This is the full WARDOGS weapon damage chart — base damage, fire rate (RPM), DPS, shots-to-kill (STK) and time-to-kill (TTK) for all 31 weapons, grouped by class. Headline picks: the FAL has the fastest realistic TTK (~85 ms, 2 shots), the AMR-50 hits hardest (~212 damage, one-shot), and the Super-45 is the fastest-killing SMG (~96 ms). Numbers are base values against an unarmoured target — armour tiers and ammo type change shots-to-kill, so treat this as the ceiling. Values are community-datamined and cross-checked; they are Early Access figures and shift with patches.
Interactive weapon chart
Filter by class, rank by DPS, TTK, damage or fire rate, and click any table column to sort. Bars are colour-coded by weapon class.
How WARDOGS damage works
Damage isn't a single number — the game runs a multiplier stack every time a round lands:
damage taken = base damage × ammo modifier × armour mitigation × hit-zone multiplier × range falloff
- Armour: four tiers. Body armour and helmets mitigate separately, so a chest shot and a head shot against the same player can need different numbers of hits. Higher tiers soak more.
- Ammo: an FMJ / HP / AP-style split. FMJ is the baseline. HP (hollow-point) hits soft targets harder but is punished by armour. AP (armour-piercing) trades some raw damage for penetration — the pick against Tier 3–4 plates.
- Hit zone: head, chest and limbs carry different multipliers. Head shots drop the shots-to-kill on most guns.
- Range falloff: damage drops over distance in bands. The same rifle can swing from ~277 ms up to ~728 ms TTK as range opens up.
The maths behind the chart:
| Metric | Formula |
|---|---|
| Shots to kill | ⌈ effective HP ÷ damage ⌉ |
| Time to kill (burst) | (shots to kill − 1) × 60 ÷ RPM |
| DPS | damage × RPM ÷ 60 |
Everything below is base damage vs an unarmoured target with FMJ — the best case. It's the fair way to rank raw weapon power; in a real fight, armour and range push the numbers up.
Fastest time-to-kill (the meta picks)
Excluding one-shot snipers and shotguns, these kill quickest at full fire rate:
| Weapon | Class | TTK | Shots |
|---|---|---|---|
| FAL | Assault Rifle | 85 ms | 2 |
| Super-45 | SMG | 96 ms | 3 |
| PKM | LMG | 99 ms | 2 |
| SVD | DMR | 117 ms | 2 |
| BMR | DMR | 128 ms | 2 |
| SKS | DMR | 144 ms | 2 |
| GGX 18 | Pistol | 144 ms | 4 |
| AMP-9 | SMG | 190 ms | 4 |
| Deagle | Pistol | 200 ms | 2 |
| M249 SAW | LMG | 204 ms | 4 |
The two-shot battle-rifle types (FAL, SVD, BMR, SKS, PKM) dominate raw TTK because they need so few hits — the trade-off is recoil and slower handling. The full-auto ARs and SMGs are more forgiving to land.
Damage chart by class
Sorted fastest-killing first within each class.
Assault Rifles
| Weapon | Damage | RPM | DPS | Shots to kill | TTK |
|---|---|---|---|---|---|
| FAL | 66.0 | 706 | 777 | 2 | 85 ms |
| M4 | 30.8 | 827 | 425 | 4 | 218 ms |
| T-21 | 30.8 | 780 | 400 | 4 | 231 ms |
| A-91 | 30.8 | 721 | 370 | 4 | 250 ms |
| KH-2002 | 30.8 | 711 | 365 | 4 | 253 ms |
| Bushmaster M17S | 30.8 | 709 | 364 | 4 | 254 ms |
| AK74 | 28.6 | 665 | 317 | 4 | 271 ms |
| Galil | 30.8 | 664 | 341 | 4 | 271 ms |
SMGs
| Weapon | Damage | RPM | DPS | Shots to kill | TTK |
|---|---|---|---|---|---|
| Super-45 | 34.7 | 1255 | 726 | 3 | 96 ms |
| AMP-9 | 25.4 | 945 | 400 | 4 | 190 ms |
| PP-19 Vityaz | 25.4 | 875 | 370 | 4 | 206 ms |
| MP5 | 25.4 | 836 | 354 | 4 | 215 ms |
LMGs
| Weapon | Damage | RPM | DPS | Shots to kill | TTK |
|---|---|---|---|---|---|
| PKM | 63.5 | 605 | 640 | 2 | 99 ms |
| M249 SAW | 30.8 | 884 | 454 | 4 | 204 ms |
DMRs
| Weapon | Damage | RPM | DPS | Shots to kill | TTK |
|---|---|---|---|---|---|
| SVD | 78.7 | 512 | 672 | 2 | 117 ms |
| BMR | 66.0 | 468 | 515 | 2 | 128 ms |
| SKS | 60.1 | 416 | 417 | 2 | 144 ms |
Snipers
| Weapon | Damage | RPM | DPS | Shots to kill | TTK |
|---|---|---|---|---|---|
| AMR-50 (AX-50) | 211.9 | 55 | 194 | 1 | Instant |
| Mosin Nagant | 108.9 | 48 | 87 | 1 | Instant |
| SV-98 | 108.9 | 52 | 94 | 1 | Instant |
| MK22 | 66.0 | 45 | 50 | 2 | 1333 ms |
| Scout Rifle TD | 30.8 | 16 | 8 | 4 | 11250 ms |
A clean chest hit from the AMR-50, Mosin or SV-98 is a one-shot on an unarmoured target. Armour can push the big bolt-actions to two shots to the body — go for the head.
Shotguns
| Weapon | Damage | RPM | DPS | Shots to kill | TTK |
|---|---|---|---|---|---|
| MP43 | 104.0 | 670 | 1161 | 1 | Instant |
| M12G | 104.0 | 180 | 312 | 1 | Instant |
| M500 | 104.0 | 95 | 165 | 1 | Instant |
Shotgun damage is the per-pellet total on a full-pellet hit at point-blank range; it falls off hard with distance. The MP43's absurd DPS is its fire rate — up close it's brutal, past a few metres it's nothing.
Pistols
| Weapon | Damage | RPM | DPS | Shots to kill | TTK |
|---|---|---|---|---|---|
| GGX 18 | 25.4 | 1253 | 530 | 4 | 144 ms |
| Deagle | 72.8 | 300 | 364 | 2 | 200 ms |
| M1911 | 34.7 | 470 | 272 | 3 | 255 ms |
| Judge | 52.0 | 212 | 184 | 2 | 283 ms |
| GGX 17 | 25.4 | 524 | 222 | 4 | 344 ms |
Bow
| Weapon | Damage | RPM | DPS | Shots to kill | TTK |
|---|---|---|---|---|---|
| Compound Bow | 160.9 | 41 | 110 | 1 | Instant |
Best pick in each class
- Assault Rifle — FAL for raw speed (2-shot, 85 ms), M4 if you want the most forgiving full-auto (highest AR fire rate at 827 RPM).
- SMG — Super-45, comfortably the class's fastest kill at 96 ms; the AMP-9 is the easier full-auto.
- LMG — PKM for the 2-shot body kill; M249 for sustained suppression.
- DMR — SVD, top damage and TTK of the three.
- Sniper — AMR-50 for guaranteed one-shots through armour; SV-98/Mosin for a lighter body-shot kill.
- Shotgun — MP43 close-quarters, but all three one-shot up close.
- Pistol — Deagle as a real secondary (2-shot); GGX 18 if you want a full-auto sidearm panic button.
A note on these numbers
WARDOGS hasn't published an official weapon stat sheet, so every figure here is community-datamined and cross-checked across independent trackers — the fire-rate values line up exactly between sources, which is a good sign the base data is right. They're Early Access numbers and BULKHEAD can rebalance any of them in a patch. We update this chart when the community re-measures after a balance update. Damage shown is the unarmoured-target base; against armour, use the shots-to-kill as a floor and switch to AP ammo for the higher tiers.
FAQ
What is the highest-damage weapon in WARDOGS?
The AMR-50 (AX-50) anti-materiel rifle hits hardest at ~212 base damage, a guaranteed one-shot. For fast repeat damage the FAL, PKM and SVD lead their classes.
What is the fastest-killing gun in WARDOGS?
Ignoring one-shot snipers and shotguns, the FAL assault rifle has the fastest time-to-kill at ~85 ms (2 shots), then the Super-45 SMG (~96 ms) and PKM LMG (~99 ms).
Does armour change these numbers?
Yes. The figures here are base damage against an unarmoured target. WARDOGS has four armour tiers plus FMJ/HP/AP ammo, so shots-to-kill rises against armoured players — use AP rounds against high tiers.
Are these damage values official?
No. WARDOGS has not published a stat sheet, so these are community-datamined values, cross-checked across independent trackers. They are Early Access numbers and can change with any balance patch.
How is time-to-kill calculated?
TTK = (shots to kill − 1) × 60 / RPM, in seconds. It is the time from first to final shot at full fire rate, so it ignores reaction and reload time.
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