Black Ops 2 Pick 10 Create-a-Class is the reason the game's loadouts still feel modern on the 2026 PS4 and PS5 ports, and understanding it is the difference between a wasted class and a lethal one. When Treyarch introduced Pick 10 in Black Ops 2, it threw out the rigid perk-and-attachment slots of older Call of Duty games and replaced them with a single flexible budget: ten points, spend them however you like. That freedom is powerful and easy to misuse, because the game happily lets you build a mediocre class that wastes points on things you never use. This guide breaks down exactly how the points, wildcards and greeds work, then shows two complete builds so you can see the system in action.
The core idea: ten points, your choice
In Pick 10 you have 10 allocation points, and nearly everything you equip costs one point. Your primary weapon is a point. Each attachment on it is a point. Each perk is a point. Your lethal grenade is a point, and your tactical is a point. Add it up and a completely standard loadout — primary, secondary, one attachment each, three perks, a lethal and a tactical — already spends your whole budget with nothing left over. The genius is that you are never forced to fill every slot. Skip the secondary and you free a point for another attachment or perk. Drop the lethal you never throw and you free another. That single habit of cutting dead weight is the heart of every strong class in the game.
The design goal behind Pick 10 was to make every loadout a series of honest trade-offs rather than a checklist of free slots to fill. In older Call of Duty games you got a primary, a secondary, three perks and your equipment whether you used them or not, so there was no cost to carrying dead weight. Pick 10 changed that overnight: if you want that third attachment, something else on the class has to go. That tension is the whole point, and it is why two players running the same gun can build wildly different, equally valid classes around it.
What everything costs
Because the budget is fixed, knowing the cost of each element lets you plan a class deliberately rather than by feel. Wildcards are the special case: they cost a point themselves but unlock a rule you could not otherwise use, which is what makes the whole system so flexible. Here is the full wildcard list and what each one buys you.
| Wildcard | Point cost | What it unlocks |
|---|---|---|
| Perk 1 Greed | 1 | A second Perk 1 |
| Perk 2 Greed | 1 | A second Perk 2 |
| Perk 3 Greed | 1 | A second Perk 3 |
| Overkill | 1 | Two primary weapons instead of a secondary |
| Primary Gunfighter | 1 | A third attachment on your primary |
| Secondary Gunfighter | 1 | A second attachment on your secondary |
| Danger Close | 1 | A second lethal grenade |
| Tactician | 1 | A second tactical grenade |

A few point-saving tricks come up again and again on strong classes. Dropping your secondary entirely is the most common, since a good primary rarely needs a backup, and that single point often funds a whole extra perk. Skipping the lethal or tactical you never actually throw is another free point hiding in plain sight. And because attachments and perks each cost the same single point, it usually pays to invest in a perk that keeps you alive over a third grenade you will forget you are holding. Small savings like these are what let a class fit four perks and three attachments inside the same ten points.
How wildcards and greeds change the math
Wildcards are what make Pick 10 endlessly flexible. A Greed wildcard lets you run two perks from the same tier — imagine both Flak Jacket and Ghost, or Toughness and Cold Blooded together on one class, combinations the old slot system would never allow. Overkill hands you a second primary in place of a pistol, so you can carry an SMG for close range and a sniper for long lanes on the same loadout. Primary Gunfighter squeezes a third attachment onto your main gun for something like a suppressor, Fast Mag and a Reflex sight all at once. Every one of these costs a point, so the question is always the same: is this rule worth dropping something else on the class? Often it is, which is why nearly every top-tier build runs at least one wildcard.
Two example builds
Here is the system in practice. Both classes spend all ten points, just in very different ways, and both are competitive in the 2026 meta.
- No-secondary rusher (10 points): MSMC (1), Suppressor (1), Laser Sight (1), Perk 1 Greed wildcard (1), Lightweight (1), Ghost (1), Toughness (1), Dead Silence (1), Concussion tactical (1) and no lethal — leaving a point for a second attachment or a fourth perk via another greed.
- Overkill hybrid (10 points): Overkill wildcard (1), AN-94 (1), Reflex (1), DSR-50 as your second primary (1), Fast Mag (1), Flak Jacket (1), Toughness (1), Dexterity (1) and a lethal (1) — a class that answers both close and long range without a pistol.

Once the system clicks, you will start reading enemy classes too. See someone tanking your Semtex and you know they are running Flak Jacket; watch a player vanish off your mini-map mid-sprint and that is Ghost with Dead Silence. Because Pick 10 forces trade-offs, every choice an opponent makes tells you what they gave up elsewhere — a heavy-perk class is often light on attachments, and an Overkill player is carrying no pistol for those tight corners. That two-way information is a subtle edge the system hands to players who understand it from both sides of the loadout screen.
The catch on a fresh account
Pick 10 only feels free when you have unlocked the pieces to spend points on, and a new 2026 account starts with a bare handful of guns, attachments, perks and zero prestige tokens. Wildcards, the better perks and most attachments come from leveling and prestiging — a genuine grind from Rank 1 that stands between you and the builds above. If you would rather design classes than grind to unlock the parts, a hand-done Black Ops 2 unlock-all puts the full toolkit on your own account legitimately, a real player doing the work with no modded saves that would risk the post-exploit bans. Our unlock-all pricing guide and fastest delivery breakdown cover the options so you can jump straight to building.
Frequently Asked Questions
How many points do you get in Pick 10?
Exactly 10. Every primary, attachment, perk, lethal and tactical costs one point, and wildcards cost a point while unlocking an extra rule. You are never forced to fill every slot, so skipping items frees points for what matters.
What does the Overkill wildcard do?
Overkill lets you equip two primary weapons instead of a primary and a secondary, so you can carry, for example, an SMG and a sniper rifle. It costs one of your ten points like any other wildcard.
What is a Greed wildcard?
A Greed wildcard (Perk 1, 2 or 3 Greed) lets you run two perks from the same tier — such as both Flak Jacket and Ghost. Each Greed wildcard costs one point and unlocks one extra perk slot in that tier.
Do I need to unlock wildcards?
Yes, wildcards and most attachments and perks unlock through leveling and prestige tokens. A hand-done unlock-all can level your own account so everything is available — see our unlock-all pricing guide.