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WARDOGS TTK calculator: shots-to-kill by weapon, ammo, armour and hit zone

WARDOGSStatsUpdated 2026-09-19

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

Weapon
Ammo
Enemy armour
Hit zone
Damage / shot
Shots to kill
Time to kill
Shots to kill by ammo (this armour + zone) — shorter is better:
Model: damage = base × ammo × hit-zone × armour, vs 100 HP. Armour only reduces damage on zones it covers (helmet: head, +neck at L3; vest: torso, +shoulders at L4; limbs never). Ammo flesh multipliers (HP ×2, AP ×0.8) and absorption %s are community-datamined beta figures — a model, not official. Ignores range falloff.

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.

Reading the result

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.

Sick of full servers and queues?

Rent your own WARDOGS server from an approved host and play with your mates on your rules. UK/EU: QONZER (bare metal, no slot fees). Anywhere else: BisectHosting (21 locations). Casual group: xREALM (pay by the hour). Full comparison.

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