Playerbase Insights
Season 01How the playerbase splits across roles, levels, money and unlocks this season. Only players who have linked their WARDOGS account are counted.
Season started
Updated
Roles
A player's main role is the one they have earned the most XP in. The bars rank the roles by how many players main them; the shape draws the same split with one axis per role. Median and highest are role levels across everyone who has played this season, whatever their main role.
| Role | Main role of | Players | Median level | Highest | |
|---|---|---|---|---|---|
| ASSAULT | 28% · 1,743 | 15 | 71 | ||
| RECON | 23% · 1,429 | 14 | 91 | ||
| SUPPORT | 22% · 1,412 | 16 | 77 | ||
| MEDIC | 11% · 686 | 16 | 62 | ||
| PILOT | 11% · 664 | 9 | 82 | ||
| DRIVER | 6% · 346 | 11 | 70 |
Levels and money
How players are spread on the Wardog level board. Each bar is a range; players on zero aren't shown.
Cash, worth and unlocks
Worth is everything a player has put their cash into: cash held, cash spent on unlocks, gold, the vault and cosmetics. Across the playerbase, most of it has already been spent on unlocks rather than kept as cash.
Median cash held
$400.4K
What a typical player is carrying now
Median worth
$2.34M
Cash plus everything it has bought
Median spent on unlocks
$1.54M
This season, at unlock prices
Where the playerbase's worth sits
- Unlocks$12.17B53%
- Cash$5.25B23%
- Gold$3.59B16%
- Vault$28.03M<1%
- Cosmetics$1.82B8%
Spent on unlocks, by role
Each role's items are unlocked with cash once that role's level is reached; Wardog items unlock at Wardog level, which every role adds to. "All players" is where the playerbase's unlock spending has gone. "Typical player" is what the median player has spent on each role, and how players split their own unlock spending across the roles, on average.
WARDOG (all roles)All players46% · $5.55BTypical player44% · $675K
RECONAll players15% · $1.84BTypical player15% · $160K
SUPPORTAll players12% · $1.51BTypical player12% · $156.3K
MEDICAll players9% · $1.04BTypical player10% · $140K
ASSAULTAll players8% · $938.97MTypical player9% · $97.5K
PILOTAll players5% · $659.7MTypical player5% · $50K
DRIVERAll players5% · $630.7MTypical player5% · $35.8K
| All players | Typical player | ||||||
|---|---|---|---|---|---|---|---|
| Role | Share of all unlock spend | Spent | Median spent | Share of their spend | |||
| WARDOG (all roles) | 46% | $5.55B | $675K | 44% | |||
| RECON | 15% | $1.84B | $160K | 15% | |||
| SUPPORT | 12% | $1.51B | $156.3K | 12% | |||
| MEDIC | 9% | $1.04B | $140K | 10% | |||
| ASSAULT | 8% | $938.97M | $97.5K | 9% | |||
| PILOT | 5% | $659.7M | $50K | 5% | |||
| DRIVER | 5% | $630.7M | $35.8K | 5% | |||
Money by main role
What a typical player of each main role holds, is worth and has spent on unlocks. "On own role" is how much of their spending on role items went on their main role's own items; the rest went on other roles' gear.
DRIVER$3.14M
PILOT$2.58M
SUPPORT$2.57M
RECON$2.43M
ASSAULT$2.25M
MEDIC$2M
| Main role | Players | Median cash | Median worth | Median spent on unlocks | On own role | |
|---|---|---|---|---|---|---|
| DRIVER | 346 | $545.5K | $3.14M | $1.97M | 30% | |
| PILOT | 664 | $340.5K | $2.58M | $1.89M | 38% | |
| SUPPORT | 1,412 | $339.5K | $2.57M | $2M | 35% | |
| RECON | 1,429 | $456.4K | $2.43M | $1.57M | 53% | |
| ASSAULT | 1,743 | $525.6K | $2.25M | $1.35M | 30% | |
| MEDIC | 686 | $324.6K | $2M | $1.35M | 31% |
Where players spend their money
Where unlock spending has gone this season: each cell is the cash spent on one role's items of one kind. Brighter cells took more of it. Empty cells are kinds of item a role has none of.
Most unlocked weapons and gear
The most popular WARDOGS weapons and gear: the items the most players have unlocked.
Least unlocked weapons and gear
The rarest WARDOGS weapons and gear: the items the fewest players have unlocked.
Every unlock
Every item unlocked with cash once its level is reached, grouped by the level that gates it. Brighter tiles are owned by more players. Switch to "Of players who reached the level" to see which items players pass up rather than just haven't reached.