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WARDOGS · Class guide · Assault

WARDOGS Assault Guide (2026): Breaching, Loadouts and Unlocks

How to play Assault in WARDOGS: what the track pays since Season 2, the unlock ladder from the free AK74 to the M4, three loadouts by budget, armour and helmet trade-offs, and how to breach and hack an enemy FOB.

Updated 2026-11-08 · 12 min read · by the BoostPirate crew
  • Assault kill bonus $2,000
  • C4 + IED kills pay Assault XP
  • Molotov at Assault 13
  • FOB hack: $1,000 to each teammate
Class guide · Assault

Win the fight. Then break the base.

Assault is the only WARDOGS track that levels on gunfights — and since Season 2 on demolition too. The money is in the breach, not the kill feed.

Breach boardenemy FOB · top view
hack radius door gate CIWS Talon MG Nest FOB 1 2 3 4 your squad
  1. 1Halligan the door
  2. 2Molotov the room
  3. 3C4 the CIWS
  4. 4Hack with the squad inside
Payout HUDSeason 2 · zone values
  • Kill with an Assault-archetype weapon$2,000was $1,500
  • Capture a hostile drill tower$1,500 · 300 XPwas $750 · 250 XP
  • Breach a door with the Halligan$100once per door · 7 uses
  • Hack an enemy FOB (you)$2,500 · 250 XPunchanged
  • Hack: each teammate in the radius$1,000 · 250 XPnew in Season 2
  • Destroy the FOBup to $7,500 · 250 XPby supplies held, max 25,000

Assault XP since Season 2: kills, assists, destroyed buildables and IED / C4 kills.

Payouts: BULKHEAD's Season 02 patch notes (14 Oct 2026), the values it gives for the Control Zone. FOB layout is our illustration, not a map. Season 3 starts 12 November 2026 with its own notes.

Assault is the frontline gun role of WARDOGS: the person who walks into the Control Zone with a rifle, wins the fight for a building and then breaks into the enemy's forward base. It's the most popular track and, for most players, the slowest, because its XP depends on winning gunfights. Season 2 changed that a little. BULKHEAD moved destroyed-buildable and IED / C4 XP from Support to Assault, raised the kill bonus for Assault-archetype weapons and started paying every teammate in the radius of a FOB hack. This guide goes deeper than our overview of all six classes: what Assault is paid for now, the full unlock ladder, three loadouts by budget, armour trade-offs and a step-by-step breach.

Short answer: Assault earns from kills and assists and, since Season 2, from destroying enemy buildables and IED / C4 kills. A kill with an Assault-archetype weapon pays $2,000 (was $1,500), hacking an enemy FOB pays $2,500 and 250 XP plus $1,000 and 250 XP to every teammate in the radius, and the FOB itself is worth up to $7,500 by the supplies it holds. Start on the free-to-unlock AK74 ($800 a spawn), get C4 at Assault 4 and the Molotov at 13, and spend your fights on objectives, not on the kill feed.
Key takeaways
  • Assault levels on wins: kills about 250 XP and assists about 200 in community tracking — if you aren't winning fights, you aren't levelling.
  • Demolition is Assault work now: BULKHEAD moved destroyed-buildable and IED / C4 XP to Assault in Season 2.
  • Hack as a squad: every teammate inside the FOB radius gets $1,000 and 250 XP, so bring the squad in before you start.
  • Cheap rifle, smart armour: the AK74 halved to $800 a spawn, while Level 4 armour lost 5 points of reduction and its helmet gained drawbacks.
  • Everything here is Season 2: Season 3 starts 12 November 2026 with a reset and new notes — re-check gates and prices then.

What Assault does in a 100-player match

WARDOGS is three factions fighting over one Control Zone, and the faction with the most players inside it takes the point. BULKHEAD's Steam page puts it simply: the team with the most players in the zone earns points and the first to 100 wins. The community wiki wardogs.zone adds the detail that matters to Assault: a score tick lands every 22 seconds, presence scores, kills don't, players in the Hot Zone count double and downed players count as zero. Killing an enemy inside the zone takes a body off their count; that's why fights there decide matches.

So Assault has three jobs, in this order. First, clear the ground your squad wants to stand on — the building, the treeline or the ridge inside the circle. Second, take away the enemy's tools: their FOB, their emplacements, their drill towers. Third, trade well: a kill that loses you the room is worse than no kill at all. The track's XP rewards all three, but only the second one pays in big blocks.

A WARDOGS soldier crouched in cover behind rusted machinery inside a steel mill, rifle raised
Buildings are where Assault earns. Interiors like this steel mill turn the fight into short lines of sight, where the AK74's low cost and a Molotov through the doorway matter more than long-range accuracy.Screenshot: BULKHEAD / Team17 via Steam

What pays Assault XP and cash in Season 2

BULKHEAD's Season 2 patch notes changed three things for Assault. The kill bonus for Assault-archetype weapons went from $1,500 to $2,000, so rifles are paid better than other guns for the same kill. Destroyed buildables and IED / C4 kills now pay Assault XP instead of Support XP. And a FOB hack now pays the whole squad: the hacker keeps $2,500 and 250 XP, and every teammate inside the radius gets $1,000 and 250 XP. Destroying a FOB adds a bonus of up to $7,500 and 250 XP, scaled by the supplies stored in it (the cap is reached at 25,000 supplies). Capturing a hostile drill tower doubled to $1,500 and 300 XP.

BULKHEAD doesn't publish per-action XP for kills, so these are community figures from Slyther Games' class XP tables (updated 21 October 2026). Treat them as a guide to what's worth doing, not as exact values:

Kill≈250 XP
Headshot kill≈275 XP
Shutdown / revenge kill≈300 XP
Kill assist≈200 XP
FOB hacked≈250 XP
Hostile tower captured≈300 XP
Magnet activated (inside the FOB)≈500 XP

Bars to scale, 500 XP full width. A destroyed buildable pays 5–500 XP by size (a Drill Rig is the 500) and a vehicle 75–1,000 (an APC is the 1,000) — community ranges.

Two rules follow. A single hack with four squadmates inside the radius is worth more XP to the squad than several kills, and a destroyed FOB is the biggest single payout an infantry player can earn. And because buildable kills are now Assault XP, an RPG or C4 on a CIWS or an MG Nest isn't "Support's job" any more — it's yours.

The Assault unlock ladder

Every item has two gates: a role level that opens it and a one-off cash fee that buys access. Most kit is then bought again every spawn and lost when you die. This is the Season 2 order from BULKHEAD's notes, including the attachment moves that matter:

  1. 1AK74 + 30 RNDdefault · $800 a spawn (was $1,600)
  2. 2Birdcage brake$5,000 · was level 16
  3. 3T-21$10,000 · $1,200 a spawn (was the default rifle)
  4. 3STANAG 30 RNDfree · was level 6
  5. 4Remote Detonator + C4moved in from Support
  6. 83 Prong brake$7,500 · was level 24
  7. 13Molotov$25,000 · $340 a throw
  8. 14CQR grip$10,000 · was level 38
  9. 172.5x Combat Opticmoved in from the Wardog track
  10. 20TCX-SPR + 28 RND$100,000 · $3,200 a spawn · 7.62x39mm
  11. 22Four Reticle Reflexmoved in from Medic
  12. 28M4$150,000 · was level 20 and $100,000
  13. 40SRD762TI-QD suppressor$40,000 · new

The FAL's unlock rose to $250,000 in Season 2 and its spawn price fell to $6,000; BULKHEAD's notes give its fee but not a new level, so check the vendor. On the shared curve, Assault 13 (the Molotov) is about 42,850 XP and Assault 28 (the M4) about 273,600 — our straight line between BULKHEAD's published points of 25,000 XP at level 10, 54,750 at 15, 206,600 at 25 and 318,200 at 30.

WARDOGS Assault track in Season 2: AK74 unlocked by default, T-21 at level 3, Remote Detonator and C4 at 4, Molotov at 13, TCX-SPR at 20, M4 at 28, plus attachment moves, next to what the track pays XP for: kills, assists, destroyed buildables, IED and C4 kills, FOB hacks and hostile drill towers
The Assault track on one sheet. Gates from BULKHEAD's Season 2 notes; XP sources as BULKHEAD assigns them since Season 2.Graphic: BoostPirate

Three Assault loadouts by budget

Your bank carries between matches, and everything you take into a life is gone when you die, so the right loadout is the one whose cost you earn back. These three use Season 2 spawn prices; the totals are our arithmetic for the items listed.

Rebuild

AK74 + bandage

$1,000 a life

  • AK74, unlocked by default ($800)
  • Bandage ($200, Season 1 price)

For a low bank or a lobby where you keep dying on the way in. One $2,000 rifle kill bonus pays for two of these lives.

Zone fighter

T-21 + Molotov

$1,740 a life

  • T-21 ($1,200, Assault 3)
  • Molotov ($340, Assault 13)
  • Bandage

The everyday kit once the Molotov opens. Add whatever lower armour tier you have unlocked; the Season 2 notes don't list those prices.

Breacher

TCX-SPR + C4 + two Molotovs

$5,615+ a life

  • TCX-SPR ($3,200, Assault 20)
  • Two Molotovs · Halligan bar ($885)
  • Remote Detonator ($650) + your C4 · bandage

For a planned FOB push with a squad. One hack plus a stocked FOB pays for it several times over; a death at the wall doesn't.

Prices: BULKHEAD's Season 2 notes, except the bandage (a Season 1 community price the notes didn't change). Ammunition, attachments, armour and the C4 charges themselves aren't included. Level 3 armour and helmet are a Wardog 70 unlock since Season 2 ($2,500 + $2,000 a spawn); Level 4 costs $5,000 + $4,500 and the notes don't restate its gate.

Armour, helmets and suppression

Season 2 made heavy armour a trade-off. Damage reduction fell five points on both upper tiers, helmets gained suppression resistance, and the Level 4 helmet picked up real drawbacks:

Level 3

Damage reduction50% was 55%
Suppression reduction (helmet)68%

Armour $2,500 · helmet $2,000 a spawn. Wardog 70 unlock since Season 2.

Level 4

Damage reduction60% was 65%
Suppression reduction (helmet)80%

Armour $5,000 · helmet $4,500 a spawn. Helmet: muffled audio and proximity chat, narrower view, fogs when sprinting.

The Level 4 helmet muffles your audio and proximity chat, narrows your field of view and fogs when you sprint — three bad things for a player whose job is to hear footsteps and clear corners. Suppression was also rebuilt around per-weapon falloff, with much stronger near-miss suppression from small and medium calibres, so a helmet that cuts suppression has real value. The community wiki adds that armour is a durability pool that each hit drains, and that limbs aren't covered at all (wardogs.zone, 20 October 2026).

Weapon damage moved too: 7.62x39mm (the TCX-SPR's round) lost 19% base damage, .308 lost 25%, and assault-rifle body shots were "slightly reduced" while torso damage became more even. In practice: aim centre mass, keep shooting through the armour, and don't count on one burst finishing someone in a vest.

How to breach and hack an enemy FOB

A FOB is a forward base a Support player builds and stocks with supplies; per the community wiki it doesn't spawn players, but it holds the emplacements that make a position hard to take. The hero diagram above is the plan. Step by step:

  1. Scout the walls. Find the door and gate side, and where the MG Nest and CIWS face. Season 2's notes say doors and gates can't be hammered; the Halligan bar is the tool that breaches them.
  2. Gather the squad outside the radius. Everyone who is inside the hack radius when it completes gets $1,000 and 250 XP. Four teammates turn one hack into five payouts.
  3. Breach the door with the Halligan. It pays $100 once per door, now has 7 uses (was 5) and costs $885 a spawn.
  4. Burn the room. A Molotov splashes fire on impact and keeps damaging anyone standing in it — throw it through the door you just opened. Rain reduces its fire output.
  5. Kill the emplacements. C4 or a rocket on the CIWS ($1,200 supplies), Talon or MG Nest (650 each). The cash for a destroyed buildable equals its build cost and the XP, about a quarter of that, now goes to Assault.
  6. Hack, then destroy. Hack the FOB ($2,500 and 250 XP to you) with the squad inside, then destroy it for up to $7,500 more if it was well stocked.

Two limits from the Season 2 notes: explosives and placeables can't be used from enclosed vehicle seats, so dismount before you throw, and an empty enemy crate destroyed pays half. If the FOB has no supplies in it, the destroy bonus is small and the hack is the real prize.

Fighting for the Control Zone

When there's no FOB to break, Assault's job is presence. Fight to stand inside the circle, and push into the Hot Zone when you can hold it: per the community wiki every player there counts double. The same wiki describes the drill towers: each numbered tower your faction captures reveals part of a code, and holding all of them lets you fire a Hot Zone Magnet that pulls the Hot Zone onto your tower for 180 seconds (900-second recharge). That's why a hostile tower pays $1,500 and 300 XP in Season 2 — taking one breaks another faction's code.

  • Trade inside the zone. A kill outside the circle changes nothing on the scoreboard; a kill inside takes a body off their count.
  • Stay up for the tick. A downed Assault counts as zero, so fall back to your Medic before you push the next room.
  • Watch the scoreboard gap. BULKHEAD's notes give any faction 40 or more points behind second place 20% off at vendors — the losing side can afford heavier kit, so expect it.
Four WARDOGS soldiers advancing through thick grey smoke with fires burning behind them
Move in as a squad. Smoke covers the open ground before a push, and arriving together is what turns a FOB hack into $1,000 and 250 XP for every teammate inside the radius.Screenshot: BULKHEAD / Team17 via Steam

C4, IEDs and the Molotov

The Remote Detonator and C4 moved from Support to Assault 4 in Season 2, and the Remote Detonator now costs $650 a spawn (was $550). C4 is Assault's answer to things a rifle can't kill: emplacements and parked vehicles. Season 2 also made IED and C4 kills pay Assault XP, so a charge on the road to the zone is a legitimate way to level.

The Molotov is new in Season 2: unlocked at Assault 13 for $25,000, $340 a throw. BULKHEAD describes it as a thrown incendiary that splashes fire on impact, can be thrown overarm or underarm, deals impact damage and damage over time to anyone standing in the flames, and burns destructible foliage. Rain reduces its fire output. BoostPirate's advice: use it to deny, not to kill — on a doorway you're about to clear, on the stairwell defenders retreat to, or on the grass a sniper is lying in.

Assault mistakes that cost you the bank

Do
  • Take the AK74 until the bank can carry better — it's $800 a life.
  • Hack with the squad inside the radius, every time.
  • Shoot emplacements: buildable kills are Assault XP now.
  • Pair heavy armour with the Level 3 helmet so you can still hear.
  • Fight inside the circle, where a kill changes the count.
Don't
  • Buy the full Level 4 set for a solo push into three factions.
  • Chase kills outside the zone while your faction loses the tick.
  • Throw C4 from inside a closed vehicle — it isn't allowed.
  • Hack alone when three teammates could share the payout.
  • Plan Season 3 around these prices before the new notes are out.

Assault in Season 3

BULKHEAD's "Road to Season 3" post (6 November 2026) dates Season 3 to 12 November 2026 and names a new map, Sabatulo, built around urban warfare and close-quarters combat — the kind of fighting this guide is about. It also promises longer seasons, action on cheating and exploits, and a Season 3 patch-notes preview the week before launch. Progression resets at a new season (BULKHEAD's Season 2 devlog), and CEO Joe Brammer called Season 3 "a proper fresh start", so your Assault level starts again; the jobs above don't. When the notes land, check the C4 and Molotov gates first.

Want the M4 or the TCX-SPR without the grind? Our Assault leveling takes your track from your current level to your target, piloted or in your squad. For the rest of the team, read the Medic guide (who keeps you standing), the Support guide (who builds what you're breaking) and the Recon guide (who marks it for you). The cash farming guide covers keeping the bank healthy.

Sources
Free: WARDOGS XP Calculator Pick a role and two levels — the Season 2 XP between them, the hours at your pace, and the booster timeline. Plus the loadout planner, Gold Exchange converter and season calendar.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

How does the Assault class earn XP in WARDOGS?
From kills and assists, and since Season 2 also from destroying enemy buildables and from IED and C4 kills, which BULKHEAD moved from Support to Assault. Community tracking by Slyther Games puts a kill at about 250 XP, a headshot kill at 275 and a kill assist at 200.
What is the best Assault rifle to start with in WARDOGS Season 2?
The AK74, which BULKHEAD made a default unlock in Season 2 and halved to $800 a spawn. The T-21 is now an unlock at Assault 3 and costs $1,200 a spawn, the TCX-SPR comes at Assault 20 and the M4 moved back to Assault 28.
When do you get C4 and the Molotov as Assault?
In BULKHEAD's Season 2 notes the Remote Detonator and C4 moved from Support to Assault level 4, and the new Molotov unlocks at Assault 13 for $25,000 and costs $340 a throw. Explosives and placeables can't be used from an enclosed vehicle seat.
Is Level 4 armour worth it for Assault?
Only when you can afford to lose it. Season 2 cut Level 4 damage reduction from 65% to 60% and gave the Level 4 helmet muffled audio, a narrower field of view and a visor that fogs when you sprint; Level 3 now reduces 50% and still cuts suppression by 68%.
Will these Assault numbers change in Season 3?
Probably. BULKHEAD's Road to Season 3 post (6 November 2026) dates Season 3 to 12 November with a new close-quarters map, Sabatulo, and a patch-notes preview due the week before. Progression resets at a new season, so treat the Season 2 gates and prices here as a guide until the new notes are out.

Ready to level up?

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