Skip to content

Attachments explained: optics, muzzles, grips, magazines and ammo

How buying attachments works, what the tooltip words mean, which trade-offs matter and when hollow-point or armour-piercing ammo is worth it.

votes
0
Rating
—

Season 2 (from 15 October 2026). Prices and unlock levels are from the official Season 2 patch notes. Early Access changes fast: if a number looks off, check it in game and tell us in the comments.

How buying works

  • Open the Equipment Vendor, pick your weapon and open ATTC. Attachments are bought for that one weapon; there is no shared attachment locker.
  • Each attachment is unlocked once on a role track (one-time fee) and then bought at its vendor price whenever you want it. An unlocked attachment works on every weapon that accepts it.
  • New weapons come with iron sights. Some also come with their magazine fitted (the AK74 and the PKM, for example); for others you buy the first one with the gun. The planner in each build shows which.
  • Not every weapon has every slot: the PP-19 Bizon takes no grip, the faction starter rifles take no optic, and most bipods fit only their own rifle (the Grip Pod and the Pro Tilt Bipod are the exceptions). The vendor shows the slots as a 2×2 grid next to the weapon: magazine, sight, underbarrel and muzzle.
  • Rebuy Last Loadout (Season 2) fills the vendor with your last kit, attachments included, and lets you remove or add items before paying.

Reading the tooltip

Tooltips describe effects in three strengths: Minor, Moderate, Strong. Typical lines are "horizontal recoil reduction", "vertical recoil reduction", "spread reduction", "ADS speed improvements" and "ADS speed penalty". Read the Cons line too: many attachments trade aiming speed for control.

The trade-offs that matter

  • Optics: low magnification (red dots, reflex sights, holographic) aims faster. Magnified optics slow down aiming but help beyond 100 m. Zeroing goes in 100 m steps (Page Up / Page Down).
  • Muzzles: brakes tame recoil (the Hexagon Brake: strong horizontal recoil reduction with a minor aim-speed penalty), flash hiders add a little aim speed and accuracy, suppressors hide you but cost money and weight.
  • Grips: vertical grips control the climb but usually slow aiming; angled grips (such as the AFG) help horizontal recoil, spread and aim speed. The 45° Angled Foregrip adds a minor vertical recoil penalty.
  • Magazines: bigger magazines are heavier and handle worse. Two magazines plus loose ammo is usually enough.
  • Bipods: a big stability boost when deployed, at the cost of mobility.

Season 2 changes worth knowing

  • Most muzzles, grips and foregrips got up to a third cheaper.
  • Many attachments moved between tracks, often to earlier levels. Examples: Kobra Reflex now at WARDOG 4, Birdcage Flash Hider at Assault 2, Hexagon Brake at Assault 5, Holographic Sight at Medic 6, AFG Angled Foregrip at Medic 11, CQR front grip at Assault 14, 2.5x Combat Optic at Assault 17, Four Reticle Reflex at Assault 22, Spectr 4x at Assault 43.
  • The Mosin can now only use its own PU 91/30 3.5x scope.

Ammo types

  • Hollow point (HP): about double damage against unarmoured body parts, very strong for leg shots. 9x19 HP unlocks at WARDOG 10, 5.56 HP at 13, 5.45 HP at 6.
  • Armour piercing (AP): less damage to flesh. In rifles and SMGs it barely matters against Level 1–2 armour; it pays off against Level 3–4. 5.56 AP unlocks only at WARDOG 84 and 7.62x39 AP at 60.

Video

Evo4Fun measured attachment effects in Season 1 (embedded above). The logic of the trade-offs still holds.

More from this creator: Wardogs HQ

See all →