gunfighter is a Greed-style perk for your weapon—it allows you to break the normal two-attachment limit and equip up to five on your weapon!

If you really enjoy customized weapons, this Wildcard enables them, but like the Greed perks, carefully consider what you’re giving up. Marginal attachments should not be taken with this Wildcard. Instead, use it for an extra attachment that greatly strengthens your weapon (or go ahead and run five attachments and a sight with nothing else on your build, we won’t judge you).

Secondary Gunfighter

Take a second attachment for your second weapon.

A limited version of the Primary Gunfighter perk, this lets you add one extra attachment to your secondary.

This is typically most useful for adding High Caliber along with one other attachment to your Pistol, but be very sure you’re getting heavy usage from your secondary before taking this Wildcard and burning points on secondary attachments.

Tactician

Take a tactical grenade in place of your lethal grenade.

Very useful for support builds, Tactician lets you deploy extra enemy-fouling gear, and protect your team more easily from enemy equipment and streaks.

Remember that, in some cases, taking Scavenger instead of burning points on extra grenades is a better idea. If you need the extra uses on hand from a fresh spawn, use this perk, but if you can afford to resupply between uses, take Scavenger.

Danger Close

Take a second Lethal.

The lethal version of Tactician, Danger Close lets you pack on a bit more explosive ordnance for your builds.

Danger Close works well when using it specifically for a build made to siege objectives with a secondary XM-53, multiple lethals, and Scavenger. Like Tactician, consider if simply using Scavenger and a single Lethal can accomplish the same goal for your class.

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