You’re staring at the gunsmith screen, looking at that sleek, suppressed frame, and wondering if the AS VAL zombies camo challenges are actually worth the headache. I get it. The AS VAL is a weird beast in the Call of Duty ecosystem. It’s got that built-in suppressor that sounds like a typewriter and a fire rate that absolutely shreds through ammo pools faster than a Scather through armor plates. But taking it into the undead hordes is a different game entirely compared to the sweaty hallways of multiplayer.
It’s honestly kind of a love-hate relationship.
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Most players jump into the grind thinking it’ll be a breeze because the VAL is a meta-shredder in PvP. Then they realize the magazine size is a joke and the bullet velocity feels like you’re throwing rocks underwater. If you're going for those mastery camos—whether we're talking the classic Modern Warfare (2019) vibes or the integrated systems in newer iterations—you need a specific game plan. You can't just spray and pray. You'll run out of lead before the first wave is even over.
The Reality of the AS VAL Zombies Camo Challenges
The core of the challenge usually revolves around high-volume kills, and that’s where the VAL struggles. Basically, you’re looking at requirements like 2,500 kills, 2,500 Pack-a-Punched kills, and those pesky "15 elite kills" or "10 kills in 5 seconds" streaks.
The 10 kills in 5 seconds? That’s the one that usually trips people up. Because the AS VAL starts with a 20-round magazine (sometimes 30 if you’ve leveled it), you spend more time looking at the reload animation than you do actually shooting zombies. To hit those multikills, you basically have to wait until you have a massive train behind you, throw a stun or a monkey bomb, and then dump the mag into the neck-line.
Nuance matters here. You aren't just fighting the zombies; you're fighting the weapon's inherent design flaws for PvE. The built-in suppressor takes up an attachment slot you’d much rather use on something to help with recoil or damage range. It's a tax you pay just for picking the gun.
Breaking Down the Specific Hurdles
Let's talk about the "Critical Kills" challenge. This is the bread and butter of the grind, and usually requires around 2,500 headshots. With the VAL’s vertical kick, you’d think this would be easy—just aim at the chest and let the recoil carry you to the forehead.
Wrong.
The recoil is bouncy. It’s inconsistent. If you’re playing on a controller, the aim assist might pull you toward the center of mass, making those headshots a chore. Most high-level grinders recommend the VLK 3.0x optic or a simple reflex sight to keep the visual clutter down. Don't use the iron sights. They’re clean, sure, but in the chaos of a Round 30 exfil, you need to see exactly where that 9x39mm round is landing.
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Then there’s the "Get X kills while the weapon is Pack-a-Punched" requirement. In most Zombies modes, the AS VAL transforms into something slightly more usable—usually the Malphas. It gets a much-needed magazine buff, often jumping to 60 or even 90 rounds depending on the specific game's balancing. This is when the gun finally starts to feel like a proper assault rifle. If you aren't rushing to the Pack-a-Punched machine by round 6, you’re making the challenge twice as hard on yourself.
Best Maps and Methods for the Grind
If you're doing this in a round-based environment, you want tight corridors where the zombies line up. Think of the "Training" method. You run in circles, get 20 or 30 zombies following you in a neat little line, and then pivot.
But there’s a trick.
Since the AS VAL has decent bullet penetration, you can actually get 2-for-1 or 3-for-1 kills if you line them up right. This is essential for the "X kills with one shot" or "Rapid kills" portions of the camo challenges. In the MWIII (2023) Zombies (MWZ) style, the strategy shifts. You want to farm those Outlast contracts or go to an Exfil site. The Exfil sites used to be the gold mine, but developers have tweaked the spawn rates so many times it's hard to keep track. Currently, the most efficient way is to start an Outlast contract, get it to about 90%, and then run outside the zone. The zombies will keep spawning indefinitely, giving you a controlled environment to farm those 2,500 kills.
Specific Loadouts for Camo Hunters
You cannot use your multiplayer loadout. Period. You need to prioritize:
- Magazine Size: Always the largest available. No exceptions.
- Recoil Control: Specifically vertical recoil. The horizontal bounce on the VAL is manageable, but the climb is aggressive.
- Ammo Mods: If the challenge allows, use Brain Rot or Cryofreeze. However, be careful—if Brain Rot kills a zombie, it might not count toward your weapon XP or camo progression depending on the current patch's "bug status." Usually, it's safer to stick with Napalm Burst for that extra tick damage on Elites.
The "Stunlock" strategy is also huge. If you're struggling with the "Kill 3 Elites" challenge, you need to soften them up with a secondary or a lethal (like a Thermite) and then finish them with the VAL. The VAL’s damage drop-off is steep. If you're trying to take down a Megaton or a Disciple from across the map, you’re just wasting ammo. Get close. Feel the heat. Use the fast fire rate to melt their health bar once they’re in the "red zone."
Why People Give Up on the VAL
Honestly, most people quit because they get bored of the reload. It’s a rhythmic gun. You shoot, you click, you wait. If you don't have Speed Cola (or the equivalent perk in your specific game), the AS VAL is a death trap.
There’s also the misconception that the VAL's "stealth" helps in Zombies. It doesn't. Zombies don't care about suppressors. They smell your brains, not your muzzle flash. The built-in suppressor is actually a liability here because it limits your muzzle attachment options. You can't put a compensator on it to help with that kick. You’re stuck with what you’ve got.
Experts like TheGamingRevolution or MrRoflWaffles have often pointed out that the weapon tier lists for Zombies usually place the VAL in the "B-Tier." It’s fun, it’s stylish, but it isn’t the M4 or the Gallo SA12. It requires finesse.
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Actionable Steps for Your Next Session
If you want to knock out these camos without losing your mind, follow this sequence:
- Round 1-5: Do not buy a single thing. Knife only. Accumulate as many points as possible.
- The First Buy: Go straight for the Pack-a-Punch or the Wall Buy if you aren't starting with the VAL in your loadout. You need the ammo capacity increase immediately.
- Perk Priority: Speed Cola first. Juggernog second. Deadshot Daiquiri third. Deadshot is actually the MVP for the AS VAL because it snaps your aim to the head, compensating for that jumpy recoil and making the 2,500 critical kills significantly faster.
- The Elite Farm: Don't go looking for Elites in the early rounds. Wait until the mid-teens when they start spawning naturally. Use a Decoy Grenade to distract the "trash" mobs so you can focus your entire magazine into the Elite's weak spot.
- Ammo Management: Since the VAL eats bullets, always keep an eye on the mini-map for Max Ammo drops. If you’re playing a mode with an ammo cache, memorize where it is. You’ll be visiting it every three minutes.
Forget trying to be a hero and staying in the high-threat zones until you have at least a Tier 2 Pack-a-Punch. The VAL's base damage is okay, but it lacks the stopping power to stagger heavy enemies without upgrades. Stick to the medium-threat areas, keep your back to a wall, and let the fire rate do the work. Once you find the rhythm—the burst-fire cadence that keeps the barrel down—the camos will start popping one after another. It's a grind, but seeing that mastery skin on a suppressed Russian AR is a flex that most players never bother to achieve.
Next Steps for the Grind
Focus on the Deadshot Daiquiri perk as your absolute priority in your next match. This single change eliminates the AS VAL's biggest weakness—its inconsistent recoil—by locking your fire to the head, effectively cutting your "Critical Kills" grind time in half. Also, ensure you are using the Stipple Grip Tape (or its modern equivalent) to keep your sprint-to-fire time low, as getting caught mid-sprint with a small magazine is the fastest way to end a high-round run.