Gaming Guide

WARDOGS Medic Guide: Every Unlock and How to Level Medic Fast

Every Medic unlock from level 1 to 50, what each tool costs, and the revive loops that move the bar fastest.

Every Medic unlock from level 1 to 50, what each tool costs, and the revive loops that move the bar fastest.

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.

ActionMedic XP
Bandage a teammate80
Revive200
Defibrillator revive250
SMG kill250
SMG headshot kill275

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.


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.

Equipment Vendor screen on the Overview tab with the current loadout and purchase costs listed
The Equipment Vendor’s Overview tab, where unlocked gear is bought again for each life. Image: BULKHEAD
LevelUnlockOne-time cost
1Dual Port Brake$7,500
2Field Resuscitator$10,000
3AMP-9 15 RND Magazine$7,500
4PP-19 Vityaz + 30 RND Magazine$25,000
5M18 Smoke Grenade: White$7,500
6Four Reticle Reflex$10,000
7PP-19 Vityaz 10 RND Magazine$7,500
9Individual First Aid Kit$25,000
10AMP-9 30 RND Magazine$10,000
11Defibrillator$50,000
12AMP-9 Tactical Flash Hider$10,000
13Ballista Brake$15,000
14Adrenaline Pen$25,000
15MP5 + MP5 20 RND Magazine$75,000
16RVG Vertical Foregrip$10,000
18QD-5 Suppressor$17,500
20AMP-9 50 RND Drum Magazine$15,000
21M18 Smoke Grenade: Black$15,000
22PP-19 Vityaz Flash Hider$20,000
24Medical Bag$75,000
25MP5 30 RND Magazine$25,000
26Eclipse Flash Hider$22,500
28Vektor Frenix-X Micro Reflex Sight$15,000
29PP-19 50 RND Vityaz Drum Magazine$50,000
30AMP-9 9×19 Suppressor$25,000
35Super-45 + 13 RND Magazine$150,000
36Ghost LITE Muzzle Brake$30,000
38Super-45 30 RND Magazine$25,000
40Super-45 Flash Hider$40,000
43PP-19-01 Vityaz 9×19 Suppressor$45,000
45MP5 50 RND Drum Magazine$75,000
48SG Multi-Caliber Suppressor$50,000
50Super-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.

StatAMP-9PP-19 VityazSuper-45
Price per spawn$900$1,200$2,600
UnlockNoneMedic 4, $25,000Medic 35, $150,000
Calibre9x19mm9x19mm.45 ACP
Damage per shot22.022.030.0
Headshot damage46.246.263.0
Damage through body armour8.88.812.0
Rounds per minute9008001200
Damage per second330.0293.3600.0
Muzzle velocity400 m/s380 m/s375 m/s
Weight1.4 kg2.9 kg3.0 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.

Aiming down sights at red practice targets on the Firing Range to check recoil
Checking a recoil pattern against the red targets on the Firing Range. Image: BULKHEAD

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.

ItemLevel and unlock feePer spawnWhat it does
Field Resuscitator2 — $10,000$500Slow revive; cannot be used safely under fire
M18 Smoke: White5 — $7,500$100Cheapest cover in the game; screens a body
Individual First Aid Kit9 — $25,000$800Full heal, worth about three bandages per use
Defibrillator11 — $50,000$1,600 + batteryInstant revive, and pays 250 XP instead of 200
Adrenaline Pen14 — $25,000Unlimited tactical sprint, 15% movement speed, lower weight class
Medical Bag24 — $75,000$2,000Deployable 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.

WARDOG PROGRESSION screen on the Progression tab with the level 14 Adrenaline Pen tile completed
The Progression tab showing the Adrenaline Pen tile completed at Medic 14. Image: BULKHEAD

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.

Spawn an M113 APC SV at your FOB and drive it toward the active Control Zone. Park behind hard cover close enough that spawning teammates can walk into the fight, not so close that the vehicle eats the first rocket.
M113 APC SV vehicle HUD in a warehouse yard with the INTERACT prompt on screen
Crewing the M113 APC SV, with the interact prompt showing on the vehicle HUD. Image: BULKHEAD
Spin the APC through a full 360 while firing off smoke. One rotation lays a screen wide enough to cover the whole approach, which is what makes the next part survivable.
Hop out, revive or kill inside the smoke, then get back inside immediately. Short trips out of the vehicle are the whole trick — the APC is your cover, not your transport between objectives.
Reload every empty magazine from the passenger seat rather than in the open. It costs you nothing and removes the most common way Medics die mid-loop.
Reloading beside the vehicle with the ENTER Driver interaction prompt on screen
Topping off magazines at the vehicle before taking the driver’s seat again. Image: BULKHEAD
Use the APC itself on stragglers. Running down enemies pays the same kill XP and costs no ammunition, and it keeps the vehicle repositioning instead of sitting still long enough to be ranged.

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.

Stay inside the safe area of your own FOB while mortar fire lands. Mortars produce a steady supply of downed teammates with no enemy infantry standing over them.
Drag each downed body out of the impact area and into cover before you start the revive. A revive interrupted by the next shell wastes the tool and the time.
Revive with the Defibrillator, then heal the player to full with bandages or a First Aid Kit. The heal pays separately from the revive, so finish the job.
If you run dry, loot bandages off the bodies around you before spending cash on more. Every player also carries a free emergency resuscitator each life, so a body you cannot reach in time is still worth searching.

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.