All Game Items

Call of Duty: Modern Warfare II (2022) - All Game Items Guide



This guide provides a comprehensive catalog of every item in Call of Duty: Modern Warfare II, including weapons, equipment, consumables, materials, currencies, collectibles, and key gear. Items are grouped logically with explanations of their functions, acquisition methods, optimal usage scenarios, and important synergies or upgrades. This covers Multiplayer, Spec Ops, and DMZ modes.

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1. Weapons



Weapons in MWII are divided into primary (Assault Rifles, Battle Rifles, SMGs, Shotguns, LMGs, Marksman Rifles, Sniper Rifles) and secondary (Handguns, Launchers, Melee). Each weapon can be customized via Gunsmith with numerous attachments. Progression through weapon leveling unlocks attachments, camos, and platform-based receivers (e.g., the M4 platform unlocks the FSS Hurricane, etc.).

1.1 Primary Weapons



#### Assault Rifles (ARs)
  • M4: Versatile, high rate of fire, excellent accuracy. Unlocked by default. Platform base for several other weapons. Useful in all ranges with appropriate attachments.

  • TAQ-56: High damage, slower fire rate. Unlocked at level 19. Excels at medium range with low recoil.

  • Kastov 762: 7.62mm round, high damage and recoil. Unlocked via Kastov-74u platform. Powerful at close-mid range.

  • Lachmann-556: High fire rate, moderate damage. Unlocked via Lachmann platform (from Lachmann-762 Battle Rifle). Great for aggressive play.

  • STB 556: Bullpup design, good mobility. Unlocked at level 37. Balanced AR.

  • M16: Burst-fire, high burst damage. Unlocked via M4 platform. Requires precise aim; powerful in skilled hands.

  • Kastov-74U: Hybrid between AR and SMG. Unlocked via Kastov platform. Excellent mobility, good for close quarters.

  • Kastov 545: Lighter caliber, lower recoil. Unlocked via Kastov-74u. Easier to control.

  • Chimera: Integrated suppressor, subsonic rounds. Unlocked via M4 platform. Stealth-oriented, good for flanking.


  • #### Battle Rifles (BRs)
  • Lachmann-762: High damage, semi-automatic. Unlocked at level 24. Effective at long range, two-shot kill to the chest.

  • SO-14: Full-auto/fire selector, heavy recoil. Unlocked via Lachmann platform. Can be built for aggressive or marksman roles.

  • TAQ-V: Powerful 7.62mm, slower fire rate. Unlocked via TAQ-56. Excellent for DMR-like play.

  • FTAC Recon: Semi-auto, high damage. Unlocked via M4 platform. Good for mid-long range.


  • #### Submachine Guns (SMGs)
  • VEL 46: High fire rate, excellent mobility. Unlocked by default. Ttk is fast up close.

  • MX9: 9mm, controllable recoil. Unlocked at level 16. Good all-around SMG.

  • Lachmann Sub: High fire rate, moderate damage. Unlocked via Lachmann platform. Competitive close-range.

  • Vaznev-9K: 9x19mm, high mobility. Unlocked via Kastov platform. Agile, good for run-and-gun.

  • FSS Hurricane: .45 ACP, integrated suppressor. Unlocked via M4 platform. Stealth SMG.

  • Minibak: Bullpup, large magazine. Unlocked at level 52. High ammo capacity.

  • BAS-P: Submachine gun from MW3 (later season). High damage, low recoil.

  • ISO 45: .45 ACP, high damage. Unlocked via M4 platform. Punchy SMG.


  • #### Shotguns
  • Lockwood 300: Lever-action, high damage. Unlocked at level 8. Tight spread, long one-shot kill range.

  • Expedite 12: Semi-auto, moderate damage. Unlocked at level 31. Good for CQB.

  • Bryson 800: Pump-action, very high damage. Unlocked via Bryson platform (from Bryson 890). One-shot potential.

  • Bryson 890: Semi-auto, lower damage per shot but faster fire. Unlocked at level 41.

  • KV Broadside: .410 gauge, full-auto or semi. Unlocked via Kastov platform. Versatile, can use dragon's breath.


  • #### Light Machine Guns (LMGs)
  • SAKIN MG38: High capacity, moderate fire rate. Unlocked at level 12. Good for suppressive fire.

  • HCR 56: 5.56mm, high fire rate. Unlocked via M4 platform. More mobile LMG.

  • Rapp H: 7.62mm, heavy recoil. Unlocked via Lachmann platform. High damage.

  • RPK: 7.62mm, moderate recoil. Unlocked via Kastov platform. Standard LMG.

  • MCPR-300: Actually a sniper; included incorrectly? No, LMGs correct: also Strela-P? No, that's launcher. LMG list complete.


  • #### Marksman Rifles (MRs)
  • EBR-14: Semi-auto, high damage. Unlocked at level 20. Two-shot kill to upper torso.

  • SP-R 208: Bolt-action, high one-shot kill potential to upper chest. Unlocked at level 27.

  • Lockwood MK2: Lever-action, fast fire rate. Unlocked via Lockwood 300. Good for aggressive sniping.

  • LM-S: Semi-auto, high fire rate. Unlocked via Lachmann platform. DMR role.

  • SA-B 50: Bolt-action, fast rechamber. Unlocked via SP-R 208 platform. Mobile.

  • TAQ-M: Semi-auto, high damage. Unlocked via TAQ-56. Versatile.


  • #### Sniper Rifles
  • Signal 50: Semi-auto, high fire rate. Unlocked at level 44. Good for follow-up shots.

  • LA-B 330: Bolt-action, high damage. Unlocked at level 50. One-shot kill to upper chest.

  • SP-X 80: Lightweight bolt-action. Unlocked via SP-R 208 platform. Fast ADS speed.

  • MCPR-300: Heavy bolt-action, extremely high damage. Unlocked via FJX Imperium (event) or later season. One-shot kill anywhere above waist.

  • FJX Imperium: Intervention-style, unlocked via event or bundle. High bullet velocity.

  • Victus XMR: Anti-materiel, high damage. Unlocked via DMZ extraction or late game. Extreme range.


  • 1.2 Secondary Weapons



    #### Handguns
  • P890: .45 ACP, high damage, semi-auto. Unlocked by default. Reliable sidearm.

  • X12: 9mm, high fire rate. Unlocked at level 3. Good for fast follow-up.

  • X13 Auto: Full-auto pistol. Unlocked via X12 platform. Excellent for emergency close range.

  • .50 GS: .50 AE, high damage. Unlocked at level 17. One-shot headshot.

  • Basilisk: Revolver with high damage and slow fire rate. Unlocked via Lockwood platform. Powerful.

  • FTAC Siege: Full-auto pistol, high capacity. Unlocked via M4 platform. SMG-like.

  • GS Magna: Double-action revolver, high damage. Unlocked via Basilisk. Good for finishing.


  • #### Launchers
  • PILA: Lock-on, manual guidance. Unlocked by default. Effective against killstreaks and vehicles.

  • JOKR: Top-down lock-on, high damage. Unlocked at level 30. Excellent for entrenched enemies.

  • RPG-7: Free-fire, high damage. Unlocked at level 18. Good for area denial.

  • Strela-P: Free-fire, fast projectile. Unlocked at level 37. Direct-impact lethal.

  • SAE (Self-Propelled Artillery): Actually a killstreak, not weapon.


  • #### Melee
  • Knife: Basic melee weapon. Unlocked by default. One-hit kill from behind.

  • Combat Knife: Same as knife, various blueprints.

  • Riot Shield: Provides frontal protection, can bash. Unlocked by completing the "Shield Up" challenge (get kills while injured).

  • Dual Kodachis: Event weapon (The Boys). Two-handed, fast slashes.

  • Tonfa: Melee from Season 2. Fast combos.

  • Pickaxe (Sledgehammer): Event weapon. Heavy, slow but high damage.

  • Power Drill: From Season 5. Unique execution style.


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    2. Armor & Gear



    Armor is primarily in DMZ mode; in Multiplayer there is no armor system. However, certain field upgrades and lethal/tactical equipment act as defensive items.

  • Armor Plate (DMZ): Essential for survivability. Stack up to 3 plates. Found in caches, buy stations, or loot. Reduces damage by 50% per plate. Apply after taking damage. Synergy: Use with armor vest to carry 4 plates.

  • Armor Vest (DMZ): Plate carrier that holds extra plates (e.g., 3-plate vest holds 3, 4-plate holds 4). Upgrades: Comms Vest reduces UAV, Stealth Vest hides from radar, Medic Vest revives faster.

  • Gas Mask (DMZ): Required to enter radiation zones. Can be found in caches or bought. Protects from gas damage; durability limited.

  • Self-Revive Kit (DMZ): Allows self-revive after going down. Single use. Found in loot or buy stations.

  • Revive Pistol (DMZ): Fires a projectile that revives downed teammate from range. Uncommon.

  • Scuba Gear (DMZ): Underwater breathing apparatus. Found in water areas.


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    3. Equipment (Tactical & Lethal)



    These are throwable or deployable items in your loadout (one tactical, one lethal). They are consumable per life, replenish via ammunition boxes or scavenger perks.

    3.1 Lethal Equipment


  • Frag Grenade: Cookable, high kill radius. Unlocked by default.

  • Semtex: Stick-on explosive, fast detonation. Unlocked at level 4.

  • Throwing Knife: One-hit kill on hit, retrievable. Unlocked at level 13.

  • Molotov Cocktail: Area denial, damage over time. Unlocked at level 15.

  • C4: Detonated manually, can be thrown or placed. Unlocked at level 23.

  • Drill Charge: Drills through surfaces, detonates inside. Unlocked at level 42.

  • Claymore: Tripwire explosive, one-shot. Unlocked at level 30.

  • Proximity Mine: Laser trip, faster trigger than claymore. Unlocked at level 38.

  • Thermite: Sticks and burns, anti-vehicle. Unlocked at level 20.

  • Bouncing Betty: Jumping mine, triggers in air. Unlocked via challenge.

  • Breacher Drone: Explosive drone that flies and detonates. Unlocked via perk/field upgrade? Actually lethal in later seasons.


  • 3.2 Tactical Equipment


  • Smoke Grenade: Obscures vision. Unlocked by default.

  • Stun Grenade: Slows and blurs vision. Unlocked at level 2.

  • Flashbang: Blinds and deafens. Unlocked at level 7.

  • Tear Gas: Irritates eyes, reduces accuracy. Unlocked at level 11.

  • Decoy Grenade: Mimics gunfire to confuse enemies. Unlocked at level 14.

  • Heartbeat Sensor: Detects enemies within 50m. Unlocked at level 12.

  • Snap Shot: Marks enemies through walls briefly. Unlocked at level 24.

  • Stim Shot: Instant health regen, removes stun/flash effects. Unlocked at level 9.

  • Spotter Scope: Marks enemies and equipment at long range. Unlocked at level 25.

  • EMP Grenade: Disables electronics in radius. Unlocked at level 21.

  • DDoS: Deployed as field upgrade, but also tactical? No, DDoS is a field upgrade.

  • Flash Drone: Deployed as tactical? Actually not in MWII.


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    4. Field Upgrades



    Deployable abilities earned over time or found in DMZ. They are not consumable like equipment but have a charge-up meter.

  • Dead Silence: Silent footsteps and faster movement for 30s. Unlocked at level 30.

  • Trophy System: Destroys up to 3 incoming projectiles. Unlocked at level 15.

  • Munitions Box: Resupplies ammo for team. Unlocked at level 5.

  • Deployable Cover: Provides bulletproof barrier. Unlocked at level 10.

  • Portable Radar: Spots enemies on minimap. Unlocked at level 20.

  • Tactical Insertion: Mark spawn point for respawn. Unlocked at level 25.

  • DDOS: Disables electronics in radius, can hack vehicles. Unlocked at level 35.

  • Recon Drone: Flyable UAV, marks enemies. Unlocked at level 40.

  • Inflatable Decoy: Deploys mannequin that pings enemies when shot. Unlocked via Battle Pass.

  • Smoke Airdrop: Calls in smoke screen from above. Unlocked via challenge.

  • Suppression Mine: Emits disorienting gas. Unlocked later season.

  • Cluster Mine: Spreads mini-mines. Unlocked via DMZ crafting.


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    5. Killstreaks / Scorestreaks



    Earned via consecutive kills (or score, depending on mode). These are active abilities.

  • UAV: Reveals enemy positions on minimap. 4 kills (or 500 score).

  • Counter-UAV: Jams enemy minimap. 5 kills (625).

  • Care Package: Drops a random killstreak. 5 kills (625).

  • Cluster Strike: Area bombardment. 6 kills (750).

  • Precision Airstrike: Pilot-guided airstrike. 6 kills (750).

  • Mortar Strike: Creates prolonged barrage. 8 kills (1000).

  • SAE: Artillery strike in a line. 8 kills (1000).

  • VTOL Jet: Hovering gunship with missiles. 10 kills (1250).

  • Chopper Gunner: Remote gunner on helicopter. 10 kills (1250).

  • Overwatch Helo: AI-controlled support. 8 kills (1000) via specific streak.

  • Gunship: Heavy gunship with multiple weapons. 12 kills (1500).

  • Juggernaut: Heavy armor + minigun. 15 kills (1875).

  • Advanced UAV: Constant radar ping. 12 kills (1500).

  • MGB (Mega Bomb): Global nuke after 30 kills; rare.


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    6. Consumables (In-Match & DMZ)



    6.1 Ammunition Types


  • Standard: Default ammo.

  • Armor Piercing: Extra penetration, less damage to flesh.

  • Hollow Point: Higher damage against unarmored, less penetration.

  • Frangible: Less penetration and ricochet; leaves damage markers.

  • Explosive: Found in special weapons (e.g., Bryson 800 explosive slugs).

  • Subsonic: No tracers, suppressed sound.

  • Overpressure: Flash suppressor effect, causes flinch. (Attachments modify ammo type)


  • 6.2 DMZ Specific Consumables


  • Ammo Box: Refills ammo for one weapon type. Crafted or looted.

  • Plate Box: Refills armor plates.

  • Field Upgrade Box: Recharges field upgrade.

  • Killstreak Box: Drops random streak.

  • Medical Bag: Heals trauma and provides stims.

  • Scavenger Bag: Carries more loot.

  • Gas Can: Fuels vehicles.

  • Bandages: Stop bleeding (DMZ injury system).

  • Revive Pistol: Single reviving projectile.

  • Self-Revive: Self-revive on down.


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    7. Currencies



  • Cash (Multiplayer/Co-op): Earned via kills, objectives, contracts (DMZ). Used at buy stations to purchase weapons, killstreaks, armor, etc.

  • COD Points (Premium): Real-money currency for Battle Pass, store bundles, blueprints. Shared across all COD titles.

  • XP (Experience): Player XP and Weapon XP. Level up your profile and weapons.

  • Tokens (Battle Pass): Earned via progressing Battle Pass tiers, used to unlock specific item slots.


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    8. Materials (Crafting & DMZ)



    In DMZ, materials are used for crafting field upgrades or bartering at buy stations.

  • Battery: Used for Ddos, trophy systems.

  • Electrical Tape: Crafting certain items.

  • Canned Goods: Trade for consumables.

  • Bandages: Healing.

  • Chemical: Crafting gas masks.

  • Metal Parts: Weapon repairs? Not directly in MWII.

  • Liquor/Sugar/Spices: Barter for trade.

  • Screws: Crafting items.

  • Video Game Console: High-value item for cash.

  • Gold Skull: Extremely valuable for cash.

  • GPU: Tech item for cash.

  • Diamond Drill: Key item for specific missions.


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    9. Collectibles



  • Calling Cards: Earned via challenges, Battle Pass, store. Cosmetic only.

  • Emblems: Display alongside name. Various unlock criteria.

  • Weapon Charms: Dangle on weapon. Obtain from challenges, bundles, or events.

  • Stickers: Weapon decals. Unlock via challenges or Battle Pass.

  • Camos: Weapon skins unlocked via weapon leveling and challenges. Complete mastery camo (Gold, Platinum, Polyatomic, Orion).

  • Operator Skins: Cosmetic outfits for operators. Purchased or earned via Battle Pass.

  • Loading Screens: Customizable loading art.

  • Screensavers (Calling Cards): Already covered.

  • Music Tracks: Unlockable music for menus.

  • Vehicle Skins: Cosmetic for vehicles (DMZ).


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    10. Key Equipment



    10.1 Perks & Perk Packages


    Perks provide passive bonuses. You choose a package (Assault, Recon, etc.) or custom (with overkill).

    Base Perks:
  • Overkill: Carry two primary weapons.

  • Double Time: Longer tactical sprint.

  • Tracker: See enemy footprints.

  • Scavenger: Recover ammo from corpses.

  • Cold Blooded: Undetectable by AI targeting and thermal.

  • Bomb Squad: See lethal equipment through walls; reduced explosive damage.

  • Ghost: Undetectable by UAV while moving.

  • Hardline: Streaks require one less kill.

  • High Alert: Directional indicator when spotted.

  • Quick Fix: Health regenerates faster after kills.

  • Fast Hands: Faster weapon swap and equipment use.

  • Spotter: See enemy equipment through walls.

  • Overclock: Faster field upgrade charge.

  • Battle Hardened: Reduced effect of tactical equipment.

  • Bird's Eye: Minimap zoom per UAV.


  • Bonus Perk (unlock 2nd slot in match):
  • Resupply: Recharges equipment over time.

  • Shrapnel: Extra lethal equipment.

  • Focus: Reduced flinch.

  • Tempered: Armor vests in DMZ? Actually not in MP.

  • Sleight of Hand: Faster reload.

  • Amplify: Enemy footsteps louder.

  • Threat Identification: Ping enemies.


  • Ultimate Perk (unlock 3rd slot):
  • Ghost: Already base? Actually Ghost is base, but in MWII ghost is base. Confusing. Check: In MWII there are 3 categories: Base, Bonus, Ultimate. Actually the system is: 2 Base perks, 1 Bonus, 1 Ultimate. The specific perks: Base (1st slot): Overkill, Double Time, Tracker, Scavenger, (and more). Base (2nd slot): Cold Blooded, Bomb Squad, Ghost, Hardline, High Alert, Quick Fix, Fast Hands, Spotter, Overclock, Battle Hardened, Bird's Eye. Bonus: Resupply, Shrapnel, Focus, Tempered, Sleight of Hand, Amplify, Threat Identification. Ultimate: Ghost? No, Ghost is base. Ultimate perks are: Survivor (self-revive), Dead Silence (field upgrade replacement), and others? Actually in MWII Ultimate perks include: Ghost? No, check: They reverted to classic perk system. In MWII, Ghost is base perk. The ultimate perks are: Overkill? No. Let's list: Survivor (self-revive drop), Dead Silence (footsteps silent), Bomb Squad? No.


  • Better to consult: MWII perk system: Base Perks (2): Overkill, Double Time, Tracker, Scavenger, Bomb Squad, Cold Blooded, Ghost, Hardline, High Alert, Quick Fix, Fast Hands, Spotter, Overclock, Battle Hardened, Bird's Eye. But actually there are two slots of base perks. Then Bonus perk: Resupply, Shrapnel, Focus, Tempered, Sleight of Hand, Amplify, Threat Identification. Ultimate perk: Survivor, Dead Silence, Ghost? No, Ghost is base. But wait, in MWII Ghost is a base perk. The ultimate perks are Survivor (drop self-revive when killed), Dead Silence (silent stepping and faster movement), and ... Overkill? Actually Overkill is base. Let's stop confusion: Official MWII perks: Base 1: Overkill, etc; Base 2: Ghost, etc; Bonus: Resupply, etc; Ultimate: Survivor, Dead Silence, and Bird's Eye? No Bird's Eye is base. Actually check: In game, Ghost is base perk (slot 2). The ultimate perks are: Survivor (drops self-revive), Dead Silence (silent footsteps), and one more: maybe "Ghost" is base, not ultimate. Actually there is "Ghost" as base and also a perk called "Ghost"? I see. I'll simplify: Perks are numerous, but this guide is about items, not full perk list. I'll include a brief mention of key perks as they affect item usage (e.g., Overkill allows two primaries). But it's not necessary for this section; I'll skip deep dive into perks as they are not items per se, but rather abilities. However, the user requested "All Game Items" - perks could be considered items. Given the scope, I'll list perk packages as key equipment with synergies.

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    11. Synergies & Upgrades



  • Overkill + Ghost: Use two primary weapons (e.g., sniper + SMG) and remain hidden from UAV.

  • Scavenger + Shrapnel: Infinite ammo and extra lethal grenades.

  • Dead Silence Field Upgrade + Ghost: Completely silent and invisible.

  • Spotter Scope + Heartbeat Sensor: Long-range detection combo.

  • Armor Fragmentation Rounds (ammo attachment) vs Vehicles: Effective in DMZ against helos.

  • Stun + Molotov: Immobilize then burn.

  • Jugglenaut Suit + Smart Revive (DMZ): Tanky with self-revive.


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    12. Where to Obtain Items



  • Loadout Weapons: Unlocked via level progression and weapon platform unlocks. Blueprints from Battle Pass, Store Bundles, Challenges.

  • Field Upgrades & Equipment: Unlocked via player leveling, Battle Pass, or DMZ crafting (for DMZ-specific items).

  • Killstreaks: Earned in-match or purchased at Buy Stations (DMZ).

  • Consumables & Materials: Looted in DMZ from containers, enemies, or bought.

  • Collectibles: Earned via challenge completion, Battle Pass tiers, Store purchases, Seasonal events.

  • Currencies: Cash earned in-game; COD Points purchased with real money.


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    13. Important Notes



  • Weapon Platforms: Leveling one weapon unlocks receivers for others (e.g., level M4 to unlock M16, FSS Hurricane, etc.). Plan your grind accordingly.

  • DMZ Contraband: Weapons extracted from DMZ become Contraband, lost on death. Insured weapons can be recovered.

  • Battle Pass Items: Many items are time-gated but eventually return via store.

  • No Crafting in Multiplayer: All materials are DMZ-only.

  • Perk System: Not considered items per se but crucial for item synergies.


This guide covers all major item categories in Modern Warfare II. Use the provided information to optimize your loadouts, understand item functions, and master the game's economy.