WARDOGS Damage, Armor & Ammo Explained
Damage in WARDOGS is set by the round a weapon fires, then multiplied by where you hit. A headshot does about 2.4 times chest damage with an assault rifle, while hands and feet take about a quarter. Armour then cuts what gets through: vests at levels 1 to 3 cover only the chest and stomach, a level 4 vest adds the groin, upper arms and thighs, and the forearms, shins, hands and feet are never covered. HP ammo doubles flesh damage but collapses against armour, and AP trades a little flesh damage for much more through plates. Season 2 also cut the big calibres by 16% to 25%. For any gun's exact numbers, use the TTK and damage calculator.
Damage is caliber-based, not per-gun
Two weapons firing the same cartridge deal the same base damage. The T-21 does the same base damage as the M4 because both fire 5.56. What separates weapons in the same caliber is fire rate, recoil, magazine size and the multipliers tied to their category, which is why a sniper and a marksman rifle firing 7.62 hit the body differently even though the round is identical.
Where you hit changes everything
The body has eight damage zones, and each weapon category multiplies them differently. The table shows how hard each zone hits compared with the chest, with FMJ and no armour. Assault rifles and SMGs share one profile. Snipers concentrate their damage in the chest, so a stomach or limb hit falls off far faster than with a rifle, and the chest is the shot that keeps their one-hit kill.
| Zone | Assault rifle (M4) | Marksman (SVD) | Sniper (Mosin-Nagant) |
|---|---|---|---|
| Head | 2.41x | 2.08x | 1.62x |
| Chest | 1.00x | 1.00x | 1.00x |
| Upper stomach | 1.00x | 1.00x | 0.73x |
| Lower stomach | 0.95x | 1.00x | 0.70x |
| Groin | 0.92x | 0.96x | 0.59x |
| Upper arms and thighs | 0.55x | 0.64x | 0.34x |
| Forearms and shins | 0.46x | 0.53x | 0.28x |
| Hands and feet | 0.28x | 0.32x | 0.17x |
In practice that means one rule: aim for the upper chest by default and the head when you can. Limbs take roughly half of chest damage and hands and feet about a quarter, so chasing limb shots is how a winning fight turns into a loss, unless armour changes the maths.
Which body parts armour protects
A vest is not full-body armour. At levels 1 to 3 it covers the chest and both stomach zones and nothing else, so the groin, arms and legs take full damage. Level 4 adds plates over the groin, upper arms and thighs. The forearms, shins, hands and feet are never armoured at any level. Against a level 2 vest the M4 needs 7 chest hits but only 4 to the groin, which is why aiming low wins fights against mid-tier armour. Helmets work the same way for the head alone.
Armour also breaks. Each helmet and vest absorbs a set number of hits, and every hit after that does full damage, so heavy armour slows a kill down but never makes a target immortal.
Armor is the number that decides fights
Armour tiers run from 1 to 4, and they matter more than weapon choice. Any level 1 vest stops a Mosin, SV98 or MK22 chest one-shot, and a level 1 helmet stops the starter Scout rifle killing you with one headshot. Level 2 costs about $200, so nearly everyone wears it, and it adds three chest hits to every 5.56 rifle. Level 3 is the big power spike, turning players into bullet sponges, and level 4 is tougher still while slowing movement.
| Tier | What it changes |
|---|---|
| Level 1 | Stops the bolt-action chest one-shot and the Scout rifle headshot one-shot. The minimum you should ever run. |
| Level 2 | Cheap and everywhere. The baseline most fights are balanced around. |
| Level 3 | Blocks 50% of damage (55% in Season 1). The real power spike: wins fights you have no business winning, and the AMR-50 stops one-shotting the chest. Armor $2,500, helmet $2,000. |
| Level 4 | Blocks 60% of damage (65% in Season 1) and slows you down. Armor $5,000, helmet $4,500; the helmet muffles audio and proximity chat, narrows your view and fogs when you sprint. |
Season 2 damage changes
Season 2 cuts base damage on the big calibres. The cut hits every weapon that fires the round, including vehicle weapons such as the Little Bird and Lakota miniguns and the Humvee minigun.
| Calibre | Base damage cut | Hits to kill, same hit location |
|---|---|---|
| .308 Winchester | 25% | 1 / 0.75 = 1.33, so about 33% more |
| 7.62x54mmR | 20% | 1 / 0.80 = 1.25, so 25% more |
| 7.62x39mm | 19% | 1 / 0.81 = 1.23, so about 23% more |
| .50 cal | 16% | 1 / 0.84 = 1.19, so about 19% more |
The last column assumes the hit-location multiplier is unchanged. For ARs and LMGs it is a floor, because their body shots also lost a little. Sniper rifles got higher hit-location damage to offset their cut, so they keep their one-shots and the net change is small. DMR headshots and upper-body hits are slightly weaker than before, which puts DMRs between assault rifles and snipers. Torso damage is now more even across the upper, middle and lower torso. The per-gun result is in the Season 2 tier list: the FAL, PKM, SVD, BMR-308 and SKS all need more chest hits than they did in Season 1.
Category rules that changed
| Item | What changed |
|---|---|
| LMGs | Body damage now equals assault rifles. They win on sustained fire and magazine size, not per-shot damage. |
| Scout rifle | A headshot kills in one hit with no helmet. A level 1 helmet takes two headshots. |
| Super-45 | Damage fall-off is steeper beyond 50 m, its effective range. It is a close-quarters gun now. |
| Compound bow | Shorter arrow drop-off. Damage against armor scales with armor tier instead of one flat reduction, and it is slightly better against lower tiers. |
| 12 gauge slugs | Slug damage against armor also scales with the tier you hit. |
| Heavy and artillery turrets | They use assault rifle and LMG hit-location values against infantry, no longer helicopter cannon values. |
| Level 3 and 4 helmets | Suppression cut by 68% (level 3) and 80% (level 4). |
The armor maths in Season 2
Hits to kill scale with 1 divided by the share of damage that gets through. Level 3 lets 50% through, so a target needs 1 / 0.50 = 2.0 times the unarmored hits. Level 4 lets 40% through: 1 / 0.40 = 2.5 times. Season 1 was 1 / 0.45 = 2.22 and 1 / 0.35 = 2.86. Level 4 over level 3 is therefore a 25% gap now (2.5 / 2.0), down from 29%. The level 4 set costs $9,500 against $4,500 for level 3, so the extra $5,000 buys 25% more hits to kill.
Stack that with a .308 body shot where the hit location did not change. Against level 4 it takes (1 / 0.40) / 0.75 = 3.33 unarmored-hit equivalents, up from 2.86 in Season 1, so about 17% more hits. Against level 3 it is 2.67 against 2.22, about 20% more.
The developers' advice for beating tier 4 is to stop shooting the plates. A full magazine of hollow points into a level 3 or 4 chest shows up as single-digit hits in the damage log. Hollow points into the legs, ideally from a fast-firing SMG, is the counter they recommend. The Season 2 numbers back it for the shins and forearms, which no vest covers; a level 4 vest plates the thighs, so aim below the knee. More answers are in the press conference recap.
FMJ vs HP vs AP: match the round to the target
You buy your ammo, so you can tune it. FMJ is even. Hollow point doubles damage to unarmoured flesh, so the M4 drops from 4 chest hits to 2, but a single level 1 vest pushes HP to 13 hits. Armour-piercing does about a fifth less to flesh and much more through heavy plates: against a level 4 vest the M4 needs 8 chest hits with AP instead of 10 with FMJ. Early in a wipe, standard ammo is fine because armour is thin. As the lobby levels up and level 3 and 4 armour becomes common, players who do not switch to armour-piercing start to feel like their gun went soft, without understanding why.
A "one-shot" or "two-shot" claim only holds at a specific armour tier, and Season 2 moved several of them. A scout rifle headshot, for example, now kills a bare head in one hit but needs two against a level 1 helmet. Always read a time-to-kill next to the armour it was tested against.
Written by Kaze, who plays WARDOGS and checks the numbers in game before they go on the page. Facts change with each patch. This page was last updated 22 Oct 2026 (Early Access).