While light machine guns (LMGs) certainly have their downsides in Call of Duty: Warzone, they’re often solid choices for players who like to challenge opponents at long range. If used properly, LMGs are effective at taking down multiple enemies in one clip thanks to having large magazines. One of the best LMGs in the game is the Stoner 63, a Black Ops Cold War weapon that has always been at the top of the long-range meta.
It takes some skill to use, but if you can figure it out, the Stoner 63 can wipe the floor with the competition thanks to its accuracy, range, and damage. But how should you build the Stoner 63? There is a slew of different options for doing so, but in this guide, we’ll highlight some of its best builds. These are the best Stoner 63 loadouts in Call of Duty: Warzone.
Stoner 63 overview
Before diving into the best Stoner 63 loadouts, let’s first take a look at the weapon’s stats and how it works. It’s an LMG, so you can expect it to be heavy and slow, with long reload times. But, to make up for that, it has a competitive time to kill (TTK), with relatively easy-to-control recoil. The Stoner 63 shines because its only damage drop-off is at 59 meters, which means engagements within that range will have around a 65ms TTK, according to TrueGameData. Beyond the 59-meter point, the TTK increases to around 78ms, which is still competitive at that distance.
What this means in a practical sense is that the Stoner 63 will work tremendously well from afar, especially since it’s so easy to control. And thanks to its large magazine size, you can get away with spraying through walls or even at vehicles.
|Barrel||21.8″ Task Force|
|Optic||Axial Arms 3x|
|Underbarrel||Field Agent Grip|
|Rear Grip||Airborne Elastic Wrap|
With that in mind, let’s take a look at the best long-range builds for the Stoner 63. This setup will prioritize accuracy and bullet velocity, while ensuring the weapon is still easy to control. For this build, start by using the Agency Suppressor Muzzle to keep you from appearing on the minimap when firing, while improving your vertical recoil control, bullet velocity, and effective damage range. Bullet velocity is important because it dictates how much you have to lead your shots. The lower the bullet velocity, the longer it’ll take them to reach their target, which means you’ll need to lead your shots more. In short, the higher the bullet velocity, the better — especially at long range.
Next up, equip the 21.8″ Task Force Barrel, which improves bullet velocity, horizontal and vertical recoil, and effective damage range. This will make your weapon easier to use from afar, at the expense of slower aim down sights (ADS) speed. This is not a build that is meant for lightweight mobility, so keep that in mind.
Since you’ll be using this weapon at range, you’ll want to use an optic, preferably something with plenty of zoom like the Axial Arms 3x. Go with what you’re comfortable with, of course, but keep in mind, having more zoom will come in handy at longer distances. Follow that up with the Field Agent Grip to improve your vertical and horizontal recoil control, which will allow you to stick to your target easier. The last attachment comes down to personal preference, but we like using the Airborne Elastic Wrap Rear Grip to improve your ADS speeds. This weapon will be slow enough as it is, so having improved ADS speeds will make a major difference.
With this being a long-range build, you’ll want to come equipped with a secondary weapon that works up close, such as an SMG or shotgun. We’ve been loving the OTs 9 SMG lately, but the MP5 (MW) and the PPSh-41 are great options, as well. Or if you’re looking for a more explosive approach, RPGs are a good choice, too.
Depending on your play style, you should consider using the Double Time perk to increase the duration of your Tactical Sprint, as well as your crouch movement speed. That will help offset the weapon’s slow mobility. Otherwise, E.O.D. or Quick Fix are always great options. Aside from Overkill, Ghost should be your go-to in the second perk slot, while Amped is almost always the best choice for the third perk slot.
Since this is a less mobile class, bringing claymores or proximity mines as your lethal equipment is a good idea, while heartbeat sensors or stuns work best as tactical equipment.
|Barrel||16″ SOR Cut Down|
|Laser||Tiger Team Spotlight|
|Rear Grip||SASR Jungle Grip|
Next up is a bit of an unorthodox setup, but one that works well for more skilled players. Of course, the Stoner 63’s biggest downside is how slow it is — with long ADS times and heavy mobility. You can try to offset this with a more lightweight build that prioritizes ADS speeds and movement. To do so, start off with the Suppressor Muzzle. This will still keep you from appearing on the minimap when firing, but will improve your ADS speeds when compared with the Agency Suppressor. It also features better sprint-to-fire speed and still increases your bullet velocity.
After that, swap over to the 16″ SOR Cut Down Barrel to improve your firing movement speed and ADS firing move speed. This is key to the lightweight build and will still allow you to secure eliminations at medium range. From here, you’ve got a couple options. The recommended choice is the Tiger Team Spotlight Laser, which boosts your aiming movement speed, but you can also opt to equip an Optic if you so choose. The Stoner 63’s iron sights aren’t terrible, so if you want the lightest option possible, we advise skipping an Optic.
Then, we recommend going with the Raider Pad Stock for a boost to your ADS firing move speed, aim walking movement speed, and sprint to fire. This will allow you to start shooting quickly after you stop sprinting, which will give you the upper hand. And since this is a mobile loadout, you’ll likely move around the map more than with the long-range build. Finish off the weapon with the SASR Jungle Grip to improve mobility and ADS times.
You’ll find that this Stoner 63 class is less accurate and not as viable at longer ranges, but it will feel a lot more like an assault rifle — perfect for those looking to run and gun. This setup is best used on Rebirth Island since it’s a smaller, fast-paced map.
When it comes to a secondary, you’ve got a few options. Since this build is best used at mid-range, having something to cover yourself up close is always ideal, such as a shotgun or SMG. But on the flip side, having a sniper might not be a bad choice either since this version of the Stoner won’t work as well from afar. Whatever you do, we don’t recommend bringing another LMG or assault rifle with you since that would be redundant.
As for perks, they’ll largely be the same as recommended above. However, this is a mid-range build that works best on Rebirth Island, so it’s a good idea to have Quick Fix equipped for your first perk slot. This will immediately start health regeneration after eliminating a player — which is a major upside on Rebirth Island. Aside from that, the usual choices still apply: Ghost/Overkill, and Amped.
With this build, we highly suggest bringing throwing knives as your lethal equipment. This is meant for more aggressive play styles, which suit the lightweight version of the Stoner 63. That way, you can quickly finish a downed player without needing to melee or waste additional ammo. And if you’re playing Rebirth Island, we highly suggest coming equipped with a heartbeat sensor as your tactical equipment since a lot of players won’t have Ghost, meaning they’ll be easy to spot using the device.
|Barrel||20.7″ Match Grade|
|Underbarrel||Field Agent Grip|
For the final build, we’ll focus on one that is the most practical, balancing range, recoil control, and speed. Swap back over to the Agency Suppressor Muzzle to preserve your weapon’s range while remaining undetected when firing. This attachment will slow you down, but we’ll make up for that later. After that, we advise equipping the 20.7″ Match Grade Barrel, which still gives you many long-range benefits like improved bullet velocity, effective damage range, and better recoil control — but without the many downsides of the 21.8″ Task Force Barrel. The Match Grade isn’t as effective at long range as the Task Force, but it will increase mobility, which can be more practical for aggressive players.
Next up, we recommend using an Optic, but one that preserves ADS speed, such as the Visiontech 2x or even the Millstop Reflex. Having an Optic will help you line up your shots easier, and if you stay at or below 2x magnification, your ADS speeds won’t be too terrible. After that, it’s a good idea to swap back over to the Field Agent Grip Underbarrel to help with your recoil control, which is never a bad thing.
Finally, you should equip the Fast Mag Ammunition type to get better reload speeds. LMGs are notoriously terrible about having slow reload times, but this can help with that. Likewise, you can choose to bring a bigger magazine size instead, but remember, the bigger the drum, the slower your ADS times will be — so it’s best to stick with the standard 75 round Fast Mag in this case.
For this build, bringing RPGs along is recommended if you aren’t planning on using Overkill right off the bat. As always, an SMG is a great choice too, but some players prefer to use Ghost as their second perk, so it ultimately comes down to preference. If you are using Overkill, bringing a close- to mid-range SMG like the LC10, Mac-10, or PPSh-41 is a good plan.
As stated above, this build is slow, so utilizing Double Time as your first perk might work well for you. The rest of the perks should be the same, such as Ghost/Overkill and Amped.
Finally, your tactical and lethal equipment will vary depending on play style. For instance, more aggressive players should use throwing knives to finish off their opponents, while passive players might be better suited to use claymores. And as always, heartbeat sensors or stuns are solid choices.