Learn about all the enemies and hazards in Call of Duty: Black Ops Cold War, including Basic Zombies, Barrel Zombies, Gladiators, Dirtnappers, Shadow Zombies, and more. Master the threats to survive.
This section lists all the various enemy types and hazards you will run into over the course of a game. It is broken into three smaller sections containing normal enemies, those encountered in The Wild, and another section that talks about the traps and hazards. If you are attempting to earn the Calling Card which requires you to kill one of each of the Mamaback's Minions (and the Mamaback herself,) you will want to pay special attention here. I have listed each enemy and boss 1-30 so you can check them off your list as you go.
Point Values (for 1x multiplier)
- Regular Zombies - 100 points.
- Megaton Splits - 200 points
- Gladiators - 250 points
- Wardens - 350 points
- Megatons - 500 points
Basic Zombies
This is the generic zombie you will encounter beginning at round 1 and continue to see throughout the game. Nothing special about them, really. They move very slowly at the start of the game and are easy to kill, but their speed and strength will increase as the game moves along.
Barrel Zombies
First appearing in round 9, these guys carry around explosive red barrels. If killed while holding the barrel, both the zombie and barrel will explode. If not, the zombie leaves behind the red explosive barrel. Blowing the barrel up will cause an explosion which kills the zombies, but leaves you unharmed. If you leave the barrel alone, you can opt to blow it up later when more enemies are nearby.
Axe Gladiator Zombies
These beats are a new addition to the game that will first show their hideous faces at the beginning of round 5 in the training grounds. They truly resemble an ancient Roman gladiator with all that armor. They also have a ranged attack. Yes, you read that right. They will launch their weapons for an instant kill if their red targeting reticle lands on top of the player. Stay clear of their attack zone and strip their armor immediately!
Jumping Gladiators
Similar to the axe gladiators, they take quite a few shots to bring down. The main difference, of course, is that they will leap at you. You can usually tell when this is going to happen because they will briefly stop in place before pouncing on you. If you see this happen, change direction left/right instead of moving backward.
Dirtnappers
As the name implies, these folks will rise from the ground like an actual zombie before coming after you. Appropriately, they are first encountered in the Graveyard arena, rounds 17-20.
Shadow Zombies
Making their debut in the Spawn Temple arena (rounds 21-24), these guys can prove to be a nuisance if you don't pay attention. A crow and a blue flash will show on the level, indicating their spawn point. Once the zombie is killed, it will disintegrate into another blue flash, move to a random point on the map, and re-spawn! Kill it once more to put it down for good.
NOTE:This enemy is unaffected by Monkey Bombs.
Blue Ghost Zombies
First appearing in the Water Temple at round 25, these enemies are bony ghosts that fly through the air with the intent on possessing your soul. When killed,, they reappear else where on the map after a brief blue flash which can prove very distracting to the player if many are present. Hopefully the shot above illustrates the annoyance they can become.
NOTE:This enemy is unaffected by Monkey Bombs.
Blood Riser Zombies
Introduced in the Bloodpool arena at round 42, these guys can cause problems if you aren't paying attention to your surroundings. They rise from the ground just like Dirtnappers. These guys are red in color and blend in with the red water, making them very difficult to detect at times.
NOTE: This enemy is unaffected by monkey bombs.
Meatballs
They look like meatballs and are introduced in the Bloodpool arena in round 41. They bounce around and roll at you with spikes on the sides and will not stop until you have been flattened like a pancake. When destroyed, they explode and hatch into a few smaller nuggets. You must destroy them completely or else they will grow back to normal size. Killing each size (small, medium, and large) counts toward the calling card.
NOTE: This enemy is unaffected by Monkey Bombs, Time Stoppers, Teddy Bears, and the Coat of Arms. A wunderwaffle that makes contact will be completely wiped out.
Spiders
These 8-legged monstrosities appear at various points through the game similar to DOA2. They will commonly appear from a present box with some bad luck. They also kill you with bites if you get too close. The worst part of it all? These enemies will shoot webs which instantly kill the player!
Wardens
If you recall the engineer zombies from DOA1 and DOA2, you have an idea of what to expect with these guys. Your first run-in with these guys will be in the Castle Moat arena, round 49. The zombies fall down from the sky and will slowly walk toward you. That is, until you fire at them and then they will charge full speed. Try to leave them alone until the very end.
Nova Crawlers
Found in the Wild and also in regular levels. If you recall these beasts from the original Dead Ops Arcade, you know exactly what to expect here. Only one problem, it leaves behind a slimy yellow residue and if touch, it slows the player down. It's no different than running into the Margwas stench after you blew up one of his heads.
Hellhounds
Those damned demon dogs are back again, and vicious as ever. Your first encounter with the dogs will be in the Sleepy Hollow arena or in the Wild after round 36. Whenever you see one of these beasts on the field, they take immediate priority over all other enemies. They are exceptionally fast and require boots or the fate of Swiftness/Force to outrun them. They are very fast and very powerful. You die after two bites. The first bite will cause an ear ringing sound and the second will kill the player. One more
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