WARDOGS Best Loadouts by Role: Assault, Medic, Recon, Support
Best WARDOGS loadouts for Assault, Medic, Recon and Support, built only from compatible weapons, attachments and equipment, with measured damage, fire rate and unlock levels.
WARDOGS has no fixed classes — your role is whatever you carry. That makes loadouts the most important decision you make each life, and because every life costs cash, a bad kit hurts twice. This guide builds a starter, core and late-game loadout for each infantry role: Assault, Medic, Recon and Support.
Every build here is checked against the Season 1 compatibility lists captured from the in-game Equipment Vendor: each attachment really fits its weapon, each magazine really fits its gun, and each unlock level comes from the Unlock tab. Attachment effects are quoted in the game's own words (Minor, Moderate, Strong), and the only numbers — damage and fire rate — are our Firing Range measurements against an unarmored target at about 20 m. Open any build in the loadout builder to tweak it.
Three things that shape every loadout
- Damage follows the weapon, and often the caliber. Every 5.56x45mm rifle we tested — faction rifles, T-21, Galil and M4 — hit for 30.82 to the chest with FMJ, and every 9mm SMG for 25.43. Within those families, fire rate, magazine size, weight and attachment options decide which gun is better.
- HP ammo is the biggest upgrade we have measured. Flesh Damage (HP) rounds dealt exactly 2.0× FMJ against unarmored targets. Read the ammo guide for unlock levels per caliber.
- Weight matters. Everything has a weight — Level 4 Armor alone is 18 kg — and the Adrenaline Pen's text ("reduces equipment weight class") confirms the game uses weight classes. Keep heavy kit for roles that need it.
Assault loadouts
Assault is the Assault-track rifle ladder: AK74 at level 3, Galil at 10, M4 at 20 and FAL at 35. Assault players also carry the M67 Frag Grenade and the Halligan Bar, which pries open locked doors.
| Slot | Starter | Core (Assault 20+) | Late (Assault 35+) |
|---|---|---|---|
| Primary | T-21 (727 rpm) | M4 (786 rpm, 2.92 kg) | FAL (635 rpm, 66.01 chest) |
| Magazine | STANAG 20 Rnd | STANAG 30 Rnd (Assault 6) → STANAG 60 Rnd (Assault 30) | FAL 20 Rnd Magazine (Assault 35) |
| Optic | Compact T-2 Red Dot (WARDOG 4) | Holographic Sight (Assault 22) or CQ-2x Prism Combat Scope (17) | 4x Combat Prism Scope with Reflex (Assault 43) |
| Foregrip | AFG Angled Foregrip (Assault 14) | AFG Angled Foregrip | Shift Foregrip (Assault 48) |
| Muzzle | Hexagon Brake (Assault 2) | Hexagon Brake or RC-556 Suppressor (Assault 29) | Three Port Brake (Recon 36) or AR Multi-Caliber Suppressor (Assault 21) |
| Ammo | 5.56mm FMJ | 5.56mm HP (WARDOG 10) | .308 Win FMJ; HP at WARDOG 65 |
| Equipment | M67 Frag Grenade, Halligan Bar | M67 Frag Grenade, Halligan Bar | M67 Frag Grenade, Halligan Bar |
Why the M4: it is the lightest 5.56 assault rifle at 2.92 kg and the fastest-firing one we measured at about 786 rpm, versus 727 for the T-21 and 641 for the Galil, while hitting for exactly the same damage per bullet. The AFG Angled Foregrip lists only upsides — strong horizontal recoil reduction, strong spread reduction and moderate ADS and equip speed improvements. The Hexagon Brake adds strong horizontal recoil reduction for a minor ADS speed penalty; if vertical climb bothers you more, the Topcomp Brake (Assault 5) and 3-Chamber Brake (Assault 45) focus on vertical recoil instead. Open this build in the loadout builder.

The FAL is the heavy-hitter: 66.01 chest damage per FMJ round, more than double a 5.56 rifle, at a slower 635 rpm and 4.25 kg. If you prefer the AK74 in the meantime, pair it with the CQB 74 Brake (Assault 8) and the 30/60/75-round magazines — but note it measured slightly lower per bullet (28.61) than the 5.56 rifles. Compare them on the weapons page.
Build your kit before you drop
Pick weapons, attachments, armor and equipment to see total weight, cash per life and the unlocks you still need, then save the kit for next time.
- Weight & cash per life
- Unlocks you still need
- Saved kits

Medic loadouts
Medics run SMGs from the Medic track and carry the heals and revives. The AMP-9 is available at level 0 and is a genuinely good gun: at 1.4 kg it is the lightest primary firearm (only the Compound Bow is lighter), with about 868 rpm in our tests.
| Slot | Starter | Core (Medic 15+) | Late (Medic 35+) |
|---|---|---|---|
| Primary | AMP-9 (868 rpm, 1.4 kg) | AMP-9 or MP5 (786 rpm, 2.54 kg) | Super-45 (1,137 rpm, 34.67 chest) |
| Magazine | AMP-9 20 Rnd | AMP-9 30 Rnd (Medic 10) → 50 Rnd Drum (Medic 20) | Super-45 30 Rnd (Medic 38) → 40 Rnd Drum (Medic 50) |
| Optic | Four Reticle Reflex (Medic 6) | Four Reticle Reflex or Vektor Frenix-X Micro Reflex Sight (Medic 28) | Four Reticle Reflex |
| Foregrip | — | RVG Vertical Foregrip (Medic 16) or AFG Angled Foregrip (Assault 14) | AFG Angled Foregrip |
| Muzzle | Dual Port Brake (Medic 1) | AMP-9 9x19 Suppressor (Medic 30) or QD-5 Suppressor on MP5 (Medic 18) | Ghost Lite Muzzle Brake (Medic 36) |
| Ammo | 9mm FMJ → 9mm HP (WARDOG 6) | 9mm HP | .45 ACP FMJ; HP at WARDOG 48 |
| Medical | Bandage, Emergency Resuscitator | Field Resuscitator (2), Individual First Aid Kit (9), Defibrillator (11) + Battery | Medical Bag (24), Adrenaline Pen (14) |
| Tactical | — | M18 Smoke Grenade: White (Medic 5) | M18 Smoke Grenade: Black (Medic 21) |
The Four Reticle Reflex gives moderate ADS speed improvements with no listed downside, and the Dual Port Brake adds moderate vertical recoil reduction for a minor ADS penalty. The medical kit is where the Medic really earns: the Individual First Aid Kit heals back to full health, resuscitators revive teammates faster, and the Defibrillator revives instantly but needs a Battery to charge. The Medical Bag heals over time and revives faster, but costs more if used on yourself. Open the AMP-9 build.

Recon loadouts
Recon covers marksman rifles, sniper rifles and spotting. Spotting gear marks enemy infantry and vehicles for your teammates: Binoculars from the start, the Monocular at Recon 2, the Range Finder at 8 (adds accurate distance readings) and the Infrared Range Finder at 32.
| Slot | Starter | Core (Recon 18+) | Late (Recon 25+) |
|---|---|---|---|
| Primary | Scout Rifle TD (single-shot, 5.56) | SVD (semi-auto, 78.67 chest) | MK22 (bolt-action, 118.81 chest) |
| Magazine | Loose rounds | SVD 10 Rnd (Recon 16) | MK22 10 Rnd (Recon 39) |
| Optic | 6x Precision Rifle Scope (default) | 6-10x Scope MRAD (Recon 18) | 6-10x Scope MOA (26) or Frontier 2.5x-10x (43) |
| Support | — | SVD Bipod (Recon 14) | Pro Tilt Bipod (Recon 46) |
| Muzzle | Strelix Suppressor (Recon 3) | Hexagon 762 Suppressor (Recon 15) | Flow-Through .308 Suppressor (Recon 40) |
| Ammo | 5.56mm FMJ | 7.62x54R FMJ; HP at WARDOG 28 | .308 Win FMJ; HP at WARDOG 65 |
| Spotting | Binoculars | Range Finder (Recon 8) | Infrared Range Finder (Recon 32) |
| Extras | — | Claymore (Recon 22) | Ghillie Headwear and Body Suit (Recon 24) |
The SVD is the sweet spot: semi-automatic, 78.67 chest and 137.51 head damage per FMJ round, and it takes a full sniper optic suite. The 6-10x scopes zero from 100 to 1,000 m but carry a strong ADS speed penalty, and both have cash unlock costs ($40,000 for MRAD, $45,000 for MOA). Bipods give strong ADS speed, spread, recoil and sway reduction at the cost of reduced mobility. If you want the biggest single hit, the MK22 (118.81 chest) and SV98 (108.91) are the bolt-action options; the BMR-308 at Recon 30 is a semi-auto .308 middle ground at 85.81. Open the SVD build.

Support loadouts
Support is the widest role: LMGs, the shotguns, four launchers, and all the build, repair and demolition tools. Hammers need Build Supplies to build anything; drills need batteries to repair vehicles.
| Slot | Starter | Core (Support 15+) | Late (Support 30+) |
|---|---|---|---|
| Primary | MP43 (break-action 12 Gauge) | M249 SAW (824 rpm) | PKM (865 rpm, 7.62x54R) |
| Magazine | Buckshot | M249 100 Rnd Fabric Magazine (15) → 200 Rnd Box (23) | PKM 100 Rnd Box (30) |
| Optic | — | Spectr 4x (Support 21) | Spectr 4x |
| Support | — | M249 Bipod (Support 18) | PKM Bipod (Support 33) |
| Muzzle | — | Tread Brake (Support 17) | Orpheus Max Brake (Support 45) |
| Launcher | — | RPG-7 (5) with PGO-7 (12), or MAAWS (20) | MAAWS, 9K333 Verba (16) or MGL-40 (35) |
| Tools | Small Hammer, Wrench, Fuel Can | Medium Hammer (3) or Large Hammer (8), Light Drill (1) | Large Hammer, Heavy Drill (28) |
| Explosives | Improvised Explosive Device | C4 Charge + Remote Detonator (2) | AT Mine (25) |
The M249 SAW takes STANAG magazines as well as its own 100-round fabric magazine and 200-round box, so it shares ammo with your Assault teammates. Its bipod gives strong ADS speed, spread, recoil and sway reduction but reduces mobility, and the Hybrid Grip Pod at Support 50 gives stowed and deployed bonuses. We did not measure LMG damage, so the M249 vs PKM choice is about caliber, fire rate (824 vs 865 rpm) and magazine. Open the M249 build.
Choosing a launcher
- RPG-7 (Support 5, 6.3 kg): reusable tube, 93mm self-propelled rocket, highly effective against infantry and light armored vehicles; 16 m arming distance.
- MAAWS (Support 20, 7 kg): reusable tube, 84mm anti-tank shell for light and armored vehicles; 25 m arming distance.
- 9K333 Verba (Support 16, 17.25 kg): single-use infrared homing anti-air missile that requires a lock-on.
- MGL-40 (Support 35, 5.3 kg): 6-shot 40mm grenade launcher for infantry and unarmored vehicles; 16 m arming distance.
Gear for every role
| Item | Unlock | Weight | In-game stats |
|---|---|---|---|
| Level 1 Helmet / Armor | WARDOG 3 | 1 kg / 3 kg | Low reduction; head / upper and lower torso |
| Level 2 Helmet / Armor | WARDOG 30 | 1.6 kg / 4.5 kg | Medium reduction |
| Level 3 Helmet / Armor | WARDOG 60 | 3 kg / 10.5 kg | High reduction; helmet adds neck |
| Level 4 Helmet / Armor | WARDOG 100 | 4.5 kg / 18 kg | Very High; armor adds upper arms and pelvis |
| Medium Tac Vest | WARDOG 14 | 1.65 kg | 5–8 quick slots; moderate reload and utility speed |
| Large Tac Vest | WARDOG 50 | 3.6 kg | All quick slots; strong reload and utility speed |
| Assault Backpack | WARDOG 32 | 1.3 kg | 5×5 grid, 21 slots |
Light roles such as Medic benefit from staying at Level 2 armor (4.5 kg) instead of jumping to Level 3 (10.5 kg). Support, who already carries a 7.5 kg LMG and tools, should weigh every kilogram. Full stats are on the armor and gear pages.
- Pick the weapon for fire rate, weight and magazine — damage is often shared across a caliber.
- Unlock HP for your caliber as early as possible.
- Choose attachments by their listed trade-offs, not by unlock level alone.
- Match armor weight to your role.
- Test the kit in the Firing Range before paying for it live.
Related WARDOGS pages and tools
- [Loadout builder](/wardogs/loadout-builder) — build a kit and see its total weight, cost and unlock levels
- [Weapon tier list](/wardogs/tier-list) — every class ranked on measured DPS or damage per hit
- [Attachments](/wardogs/attachments) — every optic, grip and muzzle with its tooltip effects
- [Helmets & armor](/wardogs/armor) — protection level, coverage, weight and price for every tier
- [Equipment](/wardogs/equipment) — medical, building, recon and explosive items with prices
- [Weapon compare tool](/wardogs/compare) — put up to four guns side by side
Help us maintain accuracy! If you notice incorrect stats, missing data, or any issues, your feedback directly improves the quality of our data for the entire community.
Guide FAQ
What is the best assault rifle in WARDOGS?
For most players the M4 (Assault 20): it is the lightest 5.56 assault rifle at 2.92 kg and the fastest-firing we measured at about 786 rpm, with the same 30.82 chest damage as other 5.56 rifles. The FAL (Assault 35) hits much harder at 66.01 per round but fires slower.
What is the best Medic loadout in WARDOGS?
The AMP-9 with Four Reticle Reflex and Dual Port Brake and 9mm HP ammo, plus Field Resuscitator, Individual First Aid Kit and Defibrillator. Upgrade to the Super-45 at Medic 35.
What is the best sniper in WARDOGS?
The SVD (Recon 12) is the most flexible at 78.67 chest damage and semi-auto fire. The MK22 (Recon 25) hit hardest of the snipers we measured at 118.81 chest.
Which LMG is better, M249 SAW or PKM?
Damage was not measured for either. The M249 SAW (Support 15) fires about 824 rpm and takes STANAG, 100-round and 200-round magazines; the PKM (Support 30) fires about 865 rpm on 7.62x54R with a 100-round box.
What attachments fit the M4 in WARDOGS?
Among others: Hexagon Brake, Topcomp Brake, 3-Chamber Brake, RC-556 and AR Multi-Caliber Suppressors, AFG Angled Foregrip, Shift Foregrip, Holographic Sight, CQ-2x Prism Combat Scope and the 4x Combat Prism Scope with Reflex.
