
Exotic Weapons are unique guns you get from Avalon's Zone 4 during Endgame matches in Call of Duty Black Ops 7 (BO7). Read on for a list of Exotic Weapons including info on their unique effects here!
List of Contents
| Exotic Weapon | Possible Unique Effects |
|---|---|
![]() (Assault Rifle) |
Ammo Mods: ・ Mortar Rounds Mortar Rounds Each bullet that hits a Normal or Special Enemy has a chance to launch fireworks that target enemies.
Handling Mods: ・ Reload Swap Reload Swap Weapon is always reloaded when swapped to. ・ Combat Ready Combat Ready Massive improvement to ADS and Sprint to Fire speeds.
|
![]() (LMG) |
Ammo Mods: ・ Frost Rounds Frost Rounds Each bullet has a chance to slow a Normal or Special Enemy and increase the damage they recieve. ・ Graviton Rounds Graviton Rounds Each bullet has a chance to spawn a Black Hole on a Normal or Special Enemy kill.
Handling Mods: ・ Combat Ready Combat Ready Massive improvement to ADS and Sprint to Fire speeds. ・ Escalation Escalation Fire rate increases the longer you hold down the trigger. ・ Recoil Delete Recoil Delete Massive improvement to recoil control. Range is slightly increased.
|
![]() (SMG) |
Ammo Mods: ・ Incendiary Rounds Incendiary Rounds Each bullet has a chance to apply a burn effect on Normal and Special Enemies, dealing damage over time.
Handling Mods: ・ Ultra-light Ultra-light Players movement speed is not reduced while in ADS.
|
![]() (Burst DMR) |
Ammo Mods: ・ Shock Rounds Shock Rounds Each bullet has a chance to stun a Normal or Special Enemy and generate an electric damage field. ・ Neuro-Disruption Rounds Neuro-Disruption Rounds Each bullet has a chance to temporarily turn a Normal or Special Enemy into an ally. ・ Frost Rounds Frost Rounds Each bullet has a chance to slow a Normal or Special Enemy and increase the damage they receive. ・ Incendiary Rounds Incendiary Rounds Each bullet has a chance to apply a burn effect on Normal and Special Enemies, dealing damage over time.
Handling Mods: ・ Ammo Recharger Ammo Recharger Weapon ammo is refilled while stowed. ・ Explosive Rounds Explosive Rounds Bullets explode, dealing extra area damage. ・ Melee Reload Melee Reload Weapon magazine immediately filled after a melee hit. ・ Recoil Delete Recoil Delete Massive improvement to recoil control. Range is slightly increased.
|
![]() (Shotgun) |
Ammo Mods: ・ Shock Rounds Shock Rounds Each bullet has a chance to stun a Normal or Special Enemy and generate an electric damage field. ・ Neuro-Disruption Rounds Neuro-Disruption Rounds Each bullet has a chance to temporarily turn a Normal or Special Enemy into an ally.
Handling Mods: ・ Melee Reload Melee Reload Weapon magazine immediately filled after a melee hit. ・ From the Hip From the Hip Massive improvement to hip fire spread and recoil.
|
![]() (Sniper Rifle) |
Ammo Mods: ・ Neuro-Disruption Rounds Neuro-Disruption Rounds Each bullet has a chance to temporarily turn a Normal or Special Enemy into an ally. ・ Graviton Rounds Graviton Rounds Each bullet has a chance to spawn a Black Hole on a Normal or Special Enemy kill.
Handling Mods: ・ Zero Waste Zero Waste Bullets fired have a 50% chance to not consume ammo. ・ Combat Ready Combat Ready Massive improvement to ADS and Sprint to Fire speeds.
|
| Click to Jump to a Section! | |
|---|---|
| Ammo Mods | Weapon Handling Mods |
| Ammo Mod | Effect |
|---|---|
| Explosive Rounds | Bullets explode, dealing extra area damage. |
| Frost Rounds | Each bullet has a chance to slow a Normal or Special Enemy and increase the damage they recieve. |
| Graviton Rounds | Each bullet has a chance to spawn a Black Hole on a Normal or Special Enemy kill. |
| Incendiary Rounds | Each bullet has a chance to apply a burn effect on Normal and Special Enemies, dealing damage over time. |
| Mortar Rounds | Each bullet that hits a Normal or Special Enemy has a chance to launch fireworks that target enemies. |
| Neuro-Disruption Rounds | Each bullet has a chance to temporarily turn a Normal or Special Enemy into an ally. |
| Shock Rounds | Each bullet has a chance to stun a Normal or Special Enemy and generate an electric damage field. |
| Weapon Mod | Effect |
|---|---|
| Ammo Recharger | Weapon ammo is refilled while stowed. |
| Combat Ready | Massive improvement to ADS and Sprint to Fire speeds. |
| Escalation | Fire rate increases the longer you hold down the trigger. |
| From the Hip | Massive improvement to hip fire spread and recoil. |
| Melee Reload | Weapon magazine immediately filled after a melee hit. |
| Recoil Delete | Massive improvement to recoil control. Range is slightly increased. |
| Reload Swap | Weapon is always reloaded when swapped to. |
| Ultra-light | Players movement speed is not reduced while in ADS. |
| Zero Waste | Bullets fired have a 50% chance to not consume ammo. |
| How to Get Exotic Weapons |
|---|
|
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Exotics can be easily farmed by spamming Assignments (blue contracts) and Activities (green objectives) in Zone 4 of Avalon (red zone). They'll have a chance to drop at the end of most activies that have reward drops.
Note: For easy ways to get Exotics, you can look to complete Strongbox Crack, Surprise Shipment, or Toxin Field activities. Activities and assignments that only reward Combat Rating boosts like Grid Takedown or Evidence Collection won't net you Exotics.

Alternatively, you can also look to kill the various Elite Zombies that dot Zone 4 for a chance at an Exotic drop. However, do note that they also only have a small chance to drop exotics and they're bullet sponges if you're only playing as a solo.

A guaranteed way to get an exotic would be to defeat Dr. Faulkner - the final boss of Endgame at the Toxin Source POI in Avalon's Zone 4 (red zone). Once he's killed, he'll drop a weapon case with a random exotic for you to loot.
| Rarity | Damage Multiplier |
|---|---|
| Exotic (Yellow) | 2.50x DMG |
| Legendary (Gold) | 2.00x DMG |
| Epic (Purple) | 1.75x DMG |
| Rare (Blue) | 1.50x DMG |
| Uncommon (Green) | 1.25x DMG |
| Common (White) | 1.00x DMG |
Exotic weapons are guns that come with 8 attachments and a 2.5x damage multiplier. They are the most powerful weapons you can get in the Endgame mode of the BO7 co-op campaign.

Unfortunately, you can't carry two Exotic weapons at the same time. Whenever you pick one up while also having an Exotic equipped, the weapon that gets swapped will always be the Exotic you currently have on you.

List of All Co-op Campaign Missions
| # | Mission |
|---|---|
| 1 | Exposure |
| 2 | Inside |
| 3 | Distortion |
| 4 | Escalation |
| 5 | Disruption |
| 6 | Collapse |
| 7 | Fracture |
| 8 | Quarantine |
| 9 | Suppression |
| 10 | Breakpoint |
| 11 | Containment |
Just wanted to share some info: In regards to Exotic weapons (in Endgame), the Redline I have has: "Mortar Rounds" & "Recoil Delete" (massive improvement to recoil. Range is slightly increased) The Gravemaker(?) Killstreak is VERY effective against the Endgame boss. Basically one-shot killed him (despite his health bar being almost full).
List of Exotic Weapons



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Overcharge shotgun can also have another weapon handling mod: "Firebomb - When a burned enemy is killed, it explodes"