
Call of Duty: Black Ops 6's AK-74 is a very middle-ground AR, not particularly excelling at any one thing, but able to hold its own in a wide variety of situations. That can be a blessing and a curse for the AK since some players are going to only play in their weapons-optimal situations.
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PostsBut played well, the AK can keep you fighting for the top of the scoreboard around the clock. The biggest hurdle for the AK is going to be the recoil, with it kicking both vertically and horizontally enough that it can be difficult to keep on target.
AK-74 Stability Build
There are two ways to combat the recoil on the AK-74, and the most direct way is to improve the stability itself. This build revolves entirely around improving the recoil in the Gunsmith, making the AK-74 as stable as it can be. For the most part, if you can limit the horizontal recoil of the AK, the vertical recoil is fairly easy to manage.
Attachment
Description
Recoil Springs
- -5% Recoil Gun Kick
- -5% Horizontal Recoil Control
- -5% Vertical Recoil Control
Vertical Foregrip
- -30% Horizontal Recoil Control
Compensator
- -24% Recoil Gun Kick
- -25% Vertical Recoil Control
Extended Mag
- +10 Magazine Size
Optic of choice
n/a
The All-Around AK-74 Loadout
Because of the stability improvement enabling the AK to compete at almost any range, you're going to find in multiplayer, this can be slotted into pretty much any loadout as the primary weapon. That said, here's one loadout as an example of a build that could be complemented by this weapon.
Primary Weapon
AK-74
Secondary Weapon
GS45
Tactical
Flashbang
Lethal
Combat Axe
Perks
Ghost
Engineer
Vigilance
Field Upgrade
Trophy System
Wildcard
Tactical Expert
T
his build is going to be viable to take into any match and every game mode. The GS45 as your secondary weapon is a two-shot to the body, making it a good backup weapon, and the perks and lethal combination are going to be effective against nearly everyone.
AK-74 Run And Gun Build
The other way to address the stability issue with the AK is to use it primarily in close quarters, with a heavy emphasis on fast and unpredictable omni-movement. This is going to definitely be helped by a specific loadout overall, which is included below.
Attachment
Description Pros / Cons
Fast Motion Laser
- Diving Hipfire Spread
- Sliding Hipfire Spread
- Jumping Hipfire Spread
- Visible Laser In Hipfire
Light Stock
- +20% Movement Speed
- +33% Crouch Movement Speed
- Strafing Movement Speed
CQB Grip
- +24% Sprint To Fire Speed
- +50% Slide To Fire Speed
- Dive To Fire Speed
Short Barrel
- Jumping Aim Down Sight Speed
- Jumping To Fire Speed
Ranger Foregrip
- -13% Horizontal Recoil Control
- +6% Sprinting Movement Speed
The Run And Gun Loadout
This AK build does forego including a sight, and while the AK iron sight is a bit rough, this is meant to be used in such close range that it isn't going to matter, anyway. The rest of this loadout is built around an entirely run-and-gun playstyle.
Primary Weapon
AK-74
Secondary Weapon
Grekhova
Tactical
Concussion
Lethal
Impact Grenade
Perks
Gung-Ho
Dexterity
Assassin
Bankroll
Field Upgrade
War Cry
Wildcard
Perk Greed
The Perk Greed Wildcard allows you to grab the two most important perks for this build, Gung-Ho and Dexterity. Both of these perks are going to make your life much easier with this kind of playstyle.
The Grekhova is a fully automatic pistol which is going to be very beneficial at this range, the Concussion Grenade is going to slow down your opponents, and the Impact Grenade can be thrown and detonated without having to cook or wait for a timer, keeping you on the move.
Overkill Loadouts With The AK-74
The Overkill Wildcard allows you to equip a second primary weapon, and the right choice in that regard can make your loadout into something that can compete in any range whatsoever, complementing the mid-range capabilities of the AK-74.
AK-74 And The Marine SP
The Marine SP is a good shotgun, and available right from the start. It can be a little bit inconsistent, but once you've got some attachments equipped for it, it can be a great option for those close-range interiors, while you've got the AK-74 for medium-to-long-range engagements.
Primary Weapon
AK-74
Secondary Weapon
Marine SP
Tactical
Flashbang OR Concussion
Lethal
Blast Trap
Perks
Flak Jacket
Fast Hands
Gearhead
Field Upgrade
Spring Mine OR Trophy System
Wildcard
Overkill
Fast Hands is an integral part of this build; that quick switch between weapons makes a huge difference when you've got two primaries that you're swapping between on the regular. Flak Jacket is going to help keep you protected when you're in the interior, as will the Trophy System if that's what you bring.
Equipping the Marine SP with attachments that increase the Sprint To Fire speed is going to be a massive boon.
The Blast Trap and possible Spring Mine combo, especially when you're bringing Gearhead, means you can lay an inconceivable amount of traps around the map.
AK-74 And The Tsarkov 7.62
The Tsarkov 7.62 is a two-shot-to-the-body weapon that is easy to keep on target, even at longer ranges. Running this with acloser-range-oriented AK-74 will be the way to go, giving you two different weapons that excel in very different ranges.
Primary Weapon
AK-74
Secondary Weapon
Tsarkov 7.62
Tactical
Concussion OR Flashbang
Lethal
Frag
Perks
Tac Mask
Fast Hands
Gearhead
Field Upgrade
Spring Mine
Wildcard
Overkill
This build includes Fast Hands with Overkill again but is less focused on surviving in interior environments and more focused on being effective in a variety of situations.
The Tsarkov with a medium-range scope will do you fine with this, as well as any attachments that make it easy to keep on target.
The AK is what you'll be using for anything but long-range, so mostly, building an AK that you feel comfortable with is important. You can build the Run-And-Gun AK, but without the rest of the loadout supporting it, it will be a bit more difficult to use. An AK that's more all-around focused is generally the way to go with this combination.
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