This is an interactive WARDOGS TTK calculator. Pick a weapon, ammo type (FMJ / HP / AP), the enemy's armour tier and the hit zone, and it gives you the exact damage per shot, shots-to-kill and time-to-kill — plus a side-by-side of which ammo kills fastest against that target. The short version: HP for unarmoured, AP for Level 3-4 armour, FMJ as the cheap all-rounder, and armour only helps on the zones it actually covers.
Calculator
How it works
The calculator runs the community damage model:
damage per shot = base damage × ammo modifier × hit-zone multiplier × armour mitigation
against a 100 HP target, then rounds up to whole shots and applies the weapon's fire rate for TTK.
- Base damage & fire rate come from the weapon damage chart (unarmoured chest values).
- Ammo shifts the numbers two ways: HP does about 2× to flesh but is heavily absorbed by armour; AP does about 0.8× to flesh but punches through plates; FMJ sits in the middle and costs the least. Full absorption figures are on the armour & ammo page.
- Hit zone multipliers: head ~2.35×, neck ~1.76×, chest 1.0×, stomach ~0.95×, arm ~0.45×, leg ~0.54×.
- Armour mitigation only applies to covered zones — a helmet covers the head (and the neck from Level 3); a vest covers the torso (and shoulders/groin from Level 4); forearms and legs are never covered, so they always take full damage.
Reading the result
- Shots to kill is what actually wins gunfights — a two-shot weapon beats a four-shot one even at lower DPS.
- Watch the ammo comparison bar: against an unarmoured target HP wins; flip the enemy to L3 or L4 and AP takes over while HP falls off a cliff.
- Limb shots ignore armour but need more hits — aim for the chest against light armour and the head when you can land it.
The honest caveat
WARDOGS has no official stat sheet. Every input here — base damage, the ammo flesh/absorption modifiers, the hit-zone multipliers — is community-datamined from the Early Access beta and cross-checked across trackers. The hit-zone table in particular is called "unconfirmed" by some sources. Treat the output as a strong model for comparing options, not gospel, and expect BULKHEAD to rebalance the numbers in patches. It also ignores range falloff, which raises real-world TTK at distance.
FAQ
What ammo is best against armour in WARDOGS?
Armour-piercing (AP). It loses damage on unarmoured flesh but keeps far more of it through Level 3-4 plates, so it needs the fewest shots against heavy armour. Use the calculator to compare FMJ/HP/AP for any target.
What ammo is best against unarmoured players?
Hollow point (HP) — it does roughly double damage to flesh and to uncovered limbs, but is nearly useless against Level 3-4 armour.
Does a headshot always kill faster?
Usually. The head carries a ~2.35× multiplier, but a helmet covers it (and the neck from L3), so against an armoured head the gain shrinks. Limbs are never covered by armour but carry low multipliers.
Are these TTK numbers official?
No. WARDOGS has no official stat sheet. This uses community-datamined base damage, ammo modifiers and hit-zone multipliers, so treat the output as a close model, not exact truth.
Why does armour not change my limb-shot damage?
Armour only reduces damage on the zones it covers. Vests never cover forearms or legs, so an arm or leg shot does full damage no matter the enemy's tier.
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