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2026-08-22

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Wardogs Weapon Tier List

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Best Weapon in Every Class

All weapons

FAL

Assault Rifle | .308 Win
S $6,500
FAL
Damage
60
Rate
650rpm
Velocity
840m/s
Range
800m
Weight
4.3kg
View in database
Wardogs Weapons Tier-list
Updated 2026-08-30
FAL
FAL
M4
M4
PKM
PKM
AMR 50
AMR 50
BMR-308
BMR-308
SVD
SVD
Super-45
Super-45
T-21
T-21
M249 SAW
M249 SAW
RPG-7
RPG-7
AK74
AK74
Galil
Galil
A-91
A-91
SKS
SKS
SV98
SV98
MK22
MK22
MP5
MP5
AMP-9
AMP-9
M500
M500
MAAWS
MAAWS
Bushmaster M17S
Bushmaster M17S
KH-2002
KH-2002
Mosin Nagant
Mosin Nagant
PP-19 Vityaz
PP-19 Vityaz
Deagle
Deagle
Judge
Judge
GGX 18
GGX 18
MP43
MP43
MGL-40
MGL-40
Compound Bow
Compound Bow
9K333 Verba
9K333 Verba
Scout Rifle TD
Scout Rifle TD
GGX 17
GGX 17
M1911
M1911
Unranked

This Wardogs tier list ranks every obtainable weapon in the game, from assault rifles and SMGs to sniper rifles, shotguns and launchers. Rankings reflect the current beta build and update as the game's data changes.

These weapons define the current meta. Their mix of damage per shot, rate of fire and effective range beats everything else in their class, and nothing in the armoury answers them on even terms.

  • FAL $6,500
  • M4 $2,800
  • PKM $4,500
  • AMR 50 $8,800
  • FAL Assault Rifle

    60 damage a shot at 650 RPM is the fastest kill in the game, and it stays lethal out to 800 m.

  • M4 Assault Rifle

    The most forgiving rifle in Wardogs: 800 RPM, 910 m/s muzzle velocity and top-tier attachment support.

  • PKM Light Machine Gun

    Belt-fed 7.62x54 at 55 damage a round. It wins any fight it is allowed to finish.

  • AMR 50 Sniper Rifle

    The .50 cal answer to everything: 107 damage a hit and a 2,000 m effective range.

Weapons that hang with the S tier in the right role or the right hands, held back by one stat, a price tag or a handling quirk.

  • BMR-308 $6,000
  • SVD $4,800
  • Super-45 $2,600
  • T-21 $600
  • M249 SAW $3,200
  • RPG-7 $2,000

Guns that win fights without headlines. Most of the value in the armoury sits here, and several are the best weapons available at their unlock level.

  • AK74 $1,600
  • Galil $2,200
  • A-91 Free
  • SKS $2,400
  • SV98 $5,200
  • MK22 $6,400
  • MP5 $1,500
  • AMP-9 $900
  • M500 $1,200
  • MAAWS $2,600
  • AK74 Assault Rifle

    Cheap, controllable and everywhere. 26 damage at 650 RPM keeps it one step behind the M4.

  • Galil Assault Rifle

    Fastest 5.56 in the air at 950 m/s muzzle velocity, but only 650 RPM behind it.

  • A-91 Assault Rifle

    Compact 700 RPM bullpup whose 715 m/s velocity caps it at mid range.

  • SKS Marksman Rifle

    42 damage semi-auto for pocket change. Three body shots drop an unarmoured target.

  • SV98 Sniper Rifle

    Same 55-damage round as the Mosin with better optics and 1,000 m of reach.

  • MK22 Sniper Rifle

    Accurate to 1,000 m, but 60 damage means a body shot does not finish the job.

  • MP5 Submachine Gun

    The benchmark SMG: 800 RPM, tame recoil and a hard falloff past 200 m.

  • AMP-9 Submachine Gun

    Fastest 9mm in class at 900 RPM; 400 m/s velocity keeps it a room-clearer.

  • M500 Shotgun

    Eight 25-damage pellets a shell make it a one-pump kill at the door.

  • MAAWS Launcher

    A 100-damage rocket at 230 m/s, the easiest launcher in the game to hit with.

Weapons that need a specific job, like stealth or anti-air, to justify the slot over something from the tiers above.

  • Bushmaster M17S Free
  • KH-2002 Free
  • Mosin Nagant $4,500
  • PP-19 Vityaz $1,200
  • Deagle $900
  • Judge $250
  • GGX 18 $800
  • MP43 $400
  • MGL-40 $6,000
  • Compound Bow $800
  • 9K333 Verba $800

Outclassed at every job they might do. Carry them for the challenge, not the win.

  • Scout Rifle TD $1,100
  • GGX 17 $200
  • M1911 $300
  • Scout Rifle TD Sniper Rifle

    A bolt action chambered in 5.56: 28 damage a shot is the training rifle it sounds like.

  • GGX 17 Pistol

    The starter 9mm sidearm. 22 damage with nothing else going for it.

  • M1911 Pistol

    30 damage at 430 RPM with a 253 m/s crawl. Carried for style, not results.

This is just an iteration of a tier list - feel free to make and share your own! The general guiding principle for us is that damage-per-shot matters more than rate of fire. Armor reduction and falloff apply to every hit, so fewer hits means less damage lost to falloff and mitigated by armor. That is why the FAL outranks the faster 5.56 rifles, which all do an identical 28 damage and separate only on fire rate and muzzle velocity.

Lower down, most weapons fall into their placements because they cannot break through into higher tiers rather than being a "bad weapon". For example, the Super-45 has the highest close-range output in the game and still sits in A tier, because it pretty much stops working past 50 meters.