Skip to content
WARDOGS
Interactive Map
All Guides
GuideContent updated

Researched and maintained by WARDOGS Wiki Editorial Team

WARDOGS Armor Tier List: Tiers 1-4 and Limited Mode

A WARDOGS armor tier list for Tiers 1 to 4 and helmets, with measured near-range damage and the announced Tier 2 cap for Season 3 Limited Mode.

Early Access operations

Season 3 is live

Season 3 went live on November 12, 2026 with Update 0.3.0. The 13:00–15:00 UTC maintenance window has ended and servers are back online. Update 0.3.0 adds the new map Sabatulo, the new Limited Mode, new multi-track unlocks and a new catch-up mechanic. Based on the official Season 03 patch notes (11 November) and the Season 03 is now live announcement (12 November). These two Season 3 documents do not restate any wipe or reset plan. This is official announcement information, not live server telemetry.

Advertisement

Current answer — checked 2026-11-07

Tier 2 is the value pick in normal play and the announced ceiling in Season 3 Limited Mode. Tier 3 is the normal-mode upgrade for players who expect to cross open ground. Tier 4 has the highest published reduction but the worst cost-adjusted case, and the announced Limited Mode plan would exclude it. Tier 1 is a budget or mobility choice, not a protection answer.

The important distinction is between protection and value. Armor tiers are not a ladder where the highest number wins every fight. Cost, weight, coverage, helmet penalties, the route and the replacement budget all decide whether a tier is a good purchase. This page is based on the released Season 2 build plus the announced Season 3 Limited Mode plan; it does not claim post-launch armor values.

What the armor tiers mean

The official notes use Level, while this page uses Tier for the same armor class: Tier 1 is Level 1, and Tier 4 is Level 4. The label and the published value are kept together so the source can be checked.

TierOfficial parameterMeasured near-range examplePrimary evidence
No armorNo published reduction; baselineM14 FMJ upper chest: 45.04Measured
Tier 1No official reduction percentage publishedM14 FMJ upper chest: 31.53Measured
Tier 2Announced cap for Limited Mode; no official reduction percentage publishedM14 FMJ upper chest: 27.02Official
Tier 350 percent damage reduction for armor and helmetsM14 FMJ upper chest: 22.52Official
Tier 460 percent damage reduction for armor and helmetsM14 FMJ upper chest: 18.02Official
Special / GhillieNo published protection valueNot in the measured gridCommunity consensus

The primary label covers the row's placement. The damage column keeps its own Measured provenance. A row can use an official eligibility rule and a measured example without turning the measured number into an official value. The same notes lowered Level 3 from 55 to 50 percent and Level 4 from 65 to 60 percent, so an older 55/65 table is out of date.

The measured column is one gun, one ammunition type, one hit zone and one near-range band. It is not a TTK table. The exact test distance is unknown, and the snapshot has missing cells. Use it to see the direction of the armor curve, not to calculate how many shots a fight will take.

The measured armor curve

Nalerian's 2026-10-15 near-range snapshot records damage by armor tier for four guns with usable measured cells. The table below shows upper-chest damage with FMJ at each tier. A dash means the cell was missing, not zero.

GunNo armorTier 1Tier 2Tier 3Tier 4
M1445.0431.5327.0222.5218.02
TCX-SPR29.14-17.4914.5811.67
PP-19 Bizon25.43-15.2612.7210.17
Evo-3 Ultra32.8723.0119.7316.4413.15

Every value above is a Measured result from the dated community snapshot, not an official table. Conditions: near range with the exact distance unknown, upper chest, FMJ ammunition, checked 2026-10-23. Do not carry these values to another hit zone, another range, another ammunition type or a later build.

The ammunition comparison at Tier 2 is the part that matters for Limited Mode. The same snapshot records these upper-chest values:

GunFMJAPHP
M1427.0228.829.74
TCX-SPR17.4918.656.31
PP-19 Bizon15.2614.65-
Evo-3 Ultra19.7321.047.11

This is why an FMJ-only rule is a real change, not a cosmetic one. At Tier 2, AP is close to FMJ against the measured chest cells, while HP is far lower. A player who is used to choosing HP for unarmored targets loses that option inside the planned Limited Mode playlist. The snapshot does not tell you which ammunition is best at other ranges or against other hit zones.

Body armor tier list

The tier is cost-adjusted value for a complete kit. A high protection number can still be a low-value purchase if it removes the budget for magazines, medical supplies or a replacement.

TierArmorEvidencePublished dataReason
SMedium Armor (Tier 2)OfficialAlpha $1,000; Tier 2The announced Limited Mode ceiling and the best cost-adjusted band in normal play; measured M14 FMJ upper-chest damage falls from 45.04 unarmored to 27.02 at Tier 2
AHeavy Armor (Tier 3)OfficialAlpha $2,000; Tier 3; 50 percent reductionThe normal-mode upgrade when the route crosses open ground, but it costs double Tier 2 and is outside the announced Limited Mode cap
BSuper Heavy Armor (Tier 4)OfficialAlpha $4,000; Tier 4; 60 percent reductionThe highest published reduction, but the cost and the Limited Mode cap make it a specialist purchase rather than a default
CLight Armor (Tier 1)MeasuredAlpha $400; Tier 1; no published reduction percentageA budget or mobility choice; the measured drop from no armor is real, but the protection band is the weakest
CGhillie ArmorCommunity consensusAlpha $3,000; Special tier; no published protection valueA concealment-intent item with no published protection number; do not buy it as a measured armor upgrade

Body armor verdict. Medium Armor is S because it is both the value band and the planned cap. Heavy Armor is the normal-mode answer for exposed routes. Super Heavy is a cost-is-no-object pick. Light Armor is for players who need speed or a cheaper replacement. Ghillie Armor is not a protection tier until a source publishes its values.

Helmet tier list

Helmets follow the same official reduction bands at Tier 3 and Tier 4, but the high tiers add suppression and sensory tradeoffs that body armor does not.

TierHelmetEvidencePublished dataReason
SMedium Helmet (Tier 2)OfficialAlpha $500; Tier 2If helmets are included in the cap, the highest eligible helmet tier at the lowest cost of the protected options
BHeavy Helmet (Tier 3)OfficialAlpha $1,500; Tier 3; 50 percent reduction; 68 percent suppression reductionA normal-mode upgrade with a real protection step, but the cost and the cap keep it below Tier 2 for value
CSuper Heavy Helmet (Tier 4)OfficialAlpha $3,000; Tier 4; 60 percent reduction; 80 percent suppression reduction; muffled audio and proximity chat; restricted FOV; fog while sprintingThe strongest published protection, but the sensory penalties and the price make it a deliberate specialist choice
CLight Helmet (Tier 1)Community consensusAlpha $200; Tier 1; no published reduction percentageThe cheapest helmet, useful only when the budget cannot cover Tier 2
CGhillie HelmetCommunity consensusAlpha $2,500; Special tier; no published protection valueA concealment-intent item with no published protection number; not a measured upgrade

Helmet verdict. Medium Helmet is S for the same reason as Medium Armor: it is the planned ceiling. Heavy Helmet is a normal-mode pick for players who expect head exposure. Super Heavy Helmet is a trade, not a free upgrade: the official notes list muffled audio and proximity chat, restricted FOV and fog while sprinting at Level 4. Light Helmet is a budget item. Ghillie Helmet has no published protection value.

Limited Mode: what the Tier 2 cap changes

The 2026-11-06 announcement materials describe Limited Mode as a separate playlist with planned caps on weapons, ammunition, armor and vehicles. The named limits are FMJ-only ammunition, a Tier 2 armor cap and fewer attack vehicles. The same materials say the final restricted list is still being set, and cash and XP are shared with the default mode in both directions.

If the cap is enforced as described, four things change:

  1. Tier 3 and Tier 4 protection leave the playlist. The measured Tier 2 band becomes the relevant comparison, not a stepping stone.
  2. Ammunition choice collapses to FMJ. The measured HP and AP differences at Tier 2 become less relevant inside Limited Mode, while they remain relevant in the default mode.
  3. Mobility and coverage matter more. With the top armor tiers gone, route choice, silhouette and spacing decide more of the fight than an unavailable plate.
  4. The value of Tier 2 rises. It is not that Tier 2 becomes stronger in absolute terms; it becomes the highest legal tier, so its relative position improves.

The plan does not establish how the cap is enforced, whether special or ghillie items count, whether helmets are capped the same way, or what the post-Season 3 damage values will be. Those are unverified points. Check the patch notes and the actual server rules before rebuilding a kit around the cap.

A practical Limited Mode kit starts with Medium Armor, Medium Helmet and FMJ ammunition, then keeps enough cash for a replacement. Do not spend the reserve on Tier 3 or Tier 4 protection for a playlist that may not allow it. In the default mode, the same player can still justify Heavy Armor for an exposed route.

Durability and condition: the missing column

This wiki does not publish an armor durability or condition table. The gear catalogue records slot, tier and a historical Alpha price. The damage snapshot records per-hit damage by armor tier, not how much damage a plate can absorb before it breaks. Those are different questions.

That gap matters because a tier list can accidentally imply that Tier 4 armor has more durability than Tier 2. The official notes publish a damage reduction percentage, not a durability value. A measured per-hit number is not an armor health pool.

If you see an exact durability number elsewhere, ask three questions before using it: which build, which test method, and whether the armor was at full condition. If the source cannot answer, treat the number as unverified. This page will not fill the gap with a guess.

Armor by role and route

Role or routeArmor pickEvidenceWhy
Assault crossing open groundHeavy Armor in normal play; Medium Armor in Limited ModeOfficialThe 50 percent band helps on exposed routes, but the announced cap removes it from Limited Mode
Flanker or fast moverLight or Medium ArmorCommunity consensusLower cost and less commitment; the measured protection band is weaker, so route and cover do more work
MedicMedium Armor plus storageCommunity consensusEnough protection to reach a casualty, with space for medical supplies and a replacement kit
Logistics or rear supportLight Armor or noneCommunity consensusSpending the team budget on front-line armor does not help a player who avoids the front
Sniper or observerMedium Armor and Medium HelmetCommunity consensusCost-controlled protection for a player who should avoid detection rather than win a trade
Ghillie roleGhillie Armor and Helmet only as a concealment experimentCommunity consensusNo published protection value; do not assume the camouflage is a measured bonus

Common mistakes

Higher tier is always better

It is not. Tier 4 has the highest published reduction and the worst cost-adjusted case for most players. It also falls outside the announced Limited Mode cap. Protection is one input, not the whole decision.

Tier 2 is the weak tier

Tier 2 is the planned ceiling in Limited Mode. In that playlist, it is not a compromise; it is the best legal protection. Even in normal play, the measured M14 FMJ upper-chest value falls from 45.04 unarmored to 27.02 at Tier 2, which is a meaningful step for the price.

Armor replaces cover

No armor tier removes the need to break line of sight, avoid repeated peeks or cross open ground with support. A plate buys time; it does not buy positioning.

Durability equals tier

No durability table is published here. The official values are damage reduction percentages. A per-hit damage measurement is not an armor health pool. Do not convert one into the other.

The Level 4 helmet is a free upgrade

The official Season 2 notes list muffled audio and proximity chat, restricted FOV and fog while sprinting at Level 4. Those are real costs. A player who cannot hear or see the flank may lose the fight the helmet was meant to survive.

Limited Mode is only about vehicles

The older summary said no power weapons and no vehicles. The November 6 materials are more specific: FMJ-only ammunition, a Tier 2 armor cap and fewer attack vehicles, with the final list still being set. Plan around the newer description, and keep the uncertainty visible.

FAQ

Is Tier 2 armor the best in the game? It is the best cost-adjusted band and the announced Limited Mode ceiling. Tier 3 and Tier 4 offer more published reduction in normal play. The right answer depends on the playlist and the route.

Should I buy Tier 4 before Season 3? No. The announced plan caps Limited Mode at Tier 2, and the patch notes were not published when this page was checked. Keep the replacement budget instead of buying protection that may not be eligible.

Does a helmet protect the torso? No. The official reduction bands group armor and helmets, but coverage is different. A helmet result does not generalize to a body plate or an uncovered limb.

Are the measured numbers in this guide official? No. They are Measured community results from a dated near-range snapshot with an unknown exact distance. They are separated from the Official reduction percentages on purpose.

Why is there no durability tier? Because no reliable durability dataset is published in this wiki. The page leaves the value unknown instead of inventing one.

Sources and Last Checked

Check dates apply separately to the sources listed below, not to the whole article. The content update date does not certify every fact. Earlier dated notes retain their origin.

SourceKindChecked
WARDOGS Road to Season 3Official2026-11-07
WARDOGS Season 02 patch notesOfficial2026-11-07
WARDOGS on SteamOfficial2026-11-07
Swoleguy: recorded Season 2 measurementsCreator2026-11-07

The measured armor curve comes from Nalerian's near-range snapshot recorded on 2026-10-15 and checked on 2026-10-23; the snapshot is stored in this wiki. It covers four guns with usable measured cells and five armor states including no armor. The exact distance is unknown. It is not a durability test and not a TTK table.

Related guides

Sources

Each source has its own check date. A page update does not recheck every fact; older game builds and server notices may no longer apply.

Frequently Asked Questions

Does Limited Mode cap armor at Tier 2?

The November 6 announcement materials list a Tier 2 armor cap as a planned Limited Mode limit, together with FMJ-only ammunition and fewer attack vehicles. The same materials say the final restricted list is still being set. Treat the cap as the announced direction until the Season 3 patch notes or the server browser confirms how it is enforced.

Is Tier 4 armor always the best choice?

No. Tier 4 has the highest published damage reduction at 60 percent, but it costs more, is not eligible under the announced Tier 2 Limited Mode cap, and does not replace cover, spacing or a replacement budget. The tier list ranks cost-adjusted value, not protection alone.

Are armor durability values published?

Not in this wiki. The gear catalogue records slot, tier and a historical Alpha price; the damage snapshot records per-hit damage, not armor durability or condition. Any exact durability number you see elsewhere should name its build and test method before you rely on it.

Do helmets protect the same areas as body armor?

The official Season 2 notes group Level 3 armor and helmets at 50 percent reduction and Level 4 at 60 percent, but that does not make coverage identical. A helmet protects the head, a body plate protects the torso, and an uncovered limb is a separate case. Do not generalize one result to the whole body.