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The subject of this article appeared in Call of Duty: Modern Warfare: Mobilized. The subject of this article appeared in Call of Duty: Modern Warfare 3. The subject of this article appeared in Call of Duty: Modern Warfare 3 for the Nintendo DS. The subject of this article appeared in Call of Duty: Black Ops II. The subject of this article appears in Call of Duty Online The subject of this article appeared in Call of Duty: Black Ops III. The subject of this article appears in Call of Duty: Mobile The subject of this article appears in Call of Duty: Modern Warfare (2019) The subject of this article appears in Call of Duty: Warzone
For other weapons, see MP.

The MP7 is a submachine gun featured in Call of Duty: Modern Warfare: Mobilized, Call of Duty: Modern Warfare 3, Call of Duty: Modern Warfare 3: Defiance, Call of Duty: Black Ops II, Call of Duty: Online, Call of Duty: Mobile and Call of Duty: Modern Warfare. It can also be used in Call of Duty: Black Ops III though console commands.

Call of Duty: Modern Warfare: Mobilized

Campaign

The MP7 is a weapon found frequently throughout the campaign, but is used only by the SAS. It eventually replaces the M9 as the secondary weapon.

Multiplayer

The MP7 is also featured in multiplayer, being a usable submachine gun for the Coalition faction from the start, being one of its three pre-unlocked weapons (the others being the MP5 and the M4). The MP7 has very low recoil and a high rate of fire as well as the clearest iron sights (almost identical to that of a pistol, though bigger); that coupled with a 40-round magazine make this gun the best to start with.

Gallery

Call of Duty: Modern Warfare 3

"The MP7 performs as a middle option between the SMG and Assault Rifle classes. Clear iron sights, low recoil and a 40-round magazine allow you to tackle mid-range encounters without running for cover, and a good fire rate handles well in close quarters situations."
— Call of Duty: Elite description

The MP7 appears in Call of Duty: Modern Warfare 3. It can only be used in Special Ops and Multiplayer although it appears holstered by some SAS members in "Mind the Gap".

Multiplayer

The MP7 is unlocked at level 74 in multiplayer, and is the last submachine gun unlocked.

The MP7 is a low damage, moderately low range SMG. At any range short of 12.5 meters, the MP7 will deal 35 damage per bullet, needing three shots to kill. Damage decreases linearly until 18.8 meters. At any range beyond 18.8 meters, the MP7 will deal twenty damage per bullet, needing five shots to kill. The MP7 has a three shot kill range of thirteen meters, and a four shot kill range of 16.7 meters. In Hardcore game types, the MP7 is a one shot kill out to roughly fourteen meters. The MP7 has one of the worst maximum damage range values in its class, with damage drop off ocurring faster than all SMGs except the PM-9. The low maximum damage range value ensures that the MP7 has the second worst three hit kill range, and it gives the MP7 one of the shortest one shot kill ranges in Hardcore among all SMGs. The MP7 provides a 50% damage boost with a headshot, usually reducing the needed number of shots to kill by one, and a headshot is a one shot kill at any range in Hardcore game types.

The MP7's rate of fire is average, at 895 RPM, on par with the MP5. This rate of fire is decent overall, but the MP7 has a blend of a moderate rate of fire with poor range and damage. This gives the MP7 some of the lowest time to kill potential of all SMGs.

The MP7 makes up for its pedestrain rate of fire and lacking range by being not just the most accurate SMG in its class, but having some of the best accuracy in the game. The MP7's iron sights are very clear, but rather flat. The MP7's recoil per shot is both consistent and very small. The MP7 always kicks upwards and to the right with a varying degree of magnitude. The MP7 will kick upwards with a value of either 20 or 45, and to the right with a recoil value of either 10 or 25. All four of these recoil values are ludicrously small. Usually, a weapon that kicks in the same direction will generally have bad accuracy due to the complete lack of a recoil value going in the other direction to counterbalance, but the MP7's recoil per shot is so minuscule that it does not matter. The MP7 has a good centerspeed of 1650 to boot. Between the 1650 centerspeed and the moderate rate of fire, the MP7 has plenty of time to re-center between shots, and the MP7 does not deviate far from the center to begin with. The MP7 is often compared endearingly to the ACR 6.8, as both have ludicrously low recoil per shot and are considered some of the most accurate fully automatic weapons in Multiplayer. The MP7's accuracy is far and away its greatest strength, and makes the MP7 accurate at almost all ranges. Due to the extremely low recoil per shot, Kick is not recommended at all, as the recoil values are extremely small to begin with, meaning the felt effect of Kick will be tiny on the MP7. The MP7 is so accurate that users can find themselves comfortable at firing fully automatically across very long sightlines.

The MP7's handling characteristics are solid overall, but somewhat lacking for an SMG. The MP7 allows users to move at 100% of the base speed, strafe at 80% of the base speed, aim down the sight in 200 milliseconds, and the MP7 has good hip-fire accuracy. The MP7's reload speed is very poor, though. The MP7's reload animation is 3 seconds long, or 3.63 seconds long if the magazine is fully empty. In either case, the user can Reload Cancel after 2.17 seconds. 2.17 seconds is a terrible reload cancel speed, only being marginally faster than the PM-9. Thankfully, the MP7 does not need to reload very commonly, but when the user does have to reload, such a process will be long and arduous.

The MP7 has the second largest magazine capacity in its class, holding forty rounds per magazine. This magazine capacity is large, and thanks to the MP7's moderate rate of fire, the painstaking reload process of the MP7 does not have to be performed often. The MP7 provides a large starting ammo loadout of 120 rounds. The magazine capacity and starting ammo loadout of the MP7 are only bested by the P90.

For the MP7, some profiencies stand out. Unlike other SMGs, Focus is an extremely attractive proficiency choice, lessening the effect of incoming flinch. The MP7 is one of the only SMGs that can hold its own at medium to long range combat on account of its borderline pinpoint accuracy, and for combat at said ranges, Focus will be very useful to keep the user on target. Attachments allows the MP7 to use two attachments at once, and several attachments provide high upside for the MP7, so Attachments is worth a consideration. Finally, Range is never a bad choice, as it increases the MP7's three and four shot kill ranges by 25%, but it is of less importance on the MP7 than other SMGs, as Range won't have any effect for medium to long range combat.

The MP7 has access to the usual assortment of SMG attachments on offer. The optical attachments are all available, and are not popular choices on the MP7, as the MP7's iron sights are pretty clean. Still, the MP7 is a weapon with a selling point of being able to engage admirably at longer ranges than other SMGs, so if the iron sights aren't to the liking of a user, an optical attachment isn't a bad choice. If the user does not care for using optical attachments on the MP7, use them anyway to complete weapon challenges and collect weapon XP.

The Silencer is by far the most popular and sensible choice on the MP7. The Silencer lessens muzzle flash, makes the MP7 quieter when firing, and keeps the user off the mini-map while firing, at the cost of a 25% range reduction to the three shot kill and four shot kill ranges. The Silencer has almost no effect for medium and long range combat, and the range penalty isn't too harmful for CQC, as the MP7 isn't terribly effective at said ranges compared to other SMGs anyway.

Rapid Fire increases the MP7's rate of fire to 1132 RPM. This makes the MP7 much stronger in CQC, an area in which the MP7 is oddly lacking compared to other SMGs. The MP7 doesn't suffer a huge loss in accuracy from the usage of this attachment. The downside of Rapid Fire is that it will make reloads more frequent, which is not ideal given the MP7's brutally long reload cancel speed.

Extended Mags is never a bad choice on a weapon, and that mantra certainly applies to the MP7 as well, boosting the magazine capacity to a colossal sixty rounds, and increasing the starting ammo loadout to 180 rounds. Using Extended Mags almost completely erases the need to use either of Sleight of Hand or Scavenger on the weapon, making the attachment a very compelling choice for those who do not wish to use either of those perks.

The MP7 is very frequently used in multiplayer, meaning that players can resupply their MP7 with more ammo easier if the enemy killed was carrying one. This method of obtaining ammo, however, is much less reliable and very inconsistent when compared to other methods, such as using Scavenger, so if planning on needing large amounts of ammo, one should consider using scavenger instead.

Special Ops

The MP7 is available for both Survival and Mission modes.

Mission Mode

The MP7 equipped with a Red Dot Sight is a starting weapon in the Mission Mode mission "Over Reactor".

Survival Mode

The MP7 is available in Survival Mode at level 13 and costs $2000. The MP7 is extremely effective, its high rate of fire and low recoil, added with the low level unlock makes it popular. Its large magazine is good for dispatching large amounts of enemies, as well as taking on Juggernauts. It has plenty of range making it comparable to an assault rifle. The MP7 remains effective up to the point where heavy commando troops armed with the FAD assault rifle arrive.

Attachments

Proficiencies

  • Kick - Unlocked at weapon level 4.
  • Range - Unlocked at weapon level 9.
  • Attachments - Unlocked at weapon level 12.
  • Focus - Unlocked at weapon level 15.
  • Melee - Unlocked at weapon level 21.
  • Stability - unlocked at weapon level 28.

Gallery

For attachment images, see MP7/Attachments.
For camouflage images, see MP7/Camouflage.

Call of Duty: Modern Warfare 3: Defiance

The MP7 returns again in Call of Duty: Modern Warfare 3: Defiance, and is identical in aspect, stats and performance to the Call of Duty: Modern Warfare: Mobilized variant, despite having a different HUD icon and a bit more recoil.

Gallery

Call of Duty: Black Ops II

The MP7 appears in Call of Duty: Black Ops II.

"Fully automatic personal defense weapon. Versatile and strong overall."
— Description.

Campaign

The MP7 is unlocked after completing "Achilles' Veil", and it appears in the next level "Odysseus". If the player chooses to shoot Harper, Section appears wielding an MP7, but will switch to Farid's loadout.

Multiplayer

The MP7 returns in Call of Duty: Black Ops II. It is equipped with a 40-round magazine by default (54 with Extended Clip). The MP7 has a grip, but unlike its Call of Duty: Modern Warfare 3 counterpart, it is folded unless the Foregrip attachment is equipped. The recoil is somewhat increased compared to its predecessor, it kicks harder but the recoil is nevertheless still predictable as continues its upward bias, making headshots more easily obtainable. The iron sights are very clear so optical attachments largely unnecessary. Due to high recoil and low damage at longer ranges, it is advised that users of this gun avoid long range confrontation, where assault rifles and light machine guns have an advantage.

The MP7 is equal to the Type 25 in terms of rounds per minute and equal in damage at short ranges. However, the Type-25's slightly lower recoil and larger 4 four hit kill range makes it a better weapon for longer ranged engagements. However, the MP7 takes a slight leads in reload time and magazine size. In addition, the MP7 has the statistical advantages of a submachine gun, including faster aim down sight time, faster movement, raise and drop times and better hip fire accuracy.

Another gun with extremely similar damage model to the MP7 is the Vector K10. On paper, the MP7 is superior or equal in almost every single aspect, mainly the minor decrease in reload speed and magazine size. However, the MP7 has higher recoil, giving the Vector K10 an edge in accuracy at longer ranges. However, the MP7 comes unlocked by default, where the K10 is available at level 16 and requires unlock token to be unlocked for use.


The MP7 is a very versatile submachine gun which does not require any special attachments to be usable. However, some of the attachments have their uses with the weapon.

As mentioned above, the optical attachments are largely unnecessary as the MP7 has very open and clear sights by default. The Reflex Sight still remains a solid choice, giving you a clearer view on target. The EOTech sight provides a zoom and slight accuracy advantage when compared to the Reflex Sight, but with a loss of peripheral vision. The Target Finder is not a good fit for the weapon due to the close range nature, and the MMS is identical in performance when compared to any other submachine gun.

The MP7's magazine capacity is slightly above average for its class, so the addition of Extended Mags is not necessary. Nevertheless, the attachment will increase the capacity to 54 rounds and provide increased starting ammunition, which can be useful if the player is using other tier one perks than Scavenger. Fast Mags can be useful for an aggressive user, but the MP7 has a relatively swift reload by default.

Long Barrel will give you a slight range increase and will increase your performace by a marginal degree. The MP7 has the largest four shot kill range of all the low damage submachine guns, so the range increase is magnified more with this weapon. However, the practical usefulness of this range increase is debatable.

The Suppressor is a good choice for the MP7, making the weapon ideal for stealth builds. However, the usual downsides of the attachments are present - a loss of a portion of your range and a minor recoil increase.

The fire mode upgrades are not necessarily very useful. The Select Fire proves to be a waste of an attachment, as the burst fire mode retains the same centerspeed, thus not increasing your accuracy a bit. The Rapid Fire will make you deadly up close, but this comes with heavy costs of increased recoil and ammunition consumption, lowered range and worse hipfire spread.

The Foregrip is available, but thanks to the very minor effect in recoil decreasing it has in Black Ops II it is a waste of an attachment.

The Laser Sight is an excellent option for the MP7. The high capacity compliments the spraying tactics the laser provides well, and the attachment is overall a great way to improve your close range effectiveness.

The maneuverability buffs the Adjustable Stock and Quickdraw Handle provide render themselves less useful with a submachine gun. Still, with the Quickdraw the aiming is lightning quick and can make winning gunfights at close ranges easier in those cases where every millisecond counts.

The FMJ is a solid option with no downsides, and the higher than average capacity compliments this further.

Attachments

Gallery

For camouflage images, see MP7/Camouflage.
For attachment images, see MP7/Attachments.

Call of Duty Online

The MP7 appears in Call of Duty Online.

Call of Duty: Black Ops III


Throwing Knife menu icon MW3.png
The subject matter of this article was cut from the final version of a Call of Duty game.

The MP7 was found in the PC files of Call of Duty: Black Ops III during the Beta.[1] It was later changed to the Pharo, which is known because the name of the gun in the Beta was "WEAPON_SMG_BURST" (despite the MP7 being fully-automatic in-game) and it looks similar to the Pharo.

Nevertheless, the MP7 is seen in the armory section of the multiplayer map Rift, from the Eclipse DLC.

The MP7 can be used via console commands, retaining the same stats as Black Ops II, but when the melee button is pressed, the player will melee with the weapon's buttstock.

Attachments

Gallery

Call of Duty: Mobile

"Compact by design, this fully automatic weapon has a high rate of fire and low recoil."
— Description


The MP7 returns in Call of Duty: Mobile as the QXR. It was added during the Season 13 Wint3r War update.

Multiplayer

The QXR has very low recoil for such high rate of fire it has. This allows it to be extremely agile and easy to use. However, this is balanced out by the fact that the gun's damage output is relatively low, and it also has the shortest range value among all primary weapons. Its effective range is actually shorter than the BY15 and KRM-262's one-shot-kill range. But thanks to the accuracy, it can still challenges at longer range at some senarios. It has great mobility, as it is a submachine gun. It also features a unique perk, Enhanced Bolt, which increases the gun's rate of fire.

Battle Royale

The QXR deals rather low damage and has bad damage drop off at range, however it does have fast rate of fire and high accuracy for a submachine gun. The gun is available on floor as Rare and Epic blueprints.

Attachments

Muzzle

Barrel

Optic

Stock

Rear Grip

Ammunition

Underbarrel

Laser

Perks

Blueprints

Epic

  • Flanker
  • Roaring Steel
  • Scorching Sun
  • Tsundere
  • Playmaker
  • Rebirth
  • Close Catch
  • Masked Warrior
  • Federation Army

Legendary

  • Secret Santa

Call of Duty: Modern Warfare

"Compact by design, this fully automatic weapon has a high rate of fire and low recoil."
— Description

The MP7 returns in Call of Duty: Modern Warfare. It is manufactured by FSS.

Campaign

The MP7 is one of Al-Qatala's submachine gun choices. It is also used by Barkov's Forces.

It is unlocked at rank 54 (Command Sergeant Major IV).

Attachments

Muzzle

Barrel

Laser

Optic

Stock

Rear Grip

Ammunition

Underbarrel

Perks

Blueprints

Name blueprint Rarity How to obtain
Piercer Rare Multiplayer Mission Boot Camp
Riptide Rare 2v2 Gunfight Tournament reward Modern Warfare Season 2
Corinthian Rare Multiplayer Mission Super Frenzied Shooting Hysteria
Hardwired Rare Bundle Eye Of The Beholder
Harpy Rare Battle Pass Modern Warfare Season 4 Tier 8
Reverence Epic Bundle The Olds Gods
Sands Of Time Epic Bundle Sentinel
Rippling Epic Bundle SERE Kit: Mid-Range
Copper Still Epic To Be Determined
Bleach Epic Bundle Boneyard
Bengal Legendary Battle Pass Modern Warfare Season 2 Tier 20
Bug Spray Legendary Bundle Insecticide
Cataclysmic Legendary Watch for 4 hours on Twitch
Vespertine Legendary Bundle Tactical Human III
Prototype: Omega Legendary Bundle Tracer Pack: Purple
Mud Drauber Legendary Pick up from the table in Bunker 11 easter egg
Ring Hollow Legendary Bundle Eloko
Silver Lining Legendary Bundle Silver Surgeon
Tsundere Legendary Bundle Tracer Pack: Anime Super
Trivor Legendary Battle Pass Modern Warfare Season 6 Tier 95
Efflux Legendary Bundle Dr. Karlov Lives
Rebirth Legendary Bundle Heiji Mishkin: Limited 2
Artful Dodger Legendary Bundle Iskra: Dead Of Winter

Gallery

Trivia

General

  • In Modern Warfare: Mobilized and Modern Warfare 3: Defiance, the character appears to hold the MP7's grip very loosely.

Call of Duty: Modern Warfare 3: Defiance

  • The MP7's HUD icon looks more like the MP7 variant in Modern Warfare 3. However, the actual model of the gun looks more like Modern Warfare: Mobilized’s counterpart.

Call of Duty: Modern Warfare 3

  • The MP7's killfeed icon is more squished compared to the pick-up icon due to a scaling error in the weapon files.
  • Pre-release states the MP7 had low damage. In the final game it kills with the same amount of bullets as other SMGs at close range, and actually takes fewer bullets to kill at longer ranges.
  • In Call of Duty ELITE it is said that Stability is unlocked for this weapon at Weapon Level 25, while it is actually unlocked at 28. The MP7 is the only weapon with this trait.
  • When reloading, it is possible to notice that the magazine is completely solid.

Call of Duty: Black Ops II

  • There is a small red "25" on the back of the MP7.
  • The front iron sight post is thinner than the previous version of the MP7, and it's held closer to the screen as well.
  • When the character picks up the weapon or a game begins, he will unfold the integrated grip if that attachment is equipped.
    • The animation won't be changed if Laser Sight or MMS is also attached.
  • The rail cover on the left side of the weapon is removed when the laser is attached. This is quite unnecessary because it is equipped on the right side.
  • When an optic attachment is equipped, the front iron sight post will be removed, but the back one won't. This is exactly the opposite to the MP7 in Modern Warfare 3.

Call of Duty: Modern Warfare

  • The tritium sights in the MP7 are off in high-light conditions, and turn on in areas with a low light level.
  • The MP7 doesn't have a integrated grip this time, a picatinny rail replaces it.

References