Black Ops 7 co op campaign: story, Endgame mode, and progression

Learn how the Black Ops 7 co op campaign is structured, how Endgame works, and how its PvE ties into global progression.

By Pallav Pathak 10 min read
Black Ops 7 co op campaign: story, Endgame mode, and progression

The Black Ops 7 co op campaign is a fully cooperative story mode for one to four players set in 2035. It connects key events and characters from earlier Black Ops titles, bringing back David Mason and Raul Menendez alongside a new power, The Guild, based in the Mediterranean city of Avalon.

You can play every story mission solo or with up to three others, sharing objectives, cutscenes, and rewards. Once you finish the initial mission set, you unlock a large-scale PvE mode called Endgame that continues the narrative in Avalon with persistent threats and repeatable objectives.

Element Black Ops 7 co op campaign details
Time period Year 2035, near-future setting
Main location Avalon, a high-tech Mediterranean city controlled by The Guild
Key characters David Mason, Frank Woods, Raul Menendez, JSOC Operators (Harper, 50/50, Eric Samuels, and others)
Player count 1–4 players in co-op campaign missions
Mission count 11 main co-op campaign missions, followed by Endgame
Release Launches November 14, 2025, across console and PC platforms

Black Ops 7 co op campaign structure and Endgame unlock

The co op campaign is built around an 11-mission story that leads directly into Endgame. These missions span multiple regions and styles, ranging from more grounded operations in places like Los Angeles and Tokyo to sequences that dive into psychological warfare and altered perception. As you progress, you repeatedly return to Avalon, where The Guild claims to be protecting civilians while clashing with Menendez.

After completing the first eleven co op campaign missions, Endgame becomes available. This mode is positioned as a continuation of the story rather than a short epilogue. JSOC keeps operating inside Avalon, targeting remaining Guild strongholds and dealing with exposure zones where an unknown toxin spills into the city.

Component Standard campaign missions Endgame mode
Player count 1–4 1–32 (squads of up to 4)
Structure Linear, scripted missions Large open map with dynamic objectives
Replayability Replays for challenges and story Designed for repeated runs with changing assignments and routes
Narrative role Primary story arc setup and payoff Ongoing JSOC operations in Avalon after mission 11

Endgame PvE overview: scale, objectives, and exfil

Endgame takes place entirely within Avalon on a single, very large map. Up to 32 players deploy into the city at once, grouped in squads of up to four. All squads share the same instance and can either cooperate directly or work independently toward separate goals while still helping each other in difficult zones.

Each deployment follows the same basic rhythm: choose an Operator slot and loadout, drop into Avalon using a wingsuit, complete assignments and activities, build power through Combat Rating and better gear, push into higher exposure zones, then extract on a VTOL before the match timer expires. Failing to exfil or dying in the field means losing the power you built up during that run.

Assignments and activities are scattered across the map and can include tasks such as:

  • Ambushing a hostile convoy and stealing a vehicle.
  • Clearing out Guild-controlled Command Centers.
  • Holding objectives inside heavily contaminated exposure zones.
  • Hunting elite enemy types like Enforcers, Deadeyes, and Raiders.

Completing objectives often rewards Caches that let you choose between multiple upgrades, such as different grenade types or other equipment. These choices help shape your build within that deployment.

Exfiltration is critical. Before the timer runs out, squads must reach a designated pickup zone, secure it from enemies, and board a friendly VTOL. A successful extraction allows you to keep the loadout and Combat Rating state you had at exfil for that Operator slot, enabling you to take on more dangerous assignments in future runs.


Endgame loadouts, Operator slots, and abilities

Endgame uses the C-Link C.O.M.B.A.T. operating system to give you full control over your combat build. Each player has four Operator Slots, and each slot represents a distinct character progression path. You select an Operator (from a roster of up to 24) for a slot and then configure a dedicated Endgame loadout for that character.

An Endgame loadout has four main components:

  • Main Weapon – Your primary firearm with up to eight attachments, depending on what you have unlocked.
  • Melee Weapon – A close-range backup option such as a knife.
  • Field Acquisition – A weapon you recovered within Avalon during a previous Endgame deployment and successfully exfilled with.
  • Field Equipment – Tactical or lethal gear (for example, frag-type equipment) usable on cooldown.

Within Avalon you can find Workbenches and other upgrade stations that raise the rarity of your weapons. Higher rarity increases damage output, allowing you to handle tougher enemies and exposure zones more effectively.

On top of weapons and equipment, every Operator slot in Endgame has two powerful abilities: one Major Ability and one Minor Ability. These abilities define your role, provide powerful active tools, and operate on cooldowns.

Major Ability Role Effect summary
Ballistic Shell Defense Projects an energy shield that intercepts incoming fire, letting you cover your squad while advancing or reviving.
Active Camo Stealth Temporarily makes you almost invisible. Firing your weapon briefly disrupts the camouflage and reveals you.
Hand Cannon Precision damage Grants a high-powered sidearm that hits extremely hard and stays accurate over distance.
Crash Cart Support Emits a revival burst that instantly picks up downed teammates within range and grants brief invulnerability; can also self-revive when you are down.
Vision Pulse Intel / debuff Sends out a pulse that highlights enemies through walls for your squad and causes them to take extra damage while marked.
War Machine Explosive offense Equips a single-shot grenade launcher with a wide blast radius, ideal for clearing clustered enemies.
Shadow Break Crowd control Creates a warped energy field that both teleports enemies and inflicts damage, disrupting formations.
Drone Pod Area denial Deploys a pod that launches autonomous drones which seek out enemies and detonate on contact.

Minor Abilities provide additional mobility, utility, and resource support. These pair with your Major Ability to define your playstyle.

Minor Ability Category Effect summary
Grappling Hook Mobility Lets you latch onto terrain and structures, quickly pulling yourself to new positions or out of danger.
Portal Grenade Deception Throws a device that spawns short-lived hallucinations which distract or pressure enemies.
Kinetic Jump Verticality / stun Charges an enhanced jump to reach high ground; landing from these jumps stuns nearby enemies.
Flicker Teleport Allows a short-range teleport in the direction you are facing; holding the input lets you line up the destination, and you can phase through enemies.
Supply Link Team sustain Instantly refills a portion of ammo, armor, equipment, and Major Ability energy for you and nearby teammates.
Black Hat Hacking Targets enemies, gear, and vehicles for remote hacking, disabling or destroying them or turning them to your side.

Choosing one Major and one Minor Ability per Operator slot is one of the most impactful decisions you make before each deployment. For example, pairing Ballistic Shell with Grappling Hook suits a frontline support playstyle, while combining Active Camo with Black Hat favors infiltration and disruption.


Endgame Skill Tracks and Combat Rating

During an Endgame run, you earn Combat Rating by completing objectives, gathering intel, and defeating enemies. Each time your Combat Rating increases, you can pick between two options: a new Skill Track to branch into or a specific Skill inside a track you already have. Over the course of a deployment, your Operator can reach Combat Rating level 60, significantly increasing survivability and damage potential.

Skill Tracks are themed sets of perks that focus on a particular approach: weapon handling, survivability, movement, equipment usage, aggression, or tanking. Within each track, there are six Skills that unlock in sequence as you invest further into that track.

Skill Track Skill Effect summary
Gunner Reload Speed Shortens reload times for faster weapon cycling.
Fast Replate Reduces the time needed to put new armor plates in.
Fast Weapon Swap Speeds up switching between primary and secondary weapons.
Ammo Auto-Refill Slowly replenishes ammo in the magazines of both held and stowed weapons over time.
Aiming Expert Improves accuracy while aiming and reduces the delay to fire after jumping, sliding, or diving.
Shocking Reload Reloading emits an electrical shockwave that damages and stuns nearby basic enemies; the fewer rounds left before reloading, the stronger the effect, with an internal cooldown.
Surgeon Healthy Recovery Causes health regeneration to begin sooner after you stop taking damage.
Last Stand Fighter Extends the duration you can remain in a downed state and improves your movement and sidearm ammo while there.
Agile Handling Lets you fire while sprinting and move more quickly while aiming.
Heal Faster Shortens the time it takes to fully heal once you are out of active combat.
Fast Revive Speeds up revives on yourself and teammates; completing a revive gives full health and a brief movement speed boost.
Off the Floor Killing an enemy while in last stand automatically revives you, with a cooldown before it can trigger again.
Daredevil Dive Bomber Executing a steep dive with your wingsuit produces a concussive blast where you impact the ground.
Wingsuit Glider Improves wingsuit handling and increases airtime, giving more control during insertions and mid-match redeployments.
Thick Skin Reduces damage taken from melee attacks.
Super Slider Increases slide speed and distance, enabling more aggressive movement.
Reload and Run Grants a brief movement speed increase after reloading a weapon.
Slide Explosions Causes slides and dives to trigger explosions in a radius around you.
Tactician Equipment Hound Boosts the amount of equipment you can carry or generate.
Quick Deploy Speeds up equipment throws or placements and extends their deployment range; also increases sprint and tactical movement speed while reloading.
Hit and Run Provides a temporary speed boost after your equipment secures a kill.
Recharger Shortens cooldowns on both equipment and abilities.
Quick Rounds Back Killing two enemies in quick succession gives a chance to return two rounds to your magazine.
Piñata Makes enemies you eliminate occasionally drop a live piece of equipment.
Berserker Fast Weapon Fire Increases the rate of fire of your weapons.
Kills Regen Armor Restores a portion of your armor when you eliminate enemies, with more armor returned for elite enemies at higher upgrade tiers.
Crit Chain Speed Boost Temporarily boosts your movement speed after landing several critical hits or headshot kills in a row.
Endurance Sprinter Lets you reload while using Tactical Sprint and extends Tac Sprint duration while improving sprint-to-fire time.
Fall Damage Reduction Reduces fall damage; at the highest upgrade level, you become immune to fall damage.
Fall Explosions Creates explosions when you drop from significant heights.
Bulldozer Armor Regen Automatically restores one armor plate over time if you are missing plates or completely unarmored.
Point Blank Increases damage when shooting enemies at very close range.
Adrenaline Rush Provides a damage bonus while your health is low.
Revival Protection Gives reduced incoming damage for a short duration after you self-revive or are revived.
Explosive Resistance Reduces damage from explosions; at top upgrade levels you no longer take damage from your own explosives.
Tackle Knocks down enemies like Fears and Soldiers when you slide, dive, or Tactical Sprint through them.

Picking complementary Skill Tracks for your squad is essential for higher exposure zones. For example, combining Surgeon and Bulldozer builds a resilient frontline, while Gunner and Tactician emphasize constant firepower and equipment uptime.


Unified progression, XP, and weapon camos in co op and Endgame

Black Ops 7 uses a unified progression system across co op campaign, Endgame, Multiplayer, and Round-Based Zombies. Actions in any of these modes feed into your global player level, weapon levels, and seasonal Battle Pass.

Progress type What it does Earned in co op campaign / Endgame?
Player XP (Level XP) Raises your overall rank, unlocking weapons, equipment, and other account-wide rewards. Yes, for story missions and Endgame runs.
Weapon XP (WXP) Levels individual weapons to unlock attachments and customization options. Yes, for any weapon you use in co op and Endgame.
Battle Pass XP (BXP) Advances tiers in the seasonal Battle Pass for cosmetic and gameplay rewards. Yes, progress is granted while playing co op modes.

Weapons gain levels across all four main modes. There is a dedicated co op campaign camo track with 16 Military, Special, and Mastery camos that can be earned only through cooperative play. Endgame also contributes to unlocking camos across the 30 launch weapons, with around 90 unique camos available at launch when you factor in all modes.

Daily and Weekly Challenges exist in co op as well as in other modes, providing additional Player XP, Weapon XP, Battle Pass XP, and cosmetic rewards when completed. This makes Endgame a viable way to progress your account even if you prefer PvE to competitive multiplayer.


Example: your first Endgame deployment in Avalon

To illustrate how these systems fit together, consider a first run with the Operator Leilani “50/50” Tupuola. You select 50/50 in one of your four Operator Slots, then set Ballistic Shell as the Major Ability to protect your squad and Grappling Hook as the Minor Ability for mobility and vertical flanks.

For your main weapon, you might choose the Echo 12 shotgun for close-quarters stopping power and surprising effective range, along with a knife as your melee weapon and frag-type Field Equipment. As this is your first deployment, the Field Acquisition slot will be empty; you need to find a weapon in Avalon and successfully exfil with it before it becomes available in that slot.

Once your loadout is set, you deploy. Your squad jumps from a VTOL above Avalon and glides using wingsuits toward a chosen landing zone, using the Tac Map and C-Link display to select an initial Assignment. Perhaps you target a task to intercept a Guild vehicle convoy and steal one of the armored vehicles.

After landing, you fight through Guild forces—Enforcers, Deadeyes, Raiders, and other mercenaries—using the Echo 12 and Ballistic Shell to push through heavy fire. Completing the convoy objective rewards a Cache that presents a choice between two grenade types. Picking one both upgrades your kit and increases your Combat Rating, triggering your first Skill Track choice.

At this early stage, you might be offered a choice between Surgeon and Berserker. If you intend to survive as long as possible, Surgeon is a sensible first pick, granting faster healing and improved revives as you unlock more of the track. A more aggressive player might instead start with Berserker to push weapon fire rate and armor regeneration from kills.

As the match timer ticks down and exposure zones intensify, your squad has to decide how far to push. You can detour to a Workbench to boost a favored weapon’s rarity, pursue another high-risk objective for more Combat Rating, or head toward an extraction zone. When you choose to exfil, you secure a landing site for a friendly VTOL, hold off attackers, and evacuate. Successfully leaving preserves the loadout state and Combat Rating for that Operator slot, while failure resets the power you built during the run.

The Black Ops 7 co op campaign and its Endgame mode are built to let you stay in PvE while still progressing your overall profile. Whether you play through the story once with friends and move on, or spend dozens of hours optimizing Operator slots and Skill Track combinations in Avalon, understanding how Endgame’s abilities, Skill Tracks, and progression tie together will help you get more out of every deployment.