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Triple Take
Triple Take
Triple-barrel marksman rifle.
Profile
Icon Triple Take Icon
Type Marksman weapon
Ammo Energy Ammo Energy Ammo
Fire modes Single-fire Icon Single
Manufacturer Burrell Defense
Attachment Slots
Extended Energy MagOpticsSniper Stock
Damage
BODY HEAD LEGS
21×3 37×3 (1.75×) 19×3 (0.9×)
Technical
RPM 81
DPS 85
Magazine 6 / 7 / 8 / 10
Tac reload time 2.34 / 2.26 / 2.18 / 2.11
Full reload time 3.06 / 2.96 / 2.85 / 2.75


The Triple Take is a triple-barreled semi-automatic marksman rifle that utilizes Energy Ammo Energy Ammo. It fires 3 projectiles, one in the middle and two to the sides.

The Triple Take has a Choke Active Icon Choke function, which can be turned on/off, where the spread of the pellets is greatly reduced while aiming down sights.

Stats[ | ]

Attachments[ | ]

Main article: Attachments
Optics
Other


Damage Profile[ | ]

Target Modifiers Damage Damage[note 1] Bursts to kill
100 HP 150 HP 175 HP 200 HP 225 HP
Head
(1.75×)
- 111 1 2 2 2 3
Helmet LV.1 102 1 2 2 2 3
Helmet LV.2 87 2 2 3 3 3
Helmet LV.3/4 81 2 2 3 3 3
Body - 63 2 3 3 4 4
Fortified Fortified 54 2 3 4 4 5
Leg
(0.9×)
- 57 2 3 4 4 4
Fortified Fortified 48 3 4 4 5 5
  1. Assumes all three bullets hit.


Advanced Stats[ | ]

mp_weapon_doubletake
Variable Value Description
charge_time 0.75 Time to charge shots for better accuracy. Expressed in seconds.
fire_rate 1.35 Rounds fired in one second.
projectile_launch_speed 32000 Speed at which projectiles travel.
Expressed in hammer units per second, equals to 812 meters per second.
headshot_distance 17716 Distance at which shots can no longer deal headshots.
Expressed in hammer units, equals to 450 meters.
spread_stand_hip 4 Hipfire spread radius while standing.
spread_stand_hip_run 6 Hipfire spread radius while walking.
spread_stand_hip_sprint 7 Hipfire spread radius while sprinting.
spread_crouch_hip 3 Hipfire spread radius while crouching.
spread_air_hip 8 Hipfire spread radius while in the air.
deployfirst_time 1.42 Time before the weapon can be fired after picking it up for the first time. Expressed in seconds.
deploy_time 0.65 Time to bring out the weapon. Expressed in seconds.
holster_time 0.55 Time to holster the weapon. Expressed in seconds.
raise_time 0.5 Time to bring out the weapon after performing an action. Expressed in seconds.
lower_time 0.4 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 4 Spread radius when in the air and ADS.


Weapon Mastery[ | ]

Triple Take Icon MASTERY TRIALS
Level Trial Name Requirements
20 Pew Pew! Down an enemy with hipfire. 25 times
40 Choking Hazard Down an enemy with fully choked shot. 20 times
60 Baited Down an enemy executing your teammate. 10 times
80 Landed Land all bullets in one shot at least 10 times in one match. 10 times
100 All Choked Up Down at least 2 enemies with a fully choked headshot in one match. 3 times


Lore[ | ]

The Triple Take came close to dying at the blueprint stage. A successor to the Double Take that fires from three separate barrels with each shot, the base model's spread makes it less effective at long-range. The original Triple Take project was shelved, but a new version emerged in the Outlands after the Blackout. While many sniper rifles demand a high degree of precision from operators, the Triple Take's spread proved more forgiving and effective for operators at all skill levels.


Skins[ | ]

There are a total of 82 skins for the Triple Take: 22 Legendary, 11 epic, 34 Rare, and 16 Common.

  1. 1.0 1.1 This skin is reactive.

History[ | ]


Gallery[ | ]


See also[ | ]


References[ | ]

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