35 PERKS

All perks in Call of Duty: Ghosts

Seven categories, five perks each. Costs are perk-budget points, not Squad Points used to unlock items.

From my notes. This reference transcribes individual perk costs and effects from the retrieved IGN guide, cross-checked against GosuNoob’s complete perk list. No unverified percentage bonuses are added.

All 35 perks

CategoryPerkCostEffect
SpeedReady Up1Readies your weapon sooner after sprinting.
SpeedSleight of Hand2Reloads weapons faster.
SpeedAgility2Increases movement speed.
SpeedMarathon2Provides unlimited sprint.
SpeedStalker3Moves faster while aiming.
HandlingStrong Arm1Throws equipment farther, shortens grenade cooking time and resets the fuse on thrown-back explosives.
HandlingOn the Go1Allows reloading while sprinting.
HandlingReflex2Speeds up weapon swaps and equipment use.
HandlingSteady Aim2Improves hip-fire accuracy.
HandlingQuickdraw3Speeds up aiming down sights.
StealthTakedown1Hides the death indication from the enemy team.
StealthBlind Eye2Hides you from air support, Oracle and sentries.
StealthDead Silence2Quiets movement; Amplify users can still hear your footsteps.
StealthIncog3Counters Recon, thermal/tracker optics and motion sensors; hides your name and red targeting crosshair.
StealthOff the Grid3Hides you from SAT COM and radar pings.
AwarenessRecon1Explosive damage marks enemies briefly, including through objects.
AwarenessScavenger2Resupplies ammunition from dead players.
AwarenessSitRep2Detects enemy equipment and explosives.
AwarenessAmplify2Makes enemy footsteps louder and can hear Dead Silence users.
AwarenessWiretap3Uses active friendly and enemy SAT COMs.
ResistanceResilience1Prevents fall damage.
ResistanceICU2Regenerates health faster.
ResistanceFocus2Reduces aiming sway and incoming-hit flinch.
ResistanceTac Resist2Resists flash, stun and EMP effects.
ResistanceBlast Shield2Reduces explosive damage.
EquipmentExtra Tactical1Adds one tactical equipment item.
EquipmentExtra Lethal2Adds one lethal equipment item.
EquipmentFully Loaded2Starts with maximum ammunition.
EquipmentExtra Attachment3Adds one weapon attachment slot to both primary and secondary weapons.
EquipmentDanger Close4Increases damage dealt by explosives.
EliteGambler1Spawns you with a random perk.
EliteHardline2Lowers pointstreak requirements by one; every two assists count as one point toward the streak.
ElitePing2A kill triggers a sonar ping that reveals nearby enemies.
EliteOverkill3Allows two primary weapons.
EliteDeadeye5Consecutive kills increase the chance of bonus bullet damage.
Your standard budget is 8 points. Each empty primary, secondary, lethal or tactical slot adds exactly 1 point. To reach 12, all four slots must be empty; omitting one gives 9, not 12.
Weapon attachments and pointstreak rewards do not spend perk points. Extra Attachment costs 3 points and is what lets you select a third primary attachment. An integrated suppressor does not count as a selected attachment.
For example, Stalker (3) + Quickdraw (3) + Scavenger (2) uses all 8 points. Add Extra Attachment (3) and the class needs 11 points, funded by omitting three equipment/weapon slots.

Sources and limits

Sources: Perks, Speed, Handling, Stealth, Awareness, Resistance; GosuNoob: Call of Duty Ghost Perks List. Effects are concise paraphrases of those guides; conditional perks such as Deadeye are chances, not guaranteed damage increases.

Questions

How many perks are in Ghosts?

35, across seven categories of five.

How do I reach 12 perk points?

Leave the primary, secondary, lethal and tactical slots empty; each gives one additional point.

How much does Extra Attachment cost?

Three perk points. It is needed to select a third attachment for a primary weapon.

Can Dead Silence hide me from Amplify?

No. The guide explicitly notes Amplify users can still hear Dead Silence footsteps.

Keep reading

Looking for the Modern Warfare character? See Simon "Ghost" Riley and Ghost vs Ghosts.

Sources checked 23 October 2026

Updated .