Figuring out how to get Dark Matter camo in BO3 is really a question about stamina, not skill. Dark Matter is the top weapon camo in Call of Duty: Black Ops 3 — the animated, shifting purple-and-blue galaxy skin you see on the rare player who has completed literally every weapon challenge in the game. There is no shortcut challenge, no single unlock, no store purchase inside multiplayer. You earn Gold on every gun, which earns you Diamond on every class, which finally unlocks Dark Matter across your whole arsenal. This guide walks the real path honestly — including the class-by-class walls that stall most players — and then covers the safe, hand-done way to skip the grind without risking your account.
What Dark Matter Actually Is
Dark Matter is the reward for 100% camo completion in BO3 multiplayer. Unlike Gold (single gun) or Diamond (single class), Dark Matter is applied to every primary and secondary weapon at once the moment you finish the last gun. It is a live, animated camo — a deep-space texture that ripples across the model — and it is the clearest flex in a BO3 lobby because everyone who has it knows exactly what it took.
The critical thing to understand is the dependency chain. You cannot skip a step. Dark Matter is gated behind Diamond on all classes, Diamond is gated behind Gold on every gun in that class, and Gold is gated behind that gun's specific camo challenge set. So the "how" is really the sum of dozens of smaller grinds stacked on top of each other.

Step 1: Gold Camo, Gun by Gun
Gold is the foundation. To earn Gold on a weapon you complete that weapon's full camo challenge tree — typically the last camo tier the gun offers before Gold unlocks. The exact requirements vary by weapon type, and that variation is what makes some guns pleasant and others miserable:
- Assault rifles and SMGs: mostly kill-count and mid-range challenges. These come naturally with normal play and are the easiest Gold guns in the game.
- LMGs: similar to ARs but slower, since the class has fewer guns and lower pick rates in most lobbies.
- Pistols and launchers: quick per-gun, but you have to deliberately run them, which fights your natural loadout instincts.
- Shotguns: point-blank kill challenges that force aggressive, exposed play. A real wall for a lot of players.
- Snipers: the biggest wall of all — long-shot, no-scope, and one-shot-kill challenges that punish anyone who is not already a confident quickscoper.
Every gun you Gold is one brick in the wall toward Diamond. Nothing is wasted, but nothing is fast either.
Step 2: Diamond Camo, Class by Class
Once every gun inside a weapon class is Gold, that entire class unlocks Diamond automatically. Diamond is a static crystalline camo — it does not animate like Dark Matter, but it is the checkpoint that proves you have cleared a whole category. Think of the Diamond checklist as your real progress bar toward Dark Matter:
- Gold every assault rifle → Diamond assault rifles.
- Gold every SMG → Diamond SMGs.
- Gold every LMG → Diamond LMGs.
- Gold every sniper → Diamond snipers (the class most people quit on).
- Gold every shotgun → Diamond shotguns.
- Gold every pistol → Diamond pistols.
- Gold every launcher → Diamond launchers.
When the last class flips to Diamond, Dark Matter unlocks across everything simultaneously. There is no separate Dark Matter challenge — completing the final Diamond is the Dark Matter unlock.
The Per-Class Walls That Stall Everyone
Most players do not fail the Dark Matter grind because it is long in total. They fail because two specific classes break their motivation. Snipers demand no-scope and long-shot kills that feel awful if quickscoping is not already your style — you will spend games going negative just to farm the right kill types. Shotguns force you into the open for point-blank kills, which is the opposite of how the maps want you to play.
The honest advice: knock out the easy classes first (ARs, SMGs, pistols) to build momentum and a sense of progress, then grind snipers and shotguns in dedicated sessions where you accept a bad K/D as the cost of camo progress. Objective modes with respawns give you more engagements per minute than search-style modes, so they speed up kill-count challenges considerably.
The Honest Time Cost
There is no single number, because it depends entirely on your sniper and shotgun comfort and how many hours you play. But framed realistically: a competent player who already quickscopes might reach Dark Matter in a couple of focused weeks. A player who struggles with snipers and shotguns is looking at many weeks to a couple of months of steady sessions. It is genuinely one of the longer camo grinds in the Call of Duty series, and that length is exactly why it carries so much status.
| Camo Tier | Requirement | Rough Time |
|---|---|---|
| Gold | Finish one gun's full camo challenge set | Hours per gun (ARs/SMGs fast; snipers slow) |
| Diamond | Gold every gun within a single weapon class | Days per class, weeks for snipers/shotguns |
| Dark Matter | Diamond on every class (Gold every gun in the game) | Weeks to a couple of months total |
Why Modded Accounts Are the Wrong Shortcut
Search "BO3 Dark Matter" and you will find $4-15 eBay and forum listings promising an account that already has it. Skip them. Those are almost always save-edited or code-injected accounts, and Activision actively bans modded accounts and save edits. You are buying a stranger's account (you do not own it, they can recover it) that is also flagged for a ban wave. It is the worst of both worlds: no ownership and no safety.
If you have ever considered that route, read the honest breakdown in our BO3 modded accounts guide before you spend a cent. The short version: cheap and risky is not a bargain when the account can vanish.

The Safe Alternative: Hand-Done Boosting
The reason we run a hand-done service rather than selling injected files is safety. A hand-done Dark Matter boost means a real player logs into your own account and grinds the camos manually — the same legitimate gameplay you would do yourself, just done for you. There is no injected code, no save editing, and no third-party account changing hands. That is a fundamentally different risk profile from a $4 modded account, and it is why we are upfront that we do not offer blanket "100% safe" promises: hand-done work is the honest, lower-risk way, not a magic guarantee.
Because Dark Matter is a full-arsenal grind, it is priced by scope — the sniper and shotgun classes are the labor-heavy part, so a full Dark Matter push sits toward the upper end of BO3 service pricing. For current, specific pricing on Dark Matter, Diamond-only, or single-class Gold jobs, check our BO3 services page, since delivery time depends on the queue and how much of the camo tree is already done on your account.
Delivery is never an instant promise. Dark Matter is dozens of hours of real matches, so a hand-done boost is measured in days, not minutes — anyone quoting you an overnight full unlock is selling the risky injected version, not real progression.
How to Decide: Grind or Boost
Grind it yourself if you enjoy the camo chase, already like sniping, and want the personal satisfaction of the unlock — it is a legitimately fun long-term goal and costs nothing but time. Consider a hand-done boost if the sniper and shotgun walls are the specific reason your account has been stuck for months, or if you simply do not have the hours. Either way, the destination is the same animated galaxy camo — the only question is whether you spend weeks or dollars getting there.
If your BO3 goals go beyond camos, the same hand-done, own-account approach applies to other grinds. Our BO3 services also cover prestige and unlock work — see the Prestige Master grind guide and the BO3 unlock-all overview if a full account push is what you are really after.
Frequently Asked Questions
Is there a single Dark Matter challenge in BO3?
No. Dark Matter has no challenge of its own. It unlocks automatically the moment you finish Diamond on every weapon class, which requires Gold on every gun in the game. It is the sum of the whole camo tree, not a standalone task.
What is the hardest part of the Dark Matter grind?
Snipers and shotguns. Snipers demand no-scope and long-shot kills that punish non-quickscopers, and shotguns force point-blank kills in the open. Most players who quit the grind quit on one of those two classes. Clear the easy classes first for momentum, then grind these in dedicated sessions.
Can I get banned for a Dark Matter boost?
The risk is in how it is done. Injected or save-edited modded accounts are what Activision bans, and cheap pre-made modded accounts are exactly that. A hand-done boost is a real player manually grinding legitimate matches on your own account, which is far lower risk. We stay honest about it — lower risk, not a blanket guarantee.
How much does a Dark Matter boost cost?
It is priced by scope because Dark Matter is a full-arsenal grind, with snipers and shotguns being the labor-heavy classes. BO3 services range from around $15 up to $220 depending on the job. For the current Dark Matter, Diamond, or single-class Gold prices, check the BO3 services page, since your starting progress affects both price and delivery time.