BO7 Augment Research opens at Player Level 11, but you cannot immediately research every perk. Quick Revive becomes available after you unlock three Augments, while Jugger-Nog requires six total Augments to be unlocked first.
Because of this, the early BO7 Augment grind should focus on reaching those milestones as efficiently as possible. Research your first three Augments to unlock Quick Revive. Then continue until you reach six total Augments and unlock Jugger-Nog.
Once both perk research trees are available, prioritise their survival-focused Augments before moving into crowd-control options.
New to BO7 Zombies? Start with these BO7 tips and tricks for beginners to understand the basics before diving into Augment Research.
How Augment Research Actually Works
The Research screen unlocks at Player Level 11. You earn research progress by playing Zombies and gaining match XP. You can only have one BO7 Augment research project active at a time.
Some perks have additional unlock requirements before their research grids become available. Quick Revive unlocks after you research three Augments, while Jugger-Nog becomes available after you have researched six Augments in total.
These do not have to be six specific Augments from one perk. You can reach the requirement by researching available Augments across the different research trees.
This means Jugger-Nog cannot literally be your first research project. Instead, work toward the six-Augment milestone first, then make Jugger-Nog one of your main research priorities once its grid opens.
There is no separate currency to farm. Just play Zombies while your chosen augment is being researched. Once a perk’s grid is open, completing it takes around 5-6 hours of playtime.
Unlock These Two First – Jugger-Nog and Quick Revive
Turtle Shell on Jugger-Nog and EMT or Dying Wish on Quick Revive are the two builds worth researching before anything else. They fundamentally change whether you survive a mistake rather than just increasing round-clearing efficiency.
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| Perk | Major Augment | Minor Augments | Why Unlock First |
|---|---|---|---|
| Jugger-Nog | Turtle Shell | Durable Plates + Hardened Plates | Reduces reliance on scavenging armour mid-fight and absorbs back damage. |
| Quick Revive | EMT or Dying Wish | Swift Recovery + Emergency Medical Kit | Turns a down into a recoverable moment instead of a run-ending wipe. |
Jugger-Nog: The Armour Tank Build
- Major – Turtle Shell: Armour shields your back from incoming damage. This offers a genuine, massive improvement over weaker historical iterations, saving you when getting swarmed from behind.
- Minors – Durable Plates and Hardened Plates: Boost total plate damage mitigation and durability, dramatically cutting down how often you need to drop everything to re-plate mid-round.
Quick Revive: The Clutch Survival Build
- Major – EMT or Dying Wish: EMT accelerates team revives and grants full health upon revive. For solo players, Dying Wish provides a clutch last-stand self-revive mechanic to keep high-round runs alive.
- Minors – Swift Recovery and Emergency Medical Kit: Drastically lowers health regeneration delay after taking damage and cuts revive interaction times to a fraction of a second.
Major Augments provide the main effect, while Minor Augments add smaller bonuses to the same perk, Ammo Mod, or Field Upgrade.
You can equip one Major and one Minor Augment at a time, with the Extra Slot unlocking a second Minor slot. Researching an Augment unlocks it for your loadout, but you still need to equip it manually.
What to Research Once You’re Surviving
Once Jugger-Nog and Quick Revive are covered, move on to augments that help you deal with large groups of Zombies. As the rounds get harder, clearing a crowd is usually more useful than doing extra damage to one target.
Wild Fire burns nearby Zombies and boosts movement speed. Flashover increases pulse damage and radius, while Molten Core boosts close-range damage and Oxidizer extends its duration.
Frost Blast slows and controls groups. Frost Cast improves control, while Deep Chill strengthens freezing and Stone Cold Stronghold adds defensive value.
Dead Wire stuns Zombies and creates an electric field. Lightning Strike stuns enemies in an area, while Aftershock spreads the effect and Extension makes it last longer.
Once survival is covered, focus on these Augments to slow, stun, burn, and control larger groups.
What happens if you die during a match? Research progress is tied to the research XP you earn while the project is active, rather than requiring you to successfully complete a match.
Dying ends the match, but it does not wipe the research progress you already earned. Your research continues accumulating across matches as long as you keep the project active.
Frequently Asked Questions
Do Augments reset when you Prestige a weapon or your account?
No. Your researched augments do not reset when you Prestige. Once unlocked, they stay available to use.
Can you run two Research projects at the same time?
No. You can only research one augment at a time, so choose your next project carefully.
How long does it take to fully unlock one perk’s augment grid?
There is no fixed number of hours because research progress depends on the XP you earn during Zombies matches. Current player testing has put some full grids at roughly 5-6 hours, but actual times can vary based on the mode, round, XP earned, and whether XP boosts are active.
For a new or returning player, the best approach is to keep the BO7 Augments grind simple. Start with Jugger-Nog and Quick Revive to improve survival, then move into Field Upgrade and Ammo Mod augments that help you deal with larger groups.
If you don’t want to spend hours researching a specific augment, the next step is to use BO7 Augments Unlock to get the perk tiers you want directly instead of waiting for Research to finish.
Looking for more ways to improve your Zombies setup? Learn how to get every BO7 Perma-Perk and make your progression easier.
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