
Time to kill
WARDOGS TTK rankings
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.
Suggestions: |
Armour tier
- AMR 50
- FAL
- PKM
- SVD
- BMR-308
Damage
Range
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.
27 weapons shown
Range adds the bullet’s flight to the clock. Damage does not fall off here — see below.
| # | Weapon | No armour | Level 1 vest | Level 2 vest | Level 3 vest | Level 4 vest | |||||||||||||||
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| 1 | ![]() AMR 50 armour unresolved | Instant1 | Instant1 | 1,446 ms2 | 1,446 ms2 | 1,446 ms2 | |||||||||||||||
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| 2 | 92 ms2 | 185 ms3 | 185 ms3 | 277 ms4 | 369 ms5 | ||||||||||||||||
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| 3 | 100 ms2 | 200 ms3 | 200 ms3 | 300 ms4 | 400 ms5 | ||||||||||||||||
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| 4 | 125 ms2 | 125 ms2 | 250 ms3 | 375 ms4 | 375 ms4 | ||||||||||||||||
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| 5 | 133 ms2 | 133 ms2 | 267 ms3 | 267 ms3 | 400 ms4 | ||||||||||||||||
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| 6 | 143 ms2 | 286 ms3 | 429 ms4 | 571 ms5 | 714 ms6 | ||||||||||||||||
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| 7 | 150 ms4 | 200 ms5 | 250 ms6 | 350 ms8 | 450 ms10 | ||||||||||||||||
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| 8 | 200 ms5 | 300 ms7 | 350 ms8 | 500 ms11 | 600 ms13 | ||||||||||||||||
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| 9 | 212 ms4 | 282 ms5 | 353 ms6 | 494 ms8 | 635 ms10 | ||||||||||||||||
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| 10 | 225 ms2 | 449 ms3 | 449 ms3 | 674 ms4 | 899 ms5 | ||||||||||||||||
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| 11 | 225 ms4 | 375 ms6 | 375 ms6 | 525 ms8 | 750 ms11 | ||||||||||||||||
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| 12 | 240 ms4 | 400 ms6 | 400 ms6 | 560 ms8 | 800 ms11 | ||||||||||||||||
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| 13 | 257 ms4 | 429 ms6 | 429 ms6 | 600 ms8 | 857 ms11 | ||||||||||||||||
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| 14 | 257 ms4 | 429 ms6 | 429 ms6 | 600 ms8 | 857 ms11 | ||||||||||||||||
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| 15 | 257 ms4 | 429 ms6 | 429 ms6 | 600 ms8 | 857 ms11 | ||||||||||||||||
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| 16 | 267 ms5 | 400 ms7 | 467 ms8 | 600 ms10 | 800 ms13 | ||||||||||||||||
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| 17 | 277 ms4 | 462 ms6 | 554 ms7 | 738 ms9 | 923 ms11 | ||||||||||||||||
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| 18 | 277 ms4 | 462 ms6 | 462 ms6 | 646 ms8 | 923 ms11 | ||||||||||||||||
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| 19 | 300 ms5 | 450 ms7 | 525 ms8 | 675 ms10 | 900 ms13 | ||||||||||||||||
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| 20 | 300 ms5 | 450 ms7 | 525 ms8 | 675 ms10 | 900 ms13 | ||||||||||||||||
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| 21 | 400 ms5 | 600 ms7 | 700 ms8 | 1,000 ms11 | 1,200 ms13 | ||||||||||||||||
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| 22 | 419 ms4 | 558 ms5 | 698 ms6 | 977 ms8 | 1,256 ms10 | ||||||||||||||||
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| 23 | 600 ms3 | 900 ms4 | 900 ms4 | 1,200 ms5 | 1,800 ms7 | ||||||||||||||||
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| 24 | 1,304 ms2 | 1,304 ms2 | 2,609 ms3 | 2,609 ms3 | 3,913 ms4 | ||||||||||||||||
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| 25 | 1,304 ms2 | 1,304 ms2 | 2,609 ms3 | 2,609 ms3 | 3,913 ms4 | ||||||||||||||||
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| 26 | 1,304 ms2 | 1,304 ms2 | 1,304 ms2 | 2,609 ms3 | 3,913 ms4 | ||||||||||||||||
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| 27 | 2,609 ms3 | 3,913 ms4 | 5,217 ms5 | 6,522 ms6 | 9,130 ms8 | ||||||||||||||||
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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.
Read next

Tier list
Why cost is the WARDOGS meta
A weapon that wins fights can still be the wrong buy.

Catalogue
Every weapon we have recorded
The Closed Alpha roster, tab by tab.

Catalogue
Every calibre and what it costs
Box prices, per-round costs for all three loads, and which weapons chamber each.

Builds
Complete loadouts by what they cost
Whole kits priced against the $10,000 you get once per account.


























