JOKR - Launcher specs
MW4 JOKR: published launcher unlock, base ammunition, weapon levels and attachment details, with official source caveats.
JOKR at a glance
JOKR is one of Activision’s 4 launch launcher entries. The official roster contains 33 weapons: 24 Primary Weapons, eight Secondary Weapons and one Melee Weapon. That total excludes Tactical and Lethal equipment, older cosmetic labels and duplicate Blueprint variants. This record uses the October 19 launch article, checked October 26, rather than treating earlier Beta cards as the current specification. JOKR is the lock-on launcher described as striking vehicles from above. Its launch specification gives one loaded round and one reserve round. The top-attack description supplies a targeting role, without specifying lock-on duration, flight time or damage against a particular vehicle.
Specifications
Published launch figures from Activision, checked 2026-11-11. Not stated denotes an absent figure, never zero.
| Field | Published value |
|---|---|
| Class | Launcher |
| Player unlock (table when present) | Level 43 |
| Available Criteria (individual block) | Unlocked at Player Level 43. |
| Weapon levels | 46 |
| Rounds (base) | 1 |
| Reserve ammo | 1 |
| Fire Rate (source unit) | 13 RPM |
| Attachment Types | N/A - appearance only |
| Apex Attachment | N/A |
In-game description
Lock on, fire, and relocate. The JOKR launches a high-explosive payload that strikes enemy vehicles from above where armor is weakest.
The publisher’s description above explains the intended role of JOKR. It should be read alongside its own numeric block: 46 weapon levels, 1 base rounds, 1 reserve rounds and 13 RPM. These are published fields, not measurements made by this wiki. Descriptive terms about power, stability or speed do not establish a damage table, a time-to-kill result or a tested advantage against a particular opponent. The configuration and mode still matter when interpreting such claims.
How it fits the class
PILA provides a same-class reference: its launch block lists 1 rounds, 1 in reserve and 8 RPM. JOKR lists 1 rounds and 1 in reserve. Compare these base configurations before adding an Apex or a capacity attachment. A larger ammunition count describes ammunition available before replenishment; it does not establish more kills, a faster reload or better handling. Other class members are linked below so this comparison remains part of the complete roster.
Ammo and supply
The official launch reserve for JOKR is 1 rounds, separate from the 1 loaded rounds. Reserve is ammunition outside the current magazine or feed, not a magazine attachment to add to its capacity. This entry does not infer a pickup amount, resupply interval or shared ammunition pool from a cartridge name. In DMZ, access and replenishment depend on the deployment and FOB systems; the article’s launch reserve field does not locate a specific ammunition cache or promise the same inventory after looting.
Magazine options
Activision does not list functional attachments for JOKR. Launchers support appearance changes including Camos, Decals and Stickers; the launch melee description limits changes to Camos. The published base specification therefore should not be expanded into an invented magazine upgrade or Apex conversion. For this launcher, keep 1 loaded rounds and 1 reserve rounds distinct when planning a firing sequence. A stated firing rate is not a reload animation measurement.
Gunsmith attachment slots
The launch block marks Attachment Types and Apex Attachment as N/A. That is an explicit appearance-only rule, rather than evidence of an undiscovered functional attachment tree. Weapon levels still exist: JOKR lists 46. Functional firearm slots should not be copied onto this launcher simply because other database entries support Gunsmith. The customization guide covers appearance changes, while the Gunsmith reference describes the separate firearm systems.
What is not measured yet
Infinity Ward states that Multiplayer and DMZ have bespoke tuning. Record the mode, patch date and exact configuration when measuring damage, recoil, effective range or time to kill; published cyclic rate alone cannot supply those results. The October 23-25 patch notes distinguish implemented fixes from proposed future tuning.
How to unlock it
JOKR’s Main Player Levels unlock table lists Player Level 43. Its individual Available Criteria entry agrees: Unlocked at Player Level 43. This is a player progression requirement, distinct from the 46 weapon levels listed for attachment progression and access to Weapon Prestige. Create-a-Class opens at Player Level 4. In DMZ, unlocked weapons can be purchased through the FOB Gunsmith with sufficient DMZ Cash; looting, Weapon Manuals and the FOB Vendor provide other acquisition routes described by Activision. A cosmetic Blueprint name is a separate entitlement, rather than a replacement for these base progression rules. In Multiplayer, a Launcher occupies the Secondary Weapon category alongside Pistols. Overkill instead permits a second Primary Weapon in that slot. In DMZ, players may carry two Primary Weapons, two Secondary Weapons or one of each, with additional weapons requiring an appropriate Weapon Backpack. These rules describe loadout capacity, rather than extra ammunition for this launcher. Choosing a second weapon therefore involves both the available slot and the ammunition documented for each equipped item.
Other entries in this class
PILA / RPG-8 / PM-40 Anvil
Sources
Activision launch roster and weapon details - reviewed 2026-11-11.
Browse this wiki
Weapon database · Weapons overview · Gunsmith · Equipment · Customization
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