WARDOGS Ammo Types Guide: FMJ vs HP vs AP
FMJ, Hollow Point or Armor Piercing? Measured WARDOGS damage multipliers, which calibers get HP and AP, the unlock level of every round, and when to load which.
Every conventional gun in WARDOGS can load up to three kinds of ammunition: Standard (FMJ), Flesh Damage (HP, hollow point) and Armor Piercing (AP). The game itself only describes them in words — "increased damage against flesh", "increased damage to body armor and vehicles" — and shows no damage numbers anywhere in the UI.
So we measured it. In the Season 1 Firing Range we shot the tan unarmored mannequin at about 20 m with every ammo type and recorded the damage popup for each hit. This guide gives you those multipliers, the damage they produce on real weapons, which calibers can load HP and AP, the WARDOG level each round unlocks at, and a practical rule for when to use which. Anything we could not measure — above all, behaviour against armor — is flagged as such.
The three ammo types
Here is what the in-game tooltips say about each type, next to what our Firing Range tests showed against an unarmored target:
- In-game: "Standard ammunition"
- In-game: "Deals even damage to all target types"
- Measured: the 1.0× baseline all other values are compared with
- In-game: "Increased damage against flesh"
- In-game: "Decreased damage against armored targets"
- Measured: exactly 2.0× FMJ against the unarmored mannequin
- In-game: "Increased damage to body armor and vehicles"
- In-game: "Decreased damage to unarmored body parts"
- Measured: exactly 0.8× FMJ against the unarmored mannequin
VerdictHP doubles your damage on unarmored flesh; AP gives up 20% there in exchange for its armor and vehicle bonus, which the game describes but which we could not measure.

Measured damage: FMJ, HP and AP side by side
Method: single shots at the Firing Range tan 3D mannequin (unarmored), roughly 20 m away, with the HUD weapon name checked on every run. FMJ chest damage was measured for 20 weapons. The HP and AP ratios were exact to two decimals on every caliber tested — 5.56x45mm, 5.45x39mm, 9x19mm, .45 ACP, 7.62x54R, .308 Win and .50 AE — so the HP and AP columns below are the measured FMJ value multiplied by 2.0 and 0.8.
| Weapon | Caliber | FMJ | HP (2.0×) | AP (0.8×) |
|---|---|---|---|---|
| M4 (and every 5.56 rifle tested) | 5.56x45mm | 30.82 | 61.64 | 24.66 |
| AK74 | 5.45x39mm | 28.61 | 57.22 | 22.89 |
| MP5 / AMP-9 / PP-19 Vityaz | 9x19mm | 25.43 | 50.86 | 20.34 |
| Super-45 | .45 ACP | 34.67 | 69.34 | 27.74 |
| M1911 | .45 ACP | 45.06 | 90.12 | 36.05 |
| FAL | .308 Win | 66.01 | 132.02 | 52.81 |
| BMR-308 | .308 Win | 85.81 | 171.62 | 68.65 |
| MK22 | .308 Win | 118.81 | 237.62 | 95.05 |
| SVD | 7.62x54R | 78.67 | 157.34 | 62.94 |
| SV98 | 7.62x54R | 108.91 | 217.82 | 87.13 |
| Deagle | .50 AE | 72.78 | 145.56 | 58.22 |
Notice that the multiplier is applied to the weapon, not just the cartridge: the M1911 and the Super-45 share .45 ACP but hit for 45.06 and 34.67, and the three .308 guns range from 66.01 (FAL) to 118.81 (MK22). What stays constant is the ratio — HP always doubles and AP always takes 20% off, whatever you shoot it from. Headshots scale on top of that: with FMJ we measured roughly 2.14× chest damage to the head for the assault rifles, 1.82× for 9mm, .45 ACP and .50 AE, and 1.75× for the SVD and BMR-308. Compare any two guns on the damage chart.
Which calibers get HP and AP — and when
Every HP and AP round unlocks on the WARDOG track; FMJ is available from the start. The spread is huge: 9mm HP arrives at level 6, while .308 Win AP waits until level 140.
| Caliber | Weapons | FMJ | HP | AP |
|---|---|---|---|---|
| 9x19mm | AMP-9, PP-19 Vityaz, MP5, GGX 17, GGX 18 | Default | 6 | 75 |
| 5.56x45mm | Faction rifles, T-21, Galil, M4, M249 SAW, Scout Rifle TD | Default | 10 | 83 |
| 7.62x39mm | SKS | Default | 11 | 63 |
| 5.45x39mm | AK74 | Default | 16 | 93 |
| .45 Colt | Judge | Default | 25 | 110 |
| 7.62x54R | PKM, SVD, Mosin Nagant, SV98 | Default | 28 | 82 |
| .45 ACP | Super-45, M1911 | Default | 48 | 120 |
| .308 Win | FAL, BMR-308, MK22 | Default | 65 | 140 |
| .50 AE | Deagle | Default | 95 | 130 |
| .50 Cal | AMR 50 | Default | — | — |
A few quirks are worth knowing. The .50 Cal of the AMR 50 only exists as FMJ. The 7.62x54R AP round (level 82) unlocks just before the AP rounds for 5.56 (83) and 5.45 (93) after the Season 1 changelog moved 7.62x54mm AP from 83 to 82 and 5.56mm AP from 85 to 83. AP also does not follow caliber order: 7.62x39mm AP for the SKS (level 63) is the earliest AP in the game, ahead of 9mm AP (75). Even so, AP is an endgame reward on every caliber.
Shells, rockets, arrows and batteries
| Ammo | Used by | In-game effect | Unlock |
|---|---|---|---|
| 12G 7mm Buckshot | MP43, M500 | Standard ammunition | Default |
| 12G Rifled Slug | MP43, M500 | Single large slug projectile; increased damage and range | WARDOG 41 |
| 93mm (RPG-7) | RPG-7 | Un-guided self-propelled rocket; 16 m minimum arming distance | With RPG-7 (Support 5) |
| 84mm (MAAWS) | MAAWS | Anti-tank shell; 25 m minimum arming distance | With MAAWS (Support 20) |
| 40mm (MGL-40) | MGL-40 | Un-guided grenade rounds; 16 m minimum arming distance | With MGL-40 (Support 35) |
| Broadhead Arrow | Compound Bow | Metal broadhead arrow; effective against unarmored targets | Recon 17 |
The minimum arming distances matter in close fights: a rocket or grenade that hits closer than 16 m (25 m for the MAAWS) will not have armed. Batteries are also listed with ammunition — the standard Battery and the High Capacity Battery (WARDOG 45) recharge drills and defibrillators. Browse all 36 ammo items on the ammo page.
When to use FMJ, HP and AP
- 1Default to HP once you unlock it
Against anything unarmored, HP is a flat 2.0× — the single biggest damage upgrade in the game that we have measured. For 9mm and 5.56mm it arrives early (WARDOG 6 and 10).
- 2Keep FMJ when targets are mixed
FMJ "deals even damage to all target types". If you cannot predict whether you will face armored players or unarmored ones, it is the round with no stated weakness.
- 3Save AP for armor and vehicles
AP loses 20% on unarmored body parts but is the only type described as dealing increased damage to body armor and vehicles. Load it when armored enemies or light vehicles are what you are shooting at.
- 4Think about where armor covers
Level 1–2 Helmets cover the head, Level 3–4 add the neck. Level 1–3 Armor covers the upper and lower torso; Level 4 also covers the upper arms and pelvis. Everything else is unarmored flesh.
- 5Leave vehicles to launchers
Against vehicles, the RPG-7, MAAWS and 9K333 Verba are purpose-built; AP rifle ammo is a supplement, not a replacement.
- The only rifle ammo described as dealing increased damage to body armor and vehicles
- Level 4 Armor covers the torso, upper arms and pelvis, so armored hits become more common late on
- Available for 9 of the 10 rifle and pistol calibers
- Measured 0.8× damage against unarmored body parts
- Unlocks very late: WARDOG 63 at the earliest, up to 140
- Its armor bonus has not been quantified by anyone yet
Want to see how ammo interacts with a specific gun? Every weapon page — for example the M4 or the SVD — lists its calibers, magazines and measured damage, and the loadout builder lets you plan a full kit around it.
Related WARDOGS pages and tools
- [Ammo types by caliber](/wardogs/ammo) — FMJ, HP and AP for every caliber with unlock levels
- [Damage calculator](/wardogs/damage) — damage per hit, DPS and hits to reach any total, by ammo and hit zone
- [Magazines](/wardogs/magazines) — capacity, weight and damage per magazine
- [All weapons](/wardogs/weapons) — every gun with measured damage, fire rate, DPS, price and unlock
- [Weapon compare tool](/wardogs/compare) — put up to four guns side by side
- [Weapon tier list](/wardogs/tier-list) — every class ranked on measured DPS or damage per hit
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Guide FAQ
Is HP ammo better than FMJ in WARDOGS?
Against unarmored targets, yes: HP (Flesh Damage) dealt exactly 2.0× FMJ damage in our Firing Range tests. The game says HP deals decreased damage against armored targets, which we could not measure.
What does AP ammo do in WARDOGS?
AP (Armor Piercing) is described as dealing increased damage to body armor and vehicles and decreased damage to unarmored body parts. Against the unarmored mannequin it dealt exactly 0.8× FMJ.
When do you unlock HP ammo?
On the WARDOG track: 9mm at level 6, 5.56mm at 10, 7.62x39mm at 11, 5.45mm at 16, .45 Colt at 25, 7.62x54R at 28, .45 ACP at 48, .308 Win at 65 and .50 AE at 95.
When do you unlock AP ammo?
Much later on the WARDOG track: 7.62x39mm at 63, 9mm at 75, 7.62x54R at 82, 5.56mm at 83, 5.45mm at 93, .45 Colt at 110, .45 ACP at 120, .50 AE at 130 and .308 Win at 140.
Does the AMR 50 have AP ammo?
No. The .50 Cal round for the AMR 50 only exists as Standard (FMJ) in Season 1.
How much damage does 5.56 HP do?
An M4 chest hit measured 30.82 with FMJ, so HP deals 61.64 and AP 24.66 against an unarmored target at about 20 m.
