BO2 Origins High Round Strategy Guide 100+ Rounds
BO2 Origins – High Round Strategy Guide (100+ Rounds)
Early Rounds (Setup Phase)
Start on the tank path from the Church toward the Juggernog generator, not the Stamin-Up side. This area offers very fast zombie spawns, letting you progress through early rounds efficiently.
If you prefer a slower or safer start, train behind Generator 2 on the mud path. Spawns are slower but more manageable. You can technically stay here the entire game, but for faster rounds later, the Church-to-Jugg mud patch is the best long-term area.
Core Strategy – The Upgraded Ice Staff
The main strategy centers around the upgraded Ice Staff (Ull’s Arrow).
To maximize ammo efficiency:
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Fire only three charged shots per cycle instead of a full six.
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Shooting three creates shorter storms, but you’ll conserve much more ammo and keep the round flow steady.
This balance allows sustained play well into the 100+ rounds without running dry too early.
Ammo & Drop Management
Keep your Max Ammo reward from the spawn challenge box for emergencies only.
In the meantime:
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Rebuy Semtex grenades regularly to trigger new drop cycles.
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Pre-plant up to 12 Claymores to help force random drops.
If you start to run dry, rely on traps such as the Robots, Semtex, or Claymores temporarily to maintain the drop rhythm before collecting your guaranteed Max Ammo.
Panzer Rounds
Panzer rounds occur every 7–8 rounds, so keep count and prepare ahead of time.When training on the mud patch toward Juggernog, the Panzer will always spawn on your right side.
Before each spawn:
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Make sure your Ice Staff is charged.
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Keep your Ray Gun Mark II ready — it’s the fastest and safest Panzer killer.
Perk Setup
While you can dig up extra perk slots using the Golden Shovel, you don’t need every perk for this strategy.A consistent high-round loadout is:
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Juggernog
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Stamin-Up
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Mule Kick
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Quick Revive
Later, once you dig up an extra perk slot, pick up Speed Cola — optional but helpful for reload speed and recovery situations.
Recommended Weapons & Equipment
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Primary: Upgraded Ice Staff (Ull’s Arrow) – main killing weapon.
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Secondary: Ray Gun Mark II – essential for Panzer rounds and emergencies.
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Third Weapon: MP40 – used during frozen rounds (Round 112+), when the Ice Staff only freezes zombies to 1 HP instead of killing them.
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Alternative Staff: Wind Staff (optional) – useful in co-op for quick revives or faster crowd control.
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Tacticals: Semtex grenades (rebuy frequently to maintain drop cycle).
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Lethals: Claymores for drop forcing and backup defense.
Frozen Rounds (Round 112+)
After Round 112, zombies stop dying fully from the Ice Staff’s storm — instead, they freeze at 1 HP. These are called “frozen rounds.”
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Use your MP40 to quickly clean up frozen zombies.
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Keep using 3-shot Ice Staff bursts to control the horde while finishing with bullets.
This keeps rounds flowing smoothly and avoids wasting ammo on non-lethal freezes.
Late Rounds (70+) – Despawn Strategy
When running low on ammo, use the despawn trick:
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When only 3–5 zombies remain, damage them slightly and run away.
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They’ll despawn naturally, causing the next wave to start.
This conserves ammo and time — especially right before a Templar (Generator) round.
Advanced Technique – Generator Activation Despawn (FurretCanWalk Method)
Discovered and tested by FurretCanWalk and others, this trick is extremely useful after Round 112 or whenever you’re running low on ammo.
How it works:
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Go to a non-active generator (one that’s currently off).
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Activate it — but don’t stay to finish powering it up.
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As soon as you trigger it, walk away slowly from the area.
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If you move off too fast, the generator can become unavailable for the rest of the game.
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When you activate a generator:
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The game spawns five Templar zombies to attack it.
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These five Templars take up five zombie slots in the round count.
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Since they only exist temporarily, five normal zombies despawn to make space for them.
By not finishing the generator, those zombies stay gone — effectively removing five zombies from the current round without using ammo.
You can rinse and repeat this method to slowly thin out rounds and conserve massive amounts of ammo in ultra-high rounds.
Templar (Generator Zombie) Management
Once fully set up, let the Templars capture all but two generators.When you reactivate one, having three total active guarantees a Templar round next. This is great for predicting free Max Ammo rounds and keeping the game’s resource cycle under control.
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