Call of Duty: Black Ops II
- "Fully automatic assault rifle. High rate of fire with moderate recoil."
- — Description
The Type 25 is the second weapon in the assault rifle category, unlocked as soon as Create-a-class is unlocked, but still requires an unlock token.
The Type 25 has low damage per shot for an assault rifle. At any range short of 37.5 meters, the Type 25 will deal 33 damage per bullet, taking four shots to kill. At any range beyond 37.5 meters, the Type 25 will deal 24 damage per bullet, taking five shots to kill, or two in Hardcore game types. Headshots will reduce the number of shots needed to kill by one, but not in Hardcore. The Type 25 also has medium penetration power. The Type 25 has some of the lowest damage per bullet of any assault rifle, only rivalling the M27 in this regard. Thankfully, the four shot kill range is decent, so the user won't need five shots to kill too often.
On the contrary, the Type 25's rate of fire is fantastic, at 937 RPM. This is the highest such value in the assault rifle class, and the second highest default rate of fire in the game. This makes the Type 25 competitive at medium ranges and close quarters combat.
Accuracy is moderate on the Type 25. The iron sights are of an unusual form, but easy enough to use. The recoil per shot goes up and to the right, with minimal kick to the left. The Type 25's centerspeed is also fantastic, at 1700. Although the Type 25's rate of fire is high, the recoil is very controllable, and players can comfortably shoot the Type 25 fully automatic at medium ranges. Although the recoil profile is small, the rate of fire is too high for long range engagements, and going full auto at such a distance will easily cause the gun to drift off of target.
The Type 25's handling characteristics are great for an assault rifle. The Type 25 has the best base movement speed in its class, at 96.5% of the base speed, 1.5% higher than the other assault rifles. However, the strafe speed remains the paltry 40% standard mark for assault rifles. The hip-fire spread of the Type 25 is also the smallest in its class, having a slightly tighter hip-fire spread. The Type 25, however, has some of the slower reloads in its class, taking 2.375 seconds to do a partial reload, 3.05 seconds to do an empty reload, and 1.7 seconds to perform a Reload Cancel. These reload times aren't bad overall, but remains only faster than the lethargic SMR in the assault rifle class. The enhanced rate of fire and low damage also means that the Type 25 will make reloads frequent.
The Type 25 has the standard 30 round magazine capacity and 120 round starting ammo loadout.
The standard assortment of attachments are available to the Type 25.
The Reflex Sight provides a basic alternative to the iron sights. This attachment's value entirely depends on if the user is content with using the iron sights are not.
The Quickdraw Handle is a very nice attachment option for the Type 25, as it cuts the aim down sight time in half. Users can snap onto target very quickly, an attribute that very much suits the Type 25. The Type 25 is best used in a more aggressive role to take advantage of its superior handling traits, and the Quickdraw Handle improves aggressive capability. The Adjustable Stock heavily improves the Type 25's strafe speed to 80% instead of the poor 40%, allowing for quick movement when strafing. This attribute gels very well with the Type 25's aggressive playstyle.
Fast Mag decreases the reload times of the Type 25, making reloads much more tolerable. The Type 25 chews through ammo quickly, and as such, this attachment will prove to be very popular with many. Fast Mag will also increase the rate at which the underbarrel Grenade Launcher reloads, if it is equipped. As such, Fast Mag is extremely valuable if using the Grenade Launcher. On the other side of the coin, Extended Clip will increase the Type 25's magazine capacity from thirty rounds per magazine to forty rounds, and increase the starting ammo loadout from 120 rounds to 160 rounds. Extended Clip can be a nice alternative to Scavenger should one not want to use said perk.
The EOTech Sight and ACOG Scope provide higher zoom alternatives to the iron sights, allowing for clearer definition at longer ranges. Both also provide an accuracy increase in the form of a very slight centerspeed bonus. These two attachments are best left for weapons that'll see the bulk of their usage at medium to long ranges, which the Type 25 isn't suited for.
The Foregrip provides a tiny centerspeed increase, comprable to the increase the ACOG Scope gives. Although the Foregrip has no intrinsic downside, the benefit it gives is so small that it's a waste of an attachment choice regardless.
The Target Finder gives a longer ranged, target acquiring sight that illuminates those without Cold Blooded with a bright red diamond. This allows for easier target acquisition, especially in dark rooms. However, this attachment, like the EOTech Sight and ACOG Scope, are best left to longer ranged weapons.
The Laser Sight tightens the Type 25's hip-fire spread immensely. Given that the Type 25 already has a tighter than usual hip-fire box, this attachment can really bolster the Type 25's hip-fire effectiveness. One thing to note about the Laser Sight is that it is mounted on the top Picatinny Rail of the weapon, and as such, the Laser Sighting module will partially obstruct the bottom of the iron sights.
Select Fire enables the Type 25 to be fired in a burst fire configuration. When used in the burst fire configuration, there is no burst delay, and the Type 25's centerspeed is increased to 1800. This makes the Type 25 even more accurate at medium to long ranges and can assist in ammo conservation. That being said, the attachment's worth is questionable, as the Type 25 doesn't have great damage for medium to long range engagements. Still, the extra 100 centerspeed alone makes this attachment worth a look.
The Suppressor is an excellent fit on the Type 25, as the rate of fire is high, the differential in maximum to minimum damage is small, and the Type 25's accuracy is good. The Suppressor allows the Type 25 to effectively be used as a stealth weapon.
FMJ is an ill fit on the Type 25. FMJ brings its usual benefit of increasing the penetration power. The issue is that the Type 25 isn't geared towards being used with FMJ. The Type 25's damage isn't that great, and it isn't designed to be used in a defensive role, where FMJ is best utilized. The attachment doesn't have downside, but it's not worth using on the Type 25.
The Hybrid Optic gives a close and long range optic that the user can switch between at his/her leisure. This attachment is best used for players who don't like to use the iron sights, but can't decide between the Reflex Sight or the ACOG Scope.
The Grenade Launcher gives two grenades which can be launched from the Type 25 at a parabolic arc. The Grenade Launcher can be used to kill opponents lodged in enclosed areas. Flak Jacket users will prove to be incredibly hard to kill with the Grenade Launcher, though.
The MMS gives an extremely low zoom level optic that scans the environment, and can illuminate opponents standing still. The MMS is very limited in function, as opponents must be standing still, be at a close enough range, and not be using Cold Blooded. On top of that, the Type 25 isn't built to use the MMS well, as it only has medium penetration power. For the most part, the only benefits the MMS provides are the very low zoom level and the large viewing area in the sight.
- Reflex Sight (unlocked weapon level 2)
- Quickdraw (unlocked weapon level 3)
- Fast Mag (unlocked weapon level 4)
- ACOG Scope (unlocked weapon level 5)
- Foregrip (unlocked weapon level 6)
- Adjustable Stock (unlocked weapon level 7)
- Target Finder (unlocked weapon level 8)
- Laser Sight (unlocked weapon level 9)
- Select Fire (unlocked weapon level 10)
- EOTech Sight (unlocked weapon level 11)
- Suppressor (unlocked weapon level 12)
- FMJ (unlocked weapon level 13)
- Hybrid Optic (unlocked weapon level 14)
- Extended Clip (unlocked weapon level 15)
- Grenade Launcher (unlocked weapon level 16)
- MMS (unlocked weapon level 17)
- "Type 25...you're my type alright! Fully automatic, high capacity and goes like a coal-burning freight train!"
- — Marlton Johnson, when obtaining the Type 25 from the Mystery Box in Die Rise
The Type 25 appears in Zombies maps such as Green Run, Nuketown Zombies, Die Rise, and Origins and can be acquired from the Mystery Box for 950 points. Much like the Famas from Black Ops, the Type 25 suffers from low ammo capacity of only 150 rounds when obtained, long and commonplace reloads, low damage, and very high and unpredictable recoil. It can help in the accumulation of points, but overall, there are better choices such as the MTAR due to its higher reserve capacity and the Galil due to it also having a higher reserve capacity but also a higher magazine capacity. Double Tap II is not very good on the Type 25, as the already high ROF becomes next to uncontrollable, and ammunition supplies will deplete fast.
When Pack-a-Punched via the Pack-a-Punch Machine, it becomes the Strain 25. It has a 30-round magazine with 270 rounds in reserve, higher damage, and two attachments, a Reflex Sight and a Fast Mag. It is one of the weapons able to be Pack-a-Punched multiple times for 2000 points, cycling through different attachments, but retains the Fast Mag attachment. These attachments include a Grenade Launcher, EOTech Sight, Target Finder and a MMS.
Type 25 vs Strain 25
|Type 25||Strain 25|
(M320: 135 Direct Impact, 125-50 explosion)
|Rate of fire||937 RPM||937 RPM|
|Extras||More ammo, Fast Mag, higher damage, slightly increased accuracy, slightly less recoil|
|Possible Attachments||Reflex Sight, Millimeter Scanner, Target Finder, EOTech Sight, Grenade Launcher|
Call of Duty: Strike Team
Call of Duty: Black Ops III
Call of Duty: Mobile
- "Fully automatic assault rifle. High rate of fire with moderate recoil."
- — Description
The Type 25 returns in Call of Duty: Mobile.
The gun features moderate damage, low recoil and fast fire rate. The mobility is average for assault rifles, so it is recommended that mobility attachments are equipped on this gun. This gun is the best used for supporting lanes and eliminating enemy from medium distance. With the Stopping Power Reload mag, the gun will deal more damage, though the difference is nigh-negligible.
The gun can deal high damage with very high fire rate, allowing it to kill well-armored enemies in a blink of an eye. However, it does have very bouncy recoil and poor ADS spread, which makes it hard to use at long range. The gun can be found as Common and Epic blueprints (both of which were removed recently) and customized blueprints.
- OWC Light Suppressor
- OWC Light Compensator
- RTC Light Muzzle Brake
- Tactical Suppressor
- MIP Light Flash Guard
- Monolithic Suppressor
- Classic Red Dot Sight
- Red Dot Sight 3
- Red Dot Sight 6
- Holographic Sight 2
- 3X Tactical Scope 1
- Holographic Sight 3
- 4X Tactical Scope
- 3X Tactical Scope 2
- Classic Holographic Sight
- 3X Tactical Scope 3
- Red Dot Sight 4
- Red Dot Sight 5
- Holographic Sight 1
- OWC 4.4X Tactical Scope
- RTC 4.4X Tactical Scope
- Red Dot Sight 1
- Red Dot Sight 2
- Tactical Scope
- Silver Ghoul
- Password Protected
- Cutting Edge
- Steel Blue
- Jungle Militia
- Moonlight Rime
- Bolt Press
- Street Cred India
- Iced Out
- Grid Runner
- Last Stand
- Bloody Vengeance
- Magnetic Engine
- Horseman's Pick
Call of Duty: Black Ops II
- The Type 25 appears to have some variant of digital camouflage on it by default.
- The Type 25 replaced the Type 95 at some point after the E3 demonstration of the game, as indicated by the Type 25 reusing the Type 95's E3 pick-up icon. This is supported by the fact that the Type 25 is still referred to as the Type 95 in most game files.
- Unlike most assault rifles, the iron sights are not folded down or removed when attaching optics.