Call of duty ghost perks

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Warzone | Call of Duty Modern Warfare

Ghost Perk Guide

Check out the Ghost perk guide in Call of Duty: Modern Warfare & Warzone! See what the perk does in multiplayer, how to unlock it and what combos goes well with it!!

Table of Contents

Best Weapon & Best Loadout Articles

Read How To Inspect Weapons Here!

Ghost - Perk Explained

Ghost Perk Basic Information

GhostGhostUndetectable by UAVs, Radar Drones, and Heartbeat Sensors.Unlocks at level 24
Perk 2

Negate Killstreaks & Perks

The Ghost perk negates any advantage the enemy has when tracking you. You are concealed from various killstreaks, perks, and equipment, allowing you to sneak up on enemies and kill them!

Check out All Killstreaks List here

Ghost - Multiplayer Tips

Use In Stealthy Loadouts

The Ghost perk is best used in loadouts that put a heavy emphasis on stealth. Matching this perk with other stealth oriented equipments will make you completely vanish from enemy vision!

Check Out Custom Loadouts Here!

Best Paired With Silenced Weapons

Use silenced weapons to avoid making too much noise when engaging enemies. This way, other players will not be alerted to your presence when you go in for kills!

Check Out the All Weapons List Here!

Attach Silencers at the Gunsmith

You can silence certain weapons by heading to the gunsmith. Please note that not all weapons will have a silencer attachment for their muzzle.

Check Out the Gunsmith Here!

Ghost - Best Combo Options

Best Perk Combo Options

Further Build On Stealthiness

The Double Time or Cold-Blooded perks further build on your soldier's stealthiness. You will be able to move around faster or conceal yourself against targeting systems and thermal, making you harder to locate.

Avoid Traps In Stealth

The Spotter perk will help you distinguish enemy equipments and traps and lets you hack them. This is useful if you want to successfully sneak by unnoticed. Avoid triggering equipment, field upgrades, and killstreaks and remain concealed on the battlefield!

Track Down Enemies

You can also opt to equip the Tracker perk, which will help you track down enemies via the footprint trail that they leave behind. This is great for players who want to stalk their prey without being noticed!

Best Equipment Combo Options

Throwing KnifeThrowing KnifeRetrievable knife that is lethal on impact.Lethal
Smoke GrenadeSmoke GrenadeDeploys a smoke screen that blocks vision and automated targeting systemsTactical
Heartbeat SensorHeartbeat SensorA tablet that displays rough information about nearby enemiesTactical

Throwing Knife Is Deadly & Silent

The Throwing Knife is a deadly weapon in the right hands. It is an instant kill weapon if it connects and does not make a sound. This is a useful lethal equipment for players aiming to be stealthy.

Reposition Easily With Smoke Grenade

If spotted, you can throw down the Smoke Grenade to break the enemy's line of sight and reposition to a different location. The Ghost perk will conceal you from other targeting equipment, making you completely vanish!

Track Enemy Movement With Heartbeat Sensor

You can use the Heartbeat Sensor to get a general idea of where enemies are positioned. You can use this knowledge to your advantage and plan to engage, or reposition!

What Are Perks?

Perks explanation

Perks are like a buff/debuff which passively effects you or your opponents while playing multiplayer. You have 3 perk slots and you can choose 1 perk per each slots according to your style of play. Change them out at Custom Loadouts.

Check out Best Custom Loadouts here!

Unlock Perks

Leveling up your rank will unlock various Perks that you can use in various multiplayer game modes. These include Perks, equipment, weapons, and more.

Check Out Rank Reward List Here

Call of Duty: Warzone & Modern Warfare Related Articles

Best Weapon & Best Loadout Articles

Equipments & Useful Info

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Call of Duty: Ghosts - All Perks Revealed

Happy Call of Duty Day!

For those of you who have yet to pick up the game, we thought we would outline all of the perks available in multiplayer. Perks are split up into seven different categories, each one costing you points towards your overall load out. There are 35 perks in total. Have a look below for our complete list, including categories, point values and descriptions.


-Ready Up: 1 Point - Weapon is ready faster after sprinting

-Sleight of Hand: 2 Points - Faster Reloading

-Agility: 2 Points - Increased Movement Speed

-Marathon: 2 Points - Unlimited Sprint

-Stalker: 3 Points - Move faster while aiming


-Strong Arm: 1 Point - Throw equipment farther, decrease the cook time of grenades and reset the fuse when throwing back explosives.

-On the Go: 1 Point - Reload while sprinting

-Reflex: 2 Points - Swap weapons and use equipment faster

-Steady Aim: 2 Points - Increased hip fire accuracy

-Quickdraw: 3 Points - Faster aiming


-Takedown: 1 Point - Kill enemies without revealing their death locations

-Blind Eye: 2 Points - Undetectable by air support, Oracle systems and sentries

-Dead Silence: 2 Points - Move silently, making you harder to detect. Players with Amplify can still hear your footsteps

-Incog: 3 Points - Resistant to targeting systems including: Recon, Thermal Scope, Tracker Sight and Motion Sensor. No name or red crosshairs when targeted

-Off the Grid: 3 Points - Undetectable on the mini map by SAT COM and radar pings


-Recon: 1 Point - Enemies hit with explosive damage are tagged and can be seen through objects for a short time.

-Scavenger: 2 Points - Resupply ammo from dead players.

-SitRep: 2 Points - Detect enemy explosives and tactical equipment.

-Amplify: 2 Points - Louder enemy footsteps makes them easier to detect. Allows you to hear Dead Silence players.

-Wiretap: 3 Points - Utilize all active enemy and friendly SAT COMs on the field.


-Resilience: 1 Point - Take no damage from falling.

-ICU: 2 Points - Regenerate health faster.

-Focus: 2 Points - Reduced weapon sway when aiming down sights and reduced flinch when hit.

-Tac Resist: 2 Points - Resistance to flash, stun and EMP effects.

-Blast Shield: 2 Points - Increased resistance to explosive damage.


-Extra Tactical: 1 Point - Additional Tactical equipment.

-Extra Lethal: 2 Points - Additional Lethal equipment.

-Fully Loaded: 2 Points - Start with maximum ammo capacity.

-Extra Attachment: 3 Points - Extra attachment for your weapons.

-Danger Close: 4 Points - Increases damage dealt with explosives.


-Gambler: 1 Point - Spawn with a random perk.

-Hardline: 2 Points - Killstreaks require 1 less kill. Every 2 assists count as a kill toward your killstreak. 

-Ping - 2 Points - Activate a sonar ping upon killing an enemy, revealing nearby hostiles.

-Overkill  - 3 Points - Carry two primary weapons.

-Deadeye - 5 Points - Consecutive kills increase the chance to deal more damage with bullet weapons.

Be sure to leave us a comment and tell us what you think of the perks available in Call of Duty: Ghosts.

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Ghosts - Perks List

Perk Icons

Call of Duty: Ghosts multiplayer perks provide powerful, game-changing abilities and bonuses to your custom classes. Some of them allow you to sprint longer, change weapons faster, be undetectable by enemy Sat Coms, etc. There aren't stronger or weaker perks, but rather situational ones.

Their effectiveness depends on the game mode and map you are playing, as well as your loadout, and your own personal preferences. You can complement perks with your weapons and equipment to enhance your online play substantially.

The perks list in Ghosts has been divided into 7 categories (speed, handling, stealth, etc.) and each category has 5 perks. Rather than being restricted to only 3 per class, like in Modern Warfare 3, you have 8 points to spend on them - each perk costs between 1 to 5 points and can be equipped from any category. If you opt-out and don't choose a primary weapon, secondary weapon and equipment, you have up to 12 points to spend on them.

Each perk in Create-A-Soldier has its own unlock level and Squad Point cost, but only one of them needs to be fulfilled. If you reach the listed level, you unlock the perk and after that it can be equipped, but you can also unlock it earlier by spending Squad Points for immediate access.

Like in Black Ops II, there are no Pro Perks in Ghosts multiplayer.

Ready Up (1 point)


Your weapon is ready faster after sprinting. Ready Up's quicker aiming after sprinting can reduce the number of deaths you suffer from sprinting into a combat engagement.

Sleight of Hand (2 points)


Cuts your weapons reload time in half. This perk is helpful to almost any weapon, but it's especially useful to guns with shallow magazines, slow reloading times, or weapons that burn a lot of ammunition quickly.

Agility (2 points)


Agility increases your movement speed. Exactly how much of a benefit you get from this perk depends on your equipped weapon. Handguns and SMGs move the fastest, followed by Shotguns, Assault Rifles, etc.

In normal combat, it lets you quickly reach key conflict points on a map, travel through a flanking route more quickly, escape from a losing battle, or move faster to land a lethal knife kill.

Agility is effective with Marathon and either an SMG or a Shotgun; this lets you close the distance to fully exploit your close-ranged weapons. Learning when Agility can give you a decisive positional advantage takes time - its effects aren't immediately obvious in a straight fight.

Marathon (2 points)


Gives you unlimited sprint. Marathon is very important in any game mode that requires rapid mobility, which is almost all of them on offence. It's also useful for quickly cutting off chokepoints before the other team arrives or for reaching spots and contested overlooks.

Stalker (3 points)


Allows you to move faster while aiming down the sight. Stalker basically gives you 100% walking speed while you ADS - this can give you the edge in mid-range firefights.

Strong-Arm (1 point)


Allows you to throw equipment farther away; It also cooks your grenades faster. Enemy Frag Grenades can be safely thrown back due to Strong-Arm resetting the explosives timer.

On The Go (1 points)


Allows you to reload while sprinting.

Reflex (2 points)


Swap primary and secondary weapons faster - useful for players carrying a sidearm. Even weapons that are slow to bring up, like Shotguns, LMGs, and Sniper Rifles, are readier more quickly.

You can also use equipment twice as fast - this basically means faster recovery from throwing grenades, and quicker equipment deployment, which leaves you vulnerable for a shorter duration than normal.

Steady Aim (2 points)


Increases hip-fire accuracy for all guns by reducing the normal spread factor by over 30%. This is a substantial improvement, generally bumping a gun one step up the accuracy scale.

Steady Aim is very useful for the run-and-gun player, because ADSing takes time, and movement speed while ADS is reduced. Firing from the hip has neither of those disadvantages. Coupled with the fact that bullet impacts slow player movement and cause view recoil, the first player to score a hit in a CQB is often the victor. Steady Aim helps you to get that first hit and get hip-fire kills at a moderate distance with SMGs.

Quickdraw (3 points)


Allows you to aim down the sight (ADS) of any weapon twice as fast. This reduced ADS time makes Handgun and SMG sighting lightning fast. Assault Rifle times become very quick, and LMG times become fast enough to use more safely in medium-range engagements.

Cutting down ADS time can increase your chance of scoring a kill in a firefight where you spot an enemy in the open who can see you. You are all but guaranteed to line up the first shot more quickly than your opponent does.

Takedown (1 point)


Take out enemies silently without revealing their location. Normally downed players show a skull above their body that their teammates can see, but this perk disables that for enemies that you take out.

Blind Eye (2 points)


Enemy air support and sentry killstreaks can't see or detect you - it also makes you immune to Oracle systems. Although air support killstreaks can't target you, you can still die from collateral damage if you get close to a teammate that doesn't have Blind Eye.

Dead Silence (2 points)


Allows you to walk, sprint and jump almost silently. Most skilled players rely heavily on sound to warn them of enemy presence, whatever their radar might say. Dead Silence removes the warning that footsteps give.

Incog (3 points)


Makes you resistant to enemy targeting systems like Recon, Thermal, Tracker Sight and Motion Sensor.

Incog also prevents the red name and crosshair from appearing above you if an enemy targets you; this can cause temporary confusion to the enemy and could give you enough time to get the upper hand.

Off The Grid (3 points)


Gives you immunity to enemy Sat Com killstreaks and radar pings by not showing you on the radar.

It's strongly recommended pairing this with a silencer if you plan to engage enemies behind their back. Firing an unsilenced round with no friendly blips near you on the radar usually attracts enemies to your location.

Recon (1 point)


Enemies that are damaged by explosives are tagged and can be seen through objectives for a short time.

Scavenger (2 points)


Scavenger causes slain enemies to drop ammo packs that you can pick up. These blue packages replenish your primary and secondary weapons' ammunition.

Scavenger's power increases the longer your average lifespan is. If you play a very run-and-gun build prone to dying quickly, you won't get much out of Scavenger. On the other hand, if you are a more cautious player, Scavenger can allow you to defend a fixed position almost indefinitely.

This benefit is usually more pronounced on medium to large maps, where you have time to pick up supplies and get out of sight. Smaller maps, with their high rate of conflict and frequent close spawns, give you less of a chance to catch a breather and stock up.

SitRep (2 points)


SitRep causes enemy equipment and explosives to show up as bright red and visible through walls at a short distance. SitRep is very useful on offence. It's also useful for covering objectives, as you can quickly spot unpleasant surprises that the enemy team may have set up nearby.

SitRep returns in Black Ops 3 as the Engineer perk, which also allows players to reroll the contents of a Care Package. A majority of the call of duty black ops 3 multiplayer perks merge existing perks from COD: Ghosts into one item, thus making the game more balanced.

Amplify (2 points)


Makes all enemy sounds louder. This is a ridiculously strong bonus. Used well, it can almost feel like cheating. You can clearly hear enemy movements a good distance away, sometimes even through walls.

It's recommended that you use a headset with this. The one bundled with every Xbox 360, Xbox One and PlayStation 4 isn't the best, but they are definitely better than using the speakers on your TV. In the end, it's better to purchase high quality headphones; they'll give you an advantage.

Wiretap (3 points)


This perk allows your deployed Sat Com killstreak to hack into enemy Sat Coms. Hacked Sat Coms work normally for the enemy, but they also stack as your own Sat Coms.

For example, if you have one Sat Com and the enemy has three, they stack as four Sat Coms for you - this gives you an "Advanced UAV".

Resilience (1 point)


Gives you near immunity to falling damage. You can still die from a lethal fall, but any nonlethal fall doesn't hurt you at all.

In most situations, this simply is a nice bonus, but on some maps, you can get a lot of mileage out of this by sticking to high ground, safe in the knowledge that you can leap from a tall building without the fear of dying on impact.

On some maps, this facilitates an easy getaway from combat, even if you take a hit or two while jumping.

ICU (2 points)


Regenerates your health faster.

Focus (2 points)


This perk reduces weapon sway when aiming down the sight and also makes you flinch less when shot by the enemy. The flinch protection is useful with almost any weapon; if your view stays on target but your opponent's jerks wildly when you shoot him, you are more likely to come out standing.

Tac Resist (2 points)


Tac Resist is a useful defensive perk that renders you nearly immune to Flash, Concussion or EMP grenades.

It's great when you go for objectives where you expect grenades of all types to hammer you. But, because it depends on the enemy team using those grenades, you may or may not get a lot of mileage out of Tac Resist.

Blast Shield (2 points)


Blast Shield slices all explosive damage you receive by over 50 %, meaning that anything but a direct explosive won't kill you. You can stand near C4, walk past Claymores, breeze by Semtex or Frag Grenades, and sprint through RPGs and Grenade Launcher fire.

Blast Shield is most useful when you know you are going to take explosive damage, rather than simply because you don't like explosives. This perk doesn't save you from concentrated barrage of explosives by multiple players, but it does let you last longer, and it absolutely saves you from stray explosions.

Extra Tactical (1 point)


Gives you one extra tactical equipment.

Extra Lethal (2 points)


Gives you one extra lethal equipment.

Fully Loaded (2 points)


Gives you extra magazines for your weapons.

Extra Attachment (3 points)


Allows you to choose an extra attachment for both your primary and secondary weapon. This is a solid all-around perk, useful in many situations. Call of Duty: Advanced Warfare has divided the Extra Attachment as two separate Wildcards, one for each weapon.

Danger Close (4 points)


Increases explosive damage. For example, Frag Grenades have enough explosive power to take out players at the edge of its blast radius.

Gambler (1 point)


Gives you a random perk when you respawn.

Hardline (2 points)


Reduces the amount of kills you require for any killstreak by one; every 2 assists also count as a kill. It has a profound impact on the frequency of killstreaks you generate. It's less noticeable for very high-end killstreaks, but taking any of the six or below streaks can greatly increase frequency.

Ping (2 points)


After killing an enemy this perk activates a sonar ping that reveals other nearby enemies.

Overkill (3 points)


Allows you to carry two primary weapons. Overkill is very useful for running two weapons of different ranges. With an Assault Rifle / Shotgun combo, you can clean up close quarters with the Shotgun, while engaging long-range targets with your AR.

Deadeye (5 points)


Consecutive kills increase the chance of your weapon to cause more damage to enemies.

Call of Duty Ghosts - todos os perks e suas funções

Call of Duty: Ghosts Wiki Guide

Perks can be unlocked two ways. The first is the classic way, which involves leveling up and unlocking them. The second involves purchasing them with Squad Points. This can be costly early on though, as most of the perks cost 6-9 Squad Points to purchase. (*Tip: New players should wait and earn these perks by leveling up. Spend Squad Points on weapons.)

Call of Duty Perks (Video)

Perks have been divided into the following types:


The Speed Perk class affects a player's movement ability. It also improves a player's ability to move with weapons more quickly. (Includes Perks such as Ready Up, Agility and Marathon.)


The Handling Perk class affects a player's weapon handling ability such as allowing them to throw grendades further and reload while sprinting. (Includes Perks such as On the Go, Quickdraw and Reflex.)


The Stealth Perk class affects a player's ability to hide from Strike Packages, equipment and radar. (Includes Perks such as Dead Silence and Takedown.)


The Awareness Perk class affects a player's ability to be more contextually aware and take advatage of their situation more efficiently. (Includes Perks such as Recon, Amplify and Scavanger.)


The Resistance Perk class affects a player's defensive ability and helps them withstand damage and regenerate health. (Includes Perks such as Painkiller, Focus and Blast Shield.)


The Equipment Perk class affects the amount of equipment avaiable in a player's loadout. Get a little extra oomph! (Includes Perks such as Extra Lethal, Fully Loaded, and Danger Close.)


The Elite Perk class are some of the most innovative in Call of Duty: Ghosts. A miscellaneous gathering of Perks that a player must experience to truly understand. (Includes Perks such as Gambler, Ping and Deadeye.)

Useful Perk Combos

With so many perks to choose from, it might be tough to know just what to use. We came up with a few combinations to get you started. If you have some great ones of your own, feel free to add them to each indiviudal Perk class. (Listed above.)

Stealth Runner

  • Ready Up
  • Sleight of Hand
  • Agility
  • Marathon
  • Dead Silence
  • Takedown

This combination is designed to give you the maximum amount of mobility, while also remaining silent. Running causes a lot of noise, so Dead Silence is a must to keep you quiet as you sprint around the map. Lethal and Tactical options are removed, in favor of more perks. Mix these with 2 silenced weapons, and you will almost never appear on the minimap, and for brief moments that you do, you will be able to out run and out maneuver any hostiles that come your way.

The Walking Tank

  • ICU
  • Scavenger
  • Tac Resist
  • Blast Shield

This combo is designed to keep you alive for the longest amount of time. You are highly resistant to equipment damage, and any damage you do receive will be healed more quickly with ICU. Since your goal is to stay alive longer, Scavenger is very handy as you will be running low on ammo on those very long lives.


  • Deadeye
  • Overkill
  • ICU

This setup is light on perks, heavy on dishing out death. Deadeye will increase your damage the more kills you get. Overkill will let you spawn with two weapons. This is great for setting up long range and close range options, i.e a Marksman Rifle and a Shotgun. Wrapping it up is ICU, which will help get your health back in the event you take a round.

Spray and Pray

  • Sleight of Hand
  • On The Go
  • Steady Aim
  • Scavenger
  • Fully Loaded

This combination of perks is designed to give you long term, sustained fire. You will spawn with the maximum amount of ammo, be able to resupply on the go and will have faster reload times, allowing for less down time between firing. With Steady Aim active, you can also fire from the hip more liberally as your bullets will have a tighter spread. This is a great combo to use for LMG's with huge clips, or SMG's that you just want to keep firing without a care in the world.

In This Wiki Guide

Call of Duty: Ghosts

Call of Duty: Ghosts

Call of Duty: Ghosts delivers a riveting all-new gameplay experience built on an entirely new story, setting and cast of characters, all powered by a new, next generation Call of Duty engine that redefines the series for the next generation.
Sword Expert Rates Rey and Kylo's Lightsaber Skills

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We got Matt Easton, a Historical European Martial Artist, Antique Arms Dealer, and owner of the fencing club Schola Gladiatoria, to react to the sequel Star Wars Trilogy. Telling us his sword-fighting expert opinion on just how realistic Episode VII - The Force Awakens, Episode VIII - The Last Jedi, and Episode IX - The Rise of Skywalker is when it comes to lightsaber (or sword) combatFrom breaking down Finn and his battle against FN-2199 with his riot baton, to Rey and Kylo taking on the Praetorian Guards, and more, Matt breaks down these iconic Star Wars battles! Want to watch more of Matt's own videos? Make sure to check out his Scholagladiatoria YouTube channel:

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Call of Duty Ghosts - todos os perks e suas funções

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