Call of Duty Mobile’s Season 4 update has arrived to keep the constant stream of new content flowing while also implementing one of the biggest balancing adjustments to date. Here’s everything there is to know about the latest patch.
There’s always a ton of fresh content in the pipeline for CoD Mobile and Season 4 is no different. From new maps to additional modes and everything in between, there’s plenty to get excited about in the new update.
Not only that, but just about every weapon has been hit with some form of balance adjustment as well. An entirely new meta could form in a matter of days and we’ve got the lowdown on what to expect.
Below is a complete overview of everything in CoD Mobile’s Season 4 update.
CoD Mobile Season 4 release date
No different from nearly all previous seasons, the previous Battle Pass indicated when we could expect Season 4 to arrive.
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Season 3 came to an end on Wednesday, May 26. As a result, Season 4 went live shortly after at 5PM PT on May 26.
CoD Mobile Season 4 theme
CoD Mobile headed back west with the Season 4 update. Titled ‘Spurned & Burned’ a May 24 teaser trailer confirmed the return of a wild west focus.
2020’s Season 6 update brought a similar focus with the ‘Once Upon a Time in Rust’ update. Now, we’re finally back to what was “one of the most beloved” themes.
New maps in CoD Mobile Season 4
As expected, new maps arrived in CoD Mobile’s Season 4 update. While brand new locations have been held off for now, a returning classic made its mark.
Modern Warfare 3’s fan-favorite Dome is back with a brand new look. Rather than its original, vibrant design, the map now looks bleaker than ever before.
Dome was the first map teased for Season 4 and was made available at launch.
New modes in CoD Mobile Season 4
To kick things off at the start of Season 4, Capture the Gold was available on day one. This new mode plays similar to Capture the Flag. Your goal is to reach the opposing teams’ pot of gold, steal some for yourself, and bring it back to your own chest. A unique twist on the formula is that killing players with gold in their hands drops a unique buff on the map. Run over these power-ups to boost your team towards a win.
Later in the season, a 1v1 duel is coming to serve as the ultimate proving ground. This will be your go-to 1v1 playlist moving forward. Seven kills will secure a round win and it’s the first to three rounds overall.
CoD Mobile Season 4 Clan Wars
Brand new to Season 4 is the Clan Wars feature, offering a “totally new way to compete.” Registering for a Clan War will lock your team into a mini six-day tournament with five other clans.
You’ll be competing in a variety of modes and maps to gain control of ‘nodes’ on an overhead battlefield. Controlling more nodes will push your team further through the unique league system and unlock exclusive rewards.
CoD Mobile Season 4 weapon buffs & nerfs
One of the key focal points for this seasonal update is weapon balancing. In order to address the meta head-on, CoD Mobile’s devs released one of the biggest balance updates yet with almost every gun changing to some extent.
In terms of overall goals for the season, an April 30 community update outlined specific changes coming to five of the six weapon types. SMGs were met with further increases to damage and mobility. Assault Rifles were treated to improved handling and recoils. LMGs will now be more accurate at range. Snipers will feel less effective up close while Marksman Rifles should be more nimble moving forward.
While that may be a lot to digest all at once, it’s barely scratching the surface of what the devs included in Season 4. 12 specific weapons were broken down in the detailed blog post, with some being nerfed and others buffed in major ways.
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However, the early rundown was just a “small sampling” of the final changes. Expect to see a completely different meta take hold throughout the next season.
Below is a complete rundown on every confirmed weapon change in CoD Mobile Season 4.
Confirmed weapon changes in CoD Mobile Season 4
MSMC
- Highest Damage – 0-8 meters range (increased range)
- Second Highest – 8-14 meters range (increased range)
- Third Highest – 14-19 meters range (increased range)
- Lowest Damage – 19 meters range or further (increased range from 17m to 19m)
In addition to the firing range being increased across the board, the ADS speed is being increased on multiple attachments (like OWC Ranger and OWC Marksman), the reload speed is being improved (buff), and the overall recoil is being reduced.
PDW-57
- Highest Damage – 0-6 meters range (increased range)
- Second Highest – 6-15 meters range (increased range)
- Third Highest – 15-28 meters range (consolidated)
- Lowest Damage – 28 meters range or further (same range)
On top of the firing ranges being consolidated and improved here, the PDW-57 is also going to get improvements and buffs for hip-fire accuracy, mobility, bullet trajectory, and bullet spread.
HG 40
Old Stats
- Highest Damage – 25 damage at 0-10 meters range
- Second Highest – 23 damage at 10-24 meters range
- Lowest Damage – 17 damage at 24 meters range or further
New Stats
- Highest Damage – 26 damage at 0-10 meters range
- Second Highest – 24 damage at 10-15 meters range
- Third Highest – 20 damage at 15-25 meters range or further
- Lowest Damage – 17 damage at 25 meters range or further
QXR
- Highest Damage – 0-8 meters range (same as original)
- Second Highest – 8-15 meters range (increased range)
- Third Highest – 15-25 meters range (increased range)
- Lowest Damage – 25 meters range or further (increased range from 17m to 25m)
Some additional changes include an increased magnification to damage done for headshots and chest shots.
Type 25
- Highest Damage – 0-10 meters range (increased range)
- Second Highest – 10-17 meters range (increased range)
- Third Highest – 17-25 meters range (decreased range)
- Lowest Damage – 25 meters range or further (decreased range from 30m to 25m)
- Increased the basic bullet spread (base weapon)
- Light Barrel (short)
- Increased bullet spread
- Decreased ADS speed
- Stopping Power Reload (mag)
- Increased spread
- Decreased the negative effects of reload speed
HBRa3
- Highest Damage – 0-13 meters range (increased range)
- Second Highest – 13-25 meters range (consolidated range)
- Lowest Damage – 25 meters range or further (decreased range from 35m to 25m
One of the few buffs coming to this rifle is an improved ADS speed and decrease in horizontal recoil, but on the nerf side it is getting an increased bullet spread.
BK57
- Highest Damage – 0-18 meters range (increased range)
- Second Highest – 18-30 meters range (both increased and decreased range)
- Lowest Damage – 30 meters range or further (decreased range from 35m to 30m)
- OWC Ranger – Decreased movement speed penalty (buff)
- Elite Foregrip
- Decreased movement speed penalty (buff)
- Helps push the weapon from close range to medium range
- ADS Speed Improved
- Optimized horizontal recoil, which increases bullet spread
KN-44
- Highest Damage – 0-20 meters range (same range)
- Second Highest – 20-33 meters range (decreased range)
- Lowest Damage – 33 meters range or further (decreased range from 40m to 30m)
- Strike Stock – ADS Movement Speed penalty increased (nerf)
- OWC Marksman
- ADS Movement speed penalty decreased (buff)
- Movement speed penalty decreased (buff)
- Reload Speed slightly increased
- Increased the damage magnification above the waist of enemies
- Optimized horizontal recoil, which results in a slight bullet spread increase
Man-O-War
- Damage increased at the closest range (stronger in close combat)
- ADS speed increased (nerf – takes longer to ADS)
- Accuracy enhanced
RPD
Old Stats
- Highest Damage – 26 damage at 0-10 meters range
- Second Highest – 21 damage at 10-45 meters range
- Lowest Damage – 20 damage at 45 meters range or further
New Stats
- Highest Damage – 31 damage at 0-20 meters range
- Second Highest – 23 damage at 20-55 meters range
- Lowest Damage – 18 damage at 55 meters range or further
M4LMG
Old Stats
- Highest Damage – 31 damage at 0-10 meters range
- Second Highest – 24 damage at 10-30 meters range
- Third Highest – 22 damage at 30-50 meters range
- Lowest Damage – 21 damage at 50 meters range or further
New Stats
- Highest Damage – 32 damage at 0-20 meters range
- Second Highest – 23 damage at 20-55 meters range
- Lowest Damage – 19 damage at 50 meters range or further
Akimbo .50s GS
- Overall mobility decreased
- Hip fire spread increased by 35%
- Firing speed increased from 0.36s to 0.43s
QXR
- Fire rate increased
- ADS speed reduced
AK47
Old Stats
- Highest Damage – 33 damage at 0-28 meters range
- Second Highest – 25 damage at 28-35 meters range
- Third Highest – 24 damage at 35-75 meters
- Lowest Damage – 21 damage at 75 meters range or further
New Stats
- Highest Damage – 33 damage at 0-20 meters range
- Second Highest – 26 damage at 20-30 meters range
- Third Highest – 23 damage at 35-55 meters
- Lowest Damage – 21 damage at 55 meters range or further
Sniper Rifles and Marksman Rifles
- Slightly increased ADS time and sprint-to-fire delay
- Greatly increased ADS sway and the adjusted the times in which sway begins
- Greatly increased flinch, which determines how stable your aim stays when you are hit
- Optimized the recoil of Arctic. 50, Locus, and DLQ33
- Optimized the bullet spread pattern when in the process of ADS, this means you can no longer fire at pinpoint accuracy halfway through ADS (sorry quick scopers)
- All attachments will no longer affect ADS bullet spread patterns, instead they will be replaced by other stat improvements like hit flinch, sway, breath holding time, and recoil.
- Decreased movement speed and ADS movement speed
- Optic attachments will no longer provide benefits to ADS speed and sprint-to-fire delay
- Attachments will now offer better control (more options) over recoil, stability, sway, and hit flinching.
- Attachments will offer more improvements to breath holding time
NA45
- Two shoots to kill with no adjustments on damage to body parts
- Lower-middle mobility (affects ADS and Sprint & Shoot)
- Overall stability nerfed
- Greatly increased time to ADS
- Fire rate slightly decreased
- Recoil slightly decreased
- Increased overall control difficulty (harder to control and aim)