Unique to Cold War Zombies, added Elemental Ammo types are physically attached to the weapon and appear as a small battery that glows with whatever ammo’s type is equipped. These can be equipped with a Pack-A-Punch Machine, a place to upgrade your weapon for higher fire rate, higher damage, and some cool-looking camo.
Ammo Mod Upgrades come at the cost of Aetherium Crystals, awarded upon reaching “Round Milestones” which is first archived at Round 10 with subsequent milestones occurring every 5 rounds. Three types can be found: Raw Aetherium Crystals, Refined Aetherium Crystals, and Flawless Aetherium Crystals.
Upgrade Costs: Tier I: 1 Raw Aetherium Crystal – Tier II: 2 Raw Aetherium Crystals – Tier III: 3 Raw Aetherium Crystals – Tier IV: 4 Refined Aetherium Crystals – Tier V: 5 Flawless Aetherium Crystals
Bullets deal fire damage. Each bullet has a chance to apply a burn effect on normal enemies dealing 10% of their maximum health in fire damage over 5 seconds (3 second cooldown).
Tier I: Initial burn effect deals 5% of enemy maximum health in fire damage.
Tier II: Increase burn duration to 10 seconds.
Tier III: Double burn effect damage.
Tier IV: Special enemies can be burned
Tier V: On A burned enemy kill, the enemy explodes spreading the effect to 5 nearby normal enemies.
Bullets deal electric damage. Each bullet has a chance to stun normal enemies for 2 seconds (15 second cooldown).
Tier I: Stunned enemies generate an electric field dealing electric damage to self and nearby enemies.
Tier II: Increase stun duration to 4 seconds.
Tier III: Double the electric field damage.
Tier IV: Special Enemies can be stunned
Tier V: On stun, arcs of electricity jump and spread the stun to 5 nearby enemies. (30 Second Cooldown)
Bullets deal frost damage. Each bullet has a chance to slow normal enemies by 30% of their run speed for 3 seconds (1 second cooldown).
Tier I: Slowed enemies take 25% more damage.
Tier II: Slowed enemy duration increased to 5 seconds.
Tier III: Slowed enemy speed decreased to 50%.
Tier IV: Special enemies can be slowed.
Tier V: On a slowed enemy kill, the enemy shatters spreading the slow effect to 5 nearby normal enemies (30 second cooldown).
Bullets deal toxic damage. Each bullet has a chance to turn a normal enemy to an ally for 15 seconds before dying (40 second cooldown).
Tier I: Turned enemy explodes on death dealing toxic damage.
Tier II: Increased turned duration to 20 seconds.
Tier III: Turned enemy damage is doubled.
Tier IV: Special enemies can be turned.
Tier V: On turned enemy death, the turned enemy explosion turns 3 nearby enemies (30 second cooldown).
Bullets deal explosive damage. Each bullet has a chance to explode dealing additional explosive damage and destroying any impacted armor (25 second cooldown).
Tier I: Explosion also deals damage to nearby enemies.
Tier II: All normal enemy armor damaged by explosion is destroyed.
Tier III: Normal enemies damaged by explosion are knocked down.
Tier IV: Explosion size is doubled.
Tier V: On explosion, 3 additional staggered explosions occur in close proximity (30 second cooldown).