Weapon

Weapons are the primary method of dealing damage in Apex Legends. Legends do not drop with any weapons and must pick them from the ground, though there are certain game modes that allow pre-determined loadouts. A Legend can carry up to two guns at a time.
Contents
Types of weapons[edit | edit source]
Normal weapons[edit | edit source]
Normal weapons include ARs, SMGs, LMGs, shotguns, snipers, and pistols. They can be upgraded with attachments. Despite all being Common rarity, there is great disparity in their strength and spawn rates. For example, the Mozambique Shotgun is abundant but weak, while the Mastiff Shotgun is much more powerful but harder to find.
Fully kitted weapons[edit | edit source]
Fully kitted weapons are Legendary versions of Common weapons that are equipped with the highest quality of all their attachments. The attachments cannot be removed, except for the optic.
Supply drop weapons[edit | edit source]
Supply drop weapons are Heirloom rarity weapons that can only be found in neutral Care Packages. They have limited ammo that cannot be replenished. Their only attachment is their optics, except for the Kraber .50-Cal Sniper which has its own optic.
Other weapons[edit | edit source]
- Throwable weapons: Grenades are throwable weapons. Unlike guns, they take up the item slots in the inventory, and are also classified as consumables.
- Melee weapons: Legends do not possess a melee weapon by default, as they just use their fists. However, by obtaining a Legend's Heirloom Set, players can equip that Legend's personalized melee weapon skin. Melee weapons are purely cosmetic and do not impact gameplay.
List of weapons[edit | edit source]
Assault rifles[edit | edit source]
HAVOC Rifle
Wind-up energy assault rifleVK-47 Flatline
Full-auto with a punchG7 Scout
Semi-auto light marksman rifleHemlok Burst AR
3-round burst assault rifleR-301 Carbine
Full-auto and low recoil carbine30-30 Repeater
Semi-auto heavy repeater
Sub machine guns[edit | edit source]
"Sub machine gun" is an incorrect spelling of "submachine gun". "Sub" is a prefix and therefore should be part of the word (e.g. "submarine"). This wiki is intentionally using the incorrect spelling because that is how SMG is being spelled in the game.
Alternator SMG
Twin barrel full-auto SMGProwler Burst PDW
5-round burst SMG
(Supply Drop Weapon)R-99 SMG
Rapid-fire automatic SMGVolt SMG
Energy actuated SMG
Light machine guns[edit | edit source]
Devotion LMG
Wind-up full-auto energy LMGM600 Spitfire
Full-auto LMGL-STAR EMG
Plasma fueled EMG
Sniper rifles[edit | edit source]
Charge Rifle
Directed energy beam rifleLongbow DMR
Slow fire-rate semi-autoKraber .50-Cal Sniper
Powerful bolt-action sniper rifle
(Supply Drop Weapon)Sentinel
Bolt-action sniper rifleTriple Take
Triple-barrel sniper rifle
Shotguns[edit | edit source]
EVA-8 Auto
Full-auto shotgunMastiff Shotgun
Powerful semi-auto shotgunMozambique Shotgun
Triple-barrel shotgunPeacekeeper
Lever-action shotgun
(Supply Drop Weapon)
Pistols[edit | edit source]
RE-45 Auto
Full-auto pistolP2020
Semi-auto pistolWingman
High-powered revolver
Stats[edit | edit source]
Icon | Weapon | Class | Ammo | Body damage | Head damage | Legs damage | Base mag size | Base mag damage capacity | Body DPS | Head DPS | RPM | Firemodes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
HAVOC Rifle | Assault rifle | 18 | 36 | 14 | 24 | 432 | 202 | 403 | 672 | |||
VK-47 Flatline | Assault rifle | 19
|
38
|
14
|
20 | 380
|
190
57 |
380
N/A |
600
N/A |
|||
G7 Scout | Assault rifle | 34 | 60 | 26 | 10 | 340 | 136 | 238 | 240 | |||
Hemlok Burst AR | Assault rifle | 20 | 35 | 15 | 18 | 360 | 214.29
128 |
375 | 643
384 |
|||
R-301 Carbine | Assault rifle | 14
|
28
|
11
|
18 | 252
|
189
57 |
378
N/A |
810
N/A |
|||
30-30 Repeater | Assault rifle | 42-57 | 74-100 | 32-43 | 6 | 252-342 | 98 | 173 | 140 | |||
Alternator SMG | SMG | 16 | 24 | 13 | 19 | 304 | 160 | 240 | 600 | |||
Prowler Burst PDW | SMG | 15 | 23 | 12 | 35 | 525 | 200 | 307 | 670 ±30
1260 795 |
|||
R-99 SMG | SMG | 11 | 17 | 9 | 20 | 220 | 198 | 297 | 1080 | |||
Volt SMG | SMG | 15 | 23 | 12 | 19 | 285 | 180 | 270 | 720 | |||
Devotion LMG | LMG | 16 | 32 | 12 | 36
![]() |
576
![]() |
80~240 | 160~480 | 300~900 in 1.75s | |||
M600 Spitfire | LMG | 19 | 38 | 14 | 35
![]() |
665
![]() |
171 | 342 | 540 | |||
L-STAR EMG | LMG | 18 | 36 | 14 | ∞
22 ![]() |
396
![]() |
180 | 360 | 600 | |||
Charge Rifle | Sniper | 90 | 116 | 90 | 8 | 360 | 45 | 56 | 30 | |||
Longbow DMR | Sniper | 55 | 110
|
44 | 6 | 330 | 71.5 | 128
|
78 | |||
Kraber .50-Cal Sniper | Sniper | 145 | 435 | 116 | 4 | 580 | 87 | 261 | 36 | |||
Sentinel | Sniper | 70
![]() |
140
![]() |
63
![]() |
4 | 280
![]() |
43.75
![]() |
87.5
![]() |
37.5 | |||
Triple Take | Sniper | 69 | 138 | 63 | 6 | 414 | 101.2 | 202.4 | 88 | |||
EVA-8 Auto | Shotgun | 63 | 99 | 54 | 8 | 504 | 118.65 ±1 --13.2 | N/A | 126 | |||
Mastiff Shotgun | Shotgun | 88 | 112 | 88 | 6 | 528 | 88 | 205 | 66 | |||
Mozambique Shotgun | Shotgun | 45
|
69
|
42
|
4 | 180 | 33~99 | 51~152 | 132 | |||
Peacekeeper | Shotgun | 110 | 143 | 88 | 5 | 550 | 88 | 132 | 48 | |||
RE-45 Auto | Pistol | 12 | 18 | 11 | 16 | 192 | 156 | 234 | 780 | |||
P2020 | Pistol | 15
|
20
|
12
|
12 | 180 | 127.5 | 170 | 510 | |||
Wingman | Pistol | 45 | 90
|
41 | 6 | 270 | 112.5 | 225
|
150 |
Weapon statistics[edit | edit source]
Weapons have different statistics, and some of them can be altered by equipping attachments.
- Ammo
Each weapon has its ammo type which indicates which type of ammo it accepts. There are five types: Light Rounds,
Heavy Rounds,
Energy Ammo,
Shotgun Shells, and
Sniper Ammo. Each ammo type has a different chance of spawning with some being rarer than the others, and they usually spawn beside a weapon of the same type.
- Bullet drop
Most weapons in the game fire projectiles that drop over time. Weapons that use Heavy Rounds tend to have a more pronounced drop; weapons that use
Energy Ammo are the least affected by bullet drop. Hitscan weapons do not have bullet drop; they have damage falloff instead.
- Bullet slow
Weapons inflict a 10% slow upon their targets for 0.25 seconds, and this can only happen once every 3 seconds. This does not apply to Legends with Fortified.
- Choke
The reduction of a weapon's spread while aiming down sights. Not all weapons have a choke feature. The Triple Take and Peacekeeper are unique in that their choke builds over time, and they can turn choke off.
- Damage falloff
Hitscan weapons (weapons that hit their target instantly, currently only the Charge Rifle) have damage falloff in which, after a set distance, the damage is reduced the further away the target is.
- Firing modes
These are the different ways a gun can shoot. Some weapons have two modes that can be switched:
Auto - the gun fires continuously as long as the trigger is held;
Single - the gun fires once per trigger pull;
Burst - the gun fires multiple times per trigger pull.
- Handling
How fast the weapon can be taken out and put away. Heavier guns (e.g. LMGs) are slower than lighter guns (e.g. pistols). It can be improved with a Standard Stock or a
Sniper Stock, or the
Quickdraw Holster Hop-Up.
- Head and leg shot multipliers
Weapons have headshot and leg shot multipliers that increase or decrease the damage dealt, respectively. If the result is a fraction, it rounds to the nearest whole number.
- Head: Headshots increase the damage dealt.
Helmets can lower the damage taken.
- The
Skullpiercer Rifling Hop-Up can increase a weapon's headshot multiplier.
- The
- Legs: Leg shots lower the damage dealt. This does not apply for Legends with
Low Profile.
- Magazine size
A weapon's ammo capacity. It can be increased using extended mag attachments, but the attachment is different for each ammo type.
- The
Extended Light Mag for weapons that use
Light Rounds.
- The
Extended Heavy Mag for weapons that use
Heavy Rounds.
- The
Extended Energy Mag for weapons that use
Energy Ammo (except the L-STAR EMG.)
- The
Extended Sniper Mag for weapons that use
Sniper Ammo (except the Charge Rifle.)
- Movement penalty
All guns slow players down equally (by 13.333%), no matter the type of weapon.
Weapons further reduce movement speed while aiming down sights, with the amount depending on the weapon. Snipers, at 65%, have the greatest ADS movement penalty.
- Muzzle flash
The minor blinding effect the shooter receives while firing a weapon. It can be reduced with a Barrel Stabilizer which is equipped only on certain fully kitted weapons, as the attachment itself can no longer spawn since
Season 8.
- Recoil
The amount of physical recoil per shot that should be compensated for. It can be reduced with a Barrel Stabilizer.
- Rate of fire
How fast a gun can shoot. For shotguns, it can be modified with a Shotgun Bolt.
- Spread
The bullet deviation of a weapon when firing from the hip, indicated loosely by the size of the crosshair. The Quickdraw Holster Hop-Up can reduce hip-fire spread. The Peacekeeper and Triple Take have integrated chokes that reduce spread incrementally over time when aiming down sights.
- Weapon sway
The sway of a weapon while idling. It can be modified with a Standard Stock or a
Sniper Stock.
- RPM acceleration
The Devotion LMG features a special mechanic which causes its rate of fire to start slow and accelerate to full speed over a short period. It can be sped up with a Turbocharger.
- Wind-up
The HAVOC Rifle features a special mechanic, the weapon goes through a short wind-up period before it begins firing. It can be removed with a Turbocharger.
Trivia[edit | edit source]
- The Wingman, L-STAR, 30-30 Repeater, Longbow DMR, Sentinel, and Kraber .50-Cal Sniper can open doors by shooting the handle.
- The L-STAR was originally meant to break doors rather than opening them.
See also[edit | edit source]
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