Every gun in WARDOGS carries a price, and your cash follows you from match to match instead of resetting when you die. That single rule flips the usual shooter question. It is not “which gun hits hardest,” it is “which gun wins fights without emptying an account you have to rebuild.” A ranking here has to weigh damage per shot, rate of fire and range against a $10,000 starting balance, so a free rifle can beat a $6,000 one on the only axis that keeps you in the game.
Quick answer: Run the T-21 ($600) as your default and only reach for the FAL, SVD, PKM or Super-45 once your cash reserve can survive losing one.
| Tier | Weapons |
|---|---|
| S | FAL, SVD, T-21, Super-45, PKM |
| A | M4, M249 SAW, BMR-308, AMR 50, SKS, M500, GGX 18 |
| B | AK74, Galil, A-91, Bushmaster M17S, KH-2002, MP5, AMP-9, MK22, SV98, Compound Bow, RPG-7, MAAWS |
| C | PP-19 Vityaz, Mosin Nagant, Deagle, Scout Rifle TD, MP43, GGX 17, M1911, Judge, 9K333 Verba, MGL-40 |
How this was ranked: damage per shot is weighted above rate of fire, because armor reduction and range falloff shave every hit, so fewer shots to kill means less damage lost. Effective range, handling weight and price against the starting balance break the ties. This ranking reflects Season 1 of the current build (CL-500234) as of September 2026.
S tier: the best WARDOGS weapons
These five define the current meta. Each is the clearest answer to its job, whether that is raw firepower, follow-up speed, close-range pressure or holding a lane.
The FAL is the fastest kill in the game. Its .308 round deals 60 damage at 650 RPM, so two clean body shots end a fight against an unarmored target before slower rifles settle their recoil, and it stays lethal out to long range. The catch is the tag: $6,500, unlocked at Assault level 35 for a one-time $200,000. That is nearly two-thirds of your opening balance before ammo or armor, which is why it belongs on coordinated pushes rather than casual spawns.

The SVD is the best marksman rifle for the money. It fires 55-damage 7.62x54mm rounds semi-automatically at 480 RPM, giving it a two-shot body kill and a far quicker second shot than any bolt-action sniper. It costs $4,800 and unlocks at Recon level 12 for a one-time $50,000, which makes it the sensible long-range pick over the pricier bolt guns.
The T-21 is the weapon most players should buy on repeat. It deals the same 28 damage as the M4 and fires full-auto at 750 RPM, but costs just $600 and needs no unlock. That price leaves the rest of your budget intact for armor, meds and ammo, which is exactly the trade that keeps you alive across a bad streak.

The Super-45 owns close quarters. Its .45 ACP rounds hit for 30 damage at a wild 1,200 RPM, shredding anything inside a doorway before it can react. Range is the price: past roughly 50 meters the 375 m/s muzzle velocity makes it hard to land shots. It costs $2,600 and unlocks at Medic level 35 for a one-time $150,000.

The PKM is the standout support gun. It belt-feeds 55-damage 7.62x54mm rounds and keeps full damage out to 1,000 meters, so from behind cover it punishes anyone crossing a road or peeking a window. At 7.5 kg it is clumsy for aggressive pushes, and it runs $4,500, unlocked at Support level 30 for a one-time $150,000. Set up first, then win the lane.

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These hang with the top group in the right role or the right hands. Each is held back by a price tag, a handling quirk or a range limit rather than a weak stat line.
The M4 is the most forgiving assault rifle. It deals 28 damage at 800 RPM with 910 m/s velocity and deep attachment support, so you can build it for a room or an open field. The only knock is value: at $2,800, unlocked at Assault level 20 for a one-time $100,000, it costs far more than the T-21 for a small step up in fire rate.

The M249 SAW trades mobility for sustained fire. It matches the M4’s 28 damage, pushes 850 RPM and reaches 1,000 meters, making it strong suppression from a set position. At 7.5 kg it handles slowly, and it costs $3,200, unlocked at Support level 15 for a one-time $100,000.

The BMR-308 is the hardest-hitting marksman rifle, with 60 damage per shot and 450 RPM follow-ups. It still needs two body hits on an unarmored target, the same as the SVD, and costs more at $6,000, unlocked at Recon level 30 for a one-time $125,000. Take it when armor breakpoints make the extra damage matter.

The AMR 50 is the anti-materiel answer. Its .50 Cal round deals 107 damage, enough to drop lightly protected targets in one hit at extreme range, but it fires at just 41.5 RPM and weighs 12.5 kg. At $8,800, unlocked at Recon level 35 for a one-time $200,000, it is a prepared-position tool, not an everyday sniper.

The SKS is a bargain marksman rifle. It fires 42-damage 7.62x39mm semi-auto at 420 RPM, so three body shots drop an unarmored target, and it costs only $2,400, unlocked at Recon level 5 for a one-time $25,000. It is the cheapest way into the DMR role.

The M500 is the pick for repeated close-range fights. Its 12 gauge shells hit for 105 damage, making it a one-shot kill at the door, and it supports optics and chokes for a little more reach. It costs $1,200, unlocked at Support level 10 for a one-time $50,000.

The GGX 18 is the best sidearm, closer to a compact SMG. It fires 22-damage 9mm at 1,200 RPM, so it can finish a fight after your primary runs dry. The magazine empties fast and 9mm struggles against armor and distance. It costs $800, unlocked at Wardog level 70 for a one-time $50,000.

B tier: dependable and affordable
Most of the armory’s value lives here. These guns win fights without headlines, and several are the best option available at their unlock level, including the three free rifles.
The AK74 is cheap, controllable and everywhere. It deals 26 damage at 650 RPM, one notch below the M4’s numbers, and costs $1,600, unlocked at Assault level 3 for a one-time $10,000. It is an easy early upgrade.

The Galil pushes rounds downrange fastest, with 950 m/s muzzle velocity, but only 650 RPM behind it and 28 damage per shot. It costs $2,200, unlocked at Assault level 10 for a one-time $35,000.

The A-91 is a free faction rifle: 28 damage at 700 RPM in semi and burst fire. On raw output it outranks several paid rifles, but its tile reads “Unable to equip attachments,” so a paid gun you can build on eventually pulls ahead. As a $0 pick it is excellent while you save.

The Bushmaster M17S shares the exact profile: free, 28 damage, 700 RPM, semi and burst, no attachments. It is the strongest way to reset your economy after a run of bad lives.

The KH-2002 is the third free rifle, identical again at 28 damage and 700 RPM in semi and burst with no attachments. Which one you carry comes down to your faction, not performance.

The MP5 is the benchmark SMG: 22-damage 9mm at 800 RPM with tame recoil and a hard falloff past 200 meters. It costs $1,500, unlocked at Medic level 15 for a one-time $75,000.

The AMP-9 is the fastest 9mm in class at 900 RPM, again 22 damage, and it weighs a slight 1.4 kg. At $900 with no unlock, it is a cheaper close-range option than the MP5 for aggressive medics.

The MK22 is a precise .308 bolt-action, accurate to long range with 60 damage per shot and 46 RPM. A body shot does not finish the job, and it is expensive at $6,400, unlocked at Recon level 25 for a one-time $150,000.

The SV98 fires the same 55-damage 7.62x54mm round as the Mosin with better optics and roughly 830 m/s velocity. It costs $5,200, unlocked at Recon level 19 for a one-time $100,000, and outclasses the Mosin everywhere but the shop.

The Compound Bow is silent and hits for 77 damage per arrow at 90 RPM. It rewards practice more than most guns and takes real effort to earn, unlocking at Recon level 17 for a one-time $125,000 on top of the $800 price. In the right hands it is deadly and undetectable.
The RPG-7 gives a squad cheap anti-vehicle pressure. Its 93mm rocket deals 110 damage with a 12-meter blast radius from a reusable tube. At $2,000, unlocked at Support level 5 for a one-time $30,000, it is the most affordable way to threaten light armor.

The MAAWS is the general-purpose anti-tank choice, firing an 84mm shell for 100 damage from a reusable launcher with faster 230 m/s projectiles than the RPG. It costs $2,600, unlocked at Support level 20 for a one-time $125,000.

C tier: situational or outclassed
These need a specific job to justify the slot, or they simply lose to something cheaper and better in the tiers above. Carry them for a niche or for the challenge, not for consistent wins.
The PP-19 Vityaz is an MP5 with slower rounds, 22-damage 9mm at 800 RPM and 380 m/s velocity. It costs $1,200, unlocked at Medic level 4 for a one-time $25,000. Take it when the MP5 is not on the shelf.
The Mosin Nagant carries iron-sight pedigree and a 55-damage 7.62x54mm round at 46 RPM, but the SV98 beats it everywhere except the price. It costs $4,500, unlocked at Recon level 10 for a one-time $50,000.

The Deagle is the hardest-hitting sidearm, dealing 63 damage per .50AE round at 267 RPM. The recoil is the price of that power. It costs $900, unlocked at Wardog level 85 for a one-time $75,000.

The Scout Rifle TD is a single-shot break-action chambered in 5.56, dealing only 28 damage at 46 RPM. That combination makes it a training rifle in practice. It costs $1,100 with no unlock.

The MP43 is a break-action double-barrel that dumps two 105-damage 12 gauge shells at 900 RPM. Both barrels go quickly, then the reload leaves you exposed. It is the cheapest primary at $400 with no unlock.

The GGX 17 is the starter 9mm sidearm, dealing 22 damage with little else going for it. It costs $200, unlocked at Wardog level 1 for a one-time $5,000, and works only as a basic emergency backup.

The M1911 delivers 30 damage per .45 ACP round at 430 RPM, but its 253 m/s velocity and 25-meter zero keep it strictly close range. It costs $300, unlocked at Wardog level 40 for a one-time $25,000.

The Judge is a 6-shot revolver firing 45-damage .45 Colt rounds at 200 RPM. It hits hard but leaves no room to miss. It costs $250, unlocked at Wardog level 18 for a one-time $15,000.

The 9K333 Verba is a lock-on, infrared anti-air missile that only targets aircraft, dealing 200 damage on a single-use tube. If a helicopter is farming your squad it is priceless; against anything on the ground it does nothing. It costs $800, unlocked at Support level 16 for a one-time $50,000.
The MGL-40 lobs six 40mm grenades for 100 damage each with a 10-meter blast radius, strong against grouped infantry. The 100 m/s arc takes real practice, and at $6,000, unlocked at Support level 35 for a one-time $200,000, it is a costly specialist.

The short version: is that cost decides more than raw stats. The T-21 and the three free rifles keep you fighting while your account grows, and the expensive S-tier guns pay off only when a life has a clear, high-value purpose behind it. Balance changes and new weapons will shift these placements, so treat the free rifles as your floor and the FAL, SVD, PKM and Super-45 as goals you buy into once the economy can absorb a loss.






