The bestWarzoneloadout in Iron Trials ‘84 is inevitably going to depend on individual play style and preference, but the rules are so different to those of the standardCall Of Duty: Warzonematch types, that some loadouts are certainly going to be more effective than others.RELATED:Call Of Duty: Warzone – Best Loadouts In Season 5Expert players agree that the best strategy is to get equipped with two high capacity, rapid-fire weapons, one for medium to long-range, and the other for close-quarters combat. So that requires the Overkill perk and an assault rifle or LMG along with an SMG. When it comes to the details, it’s possible to whittle the options down to a few best choices.
Primary Weapon - Long/Medium Range
XM4
The two most important weapon stats in Iron Trials ‘84 are damage per mag and TTK (Time-to-Kill),and the XM4is just about strong enough in both of those departments for an accurate player to down two opponents before having to reload.
Other than that it’s a good, easy-to-use all-rounder. It’s best when fitted with aGRUorAgency Suppressor, a60-round magazine, a3xor4x optic, and thelongest barrelandbest foregripavailable.

Stoner 63
The Stoner 63remains the best all-around LMG, and it has particularly high damage per mag, which makes it ideal for use against the high-health opponents found in Iron Trials ‘84. For players who prefer power over mobility, it’s a good alternative to the XM4.
As far as attachments go, it’s generally best to go for the same set-up as with the XM4, prioritizing accuracy and ammo capacity, although the Stoner 63’s damage per mag is so good, thatswapping the 120-round mag out for something else is a viable option.

Secondary Weapon - Close Range
PPSh
Just as with longer-range weapons, players are going to need an SMG that delivers a lot of damage per mag and,while the PPShdoesn’t have the highest damage per mag among SMGs, it does have enough. And it also has no real weaknesses to speak of.
Attachment-wise theGRU SuppressorandSound Suppressorare just as good as each other, and the71-round drum magazineis essential. The remaining attachments are down to personal choice. The15.7” Task Forcebarrel andRaider Stockare popular, but some players may prefer to add a laser sight or grip.

Bullfrog
Many playersconsider the Bullfrogto be the best SMG in Warzone, and it’s certainly a good choice for Iron Trial ‘84 thanks to its huge magazine capacity and fast rate of fire. It packs a stronger punch than the PPSh at close range, but damage drops off sharply as your target gets further away, which could be an important factor in this game mode.
As with the PPSh, the essential attachments are theGRU or Sound Suppressor, and thehighest capacity magazine. Other than that, it’s largely down to personal preference.

Perk 1
Quick Fix
While base health is dramatically increased in Iron Trials ‘84, health regeneration occurs quite a lot slower, and that’s what makes Quick Fix the best blue Perk for this game mode.
RELATED:Call of Duty: Warzone - All the Perks and What They Do

Instead of waiting 7 seconds for health to start regenerating, with Quick Fix players can start regeneration by killing an opponent. That’s not exactly easy to do, of course, but this Perk does mean a player’s health can start regenerating before a firefight is even over, which will often prove to be decisive.
Double Time
For players who aren’t yet that good at getting kills, and who are still learning how to play, Double Time is a good option for Iron Trials ‘84. It improves both running speed and crouching speed.
These two buffs don’t make a huge difference in standard game modes, but mobility is so important in Iron Trials ‘84, and this Perk will help players both in ducking and weaving, and in pursuing wounded enemies.

Perk 2
Overkill
Being able to inflict heavy damage without reloading is so important in Iron Trials ‘84 that it’s extremely advantageous to be able to carry two weapons capable of doing that. Any player not using Overkill is going to be packing an almost useless secondary weapon.
With Overkill equippedthough, players can have pretty much all situations covered – an assault rifle or LMG for medium to long-range encounters, and an SMG for those close-quarters confrontations inside buildings.

Ghost
The only reason not to choose Overkill is that Ghost is also extremely useful, particularly late in the game. In standardWarzonebattle royale modes, many players set up two loadouts: one for each of the free loadout drops. And Ghost is usually part of the second loadout.
However, there are no free loadouts in Iron Trails ‘84, only very expensive ones, and many players find it hard to afford one, never mind two. So it’s a viable strategy to sacrifice the advantages of Overkill in favor of benefiting from Ghost during the last few minutes of the match.
Perk 3
Amped
This Perkhas various benefits, but the key one in Iron Trials ‘84 is the faster weapon swap, assuming the player is also using Overkill, of course. It speeds up the use of most equipment too, which will also be an advantage.
When equipped with Amped, a player will quickly be able to swap from a long to a short-range weapon if charged by an enemy team, or else taken by surprise. It’ll also be quicker to swap weapons than to reload whenever a magazine is emptied.
Tracker
Trackerisn’t that populara Perk inWarzone’s standard modes, but in Iron Trials ‘84 it really comes into its own. With Tracker equipped, all enemies leave behind a trail of footprints, making them easier to pursue.
This is no big deal when that enemy only has a maximum of 250 health and can be taken down in seconds. But with Iron Trials ‘84’s maximum of 400 health, there’s a higher chance that a wounded target will escape, and therefore all tracking tools become more useful.
Lethal Equipment
Semtex
Semtex is already a popular piece of lethal equipment inWarzone, and it’ll still be the best option for many players in Iron Trials ‘84. Compared to a frag grenade, it has many advantages.
RELATED:Call of Duty: Warzone Data Reveals Most Popular Equipment
While players can react to a frag grenade and flee, Semtex allows much less time to react. Plus, skilled players can even stick it directly to their target, meaning that there’s no escape for the target and that their teammate might get caught in the blast too.
Thermite
While Semtex is still a strong option, some players have been switching it out in favor of Thermite for Iron Trials ‘84. This is because its sustained damage can be more effective under this game modes’ unusual rule set.
Thermite is useful against fleeing opponents because it continues doing damage even when they’re out of sight. And given Iron Trials ‘84’s buffed health, players are going to have to deal with many more fleeing targets than in any otherWarzonemode.
Tactical Equipment
Flash Grenade
Stun Grenades are widely believed to be overpowered in standardWarzonemodes, and many players are hoping that the nerfed Stun Grenades in Iron Trials ‘84 will be carried over to the rest of the game.
For now, though, it’s just Iron Trials ‘84 that has weakened Stun Grenades, and so this is the mode in which Flash Grenades may be a better option. The main reason Stun Grenades are better in standard modes is that the effect lasts longer than that of a Flash Grenade. But in Iron Trials ‘84, the flash effect lasts just a little longer.
Stim
MostWarzoneplayers overlook Stims in standard modes (unless they’re exploiting glitches), but in Iron Trials ‘84 they suddenly become much more useful. Given how much slower health regenerates in this mode, it’s obviously going to be much more useful to be able to instantly heal.
What’s more, Stims also refreshes Tactical Sprint, meaning players can flee and evade more effectively, which is much more important in Iron Trials ‘84 because of the much higher Time-to-Kill.
Call Of Duty: Warzonewas released in 2020 and is available on PC, PlayStation 4, Xbox One, PlayStation 5, and Xbox Series X/S.