Treyarch shipped Black Ops III in November 2015 with three games in one box: a four player co-op campaign, a Specialist driven multiplayer suite, and the Zombies arc that opens in Shadows of Evil. Movement is the through line, because thrust jumps, wall runs and power slides all stay available while you fire and reload. A decade later the PC version still fills lobbies, mostly for Zombies and the Workshop custom maps that came with the mod tools.
These tips go beyond the basics. They're the strategies experienced players use to play more efficiently, the hidden mechanics most people miss, and the optimizations that compound over a full playthrough. If you're just starting, check our beginner's guide first.
Essential Tips
1. Thrust jumping paints a red dot on the enemy minimap unless you run Blast Suppressor
Thrust jumping paints a red dot on the enemy minimap unless you run Blast Suppressor. On Search and Destroy either take the perk or stay grounded when you approach a bomb site, because a single jump tells the whole enemy team where you are.
2. Pick 10 counts a Wildcard as one slot, which means Perk 1 Greed costs the same as a lethal grenade you rarely throw
Pick 10 counts a Wildcard as one slot, which means Perk 1 Greed costs the same as a lethal grenade you rarely throw. Flak Jacket plus Ante Up out of one Greed slot is a stronger use of that slot than a secondary you never switch to.
3. Specialist charge builds from time alive, damage dealt and objective work, not from kills alone
Specialist charge builds from time alive, damage dealt and objective work, not from kills alone. Holding a Hardpoint keeps the meter climbing even when you are losing gunfights, which is why objective players see Gravity Spikes more often than slayers do.
4. Aim down sight speed decides close fights more than optics do, so Quickdraw beats a fancy reticle on any SMG
Aim down sight speed decides close fights more than optics do, so Quickdraw beats a fancy reticle on any SMG. Pair it with Rapid Fire on the VMP and you win most trades that start inside ten metres.
5. In Zombies, spend your first 2500 points on Juggernog before touching the Mystery Box at 950
In Zombies, spend your first 2500 points on Juggernog before touching the Mystery Box at 950. Juggernog takes you from two hits down to five, and that alone changes every training pattern from round 15 onward.
6. Build your GobbleGum pack before you load in, not after
Build your GobbleGum pack before you load in, not after. Anywhere But Here teleports you out of a bad corner, Wall Power upgrades the next wall weapon you buy, and Perkaholic drops every perk on the map into your lap.
7. On Der Eisendrache, build the Ragnarok DG-4 before chasing a bow upgrade
On Der Eisendrache, build the Ragnarok DG-4 before chasing a bow upgrade. The gravity slam clears a horde on demand and the hover platform mode makes a downed teammate revivable in the middle of a train.
8. The campaign supports four player co-op and unlocks Realistic difficulty plus Nightmares mode after the credits, where zombies replace every human enemy and the story is recut
The campaign supports four player co-op and unlocks Realistic difficulty plus Nightmares mode after the credits, where zombies replace every human enemy and the story is recut. Both are worth a second run if you liked the Cybercore abilities.
9. Pick scorestreaks that match your real score per life
Pick scorestreaks that match your real score per life. If you rarely clear 1000, run UAV, Care Package and Lightning Strike rather than saving for a Wraith or Mothership you will never earn.
10. PC matchmaking concentrates in a few playlists, so tick several modes rather than queuing only for Hardcore Search and Destroy
PC matchmaking concentrates in a few playlists, so tick several modes rather than queuing only for Hardcore Search and Destroy. Team Deathmatch and Zombies fill fastest at any hour.
Advanced Strategies
Role Optimization
The difference between an average build and an optimized one is massive. See our builds guide for full breakdowns.
For Ruin (A-Tier):
- Focus on Chain based movement combinations for maximum output.
- Core gear: KN-44
- Stat priority: Offensive stats first
For Outrider (A-Tier):
- Versatile approach that handles any situation.
- Core gear: Man-O-War
- Stat priority: Balanced stats
Mechanic Interactions
Understanding how Call of Duty: Black Ops III's systems interact is where the real optimization lives. Our combat guide covers this in detail.
Chain based movement + Specialist weapons and abilities: Thrust jumps, wall runs and power slides all draw from one thrust meter, and you keep full weapon control through every one of them. Combined with Specialist weapons and abilities, each of the nine specialists carries one weapon and one ability, and you choose which of the two charges during a match.
Pick 10 Create-A-Class + Gunsmith attachment slots: A loadout has ten slots covering primary, secondary, attachments, perks, grenades and Wildcards. When paired with Gunsmith attachment slots, gunsmith handles attachments, optics, camo and paintjobs on one screen, and primary gunfighter wildcards raise the attachment count up to five on a single gun.
Zombies GobbleGums scaling: GobbleGums are consumable buffs bought from a machine mid round, built into packs of five before you load in. Common gums are minor, while rare ones like Perkaholic hand you every perk on the map at once.
Weapons Efficiency
| Weapon | Best Use Case | Why |
|---|---|---|
| KN-44 | Any map, any mode, and the safest gun to learn the movement system with. | The first assault rifle you get, and still one of the best. |
| Man-O-War | Long sightlines on Redwood and Fringe, and holding a Hardpoint against multiple angles. | A heavy hitting assault rifle with a slow fire rate and hard kick. |
| VMP | Flanking routes, Domination flag rushes, and players learning slide cancel timing. | The all round SMG with a big magazine and mild recoil. |
| Vesper | Nuk3town, Stronghold and any indoor map where fights start under ten metres. | The fastest firing SMG on the roster with a tight hipfire spread and damage that drops off hard past close range. |
| Drakon | Aggressive sniping and players who dislike bolt action rechamber time. | Semi automatic sniper rifle with a one shot kill on upper chest and head hits. |
Location Efficiency
Nuk3town (Any rank): The small symmetrical two house map that returns in every Black Ops game. Spawns flip constantly, sightlines run straight down the middle, and every fight is decided in under two seconds.
Combine (Any rank): A three lane desert research map with wall run routes on the outer lanes and a covered middle. It is the map that teaches you why chaining a slide into a wall run beats sprinting in the open.
Hunted (Any rank): A jungle lodge map with a waterfall on one flank and tight interiors on the other. Close and mid range weapons both work here, which makes it a good test bed for a new loadout.
Shadows of Evil (Rounds 1 to 30 plus): The launch Zombies map, set in Morg City, with Beast Mode transformation and a ritual chain that gates Pack-a-Punch behind four collected items. It is the most complex opening map in the game.
Der Eisendrache (Rounds 1 to 40 plus): The first season pass map and the community favourite. A castle layout with Wundersphere launch pads, the buildable Ragnarok DG-4, and four elemental bow upgrades built from the Wrath of the Ancients.
Mistakes Even Veterans Make
- Emptying the thrust meter to cross open ground, which leaves nothing for a lateral dodge when someone opens fire from a window.
- Filling all ten Pick 10 slots out of habit. A secondary you never draw is a wasted slot that could hold Fast Hands or two more attachments.
- Opening the Mystery Box before buying Juggernog. A Ray Gun does not stop you going down in two hits on round 12.
- Reloading in the middle of Nuk3town. Spawns flip within seconds on that map, so anywhere without cover behind you is the wrong place to be caught empty.
- Treating the Specialist ability half as filler. Vision Pulse and Glitch win more objective rounds than any of the flashier Specialist weapons.
Pro Quick Tips
- Thrust jumping paints a red dot on the enemy minimap unless you run Blast Suppressor. On Search and Destroy either take the perk or stay grounded when you approach a bomb site, because a single jump tells the whole enemy team where you are.
- Pick 10 counts a Wildcard as one slot, which means Perk 1 Greed costs the same as a lethal grenade you rarely throw. Flak Jacket plus Ante Up out of one Greed slot is a stronger use of that slot than a secondary you never switch to.
- Specialist charge builds from time alive, damage dealt and objective work, not from kills alone. Holding a Hardpoint keeps the meter climbing even when you are losing gunfights, which is why objective players see Gravity Spikes more often than slayers do.
- Start with Outrider, switch to Ruin when ready
- Invest in KN-44 above everything else
- Clear areas in order: Nuk3town → Combine → Hunted → Shadows of Evil → Der Eisendrache. See our maps guide
- Chain based movement + Specialist weapons and abilities together are stronger than either alone
More Call of Duty: Black Ops III Guides
- Call of Duty: Black Ops III Call of Duty: Black Ops III Overview
- Call of Duty: Black Ops III Best Builds
- Call of Duty: Black Ops III Tier List
- Call of Duty: Black Ops III Walkthrough
- Call of Duty: Black Ops III Beginner's Guide
- Call of Duty: Black Ops III Weapons Guide
- Call of Duty: Black Ops III Combat Guide
- Call of Duty: Black Ops III Boss Guide
- Call of Duty: Black Ops III Maps & Locations
- Call of Duty: Black Ops III Crafting Guide
- Call of Duty: Black Ops III Classes & Characters
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