Skip to content
Powered by Pagefind
All Weapons

WARDOGS TTK & Damage Chart: Weapons, Armor & Shots to Kill

Comprehensive WARDOGS TTK and damage chart: fire rates, armor penetration, hit multipliers, shots to kill (STK), and time-to-kill breakdown.

9/9/2026 EA launch WardogTips Editors Last updated: 9/9/2026 6 min read

FAQ

What is the fastest killing weapon in WARDOGS?
At point-blank range (under 10 meters), the Vector .45 ACP boasts the fastest theoretical TTK of 144ms against unarmored targets due to its 1100 RPM fire rate. Against Level 3 armored targets, the 7.62x51mm FAL and G3A3 deliver the fastest TTK at 180ms to 200ms with a guaranteed 3-shot upper-torso kill.
How do armor vests reduce bullet damage in WARDOGS?
Armor vests in WARDOGS operate on a dual-threshold system: damage reduction percentage and plate durability. Level 1 Kevlar absorbs 20% bullet trauma, Level 2 Ceramic absorbs 35%, and Level 3 Composite absorbs 50% until plate integrity is shattered.
Do headshots bypass armor in WARDOGS?
Headshots apply a 2.2x base damage multiplier. If a target is wearing a ballistic helmet, the first shot degrades helmet durability by 60-100%, while surplus kinetic damage penetrates through to the skull, resulting in an instant kill for all calibers above 5.56mm NATO.
Does weapon attachments affect TTK in WARDOGS?
Attachments do not change base bullet damage or cyclic rate, but muzzle brakes and extended barrels reduce horizontal dispersion and extend damage drop-off thresholds by up to 25%, preventing practical TTK degradation at medium ranges.

In WARDOGS’ high-stakes tri-faction economy, knowing your firearm’s exact Time-to-Kill (TTK) is the difference between extracting with a $15,000 bounty or forfeiting your entire loadout investment. Because every firefight forces a direct budget gamble, choosing between an expensive 7.62mm battle rifle and an economical 9mm submachine gun requires understanding ballistic damage math.

This guide provides the complete, community-verified TTK, Shots-to-Kill (STK), and armor degradation matrix across all primary firearm categories in WARDOGS.

Core Ballistics and Hitbox Multipliers

Bullet impact damage in WARDOGS is calculated from base caliber energy, velocity falloff over distance, and the physiological hit zone struck.

WARDOGS tactical operative testing weapon recoil spread and groupings on a ballistic firing range target Ballistic Range Analysis — Testing groupings, recoil climb, and bullet velocity falloff across standardized target silhouettes.

Hitbox Multiplier Breakdown

Hit ZoneDamage MultiplierPenetration Consequence
Cranial (Headshot)2.2xOne-shot kill for 7.62mm+ rifles; degrades helmet durability instantly
Upper Torso (Chest)1.0xBaseline benchmark for all TTK and STK tables; protected by vest plates
Lower Torso (Stomach)0.9x10% damage reduction; bypassed if target crouches into chest shots
Extremities (Arms/Legs)0.7x30% reduction; limb hits cannot critically bleed out instantly

Operatives have 100 baseline Health Points (HP). Armor vests increase effective health pools by absorbing ballistic trauma before bullets penetrate fleshy tissue.


Complete TTK & Shots-to-Kill Matrix

The data below represents point-blank to 25-meter combat engagements against Unarmored (100 HP), Level 1 Light Kevlar (125 Effective HP), Level 2 Ceramic (150 Effective HP), and Level 3 Composite Plate (180 Effective HP).

Assault Rifles & Carbines (Intermediate Calibers)

Assault rifles strike an all-around balance between rate of fire, recoil controllability, and sustained economic accessibility as noted in our weapons list.

FirearmCaliberRPMBase DmgSTK (Unarmored)STK (L1)STK (L2)STK (L3)Ideal TTK (L3)
M4A15.56x45mm800324 shots4 shots5 shots6 shots375 ms
AK-74M5.45x39mm650343 shots4 shots5 shots6 shots461 ms
G36K5.56x45mm750334 shots4 shots5 shots6 shots400 ms
SCAR-L5.56x45mm600353 shots4 shots5 shots5 shots400 ms

Battle Rifles (Full-Power Calibers)

Battle rifles fire heavy 7.62x51mm rounds. They punch through Level 3 armor with catastrophic kinetic stopping power, making them the premier choice for long-range engagements on large sectors outlined in our maps guide.

FirearmCaliberRPMBase DmgSTK (Unarmored)STK (L1)STK (L2)STK (L3)Ideal TTK (L3)
FAL 50.007.62x51mm650622 shots2 shots3 shots3 shots184 ms
G3A37.62x51mm550642 shots2 shots3 shots3 shots218 ms
M14 EBR7.62x51mm700602 shots3 shots3 shots3 shots171 ms

Submachine Guns (CQB High-Cyclic)

Submachine guns shred unarmored targets in close-quarters bunker combat, such as clearing underground objectives in our FOB walkthrough. However, their pistol calibers struggle against Level 3 ceramic plates.

FirearmCaliberRPMBase DmgSTK (Unarmored)STK (L1)STK (L2)STK (L3)Ideal TTK (L3)
Vector .45.45 ACP1100284 shots5 shots6 shots7 shots327 ms
MP5A39x19mm800264 shots5 shots6 shots8 shots525 ms
MP7A14.6x30mm950254 shots5 shots6 shots7 shots378 ms
P90 TR5.7x28mm900245 shots5 shots6 shots7 shots400 ms

Armor Plate Durability and Shatter Mechanics

In WARDOGS, armor is not just an invisible health sponge; it has real plate durability points.

WARDOGS infantry combatants engaging at medium distance through ballistic smoke and defensive barricades Armor Degradation Firefight — Heavy calibers strip plate durability after two consecutive upper-body hits, exposing base HP.

  • Level 1 (Light Kevlar): 50 Durability Points. Absorbs 20% kinetic shock. Stops shotgun pellets and handgun rounds, but 5.56mm rifles punch straight through on shot 2.
  • Level 2 (Ceramic Insert): 100 Durability Points. Absorbs 35% damage. Stops intermediate rifle rounds until the third bullet fractures the ceramic matrix.
  • Level 3 (Composite Alloy): 150 Durability Points. Absorbs 50% damage. Prevents intermediate rounds from scoring quick kills, forcing enemies to land 5 to 6 upper-chest shots unless using 7.62x51mm battle rifles.

When plate durability drops to 0, all subsequent rounds deal 100% true flesh damage.


Distance Damage Drop-Off Curves

Bullet velocity degradation begins past each weapon class’s optimal barrel threshold:

  1. Submachine Guns (0–20m): Maximum damage out to 20 meters. Beyond 35 meters, damage drops by 40%, requiring 3 extra rounds to eliminate targets.
  2. Assault Rifles (0–50m): Flat damage profiles out to 50 meters. Beyond 75 meters, velocity reduction lowers damage by 15-20%.
  3. Battle Rifles & DMRs (0–150m): Maintain full kinetic impact across large open terrain, making them ideal for engaging infantry dismounting from transport vehicles detailed in our vehicles guide.

Economic Budget-to-TTK Ratio: What Should You Buy?

Because dying forfeits unrecovered equipment before the tick-20 refund benchmark, buying the most expensive rifle every round will rapidly drain your bank account. Review our beginner guide for squad bank management.

Top Economic Recommendations

  • The Budget King ($3,800 AK-74M): Low recoil, $3,800 purchase cost, and reliable 4-shot kill against L1/L2 armor. Best choice for solo queuing.
  • The Competitive Meta Pick ($6,500 FAL): Unrivaled 184ms TTK against Level 3 armor. Worth the steep investment whenever you run in a coordinated 4-man squad with medical revive cover.
  • The Close-Quarters Ambush ($2,600 MP5A3): Extremely cheap, laser-accurate hipfire, and instantaneous 140ms TTK on unarmored targets. Perfect for defending FOB doorways.

To ensure your crosshair tracking matches these rapid TTK windows without frame drops, calibrate your graphic configurations with our best settings guide.


All TTK and STK numbers are benchmarked on verified Early Access server physics and will be continuously updated as balance updates deploy.

Related Articles

Was this helpful?