MP5
MP5 is an SMG in WARDOGS, chambered in 9x19mm. It does 22 damage per round at 800 rounds per minute, with a muzzle velocity of 400 m/s and an effective range of 200 m. It weighs 2.54 kg. It costs $1,800 and unlocks at Medic Lvl 15. On the tier list it is B tier.
Details
- Category
- SMG
- Price
- $1,800
- Share of $10,000 budget
- 18%
- Unlocks at
- Medic Lvl 15
- Unlock cost
- $75,000
- Rewards
- Medic XP
- Weight
- 2.54 kg
- Tier list
- B tier, #20 of 37
Weapon stats
- Damage per round
- 22
- Rate of fire
- 800 rpm
- Fire modes
- Auto / Semi
- Muzzle velocity
- 400 m/s
- Effective range
- 200 m
- Accuracy
- 1.16 mrad
- Deviation
- 20°
- Zeroing
- 25–100 m
- Melee damage
- 20
- Suppression
- ×1
The platform's own figures from the game files, before any attachment moves them. 1 mrad is about 10 cm of spread at 100 m.
Shots to kill
| Target wears | Body shots | Body TTK | Head shots | Head TTK |
|---|---|---|---|---|
| No armour | 5 | 300 ms | 3 | 150 ms |
| Level 1 | 7 | 450 ms | 4 | 225 ms |
| Level 2 | 8 | 525 ms | 4 | 225 ms |
| Level 3 | 9 | 600 ms | 5 | 300 ms |
| Level 4 | 11 | 750 ms | 6 | 375 ms |
Every round on target, standard (FMJ) ammo, zero range, 100-health target. Head hits use the helmet of the same level. Damage falloff is not decoded, so long-range figures are a floor.
In-game vendor card
MP5
SMGs
2.54 kg
$1,800

- –Semi / Full Auto
- –9x19mm
RewardsMedic XP
Flexible, configurable and low recoil.
“Make sure to give the bolt a good slap.”
Reach Medic Lvl 15
Unlock: $75,000
The vendor's own card, as shown in the Closed Alpha. The level it opens at and the one-off unlock come from a progression snapshot dated 2 September 2026, and are reported rather than confirmed.
Attachments
Magazines
3All 3 change aim time, horizontal recoil and vertical recoil. The build names the attributes; it does not publish the amounts, so neither do we.
| Magazine | Price | |
|---|---|---|
| $70 | ||
| ||
| $100 | ||
| ||
| $230 | ||
| ||
Optics
8All 8 change ADS zoom and aim time. The build names the attributes; it does not publish the amounts, so neither do we.
| Optic | Price | |
|---|---|---|
| $820 | ||
| ||
| $580 | ||
| ||
| $520 | ||
| ||
| $840 | ||
| ||
| $650 | ||
| ||
| $640 | ||
| ||
| — | ||
| — | ||
Foregrips
1Changes aim time, equip speed, horizontal recoil, spread and vertical recoil. The build names the attributes; it does not publish the amounts, so neither do we.
| Foregrip | Price | |
|---|---|---|
| $950 | ||
| View attachment | ||
These are the attachments the game pairs with the MP5 in the alpha. The pairing is the game's own rather than a menu we opened, so read it as what the game associates with this weapon — accurate to the build, and worth checking in game before you plan a loadout around it.
A further 6 are paired with it that we cannot yet name, with no vendor entry we have seen. Those are held back until they have one — why we do that.
Ammunition
The MP5 fires 9×19mm, bought separately from the weapon. Which weapons take which calibre is the game's own association rather than a menu we opened, and it agrees across all three places the build records it.
The MP5 itself costs as much as 180 boxes of what it fires, at $10 a box. The spread across calibres runs $10 to $250, wider than the gap between most of the rifles that fire them, so a cheap weapon on an expensive calibre is not a cheap loadout.
| Load | Per round |
|---|---|
| $1 | |
| $2 | |
| $1.50 |
Per-round prices are arithmetic — a loaded magazine's price minus the empty one's, over its capacity. How much difference each load makes has never been published. Everything we have on 9×19mm.
At $1,800 the MP5 is 18% of a full loadout budget, leaving $8,200 for everything else you carry. What a complete kit costs.
What “Medic XP” means on that card
WARDOGS has no fixed classes. Progression runs on six XP tracks, and Bulkhead has confirmed they are earned by using specialist gear rather than picked from a menu — so the REWARDS line is not flavour, it is the rule. Carry the MP5 and the XP goes to Medic, whatever the rest of your loadout is doing.
That makes the vendor tab a progression choice as much as a combat one. Every weapon we saw in the alpha pointed at exactly one track, and the tracks split along the vendor tabs: rifles fed Assault, SMGs fed Medic, shotguns and LMGs fed Support, everything long-range fed Recon.
Which is the argument for picking a weapon by what it leaves you rather than by what it does: what a full kit around the MP5 costs decides whether the track is affordable to grind, and where the MP5 lands once cost is the tiebreak is a different question from raw damage.
Six tracks and gear-driven progression are confirmed by Bulkhead. Which weapon feeds which track is our Alpha 1 reading, and it can change.
Other smgs in the vendor
The rest of the tab the MP5 is sold under, cheapest first.
Guides that cover the MP5
Where this weapon sits in the game
Where the MP5 ranks
The tier list, and why cost decides it more than damage does.
Complete builds by what they cost
What a full kit around this weapon leaves in the balance.
Every weapon we have recorded
The full Closed Alpha roster, by category.
What a round actually pays
One complete payout, line by line, and the loadout refund on death.

















