WARDOGS · Assault Handbook
- Best rifle: FAL (Assault 35). 2 chest shots on no armor, 3 on L1–L2, 0.10 s to kill. Before that: M4 (0.24 s), Galil or AK-74.
- Every AR: RVG grip (unlocks at Medic 16) · TopComp (CQB 74 on the AK, Three Port on the FAL) · Tricon 1.5x · standard mag. Never the TDG or 45° grip.
- Zero 100 m and aim center chest to 200 m. M4: aim 36 cm high at 300 m and 71 cm at 400 m. Your rifle is in the table.
- Ammo: FMJ. AP against L3–L4 (5.56 needs 7 shots instead of 8–10). Never HP into armor.
- Kit: L3 helmet + L3 armor (skip the L2 helmet), 2 smokes, IFAK. About 22 kg = Medium, −13% speed.
Builds
FAL
End-game meta
Spectr 4x (tap fire)
Three Port Brake (−22% vert.)or
AR Multi-Cal Supp.
RVG VerticalWhy: twice the damage of 5.56. 2 chest shots on no armor, 3 on L1–L2, 4–5 on L3–L4, where 5.56 needs 8–10. One headshot kills a player with no helmet.
M4
Fastest 5.56 TTK
Four Reticle Reflex
TopComp (−18%)or
Orpheus Max (−26%, Support 45)
RVG VerticalWhy: 800 RPM: 0.24 s TTK on no armor and 0.54 s on L3, the fastest of the 5.56 rifles. It climbs fast, so stack vertical control.
Galil
Mid all-rounder
Four Reticle Reflex
TopComp (−18%)or
AR Multi-Cal Supp.
RVG VerticalWhy: fastest bullet of any AR (950 m/s), so the least drop and lead. The 35-round stock mag covers multi-kills. Full damage only to 400 m.
AK-74
Best early
CQB 74 (−20%)or
PBS-4 Supp.
RVGor
AFG Angled (15% faster ADS)Why: fastest ADS of the ARs (0.45 s) and easy vertical recoil. It costs only $1,600, so losing it hurts less.
T-21
Budget starter
Hexagon Brake (−22% horiz.)+ RVG + Tricon or Compact T-2 · 30 mag, not the 60Why: heavy side-to-side bounce and full damage only to 300 m. Replace it with the AK-74 at Assault 3.
Attachment stats
From EVA's attachment sheet. "ADS" is aim-down-sight time: faster is better.
Foregrips
RVG Vertical | Best | −25% vertical · −13% horizontal · 10% faster ADS | Medic 16 |
AFG Angled | Good | −25% horizontal · 15% faster ADS. Good on the AK-74. | Assault 14 |
Rubberized Ergonomic | Good | −18% vertical · 2% slower ADS. Best vertical grip before Medic 16. | Assault 11 |
Shift | Good | −29% horizontal · 13% faster ADS | Assault 48 |
TDG Vertical | Trap | −30% vertical, but 10% slower ADS | Wardog 58 |
CQR Front Rail | Trap | −30% vertical, but 15% slower ADS | Assault 38 |
45° Angled | Never | the only grip that adds vertical recoil (+5%) | Wardog 33 |
Muzzles
Orpheus Max | Best | −26% vertical · −10% horizontal · 7% slower ADS. Galil, M4, T-21. | Support 45 |
Three Port | Best | −22% vertical. FAL. | Recon 36 |
CQB 74 | Best | −20% vertical. AK-74 only. | Assault 8 |
TopComp | Good | −18% vertical · 5% slower ADS. 5.56 rifles. | Assault 5 |
Hexagon Brake | Good | −22% horizontal. For side-to-side bounce (T-21). | Assault 2 |
AR Multi-Cal / PBS-4 | Good | hides sound and muzzle flash, so snipers and helis can't find you. Slower ADS. | Assault 21 / 27 |
Optics
| Best | community meta. Zero 100–200 m. The wiki card shows a small ADS penalty, the data-mine in your notes says it is 3% faster. | Assault 12 | |
Four Reticle / Kobra | Good | 1.2x, fixed zero, faster ADS. Close range. | Medic 6 / Wardog 21 |
Spectr 4x | Good | zero 100–400 m. FAL tap fire as a pseudo-DMR. | Support 21 |
Holographic | Trap | your notes say slower ADS, the wiki says slightly faster. The Four Reticle beats it either way. | Assault 22 |
Magazines
- Standard 30/35: no penalty.
- FAL 20: faster ADS, less recoil.
- 50–75 drums: up to 50% slower ADS and more recoil (data-mine in your notes).
Ballistics & zeroing
| Weapon | Zero | 200 m | 300 m | 400 m | 500 m | 600 m | 800 m |
|---|---|---|---|---|---|---|---|
| FAL | 100 m | 14 cm0.7 mil | 42 cm1.4 mil | 83 cm2.1 mil | 139 cm2.8 mil | 209 cm3.5 mil | 389 cm4.9 mil |
| M4 | 100 m | 12 cm0.6 mil | 36 cm1.2 mil | 71 cm1.8 mil | 118 cm2.4 mil | 178 cm*3.0 mil | 332 cm*4.1 mil |
| Galil | 100 m | 11 cm0.5 mil | 33 cm1.1 mil | 65 cm1.6 mil | 109 cm*2.2 mil | 163 cm*2.7 mil | 304 cm*3.8 mil |
| AK-74 | 100 m | 13 cm0.6 mil | 38 cm1.3 mil | 76 cm1.9 mil | 127 cm2.5 mil | 190 cm*3.2 mil | 355 cm*4.4 mil |
| T-21 | 100 m | 12 cm0.6 mil | 36 cm1.2 mil | 71 cm*1.8 mil | 118 cm*2.4 mil | 178 cm*3.0 mil | — |
Holdover = how far above the target to aim, in cm and in mil (1 mil = 1 cm per 10 m, the hash marks on MRAD scopes). Lead = how far ahead to aim at a target running 5 m/s (an assumed sprint speed, WARDOGS does not publish one). Calculated from muzzle velocity (g = 9.81, no drag inside the full-damage range). Check it in the firing range: patches change velocities.
Zeroing rules
- Sight in at 100 m and aim center chest out to 200 m. The round lands a hand-width low at 200 m, which is still chest.
- Between steps (for example 160 m): keep the lower zero and aim at the top of the head. A low miss still hits neck or chest. Dialing up to 200 m and aiming low sends the round over the head.
- Long shots: PgUp/PgDn dial the zero in 100 m steps, then aim dead center. If you don't want to dial, use the holdover table.
- Past the full-damage range the round loses speed as well as damage, so it drops more than the table says (marked *).
Zero per rifle + optic
| Weapon | Weapon zero | Optic | Optic zero | You can dial |
|---|---|---|---|---|
| FAL | 100–600 m | 100–200 m | 100–200 m | |
| FAL | 100–600 m | Spectr 4x | 100–400 m | 100–400 m |
| M4 | 100–500 m | 100–200 m | 100–200 m | |
| Galil | 100–400 m | 100–200 m | 100–200 m | |
| AK-74 | 100–1000 m | 100–200 m | 100–200 m | |
| M4 | 100–500 m | Four Reticle | fixed | fixed |
You can only dial where the rifle's range and the optic's range overlap. Reflex sights are fixed.
Leading moving targets
| Weapon | 100 m | 200 m | 300 m | 400 m | 500 m |
|---|---|---|---|---|---|
| FAL | 0.12 s0.6 m lead | 0.24 s1.2 m lead | 0.36 s1.8 m lead | 0.48 s2.4 m lead | 0.60 s3.0 m lead |
| M4 | 0.11 s0.5 m lead | 0.22 s1.1 m lead | 0.33 s1.6 m lead | 0.44 s2.2 m lead | 0.55 s2.7 m lead |
| Galil | 0.11 s0.5 m lead | 0.21 s1.1 m lead | 0.32 s1.6 m lead | 0.42 s2.1 m lead | 0.53 s2.6 m lead |
| AK-74 | 0.11 s0.6 m lead | 0.23 s1.1 m lead | 0.34 s1.7 m lead | 0.45 s2.3 m lead | 0.57 s2.8 m lead |
Leading moving targets
- Lead in mil stays the same at every range inside the full-damage range: target speed ÷ bullet speed × 1000. A 5 m/s runner needs about 6 mil with an 830–900 m/s rifle and about 13 mil with a 380–400 m/s SMG.
- Players stop about every 10 s to scope in or check the map. Shoot then, and you don't need to lead at all.
- Running straight at you or away from you: no lead, aim for the drop only.
Recoil without attachments
- Crouch or go prone: both steady vertical and horizontal recoil a lot, with no bipod.
- Tap fire past about 40 m. Spray only inside that.
Kit










This kit weighs about 22 kg, which puts you in Medium.
Armor & helmets
| Tier | Armor | Helmet | Blocks (FMJ) |
|---|---|---|---|
L1 | $400 · 3 kg | $200 | 30% |
L2 | $1,000 · 4.5 kg | $500 · 1.6 kg | 40% |
L3 | $2,000 · 10.5 kg | $1,500 · 3 kg | 55% |
L4 | $4,000 · 18 kg | $3,000 · 4.5 kg | 65% |
Skip the L2 helmet: it only saves you a shot against 2 of 28 guns (BMR-308, M1911). Go L1 straight to L3. Armor unlocks: L2 Wardog 30, L3 Wardog 60, L4 Wardog 100.
Weight classes
| Kit weight | Class | Move speed | Notes |
|---|---|---|---|
| under 10 kg | — | full | |
| 10–17 kg | Light | −5% | |
| 17–27 kg | Medium | −13% | slower ADS, less stamina regen |
| 27–40 kg | Heavy | −20% | no tactical sprint |
| 40 kg + | Super Heavy | −20% | no sprint, slowed |
Source: WarDogs.News weight-class table. Other guides give −12% / −19%. An Adrenaline Pen drops you one class for a short time.
Ammo
| Caliber | Ammo | No armour | L1 | L2 | L3 | L4 | Unlock |
|---|---|---|---|---|---|---|---|
5.56 (ARs, M249 uses 32.4) | FMJ | 30.82 (4 shots) | 21.58 (5) | 18.5 (6) | 13.88 (8) | 10.8 (10) | default |
| HP | 61.62 (2 shots) | 9.17 (11) | 6.66 (16) | 2.92 (35) | 0.43 (233) | Wardog 10 | |
| AP | 24.66 (5 shots) | 20.22 (5) | 18.74 (6) | 16.52 (7) | 15.04 (7) | Wardog 83 | |
5.45 (AK-74) | FMJ | 28.62 (4 shots) | 20.03 (5) | 17.18 (6) | 12.89 (8) | 10.03 (10) | default |
| HP | 57.21 (2 shots) | 8.51 (12) | 6.19 (17) | 2.72 (37) | 0.4 (250) | Wardog 16 | |
| AP | 22.9 (5 shots) | 18.77 (6) | 17.4 (6) | 15.35 (7) | 13.98 (8) | Wardog 93 | |
.308 (FAL) | FMJ | 66.01 (2 shots) | 46.22 (3) | 39.62 (3) | 29.71 (4) | 23.12 (5) | default |
| HP | 132.02 (1 shots) | 19.62 (6) | 14.28 (8) | 6.25 (16) | 0.9 (112) | Wardog 65 | |
| AP | 52.82 (2 shots) | 44.9 (3) | 42.26 (3) | 38.3 (3) | 35.66 (3) | Wardog 140 |
Chest damage per hit, with shots to kill in brackets. EVA data-mine.
Which ammo
- FMJ is the default. Armor blocks 30 / 40 / 55 / 65% of it at L1 / L2 / L3 / L4.
- HP does 2× to flesh, but armor blocks 85–99% of it. Only use it on players with no armor, or aim for arms and legs.
- AP does 20% less to flesh, but armor only blocks 10–20%. It wins against L3–L4 armor and helmets.
- Headshots do about 2.1×. L3 and L4 helmets also cover the neck. L4 armor also covers the upper arms and pelvis.
- HP and AP rounds unlock on the Wardog (career) track. The vendor sells the tracer versions.
Arms and legs (no armor there)
| Caliber | FMJ | HP | AP |
|---|---|---|---|
| 5.56 (ARs, M249 uses 32.4) | 15.1 | 30.2 | 12.1 |
| 5.45 (AK-74) | 14 | 28.1 | 11.2 |
| .308 (FAL) | 32.4 | 64.8 | 25.9 |
HP to the legs does full HP damage even on armored players, unless they wear L4 (which covers upper arms and pelvis).
Field rules
Positioning
- Silhouette: stay off cliff edges and towers and away from open windows. Stand 1–2 m back inside rooms so the sky doesn't outline you.
- Routes: don't run straight across fields. Move from cover to cover.
- After a kill, don't rush to loot. Their team knows which direction you shot from.
Gunplay
- Trigger discipline: don't shoot at a sliver of body. The sound and muzzle flash give your position away.
- Repack mags during lulls. Never start a fight with 10 rounds left.
- Use RVG, not TDG.
Reading a squad wipe
| Body + backpack still there | Waiting for a revive. Teammates are nearby. |
| Body + backpack gone | They gave up = squad wiped |
Objectives pay Assault XP
| Action | XP | Cash | Takes |
|---|---|---|---|
| AR or pistol kill | 250 | $2,750 | |
| Hack an enemy FOB | 250 | $2,500 | 30 s |
| Capture a tower | 250 | $750 | 10 s |
| Activate a drill rig | 500 | $2,500 | 10 s |
| Activate a tower | 500 | $2,500 | slow code |
EVA. Repeating the same action on the same players pays less each time.
Progression ladder
| Level | Unlock | Cost | Why |
|---|---|---|---|
| Start | T-21 | $600 | starter |
| 3 | AK-74 | $10,000 | first real rifle |
| 5 | TopComp Brake | $7,500 | 5.56 recoil |
| 8 | CQB 74 Brake | $12,500 | AK recoil |
| 10 | Galil | $35,000 | 950 m/s |
| 12 | $10,000 | meta optic | |
| 14 | AFG Angled | $10,000 | ADS grip |
| 20 | M4 | $100,000 | fastest 5.56 TTK |
| 21 | AR Multi-Cal Supp. | $20,000 | stealth |
| 35 | FAL | $200,000 | end-game |
Unlocked by other roles: RVG grip: Medic 16 · Four Reticle Reflex: Medic 6 · Spectr 4x: Support 21 · Three Port Brake: Recon 36 · Orpheus Max Brake: Support 45










