Modern Warfare 4: how launch Create-a-Class works

"Pick three" Perks, Overkill, 11 Lethals, 9 Tacticals, 12 Field Upgrades, 17 Killstreaks, Gunsmith with attachments unlocked once, the Gunny helper and Apex attachments, from the official launch post.

By the SequeLariCOD team · Published on · 5 min read

Building your own class is one of the most important parts of Modern Warfare 4 multiplayer. It is where each player picks the weapon, attachments, Perks, equipment and Killstreaks they bring into a match. This article, written by the SequeLariCOD team, explains in our own words how launch Create-a-Class works, based on the official post "Ready for Launch: All Modern Warfare 4 Operators, Weapons, Equipment, and Multiplayer Create-a-Class Features", published on the Call of Duty blog on October 19, 2026.

When Create-a-Class unlocks

New players do not build a class right away. According to the post, Create-a-Class unlocks at Player Level 4. Until then, the game offers a few premade loadouts so people can learn the controls and maps without worrying about choices. Since the first levels go by quickly, this phase is more of a warm-up. One new touch is that every loadout can have its own Operator, picked from the field at the top of the loadout, so you can match the character to each build.

Perks: pick three

Perks use a "pick three" system: there are three groups with six options each, 18 in total, and you take one from each group. Below is a short summary of what the post says about each one.

  • Group 1: Quick Fix (kills and objectives start health regeneration), Overkill (carry a second primary), High Alert (your vision pulses when an unseen enemy spots you), Ghost (hidden from callouts, UAVs, Portable Radars and Heartbeat Sensors), Resupply (equipment recharges over time with one extra) and Kill Chain (Killstreak kills give half streak points).
  • Group 2: Hardline (Killstreaks cost one less kill), Blood Rush (an extra burst of Tactical Sprint and kills restore stamina), Bomb Squad (less damage from non-Killstreak explosives), Fast Hands (faster reloads, equipment use and weapon swaps), Ninja (quieter footsteps) and Birdseye (zoomed-out minimap and enemy direction on radar pings).
  • Group 3: Lethal Reach (longer throws with a visible arc), Combat Grid (enemy equipment and vehicles shown through walls), Battle Hardened (weaker enemy Tacticals), Scavenger (defeated enemies drop ammo), Tracker (enemies leave footprints) and Cold-Blooded (hidden from AI targeting, thermal optics and Recon Drones).

A general tip, which is our opinion and not the source's: start with the Perk that fits how you play. Flankers tend to like Ghost and Ninja; objective players get value from Quick Fix and Bomb Squad; streak lovers can try Hardline. There is no single right combination.

Overkill: two primary weapons

Overkill deserves a spotlight because it changes the whole build. With it, your second weapon stops being a pistol or launcher and becomes another primary, like an assault rifle paired with a shotgun. The cost is the Group 1 slot, so you give up Perks like Ghost or Quick Fix.

Equipment, Field Upgrades and Killstreaks

At launch, multiplayer has 11 Lethals, such as the Frag Grenade, Sticky Grenade, Proximity Mine, Claymore, C4 and Throwing Knife, and 9 Tacticals, such as the Flash, Smoke and Concussion Grenades, the Heartbeat Sensor and Stim. The post notes that DMZ has a different set. There are also 12 Field Upgrades, which charge during the match at slow, medium or fast speed, including the Portable Radar, Munitions Box, Riot Shield, Trophy System, Recon Drone and Tactical Insertion.

There are 17 Killstreaks, grouped by the kills in a row they require: 4, 6, 8, 10 or 12. The 4-kill tier includes the UAV and Care Package; the 8-kill tier has the Wheelson, an AI vehicle that hunts targets or guards its owner's area, and the Railgun Sentry, an electromagnetic cannon that can stand guard on its own; the 10-kill tier has the Attack Helicopter, the Deathstalker, a remote-controlled helicopter with twin turrets that overheat, and the Argonaut, heavy armor with a grenade launcher; and the 12-kill tier has the Gunship and Air Lockdown, a series of bombing runs with extra anti-air cover. Each loadout carries its own Killstreaks.

Gunsmith, attachments and Gunny

Gunsmith is available in multiplayer and at the DMZ base. It shows five stats for each weapon, damage, range, accuracy, mobility and handling, plus a details menu for those who want more. One change that makes life easier: each attachment unlocks only once and then works on every weapon that can use it. Types mentioned include optics, lasers, barrels, muzzles, underbarrels, stocks, rear grips, ammunition and magazines, and some weapons have their own parts such as bolts or cylinders.

For those who don't want to build everything by hand, the post introduces Gunny, a helper that suggests builds using only the attachments you have unlocked. With one button it cycles between close-range, balanced and long-range options. It is a good starting point for beginners.

Apex attachments

Each supported weapon has an Apex attachment, unlocked as the final reward when the weapon reaches max level. It does not use an attachment slot and changes how the weapon behaves. The post gives examples: the Han 86 part adds a targeting optic and an airburst launcher; the Oden part turns the rifle into a semi-automatic sniper; and the Patriot XMR part adds an underbarrel launcher that fires stun darts. Launchers and the knife have no Apex attachment. The full list is on each weapon page here on the site.

The 33 weapons and 33 Operators

The game launched with 33 weapons: 24 primaries (8 assault rifles, 5 SMGs, 2 shotguns, 3 LMGs, 3 marksman rifles and 3 sniper rifles), 8 secondaries (4 pistols and 4 launchers) and one knife. There are also 33 Operators for multiplayer and DMZ, tied to factions such as the South Korean Quick Reaction Force, Shadow Company, JSOF and Valeria's Strike Cell. Some are available right away, others come from the campaign, DMZ levels or multiplayer challenges, and some come with paid editions.

What the post does not say

The post does not say how many loadouts each player can build, gives no total attachment count per weapon and does not mention wildcards. It also lists some unlock levels differently in the general table and in each weapon's entry, as with the Wz.55 Striga and Signal 50, so we do not publish those levels until the official source fixes them. When the source is silent or contradicts itself, we leave it blank.

Safety reminder: classes, attachments and Apex parts are unlocked by playing. Be wary of anyone promising to unlock everything for free, sell accounts or level up for you: it is a scam and can cost you your account. See the tips on our Play safe page.

See also on the site

Official sources

  1. Ready for Launch: All Modern Warfare 4 Operators, Weapons, Equipment, and Multiplayer Create-a-Class Features ()