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Three rifles laid out side by side for comparison on a bench, with spare magazines, a suppressor, a radio, binoculars and stacked betting chips, and a brass balance scale at one end.

Meta

The WARDOGS meta

Published Updated Data as of Season 1 · 10 Sept 2026

In most shooters the meta asks which gun is best. In WARDOGS everything has a price tag, so it asks something harder. The ranking on raw time to kill is below — and under that, the reason a price tag can overrule it.

Weapon tier list

Data as of Season 1 · 10 Sept 2026

20 of the 25 weapons carry both a damage value and a rate of fire. Those two numbers give a time to kill, and the ranking is that figure re-run at close, medium and long range. It is a model, not a play-test — the hit rates it assumes are ours, and it knows nothing yet about armour, recoil or attachments. The remaining 5 are missing a figure and stay unranked rather than being guessed into a letter.

S

3 · Fastest across the bands
#WeaponPriceRoleDmgRPMShotsTTKCloseMedLong
1$6,500Battle rifle60650292 ms206 ms347 ms677 ms
2$4,800DMR554802125 ms306 ms356 ms533 ms
3$6,000DMR604502133 ms326 ms380 ms568 ms

A

6 · Competitive, more range-dependent
#WeaponPriceRoleDmgRPMShotsTTKCloseMedLong
4$2,600SMG3012004150 ms194 ms538 ms1,617 ms
5$2,800Assault rifle288004225 ms325 ms592 ms1,289 ms
6$600Assault rifle287504240 ms347 ms631 ms1,375 ms
7$0Assault rifle287004257 ms371 ms676 ms1,473 ms
8$0Assault rifle287004257 ms371 ms676 ms1,473 ms
9$0Assault rifle287004257 ms371 ms676 ms1,473 ms

B

6 · Viable, less forgiving
#WeaponPriceRoleDmgRPMShotsTTKCloseMedLong
10$1,600Assault rifle266504277 ms400 ms728 ms1,586 ms
11$2,200Assault rifle286504277 ms400 ms728 ms1,586 ms
12$3,200LMG288504212 ms364 ms812 ms1,946 ms
13$900SMG229005267 ms340 ms914 ms2,711 ms
14$1,500SMG228005300 ms382 ms1,028 ms3,050 ms
15$800Machine pistol2212005200 ms353 ms1,339 ms4,950 ms

C

5 · Niche on this model
#WeaponPriceRoleDmgRPMShotsTTKCloseMedLong
16$300Pistol304304419 ms636 ms1,854 ms5,442 ms
17$900Pistol492673449 ms712 ms2,183 ms6,517 ms
18$4,500Sniper rifle554621,304 ms4,493 ms3,044 ms3,712 ms
19$5,200Sniper rifle554621,304 ms4,493 ms3,044 ms3,712 ms
20$1,100Sniper rifle284643,913 ms10,290 ms7,391 ms8,729 ms

Unranked

5 · Missing a core figure
#WeaponPriceRoleDmgRPMShotsTTKCloseMedLong
—
GGX 17

waiting on more analysis

$200Pistol22—5————
—
M500

waiting on more analysis

$1,200Shotgun—120—————
—
MP43

waiting on more analysis

$400Shotgun—900—————
—
PKM

waiting on more analysis

$4,500LMG55—2————
—
SKS

waiting on more analysis

$2,400DMR42—3————

How to read this table

Dmg and RPM are recorded figures, not estimates. Rate of fire is per weapon and base damage is per calibre, and both hold consistently across every weapon family that has them — which is what makes them usable here. Shots is 100 health ÷ damage, rounded up, and TTK is (shotsToKill - 1) x 60 / rpm, printed in milliseconds — the first shot lands at zero, so a two-shot kill costs one firing interval.

That 100 is a hypothetical. No player health value has been published or observed, so every figure in the TTK column is really a ratio wearing the units of a millisecond. It compares weapons honestly and it will not match a stopwatch.

Close, Med and Long are modelled — that is what the rule marks. A weapon does not land every shot at 200 m, so each band re-runs the same arithmetic at an assumed hit rate: (shotsToKill / hitRate - 1) x 60 / rpm. The hit rates are per archetype, listed below, and they are ours. They are held constant across every weapon in an archetype so the comparison is like for like, and they are the largest assumption on this page. The tier letter is the mean of those three columns, scaled against the best weapon in each band.

Armour is not in this table at all. Every figure here is against an unarmoured target, because the tier letters are about what a weapon is worth rather than what it meets. The TTK rankings run the same weapons against all four tiers of vest and let you sort on whichever one you expect — the same arithmetic, asked the other question.

Price is joined from the catalogue and the model ignores it. On this site cost is the axis that actually decides a loadout, and a ranking that cannot see it is not finished. The column is there so you can see the gap the rest of this page is about — the FAL tops the table and costs $6,500, against a starting balance of $10,000. The cost-efficiency ranking puts the two columns together, below.

The hit rates the ranking assumes

Close, medium and long are relative rather than metric - the study does not yet decode the range falloff curves that would let us attach distances to them. Replacing these with measured play-test figures is the single biggest improvement available to this page.

RoleCloseMediumLong
Assault rifle75%45%22%
Battle rifle62%42%24%
SMG82%34%12%
LMG65%32%14%
DMR58%52%38%
Pistol72%28%10%
Machine pistol62%18%5%
Sniper rifle45%60%52%
Shotgun78%18%3%

What the ranking does not know

Each of these would move rows, and several would move them a long way. None of them is in the model yet.

  • ·Armour, helmets and durability
  • ·Hit-location multipliers
  • ·Penetration and ammunition types
  • ·Range falloff, drag and bullet travel
  • ·Recoil, spread and handling
  • ·Attachments and build parts
  • ·Magazine capacity and reload
  • ·Aim-down-sight and burst timing
  • ·Real player pick rate
  • ·Cost, which is the axis this site ranks on

Why cost is the whole game

Call of Duty tier lists work because everyone has access to everything. If a rifle is the strongest option, you equip it, and so does everyone else. The only question is which item wins.

WARDOGS does not work like that. You open your account with $10,000 and buy your kit — weapon, equipment, vehicle — out of that balance. Spend it all on the best rifle and you have no armour, no utility, and no way to reach the Control Zone. Spend it on a helicopter and you are carrying a sidearm when you land.

And the balance does not refill when you die. Cash persists from match to match, so a loss is a real loss. That is the part that turns a shopping list into an economy: every purchase is a bet on surviving long enough to earn it back.

So "best weapon" is close to meaningless here. The real question is best weapon per dollar, and beneath that, what does the whole build cost. A rifle that is 90% as good for half the price is not the second-best choice — it is usually the correct one, because the money it frees buys the rest of your kit and survives a bad streak.

Which is the caveat that hangs over the table above. It ranks on time to kill, and time to kill has no opinion about a price tag — so read it as one axis of two. The second axis is next, and it changes the answer.

What a rank actually costs

Take the ranking above and put the price beside it, and one question answers itself: could you have paid less and done better? A weapon is on the frontier when the answer is no — when nothing cheaper in the table outranks it. That is the whole rule. It is not a score with weights to argue about, and you can check every row of it against the table above without taking our word for anything.

5 of the 14 weapons survive it. The rest are beaten on both axes at once — outranked by something that also costs less, which on this site is the definition of the wrong purchase.

WeaponPriceBudgetTTK rankVerdict
$00%7Nothing cheaper ranks higher
$00%8A-91 ranks higher and costs $0 less
$00%9A-91 ranks higher and costs $0 less
$6006%6Nothing cheaper ranks higher
$9009%13A-91 ranks higher and costs $900 less
$1,50015%14A-91 ranks higher and costs $1,500 less
$1,60016%10A-91 ranks higher and costs $1,600 less
$2,20022%11A-91 ranks higher and costs $2,200 less
$2,60026%4Nothing cheaper ranks higher
$2,80028%5SUPER-45 ranks higher and costs $200 less
$3,20032%12A-91 ranks higher and costs $3,200 less
$4,80048%2Nothing cheaper ranks higher
$6,00060%3SVD ranks higher and costs $1,200 less
$6,50065%1Nothing cheaper ranks higher

The line that does the most work is the free one. The A-91 is the faction recruit rifle, it costs nothing, and on this model it outranks 7 weapons you would pay up to $3,200 for. With one caveat the table cannot hold: its tile says “Unable to equip attachments”, and attachments are on the model's own list of things it does not know about. A paid rifle you can build on is not competing with a free one on rank alone. That is the shape of the gap: the arithmetic defends the free rifle, and the arithmetic is not finished.

What this ranking leaves out

6 priced and ranked weapons are held back from the table above, and not because they did badly. In both cases the model measures something other than what the weapon is for, so including them would produce a confident wrong answer rather than a missing one.

Sniper rifles · MOSIN NAGANT, SV98, SCOUT RIFLE TD
Hit-location multipliers are outside the model, and a bolt-action rifle is bought for the shot it does not have to repeat. Ranking one on shots-to-kill measures the wrong thing — which is why all three sit at the bottom of the study.
Sidearms · GGX 18, M1911, DEAGLE
A sidearm is the second slot, carried alongside a primary rather than instead of one. It is not competing for this budget the way the rest of the table is.

A further 13 of the 33 weapons we have recorded reach neither table: no price yet, no damage figure, or neither. They fall out for want of data rather than for want of merit, and the catalogue holds them either way.

The three spends

Every life is one of these decisions. Builds on this site are organised by what they cost, not just what they contain.

The fourth spend sits outside the bands entirely: a vehicle is bought from its own vendor and priced against the same wallet, which is why a squad that buys transport is a squad fighting the Control Zone on a thinner kit.

Budget

Up to $4,000

What you can field after a bad life.

Standard

Up to $7,500

The everyday spend.

Full budget

Up to $10,000

Everything a fresh spawn can afford.

Go deeper

How these rankings work

Most tier lists are one person's opinion presented as a verdict. Ours shows the arithmetic next to the letter, marks where the recorded figures end and our model begins, and stamps every figure with the patch it was observed in — currently Season 1 (Early Access launch) — because a weapon stat is never true outright, only true as of a patch.

When a patch moves a number, the stamp changes and the old value is replaced rather than quietly overwritten. That is the difference between a meta site you can check against and one you have to trust. Every build and what it shifted is logged on the patch notes page.

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