TCX-SPR
- Damage
- 34
- Rate
- 800rpm
- Velocity
- 700m/s
- Range
- 400m
- Weight
- 3.5kg
The Update is upon us and we're excited to update our ARC Raiders section.
New Skill Tree
New Pendola Pass
Mobile App Updated
We're proud to announce the release of our Apple and Android Apps for WARDOGS. On the app you will find a full Database, Leaderboards, Ballistics, Squads, Server Status, Black Market rates and more! Any questions, suggestions or bugs please let us know on Discord.
We've just launched our WARDOGS section on Metaforge and we've created a bunch of cool tools that we've been using ourself and hopefully you will enjoy too!
You can find our WARDOGS section here, as well as the Database with all Weapons, Armor and Item Stats, Leaderboards, Ballistics Charts, Interactive Maps, Artiliary tool (WIP), LFG and more!


This Wardogs tier list ranks the guns in Wardogs, from assault rifles and SMGs to sniper rifles and shotguns. Rankings reflect the current season 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.
New in Season 2 and the fastest-killing rifle in the game: .308 at 700 RPM drops a Level 2 vest in four body shots, at 50 m or at 300 m.
New in Season 2. 7.62x39 at 800 RPM needs six body shots through a Level 2 vest, one fewer than the M4, for the quickest assault rifle kill inside 150 m.
Still the hardest-hitting assault rifle after the .308 cut, but a Level 2 vest now takes six body shots instead of three, which puts its kill speed level with the M4.
The most forgiving rifle in Wardogs: 800 RPM, 910 m/s muzzle velocity and top-tier attachment support.
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.
The .308 cut took it from two upper-body shots through a Level 2 vest to four, and the 700 RPM M14 now does the same job faster.
New in Season 2: a .308 LMG at 700 RPM with a 50-round box. Six body shots through a Level 2 vest, matching the FAL with more than twice the magazine.
Requires some effort to unlock and not as forgiving as some rifles, but absolutely deadly in the right hands.
Five body shots through a Level 2 vest at 480 RPM, up from three before the 7.62x54 cut. Steady, but the M14 and BMR-308 now out-kill it.
Belt-fed 7.62x54 with 100 rounds. LMG body damage now matches the assault rifles, so it needs six shots through a Level 2 vest and wins by never reloading.
Still drops a Level 2 vest with one upper-chest hit at any range after the .50 cal cut. Lower body hits and Level 3 armour take two.
1,200 RPM of 30-damage .45 ACP shreds anything inside 50 m.
850 RPM of belt-fed 5.56 suppression, heavier and slower to handle than the rifles.
Matches the M4 round for round with 750 RPM and the same 910 m/s velocity.
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.
Cheap, controllable and everywhere. 26 damage at 650 RPM keeps it one step behind the M4.
Fastest 5.56 in the air at 950 m/s muzzle velocity, but only 650 RPM behind it.
Eight 25-damage pellets a shell make it a one-pump kill at the door.
Compact 700 RPM bullpup whose 715 m/s velocity caps it at mid range.
34-damage semi-auto for pocket change. Three body shots still drop an unarmoured target.
Same 44-damage round as the Mosin, with ten rounds to its five, more optics and 1,000 m of reach.
Accurate to 1,000 m. One upper-chest hit still drops an unarmoured target, but lower body shots take two and a vest takes two to four.
The benchmark SMG at 800 RPM, though Season 2 gave its recoil more sideways kick. Damage starts dropping past about 120 m.
Fastest 9mm in class at 900 RPM; 400 m/s velocity keeps it a room-clearer.
New in Season 2: a 53-round helical magazine at 700 RPM. Slower to kill than the MP5 up close, but it keeps full damage out to 200 m.
Weapons that need a specific job, like close quarters or indirect fire, to justify the slot over something from the tiers above.
Same 28-damage round as the M4, but 715 m/s velocity and full damage only to 270 m, against the M4's 500 m.
A 700 RPM bullpup that does nothing the cheaper rifles above it do not.
Now limited to its new PU 3.5x scope. It fires the same 44-damage round as the SV98 from a five-round magazine, so it only wins on price.
Same 9mm and 800 RPM as the MP5 with slower rounds, though it holds full damage to 200 m against the MP5's 120 m.
63 damage a trigger pull is the hardest-hitting sidearm; the recoil is the price.
45-damage revolver rounds hit hard, but 200 RPM leaves no room to miss.
A 1,200 RPM machine pistol that burns its magazine faster than it drops targets.
Both 8-pellet barrels dump in under a second. Then the reload leaves you exposed.
Six grenades on a drum, but Season 2 slowed them to 75 m/s and weakened the outer blast. A bigger arc to learn for less splash.
Outclassed at every job they might do. Carry them for the challenge, not the win.
A bolt action chambered in 5.56. Season 2 lets it one-shot an unhelmeted head, but body shots still take two or more at 46 RPM.
The starter 9mm sidearm. 22 damage with nothing else going for it.
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.
Season 2 cut .308, 7.62x54 and 7.62x39 damage, and the assault rifles, DMRs and LMGs that fire them took a further penalty, so the gap to the 5.56 rifles has narrowed. The FAL now needs six body shots through a Level 2 vest instead of three, the same as the new TCX-SPR, while the new M14 takes over as the fastest-killing rifle at four.
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.