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.
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.
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.
| Track | Levels | Unlock entries | What is on it |
|---|---|---|---|
| WARDOG | 1–150 | 58 | Pistols, helmets and armor, vests, backpacks, parachute, universal attachments, HP/AP ammo, SPH-2 artillery |
| Assault | 1–50 | 33 | 4 rifles, 20 attachments, 9 magazines |
| Medic | 1–50 | 36 | 3 SMGs, 14 attachments, 12 magazines, 7 medical and smoke items |
| Recon | 1–50 | 49 | 8 rifles and the bow, 24 attachments, 8 magazines, spotting gear, ghillie suits |
| Support | 1–50 | 31 | LMGs, shotgun and launchers, 12 attachments, build, repair and demolition tools |
| Driver | 1–50 | 15 | 10 ground vehicles, 4 radio tapes, Large Crate |
| Pilot | 1–50 | 11 | 5 helicopters, 4 radio tapes, 2 armored crates |
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:
| Level | Beta XP | Season 1 XP | Change |
|---|---|---|---|
| 6 | 8,750 | 9,250 | +5.7% |
| 10 | 25,000 | 35,000 | +40.0% |
| 15 | 54,750 | 110,000 | +100.9% |
| 20 | 111,500 | 250,000 | +124.2% |
| 25 | 192,000 | 325,000 | +69.3% |
| 30 | 293,750 | 400,000 | +36.2% |
| 35 | 416,500 | 500,000 | +20.0% |
| 40 | 551,250 | 650,000 | +17.9% |
| 45 | 689,500 | 800,000 | +16.0% |
| 50 | 838,000 | 1,000,000 | +19.3% |
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.
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

XP events: what we know
Only two XP event values have been published so far, both as nerfs in the Season 1 changelog:
| XP event | Before | Season 1 |
|---|---|---|
| Player kill using an air vehicle | 300 XP | 250 XP |
| Supply crate item sold under $75 | 25 XP | 1 XP |
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
- 1Commit 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.
- 2Play 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.
- 3Pilots: 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.
- 4Skip 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.
- 5Watch 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:
| Track | Item | Beta | Season 1 |
|---|---|---|---|
| WARDOG (Career) | SPH-2 (Artillery Tank) | $400,000 | $500,000 |
| Recon | 6-10x Scope MRAD | $25,000 | $40,000 |
| Recon | 6-10x Scope MOA | $30,000 | $45,000 |
| Support | Medium Hammer | $10,000 | $25,000 |
| Support | Large Hammer | $25,000 | $75,000 |
| Pilot | Small Armored Crate | $5,000 | $10,000 |
| Pilot | AH-6M [Miniguns] (Little Bird) | $25,000 | $50,000 |
| Pilot | Z20 Lakota | $50,000 | $35,000 |
| Driver | URAL | $50,000 | $35,000 |
| Driver | Dune Buggy | $35,000 | $25,000 |
| Driver | Kodiak [Pickup] (Flatbed) | $15,000 | $35,000 |
| Driver | Music Tape H | $5,000 | $2,500 |
| Vendor price | Forward Operating Base | $2,500 | $7,500 |
| Vendor price | Large Hammer | $1,600 | $2,400 |
Key unlocks by track and level
WARDOG track (1–150)
| Level | Unlock |
|---|---|
| 1 | GGX 17 pistol |
| 3 | Level 1 Helmet, Level 1 Armor |
| 4 | Compact T-2 Red Dot |
| 6 / 10 / 16 | 9mm, 5.56mm and 5.45mm HP ammo |
| 12 / 14 | Field Backpack / Medium Tac Vest |
| 30 | Level 2 Helmet, Level 2 Armor |
| 35 | Sport Parachute (controllable) |
| 50 | Large Tac Vest |
| 60 | Level 3 Helmet, Level 3 Armor |
| 85 | Deagle |
| 90 | SPH-2 artillery |
| 100 | Level 4 Helmet, Level 4 Armor |
| 150 | Arsenal Backpack + 2 Slings |
Role tracks (1–50)
| Track | Early (1–10) | Mid (11–25) | Late (26–50) |
|---|---|---|---|
| Assault | Hexagon Brake 2, AK74 3, Galil 10 | Tricon 1.5x 12, AFG Angled Foregrip 14, M4 20, Holographic Sight 22 | FAL 35, 4x Combat Prism Scope with Reflex 43, Shift Foregrip 48 |
| Medic | Field Resuscitator 2, PP-19 Vityaz 4, IFAK 9 | Defibrillator 11, Adrenaline Pen 14, MP5 15, Medical Bag 24 | AMP-9 9x19 Suppressor 30, Super-45 35, SG Multi-Caliber Suppressor 48 |
| Recon | Monocular 2, SKS 5, Range Finder 8, Mosin Nagant 10 | SVD 12, Compound Bow 17, SV98 19, Claymore 22, MK22 25 | BMR-308 30, Infrared Range Finder 32, AMR 50 35, Frontier 2.5x-10x 43 |
| Support | Light Drill 1, C4 Charge 2, Medium Hammer 3, RPG-7 5, Large Hammer 8, M500 10 | M249 SAW 15, 9K333 Verba 16, MAAWS 20, AT Mine 25 | Heavy Drill 28, PKM 30, MGL-40 35, Hybrid Grip Pod 50 |
| Driver | URAL 3, Kodiak [M249] 6, Dune Buggy 8, Kodiak [Pickup] 10 | Humvee 15, Large Crate 16, URAL Defender 18, Humvee [M249] 20, URAL Defender [M249] 25 | Humvee [Minigun] 30, L2A6 35 |
| Pilot | Small Armored Crate 2, AH-6M [Miniguns] 4, Z20 Lakota 10 | Large Armored Crate 15, AH-6R [Rockets] 20, Z20 Lakota [Miniguns] 25 | Havoc 35 |

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
- 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
- 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.
Related WARDOGS pages and tools
- [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
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
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.
