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Season 3 ofCall of Duty: Black Ops 6has brought back some fan-favorite weapons for Multiplayer and Zombies fans. The Kilo 141, Grau 5.56, and the HDR are all back and can be used in all game types. Zombies players received even more nostalgic offerings, including the reprised Wunderwaffe, Ray Gun MK.2, and the triumphant return of Double Tap.
Not seen since Black Ops 3, Double Tap is a monstrous DPS perk that greatly improves the fire rate of all weapons. And thanks to BO6’s augment system, you can bring back classic Double Tap 2.0 or throw in some RNG into the mix for huge damage gains. Let’s go over how Double Tap works in this game, how to get it, and give a brief rundown of each augment.

What Does Double Tap Do?
Double Tap is a Perk-A-Cola thatgreatly improves your rate of fire with all weapons,roughly 30% from our limited testing. Unlike its last iteration in Black Ops 3,Double Tap doesnotdouble your ballistic damage by default.However, you’re able to mimic Double Tap 2.0 through certain Augments, turning this into Black Ops 6’s de facto DPS perk.
How To Get Double Tap
You’ll find the Double Tap machine inquadrant E2 in the Shattered Veil map.You don’t need to turn on the power to purchase Double Tap, and its cost scales with how many perks you’ve previously purchased, same as with all Perk-A-Cola machines.
Purchasing Double Tap will cause the machine to fire a barrage of projectiles in a frontal cone, killing all zombies in the area.

If you’re playing on another Zombies map, thenyou can get Double Tap through the Der Wunderfizz machine, which will appear starting at Round 25.The Der Wunderfizz spawns on every Zombies map, so you’ll be able to access Double Tap on every map. You can also gain access to Double Tap throughGobblegums like Soda Fountain and Perkaholic.
Double Tap Augments
As with all Perk-A-Colas in Black Ops 6,Double Tap has six augments for you to choose fromsix augments, evenly divided between major and minor augments. You may only have one major and one minor augment equipped at a time. you’re able to configure these options from the “Equip Augments” section of the Zombies menu.
The major standout here isDouble Standard, granting your ballistic weapons double bodyshot damage against Zombies. This effectively brings back Double Tap 2.0 from classic Zombies, although it won’t apply to critical hits; that’s Deadshot Daiquri’s niche in this game.

Ballistic Weapons
Some perk augments refer to “bullet” weapons. This means every weapon that isnotexplosive or a Wonder Weapon, including weapons that don’t technically shoot bullets like shotguns. For the sake of clarity, we’ll be referring to these weapons as “ballistic” weapons for the rest of the guide.
For minor augments, you’ll likely wantDouble Playto improve your ammo economy. Double Tap drastically increases your fire rate, which does mean you’ll most likely be wasting more bullets than usual. Double Play remedies this by refunding ammo to the magazine on multikills. Pair this with Dead Again from Deadshot to drastically increase your ammo conservation.
There’s one strange augment tied to Double Tap that’s worth mentioning:Double or Nothing. This augment gives your weapons a chance to deal double damage, stacking multiplicatively with Double Standard if you’re running a ballistic weapon. However, you also have a chance of dealing no damage whatsoever. The chance of firing a blank seems rather small, but it is present nonetheless. Give this a try if you’re a fan of fast-firing SMGs and ARs.
Normal Zombies damaged at
Only applies to ballistic weaponry.
Double Impact
Double hits on the same target in quick succession deal more damage.
Increases the fire rate bonus to ~50%.
Double Or Nothing
Weapons have a chance to deal double damage, but also have a chance to deal 0 damage.
Double Play
Killing 2 enemies in quick succession has a chance of restoring 2 rounds to the magazine.