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WARDOGS · Seasons

WARDOGS Season 2 Day-One Plan: The First Hours After the Wipe, Role by Role

Everyone is level 1 with $10,000 on 15 October. A concrete plan for the night before, the first hour, the first evening and the first week — what to buy under the New Recruit discount, where the XP is, and what to re-check once the Season 2 curve is live.

Updated 2026-10-04 · 8 min read · by the BoostPirate crew
  • Season 2: 15 Oct 2026
  • Everyone restarts at level 1
  • Buy unlocks before Wardog 9
  • New XP curve — verify the numbers

On 15 October 2026 every WARDOGS player goes back to level 1 with a $10,000 bank. The wipe is the most equal the game will ever be — and the players who have a plan for the first evening are the ones with tanks and helicopters by week two. This is that plan: the night before, the first hour, the first evening, the first week, role by role, with the Season 1 numbers and a clear note on what to re-check once the Season 2 curve is live.

Key takeaways
  • The night before: spend or convert — leftover cash converts to gold at a rate you don't choose.
  • Hour one: cheap kit, into the Control Zone, stay there. Presence pays before aim does.
  • Before Wardog 9: buy your main role's unlocks at half price; the New Recruit discount ends for good at 9.
  • Week one: one role per session, add Driver when the bank clears $10,000 after kit.

BULKHEAD has confirmed the date, the reset and that Season 2 ships a different XP curve with a different item order; the switch-over hour (Season 1 went live at 16:00 UTC) and the new thresholds had not been published on 2026-10-04. Every number below is a Season 1 value — the loops are what carry over. We update the XP calculator as soon as the new curve is out.

  1. 14 OctoberThe night before

    Spend the bank on kit for the last matches; convert the surplus in the Gold Exchange if today's rate beats the recent trend. Decide your one main role.

  2. 15 October · hour 0–1Zone presence

    Free rifle plus a $100 hammer or $200 bandage. Enter the Control Zone ($250), stay for the $160 ticks, revive and repair what's in front of you.

  3. 15 October · eveningFirst unlocks at half price

    Under Wardog 9 every shop price is halved. Buy your role's first two unlocks before you cross it.

  4. Days 2–7Money loops

    Spawn-vehicle runs and pallets once the bank clears $10,000 after kit; one role per session; check the new curve.

A WARDOGS door gunner firing from the open side of a helicopter over farmland
Week two looks like this for the players who planned week one. Helicopters, tanks and armed Humvees are gated by role level and cash — both start at zero for everyone on the 15th.Screenshot: BULKHEAD / Team17 via Steam

The night before

  1. Spend on this season.

    Kit and vehicles you buy now earn XP and matches you'd otherwise not play; whether paid unlock fees are refunded has not been confirmed, so don't buy unlocks on the last day.

  2. Convert deliberately.

    The Gold Exchange converter turns your bank into whole bars at the rate you read in-game; whatever is left converts automatically at the wipe at a rate you can't pick, and the remainder below one bar is lost.

  3. Pick one role and read its loop.

    The beginner ranking says Support (solo) or Medic (with a squad); if you already fly, Pilot is the richest track in the game.

  4. Set the reminder.

    The season calendar emails you once, a few days before the confirmed date.

The first hour: presence before aim

Everyone is level 1 and everyone has $10,000, so the first hour is about not losing money. Spawn the free Bushmaster M17S, a $100 small hammer (Support) or a $200 bandage (Medic), nothing else. Head to the Control Zone: entering pays $250, every ~22 seconds inside pays $160 ($320 in a Hot Zone, climbing with consecutive ticks), and a kill inside the zone is $1,500 instead of $300. Repair, build, revive and mark whatever is in front of you — those are the actions that pay XP to a player who hasn't found their aim yet. Die cheap, respawn, repeat. The HUD arrows tell you when a life is in profit.

Support — hour one

  • Hammer out FOB structures near the zone during quiet phases.
  • Repair vehicles that pull back to you; resupply squadmates.
  • Get on any artillery you find — ≈350 XP per kill in Season 1.
  • First buys: RPG-7 (Support 5, $30,000 → $15,000 under New Recruit).

Medic — hour one

  • One step behind the fighters, bandage and revive squadmates first.
  • Carry the defibrillator as soon as you can afford it — revives pay cash as well as XP.
  • Stay inside the zone: a revive there is $800, in a Hot Zone $1,600.
  • First buy: MP5 (Medic 15) can wait; kit stays under $600 a spawn.

The first evening: buy before Wardog 9

The New Recruit discount halves every shop price while your Wardog level is under 9, and it ends permanently when you reach it. Your Wardog level climbs with everything you do, so by the end of a long first evening you will be close. Before you cross it, buy the first two unlocks of your main role — the loadout planner lists them with the discount applied and tells you how much of the $10,000 that leaves. Season 1 examples: URAL $35,000 → $17,500 (Driver 3), AK74 $10,000 → $5,000 (Assault 3), SKS $25,000 → $12,500 (Recon 5), AH-6M miniguns $50,000 → $25,000 (Pilot 4). Season 2 has a new item order, so check the gates in-game on the day.

First-person view of a WARDOGS Support soldier aiming a rocket launcher across a rail yard
The half-price window closes at Wardog 9. An RPG-7 bought on the first evening costs half what it does on the second — the discount is the biggest free money in the game.Screenshot: BULKHEAD / Team17 via Steam

Days two to seven: money and one role

  • Driver loop — once the bank clears $10,000 after kit: Kodiak or Humvee ($2,500–3,000), fill it, park it inside the zone ($3,000 + ≈500 XP), collect $250 per squadmate who spawns on it, repeat. The vehicles guide has every price and gate.
  • Pallet loop — $400 pallets delivered to the objective for $2,500 each; URAL by road or Little Bird by air if you can land it.
  • One role per session — role XP goes only to the kit you wear; the XP calculator shows how far an evening takes one track.
  • Re-check the numbers — Season 2's curve and item order are new. If level 10 no longer costs 35,000 XP, our calculator and guides will say so within a day of the patch notes.
The wipe resets levels, not knowledge. Map routes, flying hours and the money loops you learned in Season 1 are the real head start — the players who use them from hour one are the ones everyone else is spawning on by the weekend.

Where a boost fits

If you want a specific unlock early — the AH-6M, the MAAWS, the M4 — or simply want to skip the warm-up, every class, cash and Wardog-level service quotes live for whatever range you set, from level 1 on day one. Choose Duo / self-play to keep playing on your own account with a pro squad around you; read the Risk Disclosure first, because BULKHEAD's Enforcement Policy lists boosting and account sharing as offences. If you enjoy the race itself, play the first evenings yourself: the early levels are the cheapest of the season.

Day-one head start? Pick a class — Support, Medic, Driver or any other — set your target on its page, or build the bank with cash farming.
Sources
Free: Season Calendar & Countdowns Live countdowns to the next Premier, FACEIT and WARDOGS season switch, what resets, and one reminder email before each confirmed date.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

What should I do before the WARDOGS Season 2 wipe?
Spend cash on kit you will use in the last matches, convert the surplus in the Gold Exchange on a day with a good rate (the wipe converts leftovers at a rate you can't choose), and decide which single role you will main — the plan below assumes one role.
What is the first thing to do on day one of Season 2?
Spawn cheap, go to the Control Zone and stay in it. Presence ticks ($160 every ~22 s, $320 in a Hot Zone) and the entry bonus pay before you fire a shot, and under Wardog level 9 every shop price is halved — buy your role's first unlocks before you cross it.
Will the Season 1 XP numbers still be right in Season 2?
Probably not exactly. BULKHEAD has said each season ships a different XP curve with a different item order. The loops (zone presence, revives, spawn vehicles, pallets) are what carry over; check the thresholds in our XP calculator once we update it on day one.
Is it worth buying a boost on day one?
If you want a specific unlock or the Season 2 cosmetics early, yes — every class, cash and Wardog-level service quotes live for whatever range you set. If you enjoy the race itself, play the first evenings yourself: the early levels are the cheapest of the season.

Ready to level up?

More WARDOGS guides

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