WARDOGS classes: XP, levels and unlocks
WARDOGS has six classes, each with its own level from 0 to 100. Your Wardog level is all six added together. Each class guide covers how the class plays, what earns its XP, every unlock by level and the XP each level needs.
- Assault: The frontline rifleman. Points come from bodies in the Control Zone, and Assault is the class that wins the fights to stay there. 33 unlocks; the main class of 145 tracked players.
- Medic: Keeps the squad in the fight. A revived teammate is back in the zone at once, with no new kit to buy and no trip back from HQ, so a good medic is worth several extra rifles in a race for points. 36 unlocks; the main class of 60 tracked players.
- Recon: The team's eyes. Recon spots enemies for the squad, watches the approaches from range and takes the long shots. With three factions on the map, knowing where the other two are is often worth more than a kill. 49 unlocks; the main class of 136 tracked players.
- Support: Builds and supplies the front. Support puts up FOBs and fortifications, keeps supplies moving, repairs the team's vehicles and carries the heavy weapons: LMGs, shotguns and launchers for dealing with armour. 31 unlocks; the main class of 117 tracked players.
- Driver: Moves the team. The Control Zone is 2 km across and the map far bigger, so a driver who drops a full squad at the zone saves everyone the walk, and keeps the bases holding it supplied. 15 unlocks; the main class of 19 tracked players.
- Pilot: The fastest way into the fight. Pilots fly squads and supplies straight to the zone and bring firepower from the air, with the risk that one rocket takes down a helicopter full of teammates. 11 unlocks; the main class of 49 tracked players.
How a WARDOGS match works
Three factions, one Control Zone
Each match puts three factions on a large map with a single Control Zone: a 2 km by 2 km square picked at random. Every 30 seconds, the faction with the most players inside it scores a point, and the first to 100 wins. Kills don't score on their own; bodies in the zone do.
The Hot Zone
A smaller circle inside the Control Zone that moves during the match. Anyone standing in it counts twice toward control and earns double cash, so most of the fighting ends up around it.
Towers and the code
Towers can be captured once their cooldown runs out: clear the building and take the console. Each tower your faction takes reveals one digit of that match's code. With the whole code, enter it at a tower you hold and the Hot Zone moves to that tower, onto ground you've already fortified.
FOBs
Forward operating bases your team builds, usually at a captured tower, then keeps stocked with supplies flown or driven in. They give you fortifications near the fight, and a FOB with drill sites built and fuelled can pull the Hot Zone too, without the tower code.
Cash and kit
You earn cash for what you do and for time in the zone. Reaching an item's level lets you unlock it for a one-off fee; after that you pay its much smaller price each time you take it into a match. Whatever you lose, you buy again, so a kit you can afford to replace keeps you playing.
No class to pick
You don't choose a class. Everything you do levels the class it belongs to: rifle kills level Assault, revives level Medic, building levels Support, and so on. Your Wardog level is all six added together and unlocks the gear every class shares, such as better armour and helmets at Wardog levels 30, 60 and 100.
Where these numbers come from
- Unlock levels and costs: the game's own unlock data, last checked 26 September 2026.
- XP per action: players' testing, so treat it as a close estimate unless it's marked as confirmed in game. Last reviewed 27 September 2026.
- How matches and classes work: player guides and community write-ups, where they agree. Last reviewed 27 September 2026.
- Ownership and class figures: the 526 ranked players on WD Stats (public profiles with stats), updated hourly.