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WARDOGS · Medic Handbook

Revives, heals, SMG builds, ballistics, 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

MP5

Best all-round
Medic 15 · $75,000 · $1,500 per buy · 2.54 kg · 9×19
MP5
25.43Chest dmg
800RPM
400m/s
200 mFull dmg
0.28 sADS
NoneL1L2L3L4Body467912Head34457
Optic
Four Reticle ReflexorTricon 1.5x (dial 100 m)
Muzzle
QD-5 Supp. (Medic 18)orDual Port Brake (−18% vert.)
Grip
RVG Vertical (Medic 16)
Mag
30 rnd (Medic 25)

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
Medic 35 · $150,000 · $2,600 per buy · 3 kg · .45 ACP
Super-45
34.67Chest dmg
1200RPM
375m/s
50 mFull dmg
0.25 sADS
NoneL1L2L3L4Body35579Head23345
Optic
Four Reticle Reflex
Muzzle
Ghost Lite (−22% vert, −12% horiz)orSG Multi-Cal Supp. (Medic 48)
Grip
RVG Vertical
Mag
30 rnd (Medic 38)

Why: 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
Medic 4 · $25,000 · $1,200 per buy · 2.9 kg · 9×19
PP-19 Vityaz
25.43Chest dmg
800RPM
380m/s
200 mFull dmg
0.28 sADS
NoneL1L2L3L4Body467912Head34457
Optic
Four Reticle Reflex (Medic 6)
Muzzle
Dual Port (−18% vert.)orBallista (−20% horiz., Medic 13)
Grip
RVG Vertical
Mag
30 rnd (free at Medic 4)

Why: only $1,200 and full damage to 200 m. The slowest bullet (380 m/s), so it drops the most.

AMP-9

Free starter
Starter · $900 per buy · 1.4 kg · 9×19
AMP-9
25.43Chest dmg
900RPM
400m/s
100 mFull dmg
0.25 sADS
NoneL1L2L3L4Body467912Head34457
Muzzle
Dual Port BrakeorAMP-9 Supp. (Medic 30)
Mag
30 rnd (Medic 10)

Why: 900 RPM but full damage only to 100 m. Swap to the PP-19 at Medic 4.

Ballistics & zeroing

WeaponZero150 m200 m250 m300 m
MP5100 m23 cm1.5 mil61 cm3.1 mil115 cm*4.6 mil184 cm*6.1 mil
PP-19 Vityaz100 m25 cm1.7 mil68 cm3.4 mil127 cm*5.1 mil204 cm*6.8 mil
AMP-9100 m23 cm*1.5 mil61 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)

  1. Zero 100 m. Inside 100 m the round is never more than 8 cm off: aim center.
  2. 150 m: aim at the head to hit the chest (23 cm low).
  3. 200 m: aim about 60 cm above center chest, half a body over the head.
  4. 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

WeaponWeapon zeroOpticOptic zeroYou can dial
MP525–100 mTricon 1.5x100–200 m100 m
PP-19 Vityaz50–200 mTricon 1.5x100–200 m100–200 m
AMP-950–100 mTricon 1.5x100–200 m100 m
MP525–100 mFour Reticlefixedfixed

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

Weapon25 m50 m100 m150 m200 m
MP50.06 s0.3 m lead0.12 s0.6 m lead0.25 s1.2 m lead0.38 s1.9 m lead0.50 s2.5 m lead
PP-19 Vityaz0.07 s0.3 m lead0.13 s0.7 m lead0.26 s1.3 m lead0.39 s2.0 m lead0.53 s2.6 m lead
AMP-90.06 s0.3 m lead0.12 s0.6 m lead0.25 s1.2 m lead0.38 s1.9 m lead0.50 s2.5 m lead
Super-450.07 s0.3 m lead0.13 s0.7 m lead0.27 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

Medical Bag · $2,000Specialist slot · 3.45 kg · Medic 24. Revives in 6 s and heals over time. Costs more used on yourself.
Defibrillator · $1,6002.6 kg · Medic 11. Instant revive after a 3.5 s charge. Needs a battery ($150, or $300 high-capacity at Wardog 45).
Field Resuscitator · $500Medic 2. Revives in 3.5 s, single use.
Emergency Resuscitator · freeOne per life, 3.5 s. Always take it.
IFAK · $800Medic 9. Heals to full. 250 XP + $1,600 on a teammate.
Bandage · $200Heals 35 HP. 80 XP on a teammate.
Adrenaline Pen · $250Medic 14. Short unlimited tactical sprint and one weight class lighter. 100 XP on a teammate.
Smoke · $100White at Medic 5, black at Medic 21. Smoke the angle before you revive.
L3 Armor + L3 Helmet$3,500, 13.5 kg. Skip the L2 helmet.
Operator Backpack · $80015 slots for heals and batteries.

This kit weighs about 26 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
9×19 (SMGs, GGX)FMJ25.43 (4 shots)17.81 (6)15.27 (7)11.45 (9)8.91 (12)default
HP50.84 (2 shots)7.56 (14)5.51 (19)2.41 (42)0.36 (278)Wardog 6
AP20.34 (5 shots)16.08 (7)14.65 (7)12.52 (8)11.09 (10)Wardog 75
.45 ACP (Super-45)FMJ34.67 (3 shots)24.27 (5)20.8 (5)15.61 (7)12.15 (9)default
HP69.32 (2 shots)10.31 (10)7.5 (14)3.29 (31)0.49 (205)Wardog 48
AP27.74 (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)

CaliberFMJHPAP
9×19 (SMGs, GGX)17.234.313.7
.45 ACP (Super-45)23.446.818.7

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

ToolTimeXPCash
Hand revive20 s200$800
Emergency Resuscitator (free)3.5 s200$900
Field Resuscitator3.5 s250$1,000
Defibrillatorinstant*250$1,200
Medical Bag6 s250$1,400
Medical Bag revive + full heal438$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

ActionXPCash
IFAK on a teammate (1–99 HP)250$1,600
Bandage on a teammate (35 HP)80$400
Adrenaline on a teammate100$500
Assist on a player you revived50$375
SMG kill250$2,750

EVA. Healing yourself pays nothing. Reviving the same player again and again pays less each time.

Before you revive

  1. Check the angle that knocked them.
  2. Smoke it or drag the fight behind hard cover.
  3. Ask a teammate to watch while you work.
  4. 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

LevelUnlockCostWhy
1Dual Port Brake$7,500SMG recoil
2Field Resuscitator$10,0003.5 s revives
4PP-19 Vityaz$25,000first real SMG
5White smoke$7,500revive cover
6Four Reticle Reflex$10,000fast optic, every role
9IFAK$25,000250 XP heals
11Defibrillator$50,000instant revives
14Adrenaline Pen$25,000sprint
15MP5$75,000best all-round SMG
16RVG Vertical Foregrip$10,000best grip for every role
18QD-5 Suppressor$17,500MP5 stealth
24Medical Bag$75,000revive + heal
35Super-45$150,000fastest SMG
36Ghost Lite Brake$30,000Super-45 recoil

Unlocked by other roles: 9 mm HP: Wardog 6 · 9 mm AP: Wardog 75 · High-capacity battery: Wardog 45