- Level 3: 50% damage reduction
- Level 4: 60%, muffled audio
- Full Level 4 set: $9,500 a life
- Level 3 unlock moved to Wardog 70
More plate is not always more fight.
Pick a tier. Season 2 made both tiers thinner, gave the heavy helmet real drawbacks and raised every price.
- Damage that gets through
- 50%40%was 45% in Season 1was 35% in Season 1
- Suppression you feel
- 32%20%helmet cuts it by 68%80%
- Hearing and view
- ClearMuffled · narrowno penalty in the notesvisor fogs while sprinting
- Helmet + armour, every life
- $4,500$9,500was $3,500$7,000
BULKHEAD's Season 02 patch notes (14 Oct 2026). In-game cash, bought again every spawn. Season 3 starts 12 November 2026.
Armour is the most expensive thing most WARDOGS players buy every life, and Season 2 changed it more than any gun. Both tiers lost five points of protection, the Level 4 helmet picked up three real drawbacks, every piece got dearer, and the Level 3 unlock moved ten Wardog levels further away. Meanwhile suppression got much stronger, which made helmets more valuable than ever. This guide lays out what each tier does now, what it costs per life, when it's worth it, and how to beat it when you're on the other end.
- The gap is smaller than it looks: a Level 4 wearer takes 40% of a hit, a Level 3 wearer 50% — Level 4 means 20% less damage than Level 3, for more than double the price (our arithmetic).
- Helmets are suppression armour now. With near-miss suppression much stronger in Season 2, a Level 3 helmet is the best-value piece of kit for a frontline player.
- The Level 4 helmet costs you your ears. Muffled audio and proximity chat, a restricted view and a visor that fogs when you sprint.
- Even a Level 1 helmet matters: a Scout Rifle headshot kills an unhelmeted target outright, but a Level 1 helmet takes two.
- Level 3 unlocks at Wardog 70 since Season 2 (it was 60) — far into the account-wide track.
- Season 2 numbers. Season 3 starts on 12 November 2026; check its notes before you plan a loadout around them.
The Season 2 armour numbers
BULKHEAD's Season 02 patch notes give the reduction for the two top tiers and nothing for Levels 1 and 2. Everything below is from those notes, with the Season 1 value for comparison:
Unlock moved from Wardog 60 to Wardog 70
Helmet: muffled audio and proximity chat, restricted view, fogs when sprinting
What 50% and 60% mean in a fight
A damage reduction is easier to read the other way round: it's the share of each hit that still lands. On the parts the armour covers, a Level 3 wearer takes 50% of the damage and a Level 4 wearer 40%. So against the same gun, a Level 3 player survives about twice as much fire as an unarmoured one and a Level 4 player about two and a half times as much — and Level 4 takes 20% less than Level 3 from every hit. All of that is our arithmetic on BULKHEAD's two numbers; the game's health values and hit-location multipliers are not published, so don't expect an exact hit count.
Season 2 also moved weapon damage: .308 lost 25% of its base damage, 7.62x54mmR 20%, 7.62x39mm 19% and .50 Cal 16%. A rifle on one of those calibres against Level 4 armour is fighting both cuts at once. The aim and gunplay guide covers the gun side.
Helmets: suppression, sound and sight
Season 2 rebuilt suppression — near misses from small and medium calibres are "considerably stronger" — and made helmets the counter. That turns the helmet into the piece that decides whether you can shoot back while someone fires at your window:
A Scout Rifle headshot kills you outright, per the Season 2 notes.
No audio or vision penalty in the notes — the all-round pick.
Muffled audio and proximity chat, restricted view, fogs while sprinting.
The Level 4 penalties matter more in WARDOGS than in most shooters, because the game runs on proximity voice chat and on sound. Muffled chat makes squad calls harder to hear, muffled audio hides footsteps that thunder already masks in Season 2's rain, and a visor that fogs while you sprint punishes the player who runs between buildings. The Level 1 helmet is the one other tier the notes name: it takes two Scout Rifle headshots where a bare head takes one. KitGuru's launch-day report on Season 2 lists the same helmet changes.
What a set costs every life
Everything you spawn with is bought from your cash bank and lost when you die. That makes armour a running cost, not an upgrade. Season 2 spawn prices for a few common loadouts (in-game cash, our sums):
Rifle (AK74, $800) Helmet and armour
A Level 4 player spends almost twelve times the default rifle's price on protection every life. If that life doesn't reach the zone, it's the most expensive mistake in the game. Two Season 2 rules soften it: any team at least 40 points behind second place gets a 20% vendor discount, and the new Rebuy Last Loadout fills the vendor with your last kit so you can drop the helmet before you pay. The loadout planner totals any combination, and the loadouts guide builds full kits per role.
Where armour unlocks
Armour sits on the account-wide Wardog track, which grows whatever role you play. Season 2 pushed the Level 3 Helmet and Armor from Wardog level 60 to 70. The notes don't restate where Level 4 unlocks, so check the vendor for your account. Carrying capacity changed price too: the Ruck backpack dropped from $2,400 to $1,600, the Gunner Backpack + Sling from $3,500 to $2,400 and the Arsenal Backpack + 2 Slings from $5,000 to $4,000. There is a weight toggle in the controls, but BULKHEAD publishes nothing about how weight affects movement, so we can't tell you what heavy armour costs you in speed.
Because the Wardog track is long, most players spend Season 2's early weeks without Level 3 at all — another reason the helmet tiers below it and good positioning matter. The unlocks and progression guide maps the whole track, and the cash farming guide shows where the money for a set every life comes from.
When to wear what
BoostPirate's advice, by job. None of this is from BULKHEAD; it follows from the numbers above.
Beating armour
When you're the one shooting at plate, four Season 2 lines help. Headshots on unhelmeted targets are the least expensive kill in the game. The Compound Bow got slightly better against lower-tier armour, and both the bow and 12-gauge slugs now scale their armour damage by the armour's tier. Armour-piercing rounds unlock on the Wardog track — 7.62x39 AP at 60, 5.56 AP at 84 and 5.45 AP at 90 — though the notes don't say how much they change against armour. And suppression still hits anyone without a heavy helmet, so pin them before you push.
Armour, medics and staying in the fight
Armour buys time; medics turn that time into a revive instead of a respawn. Season 2 moved the Medical Bag to Medic level 14 ($50,000, was 24 and $75,000), raised its durability from 100 to 150 and cut its spawn price to $1,800. The IFAK moved to Medic 10 and the Adrenaline Pen to 16. A squad with a medic can run Level 3 instead of Level 4 and still stay in the zone longer, because a revive saves the whole loadout. The Medic guide covers the role.
Armour mistakes
- Wear at least a cheap helmet — the Scout Rifle rule makes it worth it.
- Use Level 4 where you stay put and can see the threats coming.
- Drop to Level 3 when you need to hear footsteps or squad calls.
- Edit "Rebuy Last Loadout" before you pay when your bank is low.
- Count armour as a cost per life, like ammunition.
- Expect Season 1 protection — both tiers lost five points.
- Sprint long distances in a Level 4 helmet.
- Buy Level 4 for a life that has to cross open ground first.
- Assume armour saves you from a precise sniper — Season 2 buffed sniper hit locations.
- Plan on Level 3 early in a season — it's a Wardog 70 unlock now.
Level 3 armour sits at Wardog level 70 in Season 2. Our Wardog level service climbs the account-wide track for you, and cash farming builds a bank that can afford a set every life. Both reset with the season, so time them for its start.
- BULKHEAD — WARDOGS | Season 02 Patch Notes (Steam, 14 Oct 2026: armour and helmet reductions, suppression, Level 4 helmet penalties, Scout Rifle and Level 1 helmet rule, armour and backpack prices, Level 3 unlock, bow and slug armour scaling, AP ammo levels, catch-up discount, Rebuy Last Loadout, Medical Bag), read in full on the WARDOGS Steam news hub (8 Nov 2026)
- BULKHEAD — "Road to Season 3" (Steam news hub, 6 Nov 2026: Season 3 on 12 November) · WARDOGS on Steam (proximity voice chat, read 8 Nov 2026)
- KitGuru — Season 02 goes live (Oct 2026: helmets muffle audio, restrict view and fog)
- AK74 spawn price ($800, Season 2) from the same notes; loadout totals and shares are our arithmetic. Checked 8 November 2026.
All free tools: calculators, percentiles & season countdowns →
Common questions
How much damage does armour block in WARDOGS?
Is the Level 4 helmet worth it in WARDOGS?
How much does armour cost in WARDOGS?
What level unlocks Level 3 armour in WARDOGS?
Does a helmet stop a sniper headshot in WARDOGS?
Ready to level up?
Cash Farming
A bank deep enough for armour, rockets and vehicles every life.
Wardog Level
The account-wide track behind the ammo types, optics and Level 3 armour.
Medic Leveling
Revives and heals in a squad that keeps you alive — Medical Bag and Defibrillator unlocked.










