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Two soldiers in plate carriers and helmets facing each other down a ruined street, rifles up, at the instant of the first shot. A stopwatch face is chalked on the wall between them.

Time to kill

WARDOGS TTK rankings

Published Updated Data as of Season 1 · 10 Sept 2026

Compare weapons head-to-head

Pick up to 5 weapons and put them on one chart. The axis is armour tier rather than distance — that is the one thing this build's own numbers actually step on. See below for what the range slider does instead.

Selection
AMR 50FALPKMSVDBMR-308

Suggestions: |

TTK Chart
TTK (ms)
BareL1L2L3L4

Armour tier

  • AMR 50
  • FAL
  • PKM
  • SVD
  • BMR-308

Damage

Dmg
60
RPM
650rpm
DPS
650dps
Dmg
55
RPM
600rpm
DPS
550dps
Dmg
55
RPM
480rpm
DPS
440dps
Dmg
60
RPM
450rpm
DPS
450dps
Dmg
107
RPM
42rpm
DPS
74dps

Range

Velocity
900m/s
Effective
2,000m
Velocity
880m/s
Effective
500m
Velocity
840m/s
Effective
800m
Velocity
825m/s
Effective
1,000m
Velocity
800m/s
Effective
800m

Damage and RPM are decoded per calibre and per weapon; effective range is the build's own figure and is absent on a few platforms. No recoil, handling, mobility or hip-fire figures are decoded yet, so this tool does not show them rather than estimate them.

How long each weapon needs to put a target down, against a bare chest and against all four tiers of armour. Click a column to rank on it. The small figure under each time is the number of shots that kill.

Class

27 weapons shown

Hit
Ammo

Range adds the bullet’s flight to the clock. Damage does not fall off here — see below.

#WeaponNo armourLevel 1 vestLevel 2 vestLevel 3 vestLevel 4 vest
1
AMR 50

armour unresolved

Instant1Instant11,446 ms21,446 ms21,446 ms2
292 ms2185 ms3185 ms3277 ms4369 ms5
3100 ms2200 ms3200 ms3300 ms4400 ms5
4125 ms2125 ms2250 ms3375 ms4375 ms4
5133 ms2133 ms2267 ms3267 ms3400 ms4
6143 ms2286 ms3429 ms4571 ms5714 ms6
7150 ms4200 ms5250 ms6350 ms8450 ms10
8200 ms5300 ms7350 ms8500 ms11600 ms13
9212 ms4282 ms5353 ms6494 ms8635 ms10
10225 ms2449 ms3449 ms3674 ms4899 ms5
11225 ms4375 ms6375 ms6525 ms8750 ms11
12240 ms4400 ms6400 ms6560 ms8800 ms11
13257 ms4429 ms6429 ms6600 ms8857 ms11
14257 ms4429 ms6429 ms6600 ms8857 ms11
15257 ms4429 ms6429 ms6600 ms8857 ms11
16267 ms5400 ms7467 ms8600 ms10800 ms13
17277 ms4462 ms6554 ms7738 ms9923 ms11
18277 ms4462 ms6462 ms6646 ms8923 ms11
19300 ms5450 ms7525 ms8675 ms10900 ms13
20300 ms5450 ms7525 ms8675 ms10900 ms13
21400 ms5600 ms7700 ms81,000 ms111,200 ms13
22419 ms4558 ms5698 ms6977 ms81,256 ms10
23600 ms3900 ms4900 ms41,200 ms51,800 ms7
241,304 ms21,304 ms22,609 ms32,609 ms33,913 ms4
251,304 ms21,304 ms22,609 ms32,609 ms33,913 ms4
261,304 ms21,304 ms21,304 ms22,609 ms33,913 ms4
272,609 ms33,913 ms45,217 ms56,522 ms69,130 ms8

Every round on target, against a 100-health target, in whichever of the three ammunition types you pick. FMJ, HP and AP scale flesh damage and a plate's effectiveness against them independently — not one dial — decoded ourselves rather than read off a vendor card; src/data/ammo.json's _ammoTypeModifiers has the extraction and the one thing about how the two combine that is a choice here rather than a decode. Armour tiers wear the matching vest and helmet, and the one that counts is the one covering the zone you picked — the vest for a torso hit, the helmet for a head shot. Switching to Head applies each class's own headshot multiplier, which is the only figure on this page we did not decode ourselves; it is reported rather than confirmed, and src/data/hit-zones.json says why at length. On a phone the row carries the column you are ranking on — open it for the rest. The AMR 50 is marked because .50 CAL carries a penetration multiplier of 3.5 that we cannot yet resolve against a plate — its armoured times are the slowest that round can be, not what it does.

The fastest weapon in each class

The same six classes twice: once against someone who has not bought armour yet, and once against someone in the heaviest plate in the game. Both are torso hits, so these two rows stay put when you switch the table above to head shots. Read down them — where the weapon changes, the class has no single best answer, and where it holds, it is the buy.

Fastest against no armour · torso

Fastest against Level 4 · torso

Reading the table honestly

Every figure here assumes each round lands on the same spot. That is the one assumption the arithmetic cannot check and the one a fight never grants, so a weapon that wins the chart by three hundredths of a second wins nothing if you cannot hold it on target. Read the column that matches the armour you expect to meet, not the bare one — a weapon that ranks well against a bare chest and collapses against Level 4 is a weapon for the opening minutes, and one that holds its place all the way across is what the money is for.

The clock runs over the gaps between shots rather than over the shots themselves, because the first round is already chambered. That is why a one-shot kill reads instant at the muzzle, and why rate of fire does nothing for a weapon that already kills with one round. Push the range out and the bullet’s travel joins the clock, which is the moment the bolt guns stop looking instant: at 300 m a MOSIN NAGANT round spends about a third of a second in the air before it arrives.

What this table does not know

Four things, and each is missing rather than assumed. Hit location beyond head and torso: the two published decodes of the game's zone table agree on those and disagree on the neck, pelvis and limbs, so the selector offers what is corroborated and nothing else. Ammunition type, partly: FMJ, HP and AP are decoded, but the AP row's per-tier armour override and the exact order the engine composes a type's scalar with the plate's own reduction are not, so the flat figure applies at every tier and the composition is a choice here rather than a read. Range falloff: distance moves flight time here and nothing else, which makes every long-range figure a floor. Everything about holding a weapon steady — recoil, spread, aim-down-sight time, burst delay, reload.

6 weapons are absent from the ranking entirely: MP43, M500, COMPOUND BOW, RPG-7, MAAWS, MGL-40. The two shotguns because a buckshot shell’s pellet count is not in the cooked build, and a shell whose pellet count is unknown has no damage per shot to rank; the bow and the launchers because neither kills by bullet damage, and putting them in a bullet table would flatter both.

From the chart to a loadout

Speed is one axis and this site argues it is not the deciding one. A weapon that kills a tenth of a second faster for four times the money is a worse buy in a game where the cash persists between matches, and the tier list ranks on exactly that trade. Use this table to narrow the field to two or three, then price them.

Questions people ask

What is TTK in WARDOGS?

Time to kill: the seconds between the trigger pull and the round that puts a target down. It folds damage per shot and rate of fire into one number, which is what makes weapons of different classes comparable at all. On this page it is measured against a 100-health target hit in the torso, with every round landing.

Which WARDOGS weapon has the fastest TTK?

Against an unarmoured target the AMR 50 leads — it kills with the round already chambered, so at the muzzle there is nothing on the clock at all. Against Level 4 armour the order changes and the FAL comes out fastest at 369 ms. There is no single answer, which is why the table sorts on whichever column matches the fight you expect.

Does armour change time to kill in WARDOGS?

Heavily. A vest takes its stated percentage off every hit that lands where it covers, so it raises the number of shots a kill needs and stretches the clock. Level 1 takes 30% off a torso hit and Level 4 takes 65%. A vest and helmet at Level 4 costs $7,000, and what it buys is time.

Why is a sniper rifle’s TTK zero at point-blank range?

Because the clock only runs over the gaps between shots, and a one-shot kill has no gaps. The first round is already chambered, so a weapon that kills with it spends no time firing — it spends time only on the bullet’s flight to the target. Set a range above zero and the bolt guns stop reading as instant.

Does this chart account for headshots?

Yes, with a toggle. Switch to Head and every row recomputes on that class’s own headshot multiplier — the one figure on this page we did not decode ourselves, reported rather than confirmed from two third-party reads of the build. A BULKHEAD developer confirmed the mechanism behind it in public on 20 September 2026: base damage is set by calibre, then an archetype-based modifier scales it toward the weapon’s role, which is why a sniper and an LMG chambered in the same round do not deal the same damage.

Does damage fall off with range in WARDOGS?

It does in the game, and it does not in this table. Moving the range slider adds the bullet’s flight time and nothing else, because the falloff curves are not decoded. That makes every long-range figure a floor: the real time is this or slower, never faster.

Do hollow-point and armour-piercing rounds change TTK in WARDOGS?

Considerably. Hollow-point roughly doubles flesh damage and makes a plate roughly half again as effective against it, so it is the round for a target you expect to catch unarmoured and a bad one once they are not. Armour-piercing gives up about a fifth of its flesh damage and cuts a plate’s effectiveness to roughly a third, which is the trade the other way. Switch the Ammo selector and every column recomputes — decoded from the build, not the vendor card, which still does not say what AP’s bullet points do.

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