WARDOGS Leveling & Unlocks Guide: All 7 Tracks and the XP Curve

WARDOGS Leveling & Unlocks Guide: All 7 Tracks and the XP Curve

How WARDOGS progression works: the seven tracks, the official Season 1 XP curve and XP events, official unlock costs, level moves and the key unlocks on every ladder.

12 min read
ProgressionXPUnlocksSeason 1

Progression in WARDOGS is spread across seven separate ladders, and each one unlocks a different part of the arsenal. Knowing which track feeds which items — and how steep the curve gets — saves you hours of playing the wrong role for the gun you actually want.

This guide combines the full Season 1 unlock ladders, read directly from the in-game Unlock tab, with the numbers BULKHEAD published in the "Pre-Load Live & Season 1 Changelog" on Steam: the rebalanced XP curve, the two XP events it changed, every official unlock-cost change and every level move. Where the sources say nothing — for example how many XP a revive is worth — we say so instead of guessing.

7Progression tracks
150WARDOG max level
50Role track max level
1,000,000XP for role level 50Season 1 curve
≈ Lv 20Median player after 20–25 hper BULKHEAD
233Unlock entries (all tracks)

The seven tracks at a glance

Every weapon, attachment, magazine, gear piece and vehicle sits on exactly one ladder. Weapons and specialist items also show an XP track in their tooltip — pistols, for example, are tied to Assault even though they unlock on the WARDOG track. BULKHEAD's own description of the system is that roles are player-defined: you buy specialist items to build a loadout, and that is how you earn XP across the role tracks.

TrackLevelsUnlock entriesWhat is on it
WARDOG1–15058Pistols, helmets and armor, vests, backpacks, parachute, universal attachments, HP/AP ammo, SPH-2 artillery
Assault1–50334 rifles, 20 attachments, 9 magazines
Medic1–50363 SMGs, 14 attachments, 12 magazines, 7 medical and smoke items
Recon1–50498 rifles and the bow, 24 attachments, 8 magazines, spotting gear, ghillie suits
Support1–5031LMGs, shotgun and launchers, 12 attachments, build, repair and demolition tools
Driver1–501510 ground vehicles, 4 radio tapes, Large Crate
Pilot1–50115 helicopters, 4 radio tapes, 2 armored crates
Season 1 unlock ladders (counted from the in-game Unlock tab)

The Season 1 XP curve

Before launch, the XP bands were tuned for weekend-long beta tests. In the Season 1 changelog BULKHEAD slowed levels 10 to 20 considerably and flattened the curve from level 35 onward. Their stated goal: the median player, at 20 to 25 hours played, should sit around level 20, while the top 5% who want the big-ticket items will need to grind. Levels below 6 did not change. The changelog lists these thresholds for the role track curve:

LevelBeta XPSeason 1 XPChange
68,7509,250+5.7%
1025,00035,000+40.0%
1554,750110,000+100.9%
20111,500250,000+124.2%
25192,000325,000+69.3%
30293,750400,000+36.2%
35416,500500,000+20.0%
40551,250650,000+17.9%
45689,500800,000+16.0%
50838,0001,000,000+19.3%
Role track XP thresholds, before and after the Season 1 changelog

Read the table as the XP you need on a track to reach that level. Two things stand out. First, the wall is in the middle: level 15 now needs roughly twice the beta XP and level 20 more than twice, so the jump from 10 to 20 (35,000 to 250,000) is the slowest stretch of Season 1. Second, the late game is comparatively even: from 35 onward each five levels costs 150,000–200,000 XP, which is why the curve feels flatter once you are past the hump.

MetaBot Desktop

Track your unlocks on every track

Set your level on the seven unlock tracks and MetaBot marks what you already have, what comes next and how far away the rest is, across weapons, gear and your loadouts.

  • All seven unlock tracks
  • What you have & what's next
  • Saved on your PC
The WARDOGS unlock tracker in MetaBot Desktop

XP events: what we know

Only two XP event values have been published so far, both as nerfs in the Season 1 changelog:

XP eventBeforeSeason 1
Player kill using an air vehicle300 XP250 XP
Supply crate item sold under $7525 XP1 XP
Official XP event changes

The supply crate change came together with a rescaled supply crate purchase curve — from 25–250 down to 1–200 — "so low value items are priced sensibly and cannot be abused". In other words, selling cheap crate items is no longer an XP source worth your time. Beyond these two values, the official sources describe rewards qualitatively: teamplay actions such as revives, transport, kills and spotting earn cash in the zone, and the Hot Zone pays double cash. Exact XP per action has not been published, and we do not list numbers we cannot verify.

Fastest ways to level, according to the sources

  1. 1
    Commit to one role at a time

    Role XP comes from the specialist items you carry, so running the same role every life concentrates your XP on one ladder instead of spreading it across six.

  2. 2
    Play the objective

    Teamplay actions are what the game rewards, and the Hot Zone doubles cash and counts you double for the team score. More cash also means you can afford the unlock costs waiting at the next level.

  3. 3
    Pilots: air-to-ground kills still pay

    At 250 XP, a player kill using an air vehicle is the one combat XP value BULKHEAD has published. The AH-6M [Miniguns] arrives at Pilot 4.

  4. 4
    Skip dead-end XP tricks

    Selling supply crate items under $75 now gives 1 XP. XP-farming servers are a permanent-ban offence under the policy published with patch 0.11.

  5. 5
    Watch for official bonuses

    Bonuses do appear: after patch 0.11 community servers paid a 5% End of Match cash bonus for one week. Check the patch notes for the current ones.

Official unlock costs

Reaching a level is not always enough — several unlocks carry a cash cost. These are every cost the Season 1 changelog published, alongside the two vendor (per-purchase) prices it raised:

TrackItemBetaSeason 1
WARDOG (Career)SPH-2 (Artillery Tank)$400,000$500,000
Recon6-10x Scope MRAD$25,000$40,000
Recon6-10x Scope MOA$30,000$45,000
SupportMedium Hammer$10,000$25,000
SupportLarge Hammer$25,000$75,000
PilotSmall Armored Crate$5,000$10,000
PilotAH-6M [Miniguns] (Little Bird)$25,000$50,000
PilotZ20 Lakota$50,000$35,000
DriverURAL$50,000$35,000
DriverDune Buggy$35,000$25,000
DriverKodiak [Pickup] (Flatbed)$15,000$35,000
DriverMusic Tape H$5,000$2,500
Vendor priceForward Operating Base$2,500$7,500
Vendor priceLarge Hammer$1,600$2,400
Season 1 unlock costs and vendor prices

Key unlocks by track and level

WARDOG track (1–150)

LevelUnlock
1GGX 17 pistol
3Level 1 Helmet, Level 1 Armor
4Compact T-2 Red Dot
6 / 10 / 169mm, 5.56mm and 5.45mm HP ammo
12 / 14Field Backpack / Medium Tac Vest
30Level 2 Helmet, Level 2 Armor
35Sport Parachute (controllable)
50Large Tac Vest
60Level 3 Helmet, Level 3 Armor
85Deagle
90SPH-2 artillery
100Level 4 Helmet, Level 4 Armor
150Arsenal Backpack + 2 Slings
WARDOG milestones

Role tracks (1–50)

TrackEarly (1–10)Mid (11–25)Late (26–50)
AssaultHexagon Brake 2, AK74 3, Galil 10Tricon 1.5x 12, AFG Angled Foregrip 14, M4 20, Holographic Sight 22FAL 35, 4x Combat Prism Scope with Reflex 43, Shift Foregrip 48
MedicField Resuscitator 2, PP-19 Vityaz 4, IFAK 9Defibrillator 11, Adrenaline Pen 14, MP5 15, Medical Bag 24AMP-9 9x19 Suppressor 30, Super-45 35, SG Multi-Caliber Suppressor 48
ReconMonocular 2, SKS 5, Range Finder 8, Mosin Nagant 10SVD 12, Compound Bow 17, SV98 19, Claymore 22, MK22 25BMR-308 30, Infrared Range Finder 32, AMR 50 35, Frontier 2.5x-10x 43
SupportLight Drill 1, C4 Charge 2, Medium Hammer 3, RPG-7 5, Large Hammer 8, M500 10M249 SAW 15, 9K333 Verba 16, MAAWS 20, AT Mine 25Heavy Drill 28, PKM 30, MGL-40 35, Hybrid Grip Pod 50
DriverURAL 3, Kodiak [M249] 6, Dune Buggy 8, Kodiak [Pickup] 10Humvee 15, Large Crate 16, URAL Defender 18, Humvee [M249] 20, URAL Defender [M249] 25Humvee [Minigun] 30, L2A6 35
PilotSmall Armored Crate 2, AH-6M [Miniguns] 4, Z20 Lakota 10Large Armored Crate 15, AH-6R [Rockets] 20, Z20 Lakota [Miniguns] 25Havoc 35
Headline unlocks on each role track
M4 assault rifle render from WARDOGS
The M4 sits at Assault 20 — right at the end of the slowest stretch of the Season 1 curve.

Two patterns are worth planning around. The best general upgrades — armor tiers and HP ammo — are on the WARDOG track, not on a role track. And each role's flagship weapons sit behind the mid-curve wall: the M4 at Assault 20, the MAAWS at Support 20, the MK22 at Recon 25. See every rung on the progression page.

Season 1 level moves

The changelog also moved several unlocks. The most notable: the Artillery Tank (SPH-2) went from Career 55 to Career 90, the Heavy Tank moved from Career 35 to Driver 35 (it is the L2A6), and the Driver ladder was rejigged to escalate through attack vehicles.

  • WARDOG: Sport Parachute 36 → 35, Large (Ruck) Backpack 56 → 55, 7.62x54mm AP 83 → 82, 5.56mm AP 85 → 83, Deagle 90 → 85.
  • Medic: PP-19 50 round drum magazine 33 → 29.
  • Support: Large Hammer 7 → 8.
  • Driver: URAL 4 → 3, Kodiak Assault 8 → 6, Dune Buggy 10 → 8, Kodiak Flatbed 2 → 10, Large Supply Crate 20 → 16, URAL Covered 30 → 18, URAL Attack 40 → 25, Humvee with minigun 35 → 30.
  • Music Tape H moved from Pilot 28 to Driver 23.

Planning your climb

Focusing one role vs. spreading out
Pros
  • Reaches mid-track unlocks such as the M4 or Defibrillator far sooner
  • Your cash plan is simpler: one set of unlock costs to save for
  • You learn one kit deeply instead of six shallowly
Cons
  • The steep 10–20 band hits every track separately
  • Your squad may need a role you have not levelled
  • WARDOG-track gear (armor, HP ammo) still depends on overall play
  • Pick the role whose level-20 unlock you want most.
  • Carry that role's specialist items every life.
  • Save cash ahead of priced unlocks such as the Medium Hammer ($25,000).
  • Stay out of the supply-crate and XP-farm traps.
  • Re-check your plan when Season 02 changes the curve and item order.
  • [Progression & unlocks](/wardogs/progression) — every track's full unlock ladder and the XP curve
  • [All weapons](/wardogs/weapons) — every gun with measured damage, fire rate, DPS, price and unlock
  • [Attachments](/wardogs/attachments) — every optic, grip and muzzle with its tooltip effects
  • [Vehicles](/wardogs/vehicles) — every truck, helicopter and tank with its unlock
  • [Patch notes](/wardogs/patch-notes) — every official change to prices, unlocks and XP
  • [Weapon tier list](/wardogs/tier-list) — every class ranked on measured DPS or damage per hit
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Guide FAQ

How many levels are there in WARDOGS?

The WARDOG track (Career in patch notes) goes to level 150, and each of the six role tracks — Assault, Medic, Recon, Support, Driver and Pilot — goes to level 50.

How much XP do you need for level 50 in WARDOGS?

In Season 1 a role track needs 1,000,000 XP for level 50, up from 838,000 during the beta. Level 20 needs 250,000 and level 10 needs 35,000.

How do you level up role tracks fast?

Carry that role's specialist items every life and play the objective, where teamplay actions are rewarded. Pilots get 250 XP per player kill with an air vehicle. Avoid selling cheap supply crate items (1 XP) and XP-farming servers, which are a permanent ban.

Why did WARDOG leveling slow down?

The beta XP bands were tuned for weekend tests. BULKHEAD slowed levels 10 to 20 and flattened the curve from 35 so the median player is around level 20 after 20–25 hours.

Do unlocks cost money in WARDOGS?

Some do. The Season 1 changelog lists cash unlock costs such as the Medium Hammer ($25,000), Large Hammer ($75,000), 6-10x MRAD scope ($40,000) and the SPH-2 artillery ($500,000).

What level is the M4 in WARDOGS?

The M4 unlocks at Assault level 20. The AK74 comes first at Assault 3, the Galil at 10 and the FAL at 35.