The May 2025 Season 03 Reloaded notes made different weapon changes in Call of Duty: Warzone and Black Ops 6 Multiplayer and Zombies. Warzone’s adjustments include damage, range, handling, recoil, and ammunition changes—often in combination—while the Black Ops 6 notes describe a separate balance pass focused on new Season 03 weapons, the Goblin Mk2, the TR2, and LMGs. The figures below are historical patch values, not a guide to the live 2026 weapon meta.
Warzone weapon changes
Call of Duty’s Warzone Season 03 Reloaded patch notes, dated May 13, 2025, include balance changes to Black Ops 6 weapons and weapons carried over from earlier Call of Duty titles. Those are all Warzone changes; a weapon’s original game does not make its Warzone values interchangeable with its Multiplayer or Zombies values.
The table highlights the adjustments established in the patch notes. A change can be a buff in one dimension and a nerf in another, so the direction column describes the tradeoff rather than assigning each weapon one blanket label.
| Weapon or group | Warzone Season 03 Reloaded adjustment | What the adjustment means |
|---|---|---|
| AK-74 | Headshot multiplier fell from 1.2x to 1.12x and lower-torso multiplier from 0.95x to 0.9x. Sprint-to-fire rose from 190ms to 215ms, ADS time from 270ms to 285ms, and ADS movement speed fell from 3.2m/s to 3m/s. | Nerfs to damage multipliers and handling. |
| CR-56 AMAX | Reload speed increased by 15%, and Flip Mag capacity changed from 25 to 30 rounds. The notes also list a headshot-multiplier reduction for the weapon in a separate balance entry. | Reloading and the named magazine capacity improved, but the headshot change is a damage tradeoff. Consider the separate entries rather than calling the weapon an unqualified buff. |
| Kilo 141 | Reload speed increased by 15%. | Reload improvement. |
| BAL-27 (MWIII) | Maximum damage rose from 28 to 32, while the listed medium- and minimum-damage range thresholds were shortened. Visual recoil was reduced. | Higher maximum damage and reduced visual recoil, traded against shorter listed damage ranges. |
| M4 (MWII) | Damage and range values increased across the listed damage bands, and bullet velocity rose from 720m/s to 820m/s. The upper-torso multiplier fell from 1.1x to 0.95x. | Mixed adjustment: several damage, range, and projectile changes improved, while the upper-torso multiplier decreased. |
| TAQ-56 (MWII) | Damage and range values increased across the listed bands, bullet velocity rose from 720m/s to 800m/s, and visual recoil was reduced. | Improvements to listed damage, range, velocity, and visual recoil. |
| PDSW 528 (MWII) | Damage values and close-range damage increased; ADS time improved from 240ms to 210ms, and visual recoil decreased. Bullet velocity fell from 680m/s to 570m/s, and one damage range was removed. | Damage and handling improvements came with lower velocity and a removed damage range. |
| Black Ops 6 belt-fed LMG magazine attachments | The general maximum-ammo value for these attachments fell from 500 to 210. The notes also specify reduced pre-fire delay for selected Fast Mag attachments on the Feng 82, PU-21, and XMG. | Lower maximum ammunition for the attachment group, with a handling improvement for the specified Fast Mags. |
| SWAT 5.56 | Maximum range increased from 45.7m to 50.8m, and bullet velocity from 870m/s to 910m/s. The Warzone table also lists damage and attachment adjustments. | Longer listed maximum range and higher velocity, alongside other tabled changes. |
| TR2 | Maximum damage fell from 62 to 59, while minimum-range damage rose from 55 to 59. The Warzone table also lists range and attachment adjustments. | Damage was redistributed across the listed values, not simply increased or reduced across the board. |
| HDR | ADS time slowed from 510ms to 600ms. | Handling nerf. |
| FJX Imperium (MWII) | Damage range expanded, minimum damage increased from 125 to 145, and ADS time improved from 580ms to 540ms—or 590ms with the default scope. | Range, minimum damage, and ADS speed improved; the default-scope ADS figure is a distinct qualification. |
| Kali Sticks | Weapon drop time improved from 0.83s to 0.25s. | Weapon-switch handling improved. The notes say this addresses an unusually slow delay compared with other Black Ops 6 melee weapons. |
Content additions are not weapon-stat buffs
The same Warzone update introduced the Ladra SMG and a Goblin Mk2 7.62 Mini-Rocket Conversion Kit. These are content additions, not evidence that the existing weapons’ listed stats were buffed.
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Where to check the full Warzone table
The rows above cover notable changes, not every entry in the official weapon-adjustments tables. For a complete weapon-by-weapon check—including category entries and individual attachment values—use the official Warzone patch notes and consult their weapon categories.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Black Ops 6 Multiplayer and Zombies changes
The Black Ops 6 Season 03 patch notes have a separate “Weapons (Multiplayer & Zombies)” section for the Reloaded balance pass. Call of Duty describes its focus as the new Season 03 weapons, follow-up adjustments to the Goblin Mk2 and TR2, and improvements to LMGs. This section is distinct from the Warzone table above; do not apply Warzone damage, handling, or attachment values to these modes.
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Goblin Mk2
The official notes say the Goblin Mk2 received higher Neck, Upper Torso, and Upper Arm multipliers to improve its three-shot-kill potential in the Max Damage Range. That is the stated rationale; the notes do not establish how often players achieved that outcome or how the change affected match results.
TR2 and LMGs
The notes identify follow-up TR2 adjustments and LMG improvements as part of the Multiplayer and Zombies balance focus. Their exact values belong to that mode-specific section of the official patch notes, not to the Warzone values in this article. In particular, the Warzone TR2 damage figures and the Warzone belt-fed-ammo rule should not be treated as Multiplayer or Zombies changes.
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How to read these changes
- Damage is only one part of a change. Compare damage bands and body-part multipliers with range thresholds; a higher maximum-damage figure does not by itself show how the weapon performs at every distance.
- Handling changes can cut both ways. ADS time, sprint-to-fire, movement speed, and reload speed affect different situations and should not be collapsed into one damage-based verdict.
- Projectile and recoil adjustments are separate dimensions. Bullet velocity and visual recoil can change even when listed damage changes point in another direction.
- Check the mode and date. These are values from the 2025 Season 03 Reloaded notes. They do not prove what is strongest in the live game in 2026; later patch notes may have changed the balance.
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