How MetaBot Collects WARDOGS Data
Every WARDOGS stat on MetaBot is read off the game's own screens, measured by us in the Firing Range, or quoted from the developer's patch notes — and labelled so you can tell which. No datamining, no guesses.
Every table and section on the WARDOGS pages carries one of these four labels; click any of them to come back here.
What the labels mean
| Label | What it means | Where you see it |
|---|---|---|
| In-game data | Copied from the game's own UI — the Equipment Vendor, the Unlock tab and item tooltips — exactly as printed. | Weights, fire modes, calibers, compatible magazines and attachments, armor coverage, unlock tracks and levels. |
| Measured | Measured by MetaBot in the in-game Firing Range under fixed conditions (unarmored target, about 20 m, FMJ unless stated). | Chest and head damage per hit, fire rate (RPM) and the HP/AP damage multipliers. |
| Official | Published by the developer in official patch notes on Steam, copied without changes. | The XP curve, XP values per action, unlock costs and unlock-level changes. |
| Calculated | Derived by MetaBot from measured and in-game values with simple arithmetic — never from assumptions. | DPS (damage × RPM ÷ 60), damage per magazine, HP and AP damage, loadout weight totals. |
What we read from the game
In-game dataScreens, not files: everything here is visible to any player.
We capture the Equipment Vendor, the Unlock tab of every track and each item's tooltip with automated screenshots of the live game, then transcribe names, weights, compatibility lists and unlock levels exactly as printed. The catalogue currently holds 301 weapons, attachments, magazines, ammo types, gear, equipment and vehicles, plus 264 unlock rows.
Every row keeps a reference to the screenshot it came from. Item renders are cropped from the same captures and from the official press kit.
How we measure damage and fire rate
Measured36 of 38 weapons have measured damage and 30 have a measured fire rate.
- Target. The tan 3D mannequin in the in-game Firing Range. It wears no armor, so every number is damage against an unarmored body.
- Distance. About 20 m, single shots. Damage falloff at longer range is not included.
- Damage. The per-hit damage popup (two decimals) is recorded for the chest (upper torso) with FMJ ammunition.
- Head. Head damage is recorded the same way. Legs cannot be hit cleanly from the test spot (barrels are in the way), so leg damage is not listed.
- Fire rate. We hold the trigger on a full magazine and time it from the first shot until the HUD magazine icon empties, sampling about 20 times a second: RPM = (capacity − 1) ÷ time × 60. Precision is about ±5%.
- Checks. Each run records the weapon name shown in the HUD, so a result cannot be filed under the wrong gun. The data was captured on Steam build 25937608.
Ammo multipliers vs unarmored
| Type | Multiplier |
|---|---|
| FMJ | ×1 |
| Hollow Point | ×2 |
| Armor Piercing | ×0.8 |
Exact to two decimals on every caliber we tested (7: 5.56x45mm, 5.45x39mm, 9x19mm, .45 ACP, 7.62x54R, .308 Win, .50 AE). Behaviour against armor was not measured — the Firing Range has no armored targets.
Head-shot multipliers
| Weapons | Head ÷ chest |
|---|---|
| 9mm | ×1.82 |
| .50 AE | ×1.82 |
| .45 ACP | ×1.82 |
| bolt-action rifles | ×1.62 |
| marksman (SVD/BMR-308/M14) | ×2.08 |
| assault rifles + LMGs (5.56/5.45/7.62x39/.308/7.62x54R) | ×2.41 |
Ratio of measured head damage to chest damage, grouped where weapons shared the same value.
What we calculate from it
DPS is chest damage × RPM ÷ 60 and is only shown when both halves are measured. Damage per magazine is chest damage × magazine capacity. HP and AP damage apply the measured multipliers to the FMJ value. Tier lists rank weapons by these numbers inside each class. We do not publish time-to-kill, because player health and armor reduction are not visible in game and have not been measured.
How the harder weapons were measured
Measured- Every shot is checked for a damage popup; misses are thrown away and the gun fires again, so only real hits become data.
- Light machine gun rounds land below the sight line, so for the M249 SAW and PKM we fired at a range of aim heights and matched each reading to the body part it hit; the head value is the one that only appears when aiming above the head.
- Guns that do not fire full auto have no cyclic rate. Their RPM (marked max) is the fastest rate they fire when the trigger is pressed as fast as possible, timed twice and only kept when both runs agree: across a full magazine, or for loose-round guns by timing each change of the HUD round counter. Break-action guns and the bow reload or draw between shots, so they have no RPM.
- Loose-round guns (SKS, Mosin-Nagant, Scout Rifle TD, Judge) were loaded from ammo boxes; shotguns were measured with rifled slugs for a clean per-hit number, with buckshot reported as a per-shot range; the bow was fired at full draw. Launchers were measured with one direct hit on the chest; the MAAWS shell did not arm at that range, so its value is impact only. The 9K333 Verba needs an aircraft to lock on to and is not measured.
What we don't measure yet — and why
Where a value is missing, our pages say so instead of filling the gap with a guess.
Armor behaviour. The Firing Range has no armored targets, so how much each armor level reduces damage — and how AP rounds interact with it — is unknown. Armor pages show the in-game reduction labels only.
Damage falloff. All damage is measured at about 20 m. Whether and how damage drops at longer range has not been tested yet.
Leg damage. Barrels in front of the test mannequin block clean leg shots, so limb multipliers are not listed.
Per-life prices. Per-life prices for 34 weapons, launchers, armor, helmets and equipment were read from the in-match Equipment Vendor. Vests, backpacks, attachments, magazines, the M1911 and the MAAWS are still missing. The vendor shows the New Recruit price (-50%), so we list double the shown figure; the two prices the patch notes publish (Large Hammer $2,400, FOB $7,500) confirm this.
Vehicle stats. Speed, health, armor and weapon damage of vehicles have not been captured or measured yet, so vehicle pages list class, track and unlock level only.
Map markers. Zestafona's faction HQs and capture zone are plotted from a live match. Towns, towers and FOB sites are not plotted yet, and Bakurani (captured offline) has no markers — we only add markers verified in game.
2 weapons have no damage measurement yet: 9K333 Verba, SKS
Sources
Everything on the WARDOGS pages comes from these sources and nothing else.
- In-game UI screenshots (Equipment Vendor, Unlock tab, Firing Range) captured by MetaBot
- Official Steam announcements (app 1867240)
- Official press kit (wardogs.com)
No datamining. We never open, unpack or read the game's files and never touch its memory or network traffic. If a value is not visible to a player, we measure it in game or leave it out.
Game version and updates
The build every WARDOGS page on MetaBot currently reflects.
- Game version
- Season 2 · patch Season 2
- Steam build
- 25937608
- Main menu label
- EARLY ACCESS V0.2.0
- Last captured
- November 4, 2026
When the developer ships a patch, we read the notes first, then re-capture the screens and re-measure the weapons it touches. The freshness line under every page title shows the season, patch and date of the data you are looking at.
Spotted something that no longer matches the game? Use the feedback link in any FAQ section and include the patch you are on — we re-check reports in game before changing a number.
MetaBot's WARDOGS wiki covers 301 catalogue entries and 264 unlocks, all read from the live game's own screens. Damage and fire rate come from our own Firing Range tests: 36 of 38 weapons are measured against an unarmored mannequin at about 20 m, with RPM accurate to roughly ±5%. XP curves, XP values and unlock-cost changes are quoted only from the developer's official patch notes. Anything we have not measured — armor behaviour, damage falloff, vehicle stats, map markers — is marked as not captured instead of estimated. The data reflects Season 2, patch Season 2 (Steam build 25937608), captured on November 4, 2026, and no game files are ever datamined.
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WARDOGS data FAQ
How accurate is the WARDOGS damage data?
Per-hit damage is read from the game's own damage popup to two decimals, so it is exact for the conditions tested: an unarmored target at about 20 m with FMJ. Fire rate is timed from the HUD and is accurate to about ±5%. 36 of 38 weapons are measured.
Does MetaBot datamine WARDOGS?
No. We only use what the game shows on screen, our own in-game measurements and the developer's official announcements. Game files, memory and network traffic are never read.
Why is there no time-to-kill for WARDOGS weapons?
Time-to-kill needs player health and how armor reduces damage. Neither is shown in game and the Firing Range has no armored targets, so any TTK would be a guess. We publish damage per hit, fire rate and DPS against an unarmored target instead.
Which WARDOGS version is the data from?
Season 2, patch Season 2 — Steam build 25937608, shown in the main menu as EARLY ACCESS V0.2.0. It was last captured on November 4, 2026.
How is DPS calculated for WARDOGS weapons?
DPS = measured chest damage × measured RPM ÷ 60, with FMJ against an unarmored target. It is only shown when both values are measured; semi-automatic and bolt-action weapons are compared by damage per hit instead.
Why do some WARDOGS weapons have no damage values?
They have not been tested in the Firing Range yet, so their pages say so instead of showing an estimate. Not measured yet: 9K333 Verba, SKS.
