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Assault

Assault is the backbone of the team in the Control Zone. They push into the zone, hold positions and the Hot Zone, and score points for the team just by being there. It’s the riskiest class: assaulters die the most, so the key skill is buying a kit that doesn’t bankrupt you when you die.

  • Fight only in the zone: an assault rifle kill there pays $2,000, outside $300 (Season 1), plus $160 every tick.
  • Your first buy is the AK74 for $800: since Season 2 it is unlocked from the start. At level 3 the T-21 unlocks ($10,000, $1,200 per rifle) and kills faster. Broke? Take the free faction rifle.
  • Enter the Hot Zone only with a squad and a medic: it pays double, but it is where people die most.
  1. Be in the zone. Team score depends on how many players are in the zone, so every living assaulter there is points and cash. Use cover nearer the edge and stay out of the centre — all three teams shoot there.
  2. Hold the Hot Zone. You count as two players inside it. Go in with your squad, not alone.
  3. Work with a medic. A medic one step behind picks you up, so you don’t have to rebuy lost gear.
  4. Capture towers. Tower captures level Assault, and tower codes pull the Hot Zone towards your team. Capturing a hostile drill tower pays $1,500 since Season 2, up from $750. See the Towers section.
  5. Break enemy buildables in the zone. Since Season 2 Assault is the class for attacking bases: C4, IEDs and destroying buildables level Assault, not Support.
  6. Only buy what you’ll use before you die. A spare grenade or a pricey scope is money that disappears with you.
Action Payout
Kill outside the zone +$300 (community data, Season 1)
Assault rifle kill in the Control Zone +$2,000 (0.2.0 patch notes, was $1,500)
Kill in the Control Zone with any weapon in Season 1 +$1,500 (our data, Season 1; the Season 2 value for other weapons is not published)
Kill in the Hot Zone +$3,000 (community data, Season 1)
Control Zone presence +$160 per tick (our data, Season 1)
Hacking an enemy FOB +$2,500 to the hacker and $1,000 to each teammate nearby (0.2.0 patch notes)
Destroying an enemy FOB bonus of up to +$7,500 for the supplies it held (0.2.0 patch notes)
Destroying an enemy buildable mortar $650, Stingray $650, Talon $650, CIWS $1,200 (0.2.0 patch notes)
Match end placement bonus and a refund for gear that survived

An assault rifle kill in the Control Zone pays $2,000; outside the zone it paid $300 in Season 1. Fighting outside the zone barely pays for Assault. More in Income by action and the Season 2 breakdown.

Rifle Level Unlock Purchase price
Free faction rifle start — free
AK74 start — $800
T-21 3 $10,000 $1,200
Galil 10 $35,000 $2,000
TCX-SPR 20 $100,000 $3,200
M4 28 $150,000 $2,800
FAL 35 $250,000 $6,000
  • The free faction rifle saves you when you’re broke: dying with it costs nothing.
  • The AK74 is the first purchase: $800, unlocked from the start, and it aims faster than the T-21 (0.45 s vs 0.53 s).
  • The T-21 at level 3: kills faster than the AK74 (0.40 s vs 0.46 s) and reaches further. The STANAG 30-round magazine comes with it for free.
  • The TCX-SPR is the new Season 2 rifle in 7.62x39 and takes the M4’s old slot at level 20.
  • The FAL is powerful but expensive. After 0.2.0 it still has the highest damage per shot among assault rifles, but the gap to the TCX-SPR and M4 is smaller: .308 lost 25% damage. Take it once you survive reliably.

Newer doesn’t mean better. Pick a rifle for your budget and playstyle, not by its level.

Pistols also level Assault. They unlock by your overall WARDOG level, not your class level.

Pistol Overall level Unlock Purchase price
Judge 1 $5,000 $250
GGX 17 18 $15,000 $200
M1911 40 $25,000 $300
Deagle 65 $75,000 $750
GGX 18 85 $125,000 $1,000

Season 2 swapped the Judge and GGX 17: the Judge is now the first pistol.

Since Season 2 Assault is the class for attacking enemy bases.

Item Level Unlock Purchase price
C4 and remote detonator 5 (since Season 3, was 4) not published C4 $250 (Season 1), detonator $650
Molotov 8 (since Season 3, was 13) $12,500 (was $25,000) $340
  • C4 moved here from the Support track (it was at level 2 there). C4 and IED XP now goes to Assault.
  • The Molotov sets an area on fire: impact damage, then fire damage while you stand in the flames. It burns destructible foliage, and rain weakens the fire. Since Season 3 the fire sets players ablaze and makes them drop their held item, and it does less damage to armoured vehicles and heavy armour (patch notes).
  • Free faction rifle
  • Judge pistol
  • Level 1 helmet and armour, basic backpack
  • Bandages
  • AK74, T-21 or Galil with a muzzle brake and compact optic
  • Level 2 armour, field backpack
  • Bandages, spare ammo

Weapons unlocked by levels on this track, from the game database. The unlock fee is paid once; the purchase price every match. Details are on each weapon page.

Level Weapon Type Unlock fee Price
3 T-21 assault rifle $10,000 $1,200
10 Galil assault rifle $35,000 $2,000
20 TCX-SPR assault rifle $100,000 $3,200
28 M4 assault rifle $150,000 $2,800
35 FAL battle rifle $250,000 $6,000
  • Kills and assists with assault rifles and pistols, plus the M67 grenade.
  • General battlefield actions when you’re not holding another class’s item: capturing towers, firing the Hot Zone magnet, hacking an enemy FOB.
  • Since Season 2, detonating C4 and IEDs and destroying enemy buildables. This XP used to go to Support.

Class level 10 now takes 25,000 XP instead of 35,000, level 20 takes 111,500 instead of 250,000. Full table in the Season 2 breakdown.

  • Playing outside the zone. Kills at the map edge score nothing for your team.
  • An expensive kit on your first life. Survive first, buy the FAL later.
  • Going into the Hot Zone alone. It’s the densest fire on the map — without your squad you won’t last.
  • Fighting without a medic. Every revive saves you the cost of your whole kit.