Call Of Duty Mobile: Loadouts to Try For Every Playstyle


CODM Best Loadouts

Call Of Duty: Mobile (CODM) is usually played at a faster pace compared to other shooters. However, certain maps typically incorporate other playstyles and strategies. Crossfire, for example, can be played fast but there will be one or two who may play passively and use a sniper rifle to camp in one of the buildings. In that case, you may opt to adjust your playstyle if you’re not getting the results you want.

In this article, I will list down five loadouts in CODM to suit every playstyle from aggressive to passive, and even a hybrid loadout that mixes aggressive and passive playstyles. Please refer to this article about the exciting maps to play to get a general idea of what CODM maps are like and how these loadouts will be implemented.

What is a Loadout?

A weapon loadout is the complete set of attachments and perks set by the players to use in every match. There are about 10 loadout slots available and these can be filled up according to the weapons and perks you use frequently or, like the point of this article, your playstyle. If you are considering changing how you play CODM, having a specific loadout that caters to that will be of great help.

Five Loadouts to Try For Every Playstyle

As an old Call Of Duty: Modern Warfare player, I only filled up the five available loadout slots in the game. This naturally translated to CODM. In fact, the extra five loadout slots of CODM is just a different gun from the same category so I have options. For this article, I will list down the main weapons I use in the first five slots in my loadout then will mention the second weapon in one of the five extra slots. So, for example, I have an AK-47 for the first slot, the sixth slot will have the M4A1. The perks and attachments I use are mostly the same for all weapons, except for the sniper rifles which I did not put any attachments.

To save some writing space, my default Scorestreak, Operator Skill, Lethal and Tactical Equipment, and Perks for most of the loadouts are as follows:

  • Scorestreaks: Sentry Gun, Stealth Chopper, VTOL
  • Operator Skill: Transform Shield
  • Lethal Equipment: Trip Mine
  • Tactical Equipment: Concussion Grenade
  • Perks: Vulture, Fast Recover, Hardline

For the Sniper loadout, the main difference is the replacement of the Vulture Perk with the Ghost Perk. This is very useful so enemy UAVs and Advanced UAVs can not pinpoint the direction where you are sniping from.

Loadout 1: Aggressive Playstyle (Close Quarter Combat [CQC])

Call of Duty Mobile PDW-57

  • Primary Weapon: PDW-57 (Alternative, or 6th slot: CBR4)

The PDW-57 is a very capable gun in short to medium ranges. For this loadout, I gave it the appropriate name, “Sugod”, which means “to be aggressive” in Filipino. The main idea of this weapon is not to use aim-down-sights (ADS). So I figured that attachments that give buffs to ADS are useless and, conversely, attachments that give buffs to sprint-to-fire delay and recoil are beneficial. In my current build, I only have three weapon attachments installed. If you want to try this and three attachments are not enough, the last two attachments are yours to experiment with.

The attachments I have for the PDW-57 are as follows:

  • Muzzle: RTC Light Muzzle Brake (-10.5% Horizontal Recoil, -7.8% Vertical Recoil; debuffs to ADS Time [+5.8%] and ADS Bullet Spread [+8%])
  • Laser: MIP Laser 5mW (-17% Hipfire Bullet Spread, -25% Sprint-to-Fire Delay; visible laser sights)
  • Weapon Perk: Wild Hipfire (Jumping and Sliding Hipfire Accuracy)
  • Secondary Weapon: J358 (Alternative: .50 GS)

I have a soft spot for revolvers and the Desert Eagle. Their damage output, combined with very high accuracy, make them powerful in any loadout. As such, the J358 or the .50GS are on all my loadouts (again, to save some writing space). As for the J358, the attachments I put are as follows:

  • Muzzle: RTC Light Muzzle Brake
  • Barrel: J358 Custom Light (-7.6% ADS Bullet Spread, +20% Damage Range, -3.2% Horizontal Recoil; -12% ADS Time)
  • Ammunition: Stopping Power Reload (+30% Damage Range, + Damage, + Body Part Damage Multiplier; +20% Vertical Recoil, +20% Fire Interval)

Loadout 2: Sniper (I only use this loadout for Crossfire)

Call of Duty Mobile Loadout 2

  • Primary Weapon: Arctic .50 (Alternative, or Slot 7: SVD)

As I mentioned above, I have no particular attachments loaded in my Primary Weapon loadout. However, you can experiment with ADS and recoil buffs for this one. Why the Arctic .50 and the SVD? These guns remind me of the Barret .50 Cal and the Dragunov guns in the original Modern Warfare from 2007. So it gives me the familiar feeling of the guns. Plus, both have a high fire rate, making them semi-automatic sniper rifles. 

Loadout 3: Hybrid Playstyle (Long-Range and Assault/CQC)

Call of Duty Mobile Loadout 3

  • Primary Weapon: AK-47 (Alternative, or Slot 8: FR .556)

I think every veteran Call Of Duty player wants the familiar feel of the guns. Like my Sniper loadout, the choice of having the AK-47 is more arbitrary (in contrast, the FR .556 is not in the original Modern Warfare [2007]). But, to justify this, the AK-47 is a reliable primary weapon across the Call Of Duty games it is featured in. making it a very consistent pick among players – veterans and beginners alike.

Now, for me, the idea of a hybrid playstyle is the blend of both aggressive and passive playstyles. An assault rifle with attachments that have movement and ADS buffs should suffice. But the important part here is that it can also be used for long-range combat like a sniper rifle, which makes the Optict the crucial attachment for this loadout.

The attachments I have are as follows:

  • Optic: any of the Holographic Sights (I have the Holographic Sight 3 attached)
  • Stock: MIP Strike Stock (-7% ADS Bullet Spread, -15% Hit Flinch, -6% Horizontal Recoil; +14% ADS Movement Speed)
  • Laser: MIP Laser 5mW
  • Rear Grip Tape: Granulated Grip Tape (-11.6% ADS Bullet Spread’ -4% ADS Movement Speed)
  • Perk: FMJ (Bullet Penetration) or Long Shot (+10% Damage Range)

Loadout 4: Passive (non-sniper, light machinegun)

Call of Duty Mobile Loadout 4

  • Primary Weapon: S36 (Alternative, or Slot 9: RPD)

The S36, when it was first released in CODM was a very stable gun. It had very low recoil without attachments (I got it to about weapon level 30 without them). I used this more in an aggressive playstyle compared to the AK and the PDW. However, as the game progressed, so did the need for the S36 to change. I primarily use the S36 in maps like Killhouse where I can be passive and spam the corkboard area for a potential wall bang kill. As such, the build I made for the S36 reflects this change in playstyle.

  • Muzzle: YKM Light Flash Guard (Hidden Muzzle Flash, -12% ADS Bullet Spread, -7.8% Hipfire Bullet Spread’ -15% Damage Range)
  • Optic: Any of the Holographic Sights
  • Rear Grip: Granulated Grip Tape
  • Laser: OWC Laser – Tactical (-8% ADS Time, -9.2% ADS Bullet Spread; visible laser sights)
  • Perk: Sleight of Hand (-15% Reload Time)

Loadout 5: Shotgun

Call of Duty Mobile Loadout 5

  • Primary Weapon: HS0405 (Alternative, or Slot 10: BY15)

I never used shotguns in the original Modern Warfare but since the last time I played it, I have been including or using shotguns in my loadout. One reason for this change is that shotguns have been crazy accurate partly due to the popularity of battle royale survival games. And CODM also has this Battle Royale mode where I always have a shotgun in my inventory in case my assault rifle or submachine gun runs out of ammo. For multiplayer mode, though, the shotgun loadout is rarely used since I included this very late in my game. For reference, my player level is at 108, I included the shotgun loadout at level 100. As for the attachments, the same principle as the aggressive playstyle applies: ADS is useless.

  • Muzzle: OWC Light Compensator (-11.1% Vertical Recoil, -7% Horizontal Recoil; +5% ADS Time, +8% ADS Bullet Spread)
  • Laser: MIP Laser 5mW
  • Rear Grip: Rubberized Grip Tape (-13.2% Vertical Recoil; +9.2% ADS Bullet Spread)
  • Perk: Sleight of Hand or Speed Up Kill

So there you have it. Some of the weapon loadouts you can try for every playstyle. What do you think? You can experiment with the attachments and guns here, actually, since this is pretty much based on my playstyle in the old Call Of Duty games. Translating them to CODM was a natural course of action for me. However, I did mention some that were reliable to me even before (Arctic .50 and the AK-47) that’s why their inclusion was more informed by experience. It’s always fun to figure out how you develop your playstyle given the weapons in CODM. I hope this article will guide you in the direction you want.

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