Key takeaways
- Mister Peeks is a Whimsical GobbleGum in Call of Duty: Black Ops 6 Zombies, and GobbleGums do not have an augment tree — so there is no such thing as a “Mister Peeks augment” to upgrade. The choice that actually…
Mister Peeks is a Whimsical GobbleGum in Call of Duty: Black Ops 6 Zombies, and GobbleGums do not have an augment tree — so there is no such thing as a “Mister Peeks augment” to upgrade. The choice that actually decides whether a Mister Peeks run survives is the companion loadout you bring with it, and the single best package for most runs is a survivability Major on Jugger-Nog plus a mobility Minor on Stamin-Up. That pairing keeps you upright while the gum’s cosmetic chaos plays out, and it scales from round 1 into the 40s better than any damage-focused alternative.
Why Mister Peeks Has No Augments of Its Own
Augments in Black Ops 6 Zombies are attached to three specific categories of gear, per the in-game augment menu: Perk-a-Colas, Ammo Mods and Field Upgrades. GobbleGums sit outside all three. They are consumable, one-shot effects you activate mid-match from your equipped pack, and they never carry Minor or Major slots.
Whimsical GobbleGums in particular are the for-fun tier. According to the in-game GobbleGum descriptions, Whimsical gums change how the horde looks and sounds rather than how much damage it deals, how much health it has, or what it drops. Mister Peeks falls into that cosmetic bucket, which means the practical question behind a “best Mister Peeks augments” search is really: what do I equip so that the run survives long enough to enjoy it?
Quick Comparison: Best Augment Loadouts to Run With Mister Peeks
| Loadout | Best for | What it changes | Main trade-off | Rough cost |
|---|---|---|---|---|
| Jugger-Nog survivability Major + Stamin-Up mobility Minor | Best overall — solo and co-op all-round | More effective health and faster repositioning while under fire | Zero damage scaling; kill speed falls off late | ~5,000 points for both perks |
| Death Perception loot Minor + essence-focused Ammo Mod | Best for resource gathering | Better visibility on loot and drops, steadier essence and salvage income | Thinner survival buffer; punishes sloppy movement | ~2,500–5,000 points |
| Healing Aura Major + Quick Revive revive augment | Best for team play | Faster, safer revives and area healing for the squad | Nearly wasted in solo; no self-sufficiency | ~2,500 points plus a free Field Upgrade |
| Ammo Mod crowd-control Major + PhD Flopper dive Major | Best for high rounds | Stagger and knockback on hit, plus an escape tool that clears space | High skill ceiling; burns ammo fast | ~5,000 points plus salvage for rarity |
| Speed Cola reload Major + Elemental Pop passive Minor | Best for casual and low-effort runs | Fewer reload deaths and free elemental procs | No panic button when the train collapses | ~5,000 points |
Best Overall: Jugger-Nog Survivability Major + Stamin-Up Mobility Minor
If you only research one thing before your next Mister Peeks run, make it the Jugger-Nog Major that reduces incoming damage or grants a one-time protection against a lethal hit. It is the difference between a bad train turning into a down and a bad train turning into a jog to the next area. Pair it with a Stamin-Up Minor that raises movement speed — not the sprint-speed Major, which is more of a luxury than a survival tool.
Who it suits: anyone playing solo or carrying a weaker squad, and anyone whose runs regularly die between rounds 20 and 35. The trade-off: you are trading kill speed for time, and time only pays off if your weapon is already Pack-a-Punched. On a fresh run with a grey-rarity weapon, this loadout will feel slow.
Best for Resource Gathering: Death Perception Loot Minor + Essence Ammo Mod
Mister Peeks does not touch drops, so if your goal is a fast economy — enough points for Pack-a-Punch, ammo mods and armor plates before round 15 — you build for income instead. Death Perception’s Minor augments that highlight loot through walls are the cheapest quality-of-life upgrade in the mode, and the Ammo Mod augments that improve essence or salvage generation pay for themselves over a long match.
The trade-off: this is a greedy build. It produces the fastest early-game economy in the game and the thinnest late-game health pool. Use it when you are farming, not when you are pushing a personal best.
Best for Team Play: Healing Aura Major + Quick Revive Revive Augment
In a four-player lobby, the player running Healing Aura with a revive-oriented Major is worth more than the player with the highest damage output. Healing Aura recharges through normal play, heals the whole nearby squad, and with the right Major augments it turns a wipe into a reset. Stack it with the Quick Revive augment that speeds up revive interactions.
Who it suits: the person in the group who always ends up doing the reviving. The trade-off: in solo play, Healing Aura is close to dead weight compared with Aether Shroud, so keep two Field Upgrade presets if you switch between solo and co-op.
Best for High Rounds: Crowd-Control Ammo Mod + PhD Flopper Dive Major
Past round 40 the zombies stop caring about your damage numbers and start caring about whether you can move. A crowd-control Ammo Mod Major — the ones that stun, slow or knock back on hit — buys you the half-second you need to break a train, and the PhD Flopper Major that turns your dolphin dive into an area slam gives you a second escape tool on a cooldown-free basis.
The trade-off: both require practice. The dive-slam in particular will get you killed the first few times you use it in a tight corridor. It is also the most ammo-hungry build here, so budget for ammo purchases.