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30-30 Repeater
30-30 Repeater
Semi-auto heavy repeater.
Profile
Icon 30-30 Repeater Icon
Type Marksman weapon
Ammo Heavy Rounds Heavy Rounds
Fire modes Single Single
Manufacturer Holdener Arms
Attachment Slots
Extended Heavy MagOpticsSniper StockSkullpiercer
Damage
BODY HEAD LEGS
39~53 68~93 (1.75×)
Skullpiercer Rifling 78-106 (2.0×)
33~45 (0.85×)
Technical
RPM 231
DPS 90
Magazine 6 / 7 / 8 / 10
Tac reload time Segmented[1]
Full reload time Segmented[1]


The 30-30 Repeater, 30-30, or Repeater, is a lever-action repeating rifle introduced in Season 8 Season 8 that utilizes Heavy Rounds Heavy Rounds. It reloads two rounds at a time.

The 30-30 has a unique charge mechanic allowing the weapon to do up to 36% more damage by aiming down the sights for longer without firing, otherwise it can simply be fired without charging at a higher fire rate. It can also be enhanced with the Skullpiercer Rifling Skullpiercer Rifling Hop-Up, which increases the headshot multiplier by an additional 25%.

Stats[ | ]

Attachments[ | ]

Optics
Others


Damage Profile[ | ]

Uncharged
Target Modifiers Damage Damage Shots to kill
100 HP 150 HP 175 HP 200 HP 225 HP
Head
(1.75×)
- 68 2 3 3 3 4
Helmet LV.1 62 2 3 3 4 4
Helmet LV.2 54 2 3 4 4 5
Helmet LV.3/4 49 3 4 4 5 5
Body - 39 3 4 5 6 6
Fortified Fortified 33 4 5 6 7 7
Leg
(0.85×)
- 33 4 5 6 7 7
Fortified Fortified 28 4 6 7 8 9


Max charge
Target Modifiers Damage Damage Shots to kill
100 HP 150 HP 175 HP 200 HP 225 HP
Head
(1.75×)
- 100 1 2 2 2 3
Helmet LV.1 91 2 2 2 3 3
Helmet LV.2 78 2 2 3 3 3
Helmet LV.3/4 72 2 3 3 3 4
Body - 57 2 3 4 4 4
Fortified Fortified 48 3 4 4 5 5
Leg
(0.85×)
- 48 3 4 4 5 5
Fortified Fortified 41 3 4 5 5 6


Skullpiercer Rifling Skullpiercer Rifling, uncharged
Target Modifiers Damage Damage Shots to kill
100 HP 150 HP 175 HP 200 HP 225 HP
Head
(2.1×)
- 88 2 2 2 3 3
Helmet LV.1 79 2 2 3 3 3
Helmet LV.2 65 2 3 3 4 4
Helmet LV.3/4 58 2 3 4 4 4
Body - 42 3 4 5 5 6
Fortified Fortified 36 3 5 5 6 7
Leg
(0.85×)
- 36 3 5 5 6 7
Fortified Fortified 30 4 5 6 7 8


Skullpiercer Rifling Skullpiercer Rifling, max charge
Target Modifiers Damage Damage Shots to kill
100 HP 150 HP 175 HP 200 HP 225 HP
Head
(2.1×)
- 120 1 2 2 2 2
Helmet LV.1 107 1 2 2 2 3
Helmet LV.2 88 2 2 2 3 3
Helmet LV.3/4 79 2 2 3 3 3
Body - 57 2 3 4 4 4
Fortified Fortified 48 3 4 4 5 5
Leg
(0.85×)
- 48 3 4 4 5 5
Fortified Fortified 41 3 4 5 5 6

Advanced Stats[ | ]

mp_weapon_3030
Variable Value Description
charge_time 0.35 Time to charge shots for higher damage. Expressed in seconds.
charge_delay_when_triggered_by_ADS 0.3 Time before a shot can be charged upon entering ADS and for another shot to be charged after firing. Expressed in seconds.
fire_rate 3.85 Rounds fired in one second.
rechamber_time 0.685 Time delay between two shots. Expressed in seconds.
projectile_launch_speed 29000 Speed at which projectiles travel.
Expressed in hammer units per second, equals to 736 meters per second.
headshot_distance 11828 Distance at which shots can no longer deal headshots.
Expressed in hammer units, equals to 300 meters.
spread_stand_hip 2.15 Hipfire spread radius while standing.
spread_stand_hip_run 4.45 Hipfire spread radius while walking.
spread_stand_hip_sprint 4.95 Hipfire spread radius while sprinting.
spread_crouch_hip 1.9 Hipfire spread radius while crouching.
spread_air_hip 6 Hipfire spread radius while in the air.
deployfirst_time 1.4 Time before the weapon can be fired after picking it up for the first time. Expressed in seconds.
deploy_time 0.6 Time to bring out the weapon. Expressed in seconds.
holster_time 0.5 Time to holster the weapon. Expressed in seconds.
raise_time 0.4 Time to bring out the weapon after performing an action. Expressed in seconds.
lower_time 0.35 Time to holster the weapon before performing an action. Expressed in seconds.
zoom_time_in 0.3 Time to enter ADS with the weapon. Expressed in seconds.
zoom_time_out 0.26 Time to exit ADS with the weapon. Expressed in seconds.
ads_move_speed_scale 0.425 Multiplier applied to the Legend's movement speed while ADS with the weapon.
spread_stand_ads 0 Spread radius when standing and ADS.
spread_crouch_ads 0 Spread radius when crouching and ADS.
spread_air_ads 6 Spread radius when in the air and ADS.


Weapon Mastery[ | ]

30-30 Repeater Icon MASTERY TRIALS
Level Trial Name Requirements
20 The Reaper Down an enemy with fully charged shots. 25 times
40 Make It Count Down an enemy with ADS while only the first shot is fully charged. 20 times
60 Top Up Down 3 enemies in one match with the 30-30 while never emptying your magazine. 15 times
80 Nowhere to Run Down an enemy at least 150 meters away with fully charged headshot. 10 times
100 Ranger Wipe a squad with [3x HCOG] and all attachments maxed out. 3 times


Lore[ | ]

While some claim Fuse's mullet is the finest thing to come out of Salvo, most would agree it's the 30-30 Repeater. A lever action repeating rifle, it can be charged to increase the damage done by each shot. Only one bullet needs to be chambered in order for the weapon to fire, which makes the Repeater an asset in skirmishes where a single round can be the difference between victory and defeat. Originally designed to protect rural farms from beasts and poachers, and requiring minimal maintenance in the harsh sands of Salvo, the 30-30 has become a symbol of freedom to the Salvonian working class.


Skins[ | ]

There are a total of 62 skins for the 30-30 Repeater: 11 Legendary, 9 epic, 26 Rare, and 16 Common.

History[ | ]


Gallery[ | ]


Trivia[ | ]

  • The name is a reference to the .30-30 Winchester cartridge used by the Winchester Model 1894 and Mossberg 464 rifles, on which the weapon's design is based.
  • The 30-30 Repeater is one of the two weapons in Apex Legends whose reload is segmented, the other one being the Mastiff Shotgun.
    • Due to Dual Shell Dual Shell built into the 30-30, ammo count is increased by two whenever a round is inserted.
  • Fuse has a unique animation when he picks up a 30-30 Repeater.


References[ | ]

  1. 1.0 1.1 The 30-30 reloads its rounds one by one, therefore its reload times vary depending on how many rounds are inserted. Tactical reload for the first round lasts 0.33 / 0.31 / 0.29 / 0.26 seconds. Full reload for the first round lasts 0.75 / 0.71 / 0.66 / 0.6 seconds. Each round subsequently loaded after the first one is added every 0.4 / 0.39 / 0.37 / 0.36 seconds. After ending the reload, a final animation lasting 0.45 seconds is played if the magazine had rounds in it previously, or 0.6 seconds if the magazine was empty previously.

    • 1-2 rounds: 0.78 / 0.76 / 0.74 / 0.71 seconds (tactical), 1.35 / 1.31 / 1.26 / 1.2 seconds (full)
    • 3-4 rounds: 1.18 / 1.15 / 1.11 / 1.07 seconds (tactical), 1.75 / 1.7 / 1.63 / 1.56 seconds (full)
    • 5-6 rounds: 1.58 / 1.54 / 1.48 / 1.43 seconds (tactical), 2.15 / 2.09 / 2 / 1.92 seconds (full)
    • 7-8 rounds: 1.98 / 1.93 / 1.85 / 1.79 seconds (tactical), 2.55 / 2.48 / 2.37 / 2.28 seconds (full)
    • 9-10 rounds: 2.38 / 2.32 / 2.22 / 2.15 seconds (tactical), 2.95 / 2.87 / 2.74 / 2.64 seconds (full)
    • 11 rounds: 2.78 / 2.71 / 2.59 / 2.51 seconds
    • 12 rounds: 3.35 / 3.26 / 3.11 / 3 seconds.
  2. Rachel Gagner on ArtStation
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