Armor is the most expensive thing most players rebuy every single life in WARDOGS, and the tier numbers on the vendor screen have nothing to do with your career rank. Level 1 through Level 4 describe how much of a bullet the plate eats and how much of your body it covers. Get that wrong and you spend $4,000 a life on protection you cannot carry to the fight.
Quick answer: Level 3 Armor at $2,000 with 250 durability is the best protection-per-kilogram for most lives. Level 4 adds pelvis and upper-arm coverage and 300 durability, but weighs 18 kg.
All four body armor tiers: durability, price and weight
| Body armor | Durability | Price | Weight |
|---|---|---|---|
| Level 1 Armor | 200 | $400 | ~3 kg |
| Level 2 Armor | 220 | $1,000 | ~4.5 kg |
| Level 3 Armor | 250 | $2,000 | ~10.5 kg |
| Level 4 Armor | 300 | $4,000 | 18 kg |
The jump in durability between tiers is smaller than the jump in damage reduction, which is the part that decides gunfights. Roughly 30 percent comes off an incoming hit at the lightest tier, around 40 percent at Level 2, about 55 percent at Level 3, and around 65 percent at the top. Weight is the counterweight. The price climbs fourfold from Level 1 to Level 4; the mass climbs six times.
Level 4 Armor is also the only vest that protects anything outside the torso. It covers the lower, middle and upper torso like the cheaper plates, then extends to the pelvis and upper arms. That is the real reason a burst that drifts off center mass still gets blunted on a top-tier target, and why the same burst on a Level 2 wearer starts hitting flesh immediately.
Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →Helmet tiers and what they protect
| Helmet | Durability | Price |
|---|---|---|
| Level 1 Helmet | — | $200 |
| Level 2 Helmet | 100 | $500 |
| Level 3 Helmet | 180 | $1,500 |
| Level 4 Helmet | 200 | $3,000 |
Coverage is where the helmet ladder gets interesting. The Level 2 helmet protects the head only. Level 3 and Level 4 both add the neck, closing a zone that a lot of long-range fire finds by accident. Helmets weigh far less than plates, climbing from roughly a kilogram at the bottom to about 4.5 kg at the top, so buying a head upgrade is usually cheaper in kilograms than jumping two chest tiers.
If your loadout is teetering on the edge of a weight class, upgrade the helmet before you panic-buy a heavier vest.
Career levels and unlock fees for each armor pair
Plates and helmets arrive as a pair on the career ladder, and each pair takes a one-time cash payment on top of the per-life price. Your WARDOG level is the sum of your six role levels, so medic revives and helicopter runs push you toward Level 4 plates just as well as rifle kills do.
| Pair | Career level | One-time unlock |
|---|---|---|
| Level 1 Armor and Helmet | 3 | $17,500 |
| Level 2 Armor and Helmet | 30 | $87,500 |
| Level 3 Armor and Helmet | 60 | $175,000 |
| Level 4 Armor and Helmet | 100 | $350,000 |
The gate is not absolute. Gear you have not unlocked can still be looted off a body or bought from a supply crate, so a Level 3 vest can absolutely end up on a career-level-20 player who won the right fight.
What durability does while you are being shot
Durability is a pool, not a second health bar. Every hit on a covered zone drains it, and when it reaches zero the plate stops reducing anything and you finish that life effectively unarmored. Community tracking describes four wear stages along the way: full protection, degraded with visible wear on the model, critical with a warning indicator, then broken.
The important part is that damage is already getting through while the plate is intact. A tier only cuts a percentage of the incoming hit, so the wearer can bleed out with durability left on the vest. Shots to kill and shots to break the armor are two different numbers, and only the first one ends the fight.
That is also why sustained fire beats armor twice over. The first magazine pays the reduction tax and empties the pool; the next burst arrives against a much softer target. Suppressing a held angle and then pushing is not just a positioning trick, it is a damage strategy.
FMJ, HP and AP against each armor level
Ammunition is a matchup, not an upgrade path, and the game says as much in its own tips. Armor Piercing rounds are built to get through plate and are the answer when the enemy keeps presenting a protected head and chest from a window or a ridge. They give up efficiency against bare flesh, so they are a deliberate pick rather than a default one.
Hollow Point does the opposite. It is devastating on unarmored body parts and gets badly blunted the moment a plate is in the way, which is why a Level 4 target crossing open ground can still fall to leg hits in a handful of rounds. Track the legs and heavy armor barely matters; let the burst climb back into the vest and HP becomes the worst round you could be holding.
Standard Full Metal Jacket sits between the two on purpose. It never posts the best number against a bare target or against Level 4 plate, and it never collapses either, which is what you want in a three-faction lobby where the next enemy could be a ghillie scout or an anchor in top-tier plates.
Worth knowing when you decide how much armor to buy: HP rounds unlock early on the career ladder, while AP variants sit far up it, mostly past level 60. Early in a season most of the fire coming at you is exactly the kind of ammunition that armor punishes hardest.
The game’s own advice applies in both directions. When the plate is too thick to argue with, shoot the unarmored limbs instead of trying to drill the chest.
The ghillie suit uses the armor slot and stops nothing
The Ghillie Body Suit (Dead) costs $3,500, weighs 1.5 kg and opens at Recon level 27 for a one-time $100,000. It must be worn with the matching headwear, removes the death cam after you kill someone, and hides you from Infrared Range Finders. What it does not do is reduce a single point of ballistic damage.

The Ghillie Headwear (Dead) is the other half of the set at $2,800, unlocked at Recon 27 for $80,000, and it carries the same death cam and infrared benefits. Concealment is genuinely strong in forest, weak in towns, and worth nothing at all once a Hot Zone brawl starts. Buy it for stalker and sniper lives where you plan to reposition after every shot, not as a substitute for plates.

Which armor level to buy, and when in a match
Cash is one persistent balance that carries between lives and between matches, so the right tier is the one you can afford to lose on a bad spawn. The wrong move is dropping $4,000 a life on plates while dying to rotations you never survive. Your faction’s recruit rifle is free forever, which means armor is where early money should go.
- Broke, or first lives of a session: Level 1 or Level 2 armor with the matching helmet. Cheap, light, and enough to blunt a flanking shot.
- Long flanks and scouting rotations: stay at Level 2. The weight class you arrive in decides more fights than the reduction percentage.
- Holding the Control Zone or the Hot Zone: Level 3 at minimum. Around 10.5 kg still moves, and $2,000 is a loss a healthy bank absorbs.
- Anchoring an objective, running an anti-materiel rifle, or riding in with transport: Level 4, with the vehicle budgeted first.
- Never buy Level 4 to fix positioning. Eighteen kilograms does not make you faster to the fight.
Watch the weight class on the loadout screen before you deploy, because that is the number that bites. Heavy costs you tactical sprint, and Super Heavy removes sprint entirely. A finished kit can sit at 39.9 kg and still be Heavy with sprint intact, so the plate alone is rarely the problem, the pack and traversal gear stacked on top of it usually is. Buy the plates for the walk you are actually about to make, then check the bar one last time.






