News - Warzone 2: Best Perks Tier List - Broken Perk Package Setups - Call Of Duty Guide
Perks in Warzone 2 have changed entirely. Welcome to the new Call of Duty! I'm Coach Highway, and today we are going to cover which of the prep packages are best right now and how perks have changed in War Zone 2 in order to help get you more wins. Now if you really want more wins, you should check out our website that launches this month, where we are uploading constant, high-quality educational articles that are certain to boost your kill count and win rate.
Better yet, since you are an OG on this channel, we are giving you 50 off of your pre-order when you use the code "Warzone." Come get your pre-order today and get a huge advantage in the crucial early days of War Zone 2. So to get things started, the developers have totally changed how perks work in War Zone 2 loadouts compared to past Cod titles.
In previous editions, you were able to select each perk individually and put together your own custom perk package; even in the multiplayer version of Modern Warfare 2 multiplayer you're able to do this, which Warzone 2 is based off of, however, for Warzone in particular, they have decided to only allow players to pick from the preset packages available.
With this in mind, we have definitely lost a bit of touch with personal strategy, and it's unclear whether or not the developers are going to keep this system in the long run. but based on the patch notes and wording, this is absolutely intentional as it is currently implemented, so without further ado, let's get right into the tier list of the pair packages so you know which one of these presets is best for your loadout and your play style.
We are going to be going from the C to the S tier in this list, starting off with Commando. This perk package contains Scavenger, which is pretty underwhelming. In Warzone, it's a fantastic perk in multiplayer, but there aren't enough dead enemies to really warrant running this, and I've never had issues with ammo anyway in Warzone, so this is definitely not a good start for this package.
The other base perk is strong arms, which is an okay perk, but there is a wide list of better ones to be sure. It has fast hands, which is again an okay perk; it allows you to reload and swap weapons and use equipment quicker, which can come in pretty handy; and finally, it has high alert. The problem with this package is that these perks don't really synergize all that well.
The way it's set up, this is best used as a pushing build to get any use out of Scavenger in fast hands, but the remaining two perks, strong arm and high alert, do almost nothing to enable this style of play, which leads us to be one of the more lackluster perks lists since it's really missing any strong perks for any particular style.
So with this teacher out of the way, we move into the B tier, where we first have Warden, which has a pretty wide variety of good but not excellent firsts that actually synergize, and double time is one of the better base perks due to its ability to enable quick rotations and movement options. Strong, Arm is okay on its own, but it sells for loadouts that use a lot of equipment and grenades, which this package certainly does.
Does Fast Hands get a lot of value out of the equipment use speed Buffet gives with this package due to the ultimate perk overclock, which gives you the ability to recharge and store two different field upgrades at the same time? This means you'll be using a lot of equipment, switching weapons, and doing things very often, so this part, coupled with a strong arm to help out with accuracy and fast hands to assist in speed, will make this per package pretty solid as a spam and gadget class.
Our next feature choice is going to be Sentinel, which is another perk on the list that, while there are some good perks in the package, there's nothing to make it stand out. Squad is a fine perk to have nothing too spectacular or too bad about preventing some explosions. Damage from battle-hardened armor is kind of in the same boat with its reduction of tactical grenade effects as cold-blooded armor.
The first effect is only okay, but the high alert counter that comes from its second effect can be pretty massive for this build's playstyle, which I'll get to in just a second, and finally we have over the clock again, which is a considerably powerful perk with its ability to recharge and store multiple types of field upgrades.
This build definitely will favor a more campy slow play style, as it will make it difficult for grenades to flush you out of positions than steer 2 base perks, and you can spend time aiming through windows in the light with cold-blooded. As I mentioned, it counters high alert, which a couple of the other packages have, so using this can help you get the drop on a lot of people that would otherwise be using these prayer packages overall.
These perks will play into a slow, zone-oriented kind of playstyle, which isn't really optimal, and they leave it at the B tier, but it is a solid choice if that's your speed of play. The final selection for the B-2 is going to be Recon. This is definitely a push-oriented build, with double timing allowing you to be aggressive with more movement and tracking, giving you an advantage on enemies trying to run into corners.
Camp you focus stands out as a pretty out of place perk, in my opinion, as with a pushing build you'll want to be going for close or mid-range fights, and preventing Flinch doesn't really affect these Rangers as much, meaning this simply doesn't sit too well in this package. The perk package is honestly not bad on a synergy level, but tracker isn't really that great, and focus is definitely the standout that does not synergize with anything, so that leaves it for me as a B-tier package.
Okay, moving on up into the eighth year, we have our first package, Scout. Yet another perk, a package, that has very strange and out of place perks within it, but this one gets saved due to the powerful ultimate perk it has to start things off. We have scavenger as a base perk, which again is simply not fantastic in War Zone 2; we already covered that a little bit.
It's okay if you're pushing and getting kills, which ghosts can absolutely enable, but, as I mentioned with Recon Focus, it's not really great for these close-range duels. With ghosts, you can actually afford to play slower and hide at range if that's what you want to do. This leaves this perk package to be a very versatile choice that allows for you to play at either range; the only reason it isn't S tier is because there are better choices for one range or the other, which makes this kind of just a jack of all trades, master of none build, which is not what you want from your perks.