WARDOGS · Medic Handbook
- Job: keep the squad alive. IFAK on a teammate = 250 XP + $1,600, even for 1 HP. Healing yourself pays nothing.
- Revives: by hand 20 s · resuscitator 3.5 s (a free one every life) · defib instant after a 3.5 s charge · medical bag 6 s plus heals.
- Gun: MP5 (Medic 15), full damage to 200 m. Super-45 (Medic 35) kills fastest (0.13 s) but only to 50 m. Only SMG kills pay Medic XP.
- SMG bullets are slow (380–400 m/s). Zero 100 m. At 150 m aim at the head, at 200 m aim 60 cm over the chest.
- Revive smart: check the angle, smoke it, then revive. Spread revives around: the same player pays less each time.
Builds
MP5
Best all-round
Four Reticle Reflexor
QD-5 Supp. (Medic 18)or
Dual Port Brake (−18% vert.)
RVG Vertical (Medic 16)Why: full damage to 200 m at 800 RPM. 4 chest shots on no armor, 6 on L1, 9 on L3.
Super-45
Fastest kill
Four Reticle Reflex
Ghost Lite (−22% vert, −12% horiz)or
SG Multi-Cal Supp. (Medic 48)
RVG VerticalWhy: 1,200 RPM .45: 3 chest shots on no armor (0.13 s), 7 on L3 (0.33 s), the fastest SMG. Full damage only to 50 m, 60% at 70 m.
PP-19 Vityaz
Best early
Four Reticle Reflex (Medic 6)
Dual Port (−18% vert.)or
Ballista (−20% horiz., Medic 13)
RVG VerticalWhy: only $1,200 and full damage to 200 m. The slowest bullet (380 m/s), so it drops the most.
AMP-9
Free starter
Dual Port Brakeor
AMP-9 Supp. (Medic 30)Why: 900 RPM but full damage only to 100 m. Swap to the PP-19 at Medic 4.
Ballistics & zeroing
| Weapon | Zero | 150 m | 200 m | 250 m | 300 m |
|---|---|---|---|---|---|
| MP5 | 100 m | 23 cm1.5 mil | 61 cm3.1 mil | 115 cm*4.6 mil | 184 cm*6.1 mil |
| PP-19 Vityaz | 100 m | 25 cm1.7 mil | 68 cm3.4 mil | 127 cm*5.1 mil | 204 cm*6.8 mil |
| AMP-9 | 100 m | 23 cm*1.5 mil | 61 cm*3.1 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.
The Super-45 isn't in the table: past 50 m it loses damage, so you never need holdover with it.
Zeroing rules (SMG)
- Zero 100 m. Inside 100 m the round is never more than 8 cm off: aim center.
- 150 m: aim at the head to hit the chest (23 cm low).
- 200 m: aim about 60 cm above center chest, half a body over the head.
- Past full damage (200 m MP5/PP-19, 100 m AMP-9, 50 m Super-45) damage falls to 60% fast. Don't take that fight.
Zero per SMG + optic
| Weapon | Weapon zero | Optic | Optic zero | You can dial |
|---|---|---|---|---|
| MP5 | 25–100 m | 100–200 m | 100 m | |
| PP-19 Vityaz | 50–200 m | 100–200 m | 100–200 m | |
| AMP-9 | 50–100 m | 100–200 m | 100 m | |
| MP5 | 25–100 m | Four Reticle | fixed | fixed |
Reflex sights have a fixed zero, and the wiki doesn't say at what distance. Check it in the firing range at 100 m.
Leading moving targets
| Weapon | 25 m | 50 m | 100 m | 150 m | 200 m |
|---|---|---|---|---|---|
| MP5 | 0.06 s0.3 m lead | 0.12 s0.6 m lead | 0.25 s1.2 m lead | 0.38 s1.9 m lead | 0.50 s2.5 m lead |
| PP-19 Vityaz | 0.07 s0.3 m lead | 0.13 s0.7 m lead | 0.26 s1.3 m lead | 0.39 s2.0 m lead | 0.53 s2.6 m lead |
| AMP-9 | 0.06 s0.3 m lead | 0.12 s0.6 m lead | 0.25 s1.2 m lead | 0.38 s1.9 m lead | 0.50 s2.5 m lead |
| Super-45 | 0.07 s0.3 m lead | 0.13 s0.7 m lead | 0.27 s1.3 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.
Why SMGs feel floaty
- SMG bullets fly at 375–400 m/s, less than half a rifle's speed. Double the lead and four times the drop at the same range.
- At 100 m a runner moves 1.3 m before your bullet arrives: aim a full body width ahead.
Kit










This kit weighs about 26 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 |
|---|---|---|---|---|---|---|---|
9×19 (SMGs, GGX) | FMJ | 25.43 (4 shots) | 17.81 (6) | 15.27 (7) | 11.45 (9) | 8.91 (12) | default |
| HP | 50.84 (2 shots) | 7.56 (14) | 5.51 (19) | 2.41 (42) | 0.36 (278) | Wardog 6 | |
| AP | 20.34 (5 shots) | 16.08 (7) | 14.65 (7) | 12.52 (8) | 11.09 (10) | Wardog 75 | |
.45 ACP (Super-45) | FMJ | 34.67 (3 shots) | 24.27 (5) | 20.8 (5) | 15.61 (7) | 12.15 (9) | default |
| HP | 69.32 (2 shots) | 10.31 (10) | 7.5 (14) | 3.29 (31) | 0.49 (205) | Wardog 48 | |
| AP | 27.74 (4 shots) | 21.91 (5) | 19.98 (6) | 17.07 (6) | 15.13 (7) | Wardog 120 |
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 |
|---|---|---|---|
| 9×19 (SMGs, GGX) | 17.2 | 34.3 | 13.7 |
| .45 ACP (Super-45) | 23.4 | 46.8 | 18.7 |
HP + leg shots: 3 hits kill anyone not in L4 armor, 0.18 s with the MP5 (EVA). 9 mm HP unlocks at Wardog 6.
Field rules
Revive tools
| Tool | Time | XP | Cash |
|---|---|---|---|
| Hand revive | 20 s | 200 | $800 |
| Emergency Resuscitator (free) | 3.5 s | 200 | $900 |
| Field Resuscitator | 3.5 s | 250 | $1,000 |
| Defibrillator | instant* | 250 | $1,200 |
| Medical Bag | 6 s | 250 | $1,400 |
| Medical Bag revive + full heal | 438 | $1,667 |
*after a 3.5 s charge. A bag revive leaves them at half HP. Each heal tick pays 50 XP, about 6 ticks on a fresh revive.
Heals pay too
| Action | XP | Cash |
|---|---|---|
| IFAK on a teammate (1–99 HP) | 250 | $1,600 |
| Bandage on a teammate (35 HP) | 80 | $400 |
| Adrenaline on a teammate | 100 | $500 |
| Assist on a player you revived | 50 | $375 |
| SMG kill | 250 | $2,750 |
EVA. Healing yourself pays nothing. Reviving the same player again and again pays less each time.
Before you revive
- Check the angle that knocked them.
- Smoke it or drag the fight behind hard cover.
- Ask a teammate to watch while you work.
- Revive, then heal them back up.
Positioning
- Follow the group that is actively contesting the zone.
- Stay one piece of cover behind the first players through a door or street.
- Bandage early: heal wounded teammates before they go down.
- Body and backpack still on the ground = still revivable. Both gone = they gave up.
Progression ladder
| Level | Unlock | Cost | Why |
|---|---|---|---|
| 1 | Dual Port Brake | $7,500 | SMG recoil |
| 2 | Field Resuscitator | $10,000 | 3.5 s revives |
| 4 | PP-19 Vityaz | $25,000 | first real SMG |
| 5 | White smoke | $7,500 | revive cover |
| 6 | Four Reticle Reflex | $10,000 | fast optic, every role |
| 9 | IFAK | $25,000 | 250 XP heals |
| 11 | Defibrillator | $50,000 | instant revives |
| 14 | Adrenaline Pen | $25,000 | sprint |
| 15 | MP5 | $75,000 | best all-round SMG |
| 16 | RVG Vertical Foregrip | $10,000 | best grip for every role |
| 18 | QD-5 Suppressor | $17,500 | MP5 stealth |
| 24 | Medical Bag | $75,000 | revive + heal |
| 35 | Super-45 | $150,000 | fastest SMG |
| 36 | Ghost Lite Brake | $30,000 | Super-45 recoil |
Unlocked by other roles: 9 mm HP: Wardog 6 · 9 mm AP: Wardog 75 · High-capacity battery: Wardog 45




