Black Ops 7 scorestreaks — full list, Overclocks, and costs
Call of Duty: Black Ops 7Every multiplayer scorestreak at launch, what it does, how Overclocks modify it, and the hidden Nuke requirement.

Black Ops 7 launches with 21 scorestreaks that reward sustained play in a single life, from classic intel tools like UAV to new toys such as the Gravemaker and Rhino. Each streak now supports two optional Overclocks that trade cost, survivability, or behavior for a sharper edge. Below is the complete slate, plus how the system works, counters to know, and the return of a hidden match-ender.
How scorestreaks work in Black Ops 7
Scorestreaks are earned by chaining eliminations, assists, and objective play without dying. You equip up to three streaks per loadout (four with the High Roller Wildcard). A new Overclock system lets you unlock two modifiers per streak over time; you choose one to run, such as lower cost, extra missiles, or added durability.
Two notable rule changes shape pacing and counterplay:
- Looper (Perk 3) lets you re-earn the same streak again in a single life.
- Face Off playlists disable scorestreaks entirely, focusing fights on gunplay.
Hidden Nuke scorestreak (requirements)
There’s a hidden Nuke that ends the match in your team’s favor. To trigger it, you must earn 30 consecutive eliminations with weapons, equipment, or (rarely) a Field Upgrade; eliminations from other scorestreaks do not count. As with the prior game, the Nuke uses a scripted call-in and cutscene once you meet the requirement.

All Black Ops 7 scorestreaks and Overclocks
Note: “Beta cost” entries reflect in-beta values and can change at launch.
Scorestreak | What it does | Overclock highlights | Beta cost |
---|---|---|---|
Scout Pulse | Personal radar ping that reveals nearby enemies on your minimap. | Lower cost; ping shows directional arrows instead of dots. | 350 |
RC-XD | Remote-controlled explosive vehicle you drive and detonate. | Increased resistance to gunfire; target indicators through medium cover. | 400 |
UAV | Teamwide minimap sweeps that reveal enemy locations. | Flare counters first lock-on and adds bullet resistance; lower cost. | 500 |
Skewer | Autonomous air-to-ground precision missile. | Prioritizes higher-value targets; faster missile velocity. | 525 |
Care Package | Airdrop with a random scorestreak. | One-time reroll; lower cost. | — |
Counter UAV | Scrambles enemy minimaps for the duration. | Flare counters first lock-on and adds bullet resistance; lower cost. | 600 |
LGM | Continuous bombardment on a designated area. | Extra projectiles; mark a second zone with reduced payload per area. | — |
Napalm Strike | Carpet of napalm across a targeted path. | Longer enemy reveal and shows movement while aiming; flames burn longer. | — |
Sentry Turret | Automated turret engaging in a forward cone. | Faster rotation; remote control option. | — |
Hellstorm | Player-guided cruise missile with boost and cluster munitions. | Additional cluster missile; missiles can lock onto scorestreaks. | — |
Hand Cannon | High-caliber handgun with strong damage and penetration. | More rounds per mag; dual Hand Cannons. | — |
Gravemaker | Portable one-shot sniper that sees and shoots targets through cover. | Larger magazine; reduced pre-fire charge time. | 950 |
D.A.W.G. | Deployable armored groundcraft with turret and rockets; anti-infantry. | Sentry Mode with stationary guard, supply pack, and Trophy System; longer uptime. | 1,000 |
Interceptors | Squadron of jets that clear hostile airborne streaks. | Deploy even without active air threats; lower cost. | — |
Watchdog Helo | Escort helicopter that pings and attacks threats near you. | Improved durability; command it to guard an area. | 1,050 |
HKDs | Aerial payload drops wheeled Hunter Kill Drones that seek and explode. | Improved durability; additional drop pods. | 1,150 |
Rhino | Remote-controlled armored combat bot with a minigun. | Enhanced radar sweep and duration on Rhino’s minimap; extended runtime. | 1,300 |
VTOL Warship | Controllable gunship with turret and air-to-ground missiles. | Directional boost to break rocket lock; increased durability. | 1,350 |
HARP | High-altitude recon showing enemy positions and facing in real time. | Flares against lock-on rockets; lower cost. | — |
EMP Systems | Wide-area EMP that disrupts players and destroys hostile equipment/vehicles. | Lower cost; blocks use of enemy Scorestreaks and Field Upgrades for longer. | — |
Legion | Autonomous drone swarm that hunts targets and detonates on impact. | Targets hostile streaks and Field Upgrades; more drone clusters. | — |

What Overclocks actually change (and why it matters)
Overclocks turn streaks into loadout choices, not just rewards. A few examples that meaningfully change usage:
- LGM can paint two zones at once (with reduced density), turning one-off area denial into multi-lane pressure.
- UAV and HARP can self-defend with flares, making them harder to swat down during early fights.
- Hellstorm can become either a wider anti-personnel blast (extra cluster) or an anti-streak missile.
- Hand Cannon goes from a powerful sidearm to a dual-wield burst window for room clearing.
- D.A.W.G. can lock down a lane with embedded defenses instead of patrolling.
- VTOL’s boost creates a short, skill-based counter to lock-ons while repositioning for better sightlines.
Because Overclocks frequently trade power for opportunity cost (like a lower score requirement), their best use shifts by mode. Objective modes reward cheaper intel pings and rapid redeploys; longer TDM streaks benefit from durability and coverage.
Counters that blunt strong streaks
Several perks and tools are built to soften streak dominance:
- Cold-Blooded. Undetectable by AI targeting and thermal optics; player-controlled streaks don’t highlight you.
- Ghost. Stays off Scout Pulse and UAV while moving, planting/defusing, or controlling a streak.
- Engineer. Highlights enemy equipment and streaks through walls and displays targeting info when aiming at them.
- Launchers. Dedicated anti-streak damage. Interceptors remove hostile air streaks if you want to spend a slot.
- EMP Systems. Wipes enemy deployables and vehicles and temporarily blocks their ability to call in streaks/Field Upgrades.
- Trophy Systems (on D.A.W.G. Sentry Mode and as a Field Upgrade) defeat incoming projectiles.
If you want streaks faster, Bankroll (Perk 3) starts each life with bonus score toward your next reward. Looper then lets you chain the same streak more than once if you stay alive.
Quick recommendations by role
- Objective slayer. UAV, Counter UAV, Napalm Strike — lean on intel and lane denial; Overclock for lower cost.
- Anti-air support. Interceptors, Hellstorm (lock-on variant), HARP with flares — remove threats, protect teammate streaks.
- Solo carry. Scout Pulse for info, Gravemaker for pick potential, Rhino or VTOL for map control — Overclock for lethality or uptime.
- Set-and-forget pressure. LGM (two-zone), Sentry Turret (remote control), Legion — hold choke points while you rotate.
The launch lineup balances reconnaissance, denial, autonomous pressure, and a few high-drama power spikes. Expect tuning on costs and durability as wider play data comes in, and more streaks to arrive in seasonal updates. In the meantime, build around your counters, pick a clear Overclock plan, and decide whether you’re playing for constant intel or a single momentum swing — Black Ops 7 rewards both.
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