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The subject of this article appeared in Call of Duty: Black Ops II. The subject of this article appeared in Zombies mode
For similarly named weapons, see SMRS and MSR.

The SMR, referred to as Saritch in the game files, is a semi-automatic (fully-automatic in the campaign), bullpup assault rifle featured in Call of Duty: Black Ops II. It has the highest damage per shot of all assault rifles in multiplayer.

Campaign[]

"Fully automatic assault rifle. High damage with a low rate of fire."
— Campaign Description

The SMR is available at the start of the future missions. It is fully-automatic by default, unlike its multiplayer and Zombies counterpart.

Multiplayer[]

"Semi-automatic assault rifle. Highest damage per round in class."
Create-A-Class Description

The SMR is unlocked at level 46, along with the Skorpion EVO.

At any range short of 25 meters, the SMR will deal 59 damage per bullet, needing two shots to kill. At any range between 25 meters and 37.5 meters, the SMR will deal 55 damage per bullet, needing two shots to kill. At any range past 37.5 meters, the SMR will deal 49 damage per bullet, needing three hits to kill. The SMR past 37.5 meters comes extremely close to netting a two hit kill, as landing two body shots on a distant target will deal 98 damage total. The SMR is always a one hit kill in Hardcore game types. The SMR has high penetration power.

The SMR fires in a semi-automatic configuration, and has a firecap of 535 RPM, or just a hair under nine shots per second.

The SMR has recoil values of 30 to the left and 50 to the right. The SMR has no downwards recoil value, instead kicking up with each shot with varying intensity. The SMR will kick upwards with a value of either 30 or 55. The SMR has a centerspeed value of 1275.

The SMR allows users to move at 95% of the base speed, or strafe at 40% of the base speed. The SMR has worse hip-fire accuracy than other assault rifles, with hip-fire accuracy on par with a Dual Wield pistol. The SMR has a slightly longer aim down sight time than all other assault rifles, aiming down the sight in 275 milliseconds, whereas the normal aim down sight time for an assault rifle is 250 milliseconds. The SMR's reload animation is 2.7 seconds long, or 3.2 seconds if the magazine is empty. In either case, the user can perform a Reload Cancel after two seconds.

The SMR has a magazine capacity of twenty rounds, and a starting ammo loadout of eighty rounds.

The SMR has the standard assortment of assault rifle attachments available. Most attachments behave as expected on the SMR. However, Select Fire gives the user the option to use the SMR in a fully automatic configuration. Three statistical changes are applied to the SMR when it is firing fully automatically, with these changes not being applied to the SMR when it is firing semi-automatically. The statistical changes applied to the fully automatic SMR are as follows:

  • The SMR's two shot kill range is reduced from 37.5 meters to 34 meters.
  • The SMR's maximum fire rate in full auto is reduced from 535 RPM to 416 RPM.
  • The SMR's centerspeed is reduced from 1275 to 1250.

Attachments[]

Zombies[]

"Naming such an ineffective weapon after an animal noted for its teeth seems somewhat misleading."
Marlton Johnson, when obtaining the weapon from the Mystery Box in Die Rise.

The SMR appears in the Zombies game mode and can be acquired from the Mystery Box for 950 points and is semi-automatic. The SMR has bad accuracy, as the bullets spread even when aiming down the sights; for this reason, it is mostly better to just hip-fire, as the accuracy loss is almost negligible, and it allows the player to have a wider field of view (due to the lack of ADS zoom) and move more quickly. The SMR also has low damage; combined with the SMR's accuracy deficiency, this usually makes the SMR require many shots to dispatch a few zombies. However, the SMR has a decent amount of ammunition, holding a total of 160 rounds, making it so the SMR can be used somewhat effectively in the early rounds to get points.

When Pack-a-Punched, it becomes the SM1L3R. It has a 30-round magazine, 420 rounds in reserve (390 starting ammo when taking it from the Pack-a-Punch machine, but the 420 limit is attained with Max Ammo), increased damage, and has a Hybrid Optic with a smiley face by default. Like most 2025 weapons, it can be Pack-a-Punched multiple times, to cycle through a Target Finder, Millimeter Scanner, and Reflex Sight; each of these attachments reduce the reserve ammo to 210. The SM1L3R still has a bullet spread while aiming down the sights (although it isn't as big of a spread), and its damage is still quite shallow compared to other weapons. Even with the headshot Persistent Upgrade and Double Tap Root Beer, the SM1L3R's weak damage means that it loses its 1 headshot kill potential as early as round 15. For these reasons, many players generally avoid Pack-a-Punching the SMR into the SM1L3R, and due to the SMR's weaknesses, many players detest and generally avoid the SMR altogether.

SMR vs SM1L3R[]

SMR SM1L3R
SMR BOII SM1L3R First Person BO2
Damage 80-60 120-110
Fire mode Semi-automatic Semi-automatic
Rate of fire 535 RPM 535 RPM
Magazine size 20 30
Max ammo 140+20 420+30 (210+30 on subsequent upgrades)
Mobility Medium Medium
Extras More ammo, larger magazine, much better accuracy, higher damage
Possible Attachments Hybrid Optic (first time only), Target Finder, Reflex Sight, Millimeter Scanner.


Gallery[]

For camouflage images, see SMR/Camouflage.
For attachments images, see SMR/Attachments.

Trivia[]

  • The SM1L3R will always have a Hybrid Optic with a Smiley face (hence the name "SMILER") for both the Reflex Sight and the zoomed optics.
  • When aimed into an ACOG with the Grip attached, there is visual recoil 'bounce', but without the Grip attached, there is not.
  • An "SMI" logo can be seen when reloading.
  • Marlton Johnson's quote on the SMR's name refers to "Saritch" (the gun's internal name) being a Russian name for buzzards.
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