Catalogue / brackets

Weapons by cost bracket

This is a cost breakdown, not a power ranking. The game does not publish damage, recoil or muzzle velocity, so an honest performance tier list cannot be built from data yet.

Community meta

The community tier list

Unconfirmed

Across the dominant community meta sources — MetaForge, ClutchBase, BoostRoom — the overall weapon tier list accounts for both raw combat performance and in-game economy cost. 33 of the 34 documented weapons are placed.

This is opinion, not measurement. WARDOGS publishes no damage, recoil or muzzle velocity, so nothing below is derived from a stat the game exposes. It records where those sources agree, which is why it carries the Unconfirmed tier. The cost brackets further down are a separate thing entirely: those come from published purchase prices.

6 weapons

S-Tier — The Meta & High-Value Picks

Top-tier options that offer exceptional damage, accuracy, or cost-to-performance efficiency.

Assault Rifle$6,500

FAL

Top-tier Assault Rifle; high .308 damage profile that drops targets rapidly.

RPM650
Ammo.308 Win
Assault Rifle$2,800

M4

Versatile, fast-firing rifle with strong laser-like performance at short-to-medium range.

RPM800
Ammo5.56x45mm
Light Machine Gun$4,500

PKM

High damage output and large capacity; rules suppressing fire and defense.

RPM600
Ammo7.62x54mm
Marksman Rifle$4,800

SVD

Fast semi-auto DMR with consistent 2-tap torso potential and 1-tap headshot capability.

RPM480
Ammo7.62x54mm
Submachine Gun$2,600

SUPER-45

High fire-rate SMG with minimal recoil; melts enemies in close-quarters.

RPM1,200
Ammo.45 ACP
Assault Rifle$600

T-21

Extreme budget value rifle; cheap entry price with competitive stats.

RPM750
Ammo5.56x45mm
6 weapons

A-Tier — Strong & Highly Reliable

Solid primary picks that excel in their respective roles, though slightly pricier or slightly more niche.

Sniper Rifle$8,800

AMR 50

Maximum single-shot damage sniper (1-shot torso without high armor), but heavily limited by its price tag.

RPM41.5
Ammo.50 Cal
Marksman Rifle$6,000

BMR-308

Strong semi-auto DMR that hits hard at medium range.

RPM450
Ammo.308 Win
Light Machine Gun$3,200

M249 SAW

Reliable LMG option with high magazine capacity and manageable recoil.

RPM850
Ammo5.56x45mm
Marksman Rifle$2,400

SKS

Low-cost, fast follow-up DMR for budget overwatch play.

RPM420
Ammo7.62x39mm
Assault Rifle$2,200

GALIL

Easy-to-control Assault Rifle option, balanced between power and controllability.

RPM650
Ammo5.56x45mm
Submachine Gun$900

AMP-9

Highly reliable budget SMG for close-quarters insurance.

RPM900
Ammo9x19mm
11 weapons

B-Tier — Dependable Workhorses

Good budget, mid-progression, or starter options that get the job done when saving cash.

Assault Rifle$1,600

AK74

Very cheap early AR with high damage potential.

RPM650
Ammo5.45x39mm
Sniper Rifle$6,400

MK22

Mid-tier bolt-action sniper with solid headshot damage.

RPM46
Ammo.308 Win
Sniper Rifle$5,200

SV98

Mid-tier bolt-action sniper with solid headshot damage.

RPM46
Ammo7.62x54mm
Submachine Gun$1,500

MP5

Standard SMG; controllable, but lacks the TTK of the Super-45.

RPM800
Ammo9x19mm
Submachine Gun$1,200

PP-19 VITYAZ

Standard SMG; controllable, but lacks the TTK of the Super-45.

RPM800
Ammo9x19mm
Shotgun$1,200

M500

Primary shotgun pick for close-quarters building breaches.

RPM120
Ammo12 Gauge
Sidearm$800

GGX 18

Effective secondary sidearm for emergency weapon swaps.

RPM1,200
Ammo9x19mm
Sidearm$900

DEAGLE

Effective secondary sidearm for emergency weapon swaps.

RPM267
Ammo.50 AE
Assault Rifle$0

A-91

Free starter; dependable fallback option after losing gear.

RPM700
Ammo5.56x45mm
Assault Rifle$0

BUSHMASTER M17S

Free starter; dependable fallback option after losing gear.

RPM700
Ammo5.56x45mm
Assault Rifle$0

KH-2002

Free starter; dependable fallback option after losing gear.

RPM700
Ammo5.56x45mm
5 weapons

C-Tier — Situational & Niche

Underperforming or overpriced weapons compared to better alternatives in their class.

Sniper Rifle$4,500

MOSIN NAGANT

Outclassed by the SV98 and semi-auto DMRs.

RPM46
Ammo7.62x54mm
Shotgun$400

MP43

Heavily limited capacity compared to the M500 shotgun.

RPM900
Ammo12 Gauge
Sidearm$200

GGX 17

Low-tier sidearm with minimal impact.

RPM600
Ammo9x19mm
Sidearm$250

JUDGE

Low-tier sidearm with minimal impact.

RPM200
Ammo.45 Colt
Sidearm$300

M1911

Low-tier sidearm with minimal impact.

RPM430
Ammo.45 ACP
1 weapons

D-Tier — Avoid / Skip

Weakest options in their class.

Sniper Rifle$1,100

SCOUT RIFLE TD

Low single-shot damage and slow fire rate, making it the weakest primary in the game.

RPM46
Ammo5.56x45mm
4 weapons

Specialist-Tier — Launchers & Anti-Vehicle

Rated separately because their usefulness depends entirely on enemy vehicle and aircraft threats rather than infantry gunfights.

Launcher$2,600

MAAWS

RPM100
Ammo84mm Anti-Tank Shell
Launcher$2,000

RPG-7

RPM100
Ammo93mm Self-Propelled Rocket
Launcher$6,000

MGL-40

RPM75
Ammo40mm Grenade Shells
Catalogue / brackets

Weapons by cost bracket

13 weapons

Starter

up to $999

Free or near-free. What you fall back to after a bad round.

Assault Rifle$0

A-91

RPM700
Ammo5.56x45mm
Assault Rifle$0

KH-2002

RPM700
Ammo5.56x45mm
Sidearm$200

GGX 17

RPM600
Ammo9x19mm
Sidearm$250

JUDGE

RPM200
Ammo.45 Colt
Sidearm$300

M1911

RPM430
Ammo.45 ACP
Shotgun$400

MP43

RPM900
Ammo12 Gauge
Assault Rifle$600

T-21

RPM750
Ammo5.56x45mm
Sidearm$800

GGX 18

RPM1,200
Ammo9x19mm
Submachine Gun$900

AMP-9

RPM900
Ammo9x19mm
Sidearm$900

DEAGLE

RPM267
Ammo.50 AE
8 weapons

Budget

up to $2,499

Affordable on a losing streak without touching your reserve.

Shotgun$1,200

M500

RPM120
Ammo12 Gauge
Submachine Gun$1,500

MP5

RPM800
Ammo9x19mm
Assault Rifle$1,600

AK74

RPM650
Ammo5.45x39mm
Launcher$2,000

RPG-7

RPM100
Ammo93mm Self-Propelled Rocket
Assault Rifle$2,200

GALIL

RPM650
Ammo5.56x45mm
Marksman Rifle$2,400

SKS

RPM420
Ammo7.62x39mm
7 weapons

Standard

up to $4,999

The middle of the roster. A comfortable buy on a normal balance.

Submachine Gun$2,600

SUPER-45

RPM1,200
Ammo.45 ACP
Launcher$2,600

MAAWS

RPM100
Ammo84mm Anti-Tank Shell
Assault Rifle$2,800

M4

RPM800
Ammo5.56x45mm
Light Machine Gun$3,200

M249 SAW

RPM850
Ammo5.56x45mm
Light Machine Gun$4,500

PKM

RPM600
Ammo7.62x54mm
Marksman Rifle$4,800

SVD

RPM480
Ammo7.62x54mm
6 weapons

Premium

$5,000+

A serious share of a round's income. Worth it only if you survive.

Sniper Rifle$5,200

SV98

RPM46
Ammo7.62x54mm
Marksman Rifle$6,000

BMR-308

RPM450
Ammo.308 Win
Launcher$6,000

MGL-40

RPM75
Ammo40mm Grenade Shells
Sniper Rifle$6,400

MK22

RPM46
Ammo.308 Win
Assault Rifle$6,500

FAL

RPM650
Ammo.308 Win
Sniper Rifle$8,800

AMR 50

RPM41.5
Ammo.50 Cal

See methodology for why unpublished stats are left blank.

Why This Tier List Is About Price

Why the ranking is opinion and the brackets are data

Most tier lists rank weapons by power. This site cannot verify such a ranking, and it is important to be precise about why:

WARDOGS does not publish damage, recoil, or muzzle velocity anywhere in its own UI. A "power ranking" built on impressions alone — and an impression formatted as an S-tier looks exactly as authoritative as a real measurement — is worth nothing.

A tier list pretending to know what the game does not expose is worse than useless. So the ranking above is published as what the community believes, labelled Unconfirmed — never as measurement.

Price is real — and it is the decision you make every round

Cost is published. Cost is exact. Cost is a real constraint every player faces.

So this tier list groups weapons by what they cost you, which is the axis most early mistakes actually happen on. New players buy above their bracket, lose the weapon, and repeat — draining their balance for no gain.

Read the brackets as budgets, not quality tiers.

A "starter weapon" is not a bad weapon. Several cost $0 and are perfectly normal service rifles. The bracket simply tells you what losing that weapon means for your balance.

Because surviving refunds 90% of your spending, the right bracket is usually a little higher than instinct suggests — but only if you are extracting consistently.

Inside each bracket, two stats actually matter

Within a price bracket, the honest differentiators are:

  • Rate of fire — published, exact, and the clearest indicator of how a weapon feels.
  • Calibre — determines magazine cost, ammo cost, pack space, and supply chain complexity.

A higher rate of fire spends ammunition faster and forgives less. A calibre you already own magazines and boxes for is cheaper to run than one you do not.

Recoil and muzzle velocity are still not exposed anywhere. Damage is different: the community has a model for it, and the damage calculator ranks every weapon whose calibre has a published base damage by shots to kill and time to kill, with its limits stated.

If the game ever publishes real performance stats, this page will change

If WARDOGS later exposes the numbers a true performance ranking would need, this tier list will update. Until then, what is here is everything that can be stated without inventing anything.

The methodology page explains the rule in full.