Weapon Tier List in War Dogs
- War Dogs Weapon Tier List
- How the tiers work
- Quick tier overview
- Awesome-tier weapons
- MP9
- M4
- Galil
- FAL
- Super 45
- Great-tier weapons
- Scoped pump-action shotgun
- SVD
- BMR-308
- Good-tier weapons
- AK-74
- SKS
- T-21
- MP5
- Glock 18
- Bolt-action rifles
- Medium and situational weapons
- PP-19 Vityaz
- Double-barreled shotgun
- M249 and PKM
- Other secondary weapons
- Weapons to skip
- Standard assault rifles
- TD sniper rifle
- Bow and specialist choices
- Bow
- How to choose the right weapon
- Final takeaways
War Dogs Weapon Tier List
Once you unlock a wider selection of weapons in War Dogs, the difference between a reliable loadout and a poor one becomes obvious. Some weapons combine strong damage, manageable recoil, and useful range, while others are only worth carrying until you find something better.
This tier list ranks the weapons by practical value in combat, including damage, bullet velocity, recoil, magazine economy, reload speed, price, and how consistently each weapon performs in real fights. A weapon in a lower tier is not always unusable; some are effective in very specific situations.
How the tiers work
- Awesome: Outstanding weapons that are effective in most situations and worth building a loadout around.
- Great: Extremely strong choices with only minor drawbacks or a more specialized role.
- Good: Reliable weapons that can win fights, although a superior alternative usually becomes available later.
- Medium / situational: Useful with the right positioning, range, or playstyle, but inconsistent as an all-purpose choice.
- Skip: Weapons that are generally outperformed or have drawbacks that are too severe to justify using them.
The rankings assume a player wants a practical weapon for raids and firefights rather than a novelty build. Your own accuracy, recoil control, and preferred engagement range can move some weapons up or down.
Quick tier overview
| Tier | Weapons |
|---|---|
| Awesome | MP9, M4, Galil, FAL, Super 45 |
| Great | Pump-action shotgun, SVD, BMR-308 |
| Good | AK-74, SKS, T-21, MP5, Glock 18, Mosin-Nagant, SV98, Mark 22, AMR |
| Medium / situational | PP-19 Vityaz, double-barreled shotgun, M249, PKM, Glock 17, Judge, 1911, Deagle, bow |
| Skip | Standard assault rifles, TD sniper rifle |
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Awesome-tier weapons
MP9
The MP9 is one of the best all-around weapons in the game. It costs $900, has very low recoil, fires extremely quickly, and offers some of the highest bullet velocity among the submachine guns. Its standard magazine holds 20 rounds and uses one slot, while the 50-round drum uses only two slots.
The MP9 deals the expected damage for a 9mm submachine gun, but its combination of speed, accuracy, low recoil, and affordable price makes it exceptional. It is particularly effective for aggressive close-range play and is a dependable choice for a combat medic.
M4
The M4 is arguably the most complete assault rifle. It costs $2,800, fires at 800 rounds per minute, and has remarkably controllable recoil for its rate of fire. It combines assault-rifle bullet velocity with damage that remains competitive with submachine guns.
The rifle is effective at close and medium range, and careful recoil control lets it perform at longer distances as well. It has few meaningful weaknesses, which is why it belongs at the top of the list.
Galil
The Galil is an excellent improvement over the AK-style rifles. Its default magazine holds 35 rounds, it has slightly higher bullet velocity than the AK-74, and its 5.56 ammunition gives it better damage.
Even average recoil control can produce kills at range, while skilled players can use the Galil effectively over very long distances. It falls just below the M4 because the M4 is easier to control and more versatile, but the Galil remains one of the strongest primary weapons available.
FAL
The FAL is expensive at $6,500, but its performance explains the price. It can deal roughly 90 damage to the head and has an exceptionally fast time to kill, even surpassing the Vector according to the comparison in this ranking.
The main drawbacks are its poor magazine economy and high cost. It also benefits from controlled bursts rather than uncontrolled automatic fire. In the hands of a player who can manage its recoil, the FAL can erase enemies almost instantly and remains effective at long range.
Super 45
The Super 45 is one of the most dangerous close-range weapons. Its mechanical design gives it almost no recoil, while its .45-caliber ammunition deals substantially more damage than standard 9mm weapons. It also fires at approximately 1,200 rounds per minute.
Its weaknesses are poor initial bullet velocity and limited range. Those problems matter much less when the weapon is used as intended: at close range. Because the recoil is so easy to control, its practical range can still feel comparable to that of the MP9.
Great-tier weapons
Scoped pump-action shotgun
The pump-action shotgun is far more versatile than its category may suggest. With the appropriate ammunition and a scope, it can function as a close-range shotgun, a DMR-style weapon, or even a budget sniper rifle.
Its main limitation is the pump-action cycle. Missing a shot, or needing two or three hits to finish an enemy, can leave you vulnerable. It is not as forgiving as a top assault rifle or submachine gun, but it has a clear place in the arsenal and is much more useful than the basic double-barreled shotgun.
SVD
The SVD is a major upgrade over the SKS. It reloads faster, has better muzzle velocity and accuracy, and deals more damage. Although it costs more, the improvement is substantial enough to justify the price.
It is a strong marksman rifle for players who want reliable damage at medium and long range without accepting the slow reload and weaker performance of the SKS.
BMR-308
The BMR-308 belongs alongside the SVD and is slightly better overall, although it is considerably more expensive. Marksman rifles are especially strong in War Dogs because they can pressure targets at range while still allowing faster follow-up shots than bolt-action rifles.
Good-tier weapons
AK-74
The AK-74 is a strong early unlock. It costs $1,600, has relatively low recoil, good bullet velocity, and useful range. It is an excellent weapon when first obtained and can handle most ordinary engagements.
It ranks below the Galil because the Galil improves on the same general concept without costing dramatically more. The AK-74 is worth using early, but many players will replace it once better rifles become available.
SKS
The SKS is the first marksman carbine many players unlock. With armor-piercing rounds, it can kill a player wearing level-two armor with one headshot and one body shot. Against many other armor types, it can still secure a kill in roughly three or four shots.
Its disadvantages are significant recoil and a very slow reload. The fact that it does not require additional magazines is convenient, but later carbines offer better handling and faster follow-up shots.
T-21
The T-21 costs only $600 and fires faster than the Galil or AK. Its time to kill is respectable, making it more capable than its low price suggests.
Unfortunately, its recoil is high, and the M4 is better in most categories. Even so, the T-21 remains a useful budget weapon and deserves a place at the bottom of the Good tier rather than being dismissed outright.
MP5
The MP5 has the same rate of fire as the PP-19 Vityaz but improves on it with higher initial bullet velocity and slightly better recoil. It is not as impressive as the MP9, yet it is a dependable mid-tier submachine gun.
Glock 18
The Glock 18 is the strongest practical sidearm in this comparison. It fires at 1,200 rounds per minute and deals the same damage as other 9mm weapons, giving it excellent close-range stopping power.
It is especially valuable when paired with a bolt-action rifle or another weapon that struggles in close quarters. It does not rank higher because a secondary weapon is not always necessary, but when you need one, the Glock 18 can shred enemies quickly.
Bolt-action rifles
The Mosin-Nagant sits at the top of the Good tier among the basic bolt-action rifles. The SV98 is essentially a modest improvement for a slightly higher price, while the Mark 22 is another upgrade with a much higher cost.
The AMR is also a strong option because it can kill with a headshot. These rifles are effective for players who prefer deliberate long-range shots, but semi-automatic marksman rifles are generally easier to use against multiple targets and in close or medium-range fights.
Medium and situational weapons
PP-19 Vityaz
The Vityaz is serviceable, but it is difficult to recommend when the MP9 is cheaper and performs better in nearly every important area. The Vityaz has lower initial bullet velocity, worse recoil, and less convenient magazine options. Its 20-round magazine is not available in the same way, while its 50-round drum takes three slots instead of two.
Use it if it is your best available option, but replace it as soon as a stronger submachine gun becomes available.
Double-barreled shotgun
The double-barreled shotgun costs only $400 and can become a budget sniper rifle when loaded with slugs. It can certainly secure kills, but its limited capacity and narrow role make it a temporary option.
It is worth considering at the beginning of progression, yet the T-21 is often a better purchase for only a few hundred dollars more. Once the pump-action shotgun is unlocked, there is little reason to return to the double-barrel.
M249 and PKM
The M249 and PKM are best judged together. The PKM delivers extremely high damage, while the M249 is easier to control. Both can destroy a group of enemies when fired from a supported position with a bipod.
The problem is mobility. These machine guns are heavy, difficult to fire accurately while standing, and shake heavily after stopping from a sprint. They are excellent for holding a window or watching a street where an entire squad must cross, but they are poor general-purpose weapons.
Going prone makes them much more effective, but it also makes you predictable. Once spotted, a player using a DMR or sniper rifle can often eliminate you before you reposition.
Other secondary weapons
- Glock 17: A perfectly reliable sidearm, but much less impressive than the Glock 18. It belongs in the Good tier only because it is useful when a secondary is required.
- Judge: A workable short-range revolver, but not a consistently essential sidearm.
- 1911: Decent and functional, although it does not offer a major advantage over the better secondary choices.
- Deagle: High headshot damage makes it dangerous, but its roughly 2 kg weight becomes even more costly once ammunition and magazines are included.
For most rifle loadouts, carrying one of these weapons is optional. A secondary is more valuable when your primary is a bolt-action rifle or another weapon that leaves you vulnerable at close range.
Weapons to skip
Standard assault rifles
The basic assault rifles have poor bullet velocity and accuracy, and their burst-fire design limits their usefulness. They cannot be improved with modules, which removes much of their potential.
Use one only when you have no money and need a weapon for a first kill. After that, replace it with almost anything more capable. Picking up another weapon from the field is usually a better plan than investing in these rifles.
TD sniper rifle
The TD sniper rifle is a single-shot weapon with such severe limitations that it is rarely worth picking up, even after a kill. Its role is closer to a learning tool for scouting with binoculars than a practical long-term sniper choice.
Unless it is your only available weapon, leave it behind and look for a marksman rifle or a more capable bolt-action rifle.
Bow and specialist choices
Bow
The bow can be extremely powerful when the enemy does not know your position. Its quiet, unexpected attacks can create excellent ambush opportunities.
However, you need to fight at relatively close range, and the lack of sights makes aiming difficult. In many engagements, a rifle is more practical. The bow is best treated as a high-risk stealth option rather than a universal primary weapon.
How to choose the right weapon
- Choose for your usual range. Use the Super 45, MP9, or Glock 18 for close fights. Choose the M4, Galil, or a marksman rifle when medium and long-range engagements are common.
- Consider recoil before damage. A weapon with theoretical damage advantages is less useful if you cannot keep shots on target. The M4 and MP9 are strong partly because they are easy to control.
- Check magazine economy. Heavy weapons and large magazines consume space. The MP9 is unusually efficient with its 50-round drum, while the Vityaz is more demanding.
- Match the weapon to your movement. Machine guns are strongest from a bipod and prone position. They are poor choices for players who constantly sprint between fights.
- Replace temporary weapons quickly. The AK-74, SKS, double-barreled shotgun, and T-21 can all be useful during progression, but several have clear upgrades later.
- Carry a secondary only when it solves a problem. A sidearm is most useful with a bolt-action rifle or another primary that cannot respond quickly at close range.
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Final takeaways
The MP9, M4, Galil, FAL, and Super 45 are the most consistently powerful weapons in the current ranking. They cover close, medium, and long-range combat while offering a strong balance of damage and handling.
The SVD and BMR-308 are excellent choices for marksman players, and the scoped pump-action shotgun is a surprisingly flexible specialist weapon. The AK-74, SKS, T-21, MP5, Glock 18, and bolt-action rifles remain useful, especially during progression or when matched to a specific playstyle.
Machine guns, the bow, and the weaker shotguns can still work when their conditions are met, but they should not be treated as universal choices. Meanwhile, standard assault rifles and the TD sniper rifle are best replaced as soon as possible.
