Gaming Guide

Wardogs: Best Early Game Assault Loadout

The exact weapons, gear, and items to run on the Assault class before your cash reserves can absorb repeat deaths.

The exact weapons, gear, and items to run on the Assault class before your cash reserves can absorb repeat deaths.

The Assault class in Wardogs is the frontline rifle role, and it lives or dies on your kit. Every death means a full rebuy for your next life, so an early-game loadout has to hit hard, keep you alive long enough to trade, and stay cheap enough that a rough match doesn’t drain your bank. The build below does exactly that.

Quick answer: Run the AK74 (or the T-21 until you reach Assault level 3), paired with a Level 1 Helmet, Small TAC Vest, Scout or Field Backpack, an Emergency Resuscitator, Bandages, and an M67 Frag Grenade.

Image credit: Team17

Best early Assault weapon: AK74

The AK74 is the strongest early rifle for the Assault track. It ships with a 30-round magazine that can later be upgraded to 60 rounds, and it puts out heavy damage per shot. Its stated recoil is high, but you can control it by tap firing or burst firing over longer distances and only leaning on full-auto up close.

The AK74 unlocks at Assault level 3 for a one-time $10,000 payment, then costs $1,600 each time you field it. That per-life price is high enough to respect but low enough that a few deaths won’t wipe out a healthy bank.

Use the T-21 until the AK74 unlocks

Before you hit Assault level 3, the T-21 is your best option and will likely be the only strong weapon you have in the first few hours. It costs $600 and has no level gate. The reason to pick it over the free Bushmaster M17S is simple: the T-21 has a full-auto mode, while the M17S is limited to semi and burst fire. Stick with the T-21 until you’ve leveled up enough to buy the AK74.

WeaponPrice per lifeFire modesUnlock
Bushmaster M17S$0Semi / BurstStarting weapon
T-21$600Semi / Full AutoNo Assault level gate
AK74$1,600Semi / Full AutoAssault 3 / $10,000

Note: Sidearm kills also feed Assault XP, so a cheap pistol like the GGX 17 ($200) is worth carrying to finish close fights when your rifle runs dry.

Image credit: Team17 / TacticalNed

Gear: armor, vest, and backpack

Keep your protection light so you can still rotate and re-enter the Control Zone. Heavier armor and packs slow you down, and the early Assault build is about presence and trades, not tanking every angle.

  • Level 1 Helmet: Protects against instant death from hidden snipers. A Level 2 Helmet is better, but you can loot one off an enemy you kill instead of paying up front.
  • Small TAC Vest: Adds an extra utility slot you can use for grenades.
  • Scout Backpack or Field Backpack: Extra carrying capacity for your items. The Field Backpack is the goal, but the Scout Backpack works until you can upgrade.
  • Basic Parachute: Worth carrying if you’re riding a chopper. Pilots often fly over the objective and expect passengers to jump and chute in rather than landing in a hot zone.

Items: healing, revives, and grenades

  • Emergency Resuscitator: If you go down, a teammate can loot your body, take this item, and use it to revive you faster. Carrying one makes life easier for your team’s medics.
  • Bandages or Individual First Aid Kit: A healing item to top off your health after a fight.
  • M67 Frag Grenade: Best used to clear players out of buildings and push indoor areas. Frag kills also count toward Assault XP.
Image credit: Team17

Why this loadout works for early Assault

Assault levels through what you use. Kills with assault rifles, sidearms, and Frag Grenades all feed the track, with a standard kill worth roughly 250 Assault XP and around $1,750 before distance and headshot bonuses. That income is generous, but it only pays off if you keep re-entering fights instead of dying with an expensive kit you can’t rebuy.

That’s the whole logic here. A cheap-to-field rifle, light armor you can loot upgrades for, and a small set of items that keep you and your teammates in the fight. Spend your early cash unlocking the AK74 first, hold the lanes that feed the Control Zone, and rebuy the same setup after each death rather than over-plating and stalling out at the vendor while the objective flips.