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WARDOGS · Assault Handbook

AR builds, ballistics & zeroing, kit, ammo · data: EVA data-mine (9 Oct) + Dexerto wiki, Season 1
Season 1 numbers. Season 2 lands Thu 15 Oct 2026: progression wipe, cash turns into Gold Bars, and Bulkhead is changing weapon damage, recoil and suppression. Re-check after the patch.
TL;DR

Builds

FAL

End-game meta
Assault 35 · $200,000 · $6,500 per buy · 4.25 kg · .308 Win
FAL
66.01Chest dmg
650RPM
840m/s
800 mFull dmg
0.50 sADS
NoneL1L2L3L4Body23345Head12223
Optic
Tricon 1.5xorSpectr 4x (tap fire)
Muzzle
Three Port Brake (−22% vert.)orAR Multi-Cal Supp.
Grip
RVG Vertical
Mag
20 rnd standard. Skip the 30.

Why: 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
Assault 20 · $100,000 · $2,800 per buy · 2.92 kg · 5.56×45
M4
30.82Chest dmg
800RPM
910m/s
500 mFull dmg
0.49 sADS
NoneL1L2L3L4Body456810Head23345
Optic
Tricon 1.5xorFour Reticle Reflex
Muzzle
TopComp (−18%)orOrpheus Max (−26%, Support 45)
Grip
RVG Vertical
Mag
30 rnd standard

Why: 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
Assault 10 · $35,000 · $2,200 per buy · 3.95 kg · 5.56×45
Galil
30.82Chest dmg
650RPM
950m/s
400 mFull dmg
0.49 sADS
NoneL1L2L3L4Body456810Head23345
Optic
Tricon 1.5xorFour Reticle Reflex
Muzzle
TopComp (−18%)orAR Multi-Cal Supp.
Grip
RVG Vertical
Mag
35 rnd stock. No 50 drum.

Why: 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
Assault 3 · $10,000 · $1,600 per buy · 3 kg · 5.45×39
AK-74
28.62Chest dmg
650RPM
880m/s
500 mFull dmg
0.45 sADS
NoneL1L2L3L4Body456810Head23345
Optic
Tricon 1.5x
Muzzle
CQB 74 (−20%)orPBS-4 Supp.
Grip
RVGorAFG Angled (15% faster ADS)
Mag
30 rnd standard

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
Starter · $600 per buy · 3.27 kg · 5.56×45
T-21
30.82Chest dmg
750RPM
910m/s
300 mFull dmg
0.53 sADS
NoneL1L2L3L4Body456810Head23345
Build
Hexagon Brake (−22% horiz.)+ RVG + Tricon or Compact T-2 · 30 mag, not the 60

Why: 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 VerticalBest−25% vertical · −13% horizontal · 10% faster ADSMedic 16
AFG AngledGood−25% horizontal · 15% faster ADS. Good on the AK-74.Assault 14
Rubberized ErgonomicGood−18% vertical · 2% slower ADS. Best vertical grip before Medic 16.Assault 11
ShiftGood−29% horizontal · 13% faster ADSAssault 48
TDG VerticalTrap−30% vertical, but 10% slower ADSWardog 58
CQR Front RailTrap−30% vertical, but 15% slower ADSAssault 38
45° AngledNeverthe only grip that adds vertical recoil (+5%)Wardog 33

Muzzles

Orpheus MaxBest−26% vertical · −10% horizontal · 7% slower ADS. Galil, M4, T-21.Support 45
Three PortBest−22% vertical. FAL.Recon 36
CQB 74Best−20% vertical. AK-74 only.Assault 8
TopCompGood−18% vertical · 5% slower ADS. 5.56 rifles.Assault 5
Hexagon BrakeGood−22% horizontal. For side-to-side bounce (T-21).Assault 2
AR Multi-Cal / PBS-4Goodhides sound and muzzle flash, so snipers and helis can't find you. Slower ADS.Assault 21 / 27

Optics

Tricon 1.5xBestcommunity 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 / KobraGood1.2x, fixed zero, faster ADS. Close range.Medic 6 / Wardog 21
Spectr 4xGoodzero 100–400 m. FAL tap fire as a pseudo-DMR.Support 21
HolographicTrapyour 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

WeaponZero200 m300 m400 m500 m600 m800 m
FAL100 m14 cm0.7 mil42 cm1.4 mil83 cm2.1 mil139 cm2.8 mil209 cm3.5 mil389 cm4.9 mil
M4100 m12 cm0.6 mil36 cm1.2 mil71 cm1.8 mil118 cm2.4 mil178 cm*3.0 mil332 cm*4.1 mil
Galil100 m11 cm0.5 mil33 cm1.1 mil65 cm1.6 mil109 cm*2.2 mil163 cm*2.7 mil304 cm*3.8 mil
AK-74100 m13 cm0.6 mil38 cm1.3 mil76 cm1.9 mil127 cm2.5 mil190 cm*3.2 mil355 cm*4.4 mil
T-21100 m12 cm0.6 mil36 cm1.2 mil71 cm*1.8 mil118 cm*2.4 mil178 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

  1. 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.
  2. 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.
  3. 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.
  4. 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

WeaponWeapon zeroOpticOptic zeroYou can dial
FAL100–600 mTricon 1.5x100–200 m100–200 m
FAL100–600 mSpectr 4x100–400 m100–400 m
M4100–500 mTricon 1.5x100–200 m100–200 m
Galil100–400 mTricon 1.5x100–200 m100–200 m
AK-74100–1000 mTricon 1.5x100–200 m100–200 m
M4100–500 mFour Reticlefixedfixed

You can only dial where the rifle's range and the optic's range overlap. Reflex sights are fixed.

Leading moving targets

Weapon100 m200 m300 m400 m500 m
FAL0.12 s0.6 m lead0.24 s1.2 m lead0.36 s1.8 m lead0.48 s2.4 m lead0.60 s3.0 m lead
M40.11 s0.5 m lead0.22 s1.1 m lead0.33 s1.6 m lead0.44 s2.2 m lead0.55 s2.7 m lead
Galil0.11 s0.5 m lead0.21 s1.1 m lead0.32 s1.6 m lead0.42 s2.1 m lead0.53 s2.6 m lead
AK-740.11 s0.6 m lead0.23 s1.1 m lead0.34 s1.7 m lead0.45 s2.3 m lead0.57 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

L3 Helmet · $1,5003 kg · Wardog 60. A 5.56 needs 4 headshots instead of 2. Covers the neck.
L3 Armor · $2,00010.5 kg · Wardog 60. A 5.56 needs 8 body shots instead of 4.
Operator Backpack · $80015 slots · Wardog 20. Assault Backpack ($1,200, 21 slots) at Wardog 32.
Medium Tac Vest · $250Unlocks quick slots 5–8 and reloads faster · Wardog 14.
GGX 17 · $200Cheap backup. M1911 ($300, Wardog 40) needs 3 shots to kill instead of 4.
Loose ammo, not spare magsCheaper, and more rounds per slot. Repack mags in lulls.
2× Smoke · $100Cross open ground and break sniper sightlines.
IFAK · $800Heals to full · Medic 9. Bandage ($200) only heals 35 HP.
C4 · $250 + detonator $550Destroy enemy FOBs and buildables. Halligan Bar ($1,100) pries doors, not gates.
Basic Parachute · $1002.5 kg. Bail off roofs and towers.

This kit weighs about 22 kg, which puts you in Medium.

Armor & helmets

TierArmorHelmetBlocks (FMJ)
L1$400 · 3 kg$20030%
L2$1,000 · 4.5 kg$500 · 1.6 kg40%
L3$2,000 · 10.5 kg$1,500 · 3 kg55%
L4$4,000 · 18 kg$3,000 · 4.5 kg65%

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 weightClassMove speedNotes
under 10 kg—full
10–17 kgLight−5%
17–27 kgMedium−13%slower ADS, less stamina regen
27–40 kgHeavy−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

CaliberAmmoNo armourL1L2L3L4Unlock
5.56 (ARs, M249 uses 32.4)FMJ30.82 (4 shots)21.58 (5)18.5 (6)13.88 (8)10.8 (10)default
HP61.62 (2 shots)9.17 (11)6.66 (16)2.92 (35)0.43 (233)Wardog 10
AP24.66 (5 shots)20.22 (5)18.74 (6)16.52 (7)15.04 (7)Wardog 83
5.45 (AK-74)FMJ28.62 (4 shots)20.03 (5)17.18 (6)12.89 (8)10.03 (10)default
HP57.21 (2 shots)8.51 (12)6.19 (17)2.72 (37)0.4 (250)Wardog 16
AP22.9 (5 shots)18.77 (6)17.4 (6)15.35 (7)13.98 (8)Wardog 93
.308 (FAL)FMJ66.01 (2 shots)46.22 (3)39.62 (3)29.71 (4)23.12 (5)default
HP132.02 (1 shots)19.62 (6)14.28 (8)6.25 (16)0.9 (112)Wardog 65
AP52.82 (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)

CaliberFMJHPAP
5.56 (ARs, M249 uses 32.4)15.130.212.1
5.45 (AK-74)1428.111.2
.308 (FAL)32.464.825.9

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 thereWaiting for a revive. Teammates are nearby.
Body + backpack goneThey gave up = squad wiped

Objectives pay Assault XP

ActionXPCashTakes
AR or pistol kill250$2,750
Hack an enemy FOB250$2,50030 s
Capture a tower250$75010 s
Activate a drill rig500$2,50010 s
Activate a tower500$2,500slow code

EVA. Repeating the same action on the same players pays less each time.

Progression ladder

LevelUnlockCostWhy
StartT-21$600starter
3AK-74$10,000first real rifle
5TopComp Brake$7,5005.56 recoil
8CQB 74 Brake$12,500AK recoil
10Galil$35,000950 m/s
12Tricon 1.5x$10,000meta optic
14AFG Angled$10,000ADS grip
20M4$100,000fastest 5.56 TTK
21AR Multi-Cal Supp.$20,000stealth
35FAL$200,000end-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