Medic is the cheapest role in WARDOGS to start and one of the slowest to finish. There is no class select screen — the game reads what you carry, so an SMG plus medical gear puts every kill, bandage and revive into the Medic track. The payoff at the top is the Super-45, and getting there takes 500,000 Medic XP.
Quick answer: Bandage and revive teammates rather than yourself, take your kills with an SMG, and spend your levels on the Defibrillator at Medic 11 ($50,000) before anything else. Level opens an item; the one-time unlock fee is what actually makes it buyable.
What pays Medic XP in WARDOGS
Three streams feed the Medic bar: medical actions, SMG kills, and assists from players you brought back. Kills by someone you revived keep paying you Medic assist XP for the rest of that player’s life, which is why a good revive is worth more than the scoreboard shows.
| Action | Medic XP |
|---|---|
| Bandage a teammate | 80 |
| Revive | 200 |
| Defibrillator revive | 250 |
| SMG kill | 250 |
| SMG headshot kill | 275 |
The rule that trips up new Medics is self-healing. Bandaging yourself burns the bandage and pays nothing. Bandaging someone else pays XP and cash. The same logic applies to weapons: rifle and pistol kills go to Assault, LMGs, shotguns and launchers go to Support, marksman and sniper rifles go to Recon. Pick up the wrong gun and your Medic bar simply stops moving.
Note: server population scales XP, so busy servers and dense Control Zone fights are worth more per minute than quiet ones — and they produce more downed teammates to work on.
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Add to Google Preferences →Every Medic unlock and one-time cost, level 1 to 50
Reaching a level does not hand you the item. It puts the tile up for sale, you pay a one-time unlock fee, and only then can you buy the item at the Equipment Vendor for its per-spawn price each life. Medic 50 is the last level that opens anything — the track keeps counting to 100, but nothing new appears past the Super-45 drum magazine.

| Level | Unlock | One-time cost |
|---|---|---|
| 1 | Dual Port Brake | $7,500 |
| 2 | Field Resuscitator | $10,000 |
| 3 | AMP-9 15 RND Magazine | $7,500 |
| 4 | PP-19 Vityaz + 30 RND Magazine | $25,000 |
| 5 | M18 Smoke Grenade: White | $7,500 |
| 6 | Four Reticle Reflex | $10,000 |
| 7 | PP-19 Vityaz 10 RND Magazine | $7,500 |
| 9 | Individual First Aid Kit | $25,000 |
| 10 | AMP-9 30 RND Magazine | $10,000 |
| 11 | Defibrillator | $50,000 |
| 12 | AMP-9 Tactical Flash Hider | $10,000 |
| 13 | Ballista Brake | $15,000 |
| 14 | Adrenaline Pen | $25,000 |
| 15 | MP5 + MP5 20 RND Magazine | $75,000 |
| 16 | RVG Vertical Foregrip | $10,000 |
| 18 | QD-5 Suppressor | $17,500 |
| 20 | AMP-9 50 RND Drum Magazine | $15,000 |
| 21 | M18 Smoke Grenade: Black | $15,000 |
| 22 | PP-19 Vityaz Flash Hider | $20,000 |
| 24 | Medical Bag | $75,000 |
| 25 | MP5 30 RND Magazine | $25,000 |
| 26 | Eclipse Flash Hider | $22,500 |
| 28 | Vektor Frenix-X Micro Reflex Sight | $15,000 |
| 29 | PP-19 50 RND Vityaz Drum Magazine | $50,000 |
| 30 | AMP-9 9×19 Suppressor | $25,000 |
| 35 | Super-45 + 13 RND Magazine | $150,000 |
| 36 | Ghost LITE Muzzle Brake | $30,000 |
| 38 | Super-45 30 RND Magazine | $25,000 |
| 40 | Super-45 Flash Hider | $40,000 |
| 43 | PP-19-01 Vityaz 9×19 Suppressor | $45,000 |
| 45 | MP5 50 RND Drum Magazine | $75,000 |
| 48 | SG Multi-Caliber Suppressor | $50,000 |
| 50 | Super-45 40 RND Drum Magazine | $50,000 |
The XP curve is front-loaded in your favour and then bites. Medic 20 costs 250,000 XP in total, Medic 35 costs 500,000, and Medic 100 costs 5,000,000. Levels 15 to 20 are the first real wall, and clearing the track to 35 for the Super-45 can run to around 70 hours of play.
Medic SMGs: AMP-9, PP-19 Vityaz and Super-45
The AMP-9 needs no level at all, which makes it the correct gun for levels 1 through 4. Run it with five bandages and nothing else, bank cash while you learn where casualties pile up, then spend on the PP-19 Vityaz. The jump at Medic 35 is much larger than the jump at 4.
| Stat | AMP-9 | PP-19 Vityaz | Super-45 |
|---|---|---|---|
| Price per spawn | $900 | $1,200 | $2,600 |
| Unlock | None | Medic 4, $25,000 | Medic 35, $150,000 |
| Calibre | 9x19mm | 9x19mm | .45 ACP |
| Damage per shot | 22.0 | 22.0 | 30.0 |
| Headshot damage | 46.2 | 46.2 | 63.0 |
| Damage through body armour | 8.8 | 8.8 | 12.0 |
| Rounds per minute | 900 | 800 | 1200 |
| Damage per second | 330.0 | 293.3 | 600.0 |
| Muzzle velocity | 400 m/s | 380 m/s | 375 m/s |
| Weight | 1.4 kg | 2.9 kg | 3.0 kg |
The Super-45 doubles the damage per second of the AMP-9 and fires .45 ACP at 1200 rounds per minute with almost no recoil to fight. It arrives with a 13-round magazine, so the 30-round magazine at Medic 38 matters more than the muzzle attachments that sit around it. The 40-round drum closes the track at 50.
Between them sits the MP5 at Medic 15. It hits harder than the PP-19 in a straight duel but has a busier recoil pattern, and the PP-19 is easier to control while you are moving between bodies. Whichever you run, put every attachment slot toward vertical recoil — a vertical foregrip and a muzzle brake do more for revive-adjacent firefights than optics do. Test the pattern on the Firing Range before you commit cash to a magazine upgrade.

Medical gear that is worth the unlock fee
Bandages need no level and stay in your kit forever. Everything above them is a spending decision, and only three tiles change how you play.
| Item | Level and unlock fee | Per spawn | What it does |
|---|---|---|---|
| Field Resuscitator | 2 — $10,000 | $500 | Slow revive; cannot be used safely under fire |
| M18 Smoke: White | 5 — $7,500 | $100 | Cheapest cover in the game; screens a body |
| Individual First Aid Kit | 9 — $25,000 | $800 | Full heal, worth about three bandages per use |
| Defibrillator | 11 — $50,000 | $1,600 + battery | Instant revive, and pays 250 XP instead of 200 |
| Adrenaline Pen | 14 — $25,000 | — | Unlimited tactical sprint, 15% movement speed, lower weight class |
| Medical Bag | 24 — $75,000 | $2,000 | Deployable area healing and faster revives |
The Defibrillator is the one to race for. A Field Resuscitator revive takes long enough that any contested body is a coin flip, while the Defibrillator brings someone up instantly — the difference between saving a squadmate in a Control Zone and joining them on the floor. Carry one or two stacks of batteries, because the tool is dead weight without them.
White smoke at Medic 5 is the multiplier on all of it. At $100 a grenade, throwing smoke over a body before you touch it turns an impossible revive into a routine one. Keep the First Aid Kit for yourself once the Medical Bag is deployed, since healing off the bag drains the pool your squad is relying on.
The Adrenaline Pen is the quality-of-life pick that makes the whole role feel different. Infinite tactical sprint plus a 15% speed boost means you reach casualties before the enemy finishes them, and it drops your gear weight class while active.

Fast Medic XP with the M113 APC
The fastest Medic loop is not standing in a firefight. It is driving a mobile spawn point into one, because every teammate who spawns on you and then goes down is XP you can pick straight back up.


Passive Medic XP: the FOB mortar loop
When the enemy is shelling your FOB, the work comes to you. This loop needs no vehicle and almost no ammunition.
How to confirm a Medic unlock actually went through
Open the Medic column on the WARDOG Progression screen. A tile you have paid for shows as completed and the item then appears in the Equipment Vendor list, where you buy it again for its per-spawn price each life. If the tile is at your level but the item is missing from the vendor, the one-time fee has not been paid yet.
A Medic bar that refuses to move almost always has one of three causes. You are fighting with a weapon tied to another track, you are bandaging yourself instead of teammates, or you have the cash but not the level — and no amount of money moves a level gate.
WARDOGS entered Early Access on September 10, 2026, and BULKHEAD is still tuning progression, prices and equipment, so individual figures can shift between Season 1 updates. Season resets also zero your WARDOG Level and cash balance, converting anything unspent into Gold Bars, which is a reason to buy the Defibrillator when you reach Medic 11 rather than sit on the money.






