Free Throw is the best Mule Kick Major in Black Ops 7 Zombies, with BOGO and Fully Equipped as the two Minors. None of these are run-defining. Mule Kick augments are utility, the same way Speed Cola’s are, so the pick comes down to which one does something useful in a normal run instead of something spectacular in a rare one.
We ran every augment and here is the honest breakdown, with the numbers from our own testing.
- Best Major: Free Throw. One in five throws keeps your equipment, which adds up across a long run. The other Majors solve problems most runs do not have.
- Best Minors: BOGO and Fully Equipped. BOGO doubles your crafted equipment, so a 1,500 Salvage Kazimir effectively costs 750. Fully Equipped raises how much of it you can carry.
- Skip: Ol’ Reliable is pointless since you can just pick your weapon back up after rebuying the perk. Multi Pack is chance-based with no upside over Pack-a-Punching the right gun yourself.
- Note: Pack Mule is a real alternative Major if you are constantly running out of ammo. It is not exciting, but it solves a real problem.
The Best Mule Kick Augment Build
Chance to keep equipment when used. Does not apply to Combat Axe.
Crafted equipment grants an additional item up to max capacity.
Carry more equipment.
Pack Mule is the fallback Major if you are burning through ammo faster than you can replace it. For most runs, Free Throw returns more value across a session.
The whole build is about equipment. Mule Kick already hands you the third weapon slot for free, so the augments that stretch your equipment are the ones adding something you cannot get anywhere else. BOGO halves what crafting costs you, Fully Equipped raises the ceiling on what you can hold, and Free Throw occasionally hands a piece back after you use it. Three small effects that all point the same way.
What Mule Kick Actually Does
Mule Kick lets you carry three primary weapons instead of two. That is it. The perk does not change your weapon stats, magazine size, or Pack-a-Punch level. It is purely a slot perk, and its value scales entirely with how good your third weapon is.
When you go down and lose Mule Kick, the third weapon drops. You buy the perk back and pick the gun up. On a high-rarity or Pack-a-Punched primary it usually sits on the ground long enough to retrieve before the horde catches up, which is exactly why one of the Majors below is dead weight.
How to Unlock Every Mule Kick Augment
The Mule Kick research grid runs three rows of three and unlocks in a snake. Row one is Fully Equipped, Pack Mule, and Plate Hunter. Row two comes back the other way: Free Throw, then BOGO, then Ol’ Reliable. Row three is Kick Back, Multi Pack, and Extra Slot.
Our top Major, Free Throw, is the first node of row two, so you need to clear row one to reach it. BOGO is two nodes further along. Fully Equipped, the Minor we pair with it, is the very first unlock. Running both Minors at once needs Extra Slot, the final node in the tree. If you want to stop the grind early, Free Throw plus Fully Equipped covers most of what this build is worth without Extra Slot.
Is Mule Kick worth prioritising for research? Only if you are already running a strong three-weapon setup. Jugger-Nog and Quick Revive augments pay off in every run, so finish those first.
All Major Augments for Mule Kick Ranked
Free Throw gives equipment a chance to not be consumed when you use it. The in-game text rules out the Combat Axe, so we tested it with grenades instead: 72 throws, 15 of them handed the grenade straight back. That is one in five, give or take. It is not a number to build a strategy on, but it is the only Major here that does something in every single session.
Pack Mule increases your stock ammo. Boring, but real. If you are running a gun that eats through ammo fast, or the ammo caches are not keeping up with you, this is the practical choice. We do not run it ourselves, but the problem it solves is legitimate.
Multi Pack gives a chance for a second weapon to upgrade when you Pack-a-Punch one. Chance-based Majors are a gamble by definition, and this one is worse for it, because you walk up to the machine wanting one specific gun upgraded. The random second upgrade is a bonus when it lands, not something you can plan around.
Ol’ Reliable recovers your third weapon when you repurchase Mule Kick after a down. It does not apply to limited-quantity weapons. In practice you go down, buy Mule Kick back, and walk over to the gun, which is still lying there. There is no situation where this Major does something you could not do yourself with twenty seconds of looting, and it costs you the Major slot to find out.
All Minor Augments for Mule Kick Ranked
BOGO is the standout Minor, and the easiest one to prove. We walked up to the crafting table with 1,575 Salvage and the LT53 Kazimir slot empty. One craft, 1,500 Salvage gone, 75 left in the bank. The slot came back reading two.
Click to enlarge Before: EQUIPPED 0
Click to enlarge After one 1,500 craft: EQUIPPED 2 That is 750 Salvage per Kazimir instead of 1,500, on the single most useful piece of equipment in the game right now. Salvage is the resource that actually runs out at high rounds, and halving the price of your panic button is worth more than anything else on this list. It works on whatever you craft, so cheap lethals double up too.
Fully Equipped raises how much equipment you can carry. Without it your Kazimir reserve stops at two, which is exactly where the craft above ran into INVENTORY FULL. With it you carry three. Next to BOGO that counts double, because the carry cap is the only thing that makes BOGO stop paying out: one crafting session now fills three slots instead of two.
Click to enlarge Without Fully Equipped: two
Click to enlarge With Fully Equipped: three Kick Back gets you a discount on perks. Both with and without it, perk prices start at 2,500 Essence and climb in 500 steps, so your early buys cost exactly the same. What changes is the ceiling. Without Kick Back our perks topped out at 9,000 Essence each. With it, the same purchase capped at 8,000.
Click to enlarge Without Kick Back: 9,000 Essence
Click to enlarge With Kick Back: 8,000 Essence A thousand Essence off every purchase at the cap sounds useful, and in a vacuum it is. The problem is when it applies. By the time perks are costing you 9,000 you are deep enough into a run that Essence is not what you are short of, Salvage and equipment are. That is the same slot BOGO or Fully Equipped wants, and those keep paying out at exactly the rounds where this one stops mattering.
Plate Hunter increases your armor plate reserve. We counted three in the reserve without it and four with it, which is a real difference and still not one we felt. Three plates covers the gap between one armor station and the next in almost every run, so the fourth is insurance against a mistake rather than a fix for a problem.
Click to enlarge Without Plate Hunter: three plates
Click to enlarge With Plate Hunter: four plates When to Buy Mule Kick in a Run
Mule Kick is a late buy. Jugger-Nog, Quick Revive, and Speed Cola all come first because they decide whether you survive the rounds where you are still building your kit. Mule Kick only pays off once you have a third weapon worth carrying, and that takes time to set up. Buy it when you are already comfortable, not as an early priority.
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Frequently Asked Questions
Does BOGO work with the Kazimir Device?
Yes, and it is the best reason to run it. We crafted one LT53 Kazimir for 1,500 Salvage and walked away with two, which puts the real price at 750 each. It works on any crafted equipment, up to your carry capacity.
What does Free Throw actually proc at?
We threw grenades 72 times and kept the equipment 15 times, so roughly one in five throws. That is enough to matter across a long run, but it is not a rate you can plan a round around.
How much does Kick Back actually save?
Perk prices start at 2,500 Essence and climb in 500 steps either way. The difference is the ceiling: without Kick Back our perks capped at 9,000 Essence, with it they capped at 8,000. That is 1,000 per purchase once you are at the cap.
Does Ol' Reliable save a Pack-a-Punched weapon?
It can, as long as the weapon is a regular primary and not a limited-quantity one like the Ray Gun. Wonder Weapons and single-ownership items are excluded, so do not rely on it for those.
When should I buy Mule Kick in a run?
After Jugger-Nog, Quick Revive, and Speed Cola. Mule Kick is a luxury that rewards you for having a strong third weapon, but it does nothing if you are not already surviving long enough to use three guns.