WARDOGS Stats Reference (2026)
This page collects the WARDOGS numbers players actually look up: starting cash, payout amounts, weapon cost and damage, unlock levels, and how the season wipe works. Every figure below comes from the weapon data file or the fact bank behind this site, and both are cross-checked against multiple community creators rather than a single video. WARDOGS is in Early Access, so a patch can move any of these overnight. This page is maintained and updated when that happens, not written once and left to rot.
Economy and payouts
A WARDOGS match pays you for surviving, assisting, and doing objective work, not just for kills, and the biggest single payouts come from support and medic actions rather than gunfights. Every recruit starts a season with $10,000 cash. The numbers below are the payout amounts creators have logged and cross-checked; treat exact figures as a guide rather than a guarantee, since a patch can retune any of them. For how to turn this into a build budget, see the economy guide.
| Action | Payout |
|---|---|
| Starting cash (season start) | $10,000 |
| Hot Zone deploy | $390 |
| Survive the round | $1,000 |
| Kill assist | $1,500 |
| Revive a teammate | ~$800 to $900 |
| Defibrillator revive plus heal | ~$2,000 |
| Disable a tank's engine | $7,000 |
| Helicopter hover (per tick) | ~$320 |
| FOB kit | $7,500 |
| Large hammer unlock | ~$50,000 |
Gold Bars sit outside this cash economy. Their cash value floats on a player-run trading market and moved to roughly $2,067,814 per bar on 14 September 2026, which puts a 30-bar cosmetic near $62 million cash. That rate changes daily, so do not treat it as a fixed conversion.
Weapon stats
Cost and damage are the two numbers that decide whether a weapon is worth the level and the cash, and the table below pulls the core rifles, SMGs, and marksman guns players ask about most. Damage is per chest hit against an unarmoured target, and RPM is rounds per minute. For a ranked take on these same guns, see the tier list and best loadouts.
| Weapon | Class | Cost | Damage | RPM | Caliber |
|---|---|---|---|---|---|
| T-21 | Assault | $600 | 28 | 750 | 5.56mm |
| AK-74 | Assault | $1,600 | 26 | 650 | 5.45mm |
| Galil | Assault | $2,200 | 28 | 650 | 5.56mm |
| M4 | Assault | $2,800 | 28 | 800 | 5.56mm |
| FAL | Assault | $6,500 | 60 | 650 | 7.62mm |
| AMP-9 | SMG | $900 | 22 | 900 | 9mm |
| PP-19 Vityaz | SMG | $1,200 | n/a | 800 | 9mm |
| MP5 | SMG | $1,500 | 22 | 800 | 9mm |
| SKS | Marksman | $2,400 | 42 | 420 | 7.62mm |
| SVD | Marksman | $4,800 | 55 | 480 | 7.62mm |
| BMR-308 | Marksman | $6,000 | 60 | 450 | .308 |
| Mosin-Nagant | Sniper | $4,500 | 55 | 46 | 7.62mm |
| M249 SAW | LMG | $3,200 | 28 | 850 | 5.56mm |
| PKM | LMG | $4,500 | 55 | 600 | 7.62mm |
Costs and damage are community-reported and were still moving after the day-one patch, so a specific gun's price can drift a few hundred dollars between checks. Two unlock levels are worth flagging as contested rather than fixed: the SVD sits around level 12 in most reports while the SV-98 shows up anywhere from level 19 to 21 depending on the source, so treat both as approximate until the game states them plainly.
Unlock levels
Most weapons unlock by class level rather than account level, so grinding Assault kills does nothing for your Support tree. The levels below are the ones with the most cross-creator agreement; where reports genuinely disagree, the range is shown instead of a single number. See the leveling guide for how XP is earned per class.
| Item | Track | Level |
|---|---|---|
| AK-74 | Assault | 3 |
| SKS | Recon | 5 |
| Large hammer | Support | 8 |
| Galil | Assault | 10 |
| Mosin-Nagant | Recon | 10 |
| Defibrillator | Medic | 11 |
| M4 | Assault | 20 |
| FAL | Assault | 35 |
| Artillery tank | Driver | 90 |
Defibrillator at Medic level 11 and the artillery tank at Driver level 90 are the two best-corroborated entries on this list, since multiple independent creators land on the same numbers. The rest are worth double-checking in-game before you plan a grind around them.
Factions and match format
WARDOGS runs three factions, Lonestar (blue), Valkyra (red), and Manticore (green), and they are cosmetic only: same armory, no stat bonuses, no perks, and no spawn advantage for any of them. A match seats 100 players split across the three factions, and the winner is whoever reaches 100 points first inside a roughly 2x2km Control Zone. Pick a faction for the colour and skins, not for an edge that does not exist. More detail on why Lonestar gets a reputation it does not mechanically deserve is in the factions guide.
| Detail | Value |
|---|---|
| Factions | Lonestar (blue), Valkyra (red), Manticore (green) |
| Gameplay difference between factions | None, cosmetic only |
| Players per match | 100 |
| Win condition | First faction to 100 points |
| Control Zone size | ~2x2km |
| Playable maps | 3 (Zestafona is revealed, not yet playable) |
Season wipe: what resets
A season wipe resets your cash, your Wardog level, your role XP, and anything you bought with cash, while your Gold Bars and cosmetics carry over untouched. You restart the next season at the same $10,000 every recruit begins with, so a wipe is a fresh economic start rather than a full account reset. See the season wipe guide for how to prepare before one lands.
| Resets | Keeps |
|---|---|
| Cash (back to $10,000) | Gold Bars |
| Wardog level | Cosmetics |
| Role XP | Account and stats history |
| Cash-bought unlocks | - |
Facts change with each patch. This page was last updated 17 Sep 2026 (Early Access).