Apex Legends content
This article concerns the subject and the content related to it in Apex Legends. For the subject in Apex Legends Mobile, see Weapon (Mobile). |
Weapons are the main method of dealing damage in Apex Legends. A weapon's effectiveness and fire power can be enhanced through attachments that can help stabilize the weapon, increase its magazine size, change its optics, and more.
In Battle Royale, Legends drop into the arena without any weapon equipped, and must find them from any suitable loot source upon landing.
In Control and Team Deathmatch, Legends may choose between five different loadouts, each containing two weapons and an ordnance. Based on the loadout, the weapons given are more suitable at close, medium, or long range.
Types[]
All weapons are split into seven types. Weapons of the same type have similar characteristics, such as movement speed while aiming down sights, handling times and limitations to the attachments the weapon can take.
- Assault Rifles, or ARs, are the most well-rounded weapon group, suited for both mid and close range engages.
- Submachine Guns, or SMGs, are high dps weapons for close range engages with fast movement and handling.
- Light Machine Guns, or LMGs, pack a lot of damage in their large magazines, but have slow movement and handling, making them more suited for applying pressure at mid range.
- Marksman Weapons, Marksman, or Marksmen, are ammo efficient weapons that fall between assault rifles and sniper rifles in terms of damage, fire rate and effective range.
- Sniper Rifles, or Snipers, are highly damaging and accurate at long range, but less optimal up close due to their slow fire rate and handling. Bullets from sniper rifles may cause "collateral" hits, piercing through multiple enemies if they are close enough to each other.
- Shotguns are close range specialized weapons that pack a lot of damage in a single blast, making them excellent for playing around cover. They require little reserve ammo and few attachments, being highly effective straight off the ground.
- Pistols are lightweight weapons that may lose in raw damage output, but allow for the fastest handling and movement across the board, making them reliable secondary weapons.
List of weapons[]
AR[]
SMGs[]
LMGs[]
Marksman[]
Snipers[]
Shotguns[]
Pistols[]
Other weapons[]
Supply Drop Weapons[]
Supply Drop Weapons are Mythic tier weapons that can only be found in neutral Care Packages. They have limited ammo that cannot be replenished. They also come with a replaceable optic, except for the Kraber .50-Cal Sniper whose unique 6x-10x Variable optic cannot be removed.
Fully Kitted Weapons[]
Fully Kitted Weapons are weapons that come pre-equipped with all of their attachments. The level of the attachments are based on the rarity of the weapon, ranging from Common to Legendary.
Ordnance[]
There are three types of ordnance that can be thrown. Unlike firearms, they take up item slots in the inventory and are classified as consumables. There are currently three ordnances in Apex Legends.
Rampart's Custom Modded Paintball Weapons[]
Rampart's Custom Modded Paintball Weapons are Fully Kitted Weapons that have been modified by Rampart with the Splatter Rounds Hop-Up. They reload faster and shoot paint-loaded rounds which have a visual colored effect. They can be picked up with from Vend-it Machines located in Rampart's Big Maude, and are available in Rare, epic, and Legendary rarities. Legends refer to them as "Rampart Specials" if pinged.
Previously, these weapons used to be purchased through Materials, this has been changed with the removal of Crafting Containers in Season 20. Now, any legend can access the Fully Kitted Weapons, but it takes significantly longer to vend the item, and there is a limit of one Fully Kitted Weapon per player.
Melee Weapon Skins[]
Legends do not possess a melee weapon by default, as they just use their fists and kicks. 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.
Gamemode-exclusive weapons[]
In some game modes, some exclusive weapons may become available for use. There are currently two game mode-exclusive weapons in Apex Legends.
Throwing Knife
Exclusive to Gun Run and the Firing RangeHeart Stealer
Exclusive to Date NightBuster Sword R2R5
Exclusive to the FINAL FANTASY VII Takeover
April Fools' weapons[]
During April Fools', one or more modified versions of existing weapons may become available and occasionally replace their default version. These April Fools' variants are usually unfairly strong, one of them even being capable of summoning powerful minions to attack enemies with. There are currently seven April Fools' weapons in Apex Legends.
Ability weapons[]
Some Legends utilize actual weapons as part of an ability.
Sheila
UltimateA-13 Sentry
Ultimate
Statistics[]
Statistics are what make a weapon what it is in Apex Legends. Some of them may also be altered with attachments.
Weapon Statistics | |||
---|---|---|---|
UTILIZED BY MOST WEAPONS | |||
Statistic | Description | Notes | |
Ammo type ammo_pool_type |
Type of ammo a weapon utilizes to fire its shots. | ||
Ammo consumed per shot ammo_per_shot |
Ammo deducted from a weapon's magazine with each shot. | ||
Firing mode fire_mode |
Behavior of a weapon's fired shots. | If a weapon has two fire modes, they can be switched into at will with B///. | |
Rate of fire fire_rate |
Shots fired within one second. | Shotgun Bolts affect this statistic. | |
Magazine size ammo_clip_size |
Rounds stored in a weapon's magazine. | Extended Mags affect this statistic. | |
Headshot distance headshot_distance |
Highest distance at which the headshot multiplier is applied. | ||
Headshot multiplier damage_headshot_scale |
Multiplier, strictly above 1×, applied to shots that hit the head of a target. | If the target is wearing a Helmet, the multiplier is reduced based on the Helmet's level. | |
Legshot multiplier damage_leg_scale |
Multiplier, strictly 1× or below, applied to shots that hit the legs of a target. | ||
Reload speed reload_time |
How long a weapon's reload animation lasts, while the magazine still had rounds inside it previously. Also called "tactical reload". |
| |
Full reload speed reloadempty_time |
How long a weapon's reload animation lasts, while the magazine was empty previously. |
| |
Pickup animation deployfirst_time |
How quickly the animation for picking up a weapon for the first time is played. | ||
Deploy time deploy_time |
How quickly a weapon is equipped. | Stocks affect this statistic. | |
Holster time holster_time |
How quickly a weapon is put away. | Stocks affect this statistic. | |
Raise time raise_time |
How quickly a weapon is equipped after performing an action. | Stocks affect this statistic. | |
Lower time lower_time |
How quickly a weapon is put away after performing an action. | Stocks affect this statistic. | |
Entering ADS mode zoom_time_in |
How quickly a weapon enters ADS. | Stocks and Optics affect this statistic. | |
Exiting ADS mode zoom_time_out |
How quickly a weapon exits ADS. | Stocks and Optics affect this statistic. | |
ADS movement speed penalty ads_move_speed_scale |
Multiplier applied to a Legend's movement speed while ADS. | This statistic varies depending on a weapon's type: ARs have it set at 0.5, SMGs 0.75, LMGs 0.4, Marksman 0.425, Snipers 0.35, and Pistols 1. | |
View drift viewdrift_ads_N_scale_pitch viewdrift_ads_N_scale_yaw |
Sway applied to a weapon while aiming down sights and not firing. Possible N values: stand, crouch, air, speed |
Stocks affect this statistic. | |
Recoil viewkick_N_base viewkick_N_random |
Direction the crosshair, and subsequently the shots, take whenever firing, hindering the accuracy. Possible N values: pitch, yaw |
Barrel Stabilizers affect this statistic. | |
ADS spread spread_N_ads |
Random spread applied to a weapon while firing and ADS, hindering the accuracy. Possible N values: stand, crouch, air |
This statistic is only used when a Legend is firing while in the air. | |
Hipfire spread spread_N_hip spread_kick_on_fire_N_hip spread_max_kick_N_hip |
Random spread applied to a weapon while firing from the hip, indicated by the crosshair becoming bigger, hindering the accuracy. Possible N values: stand, crouch, air |
| |
Projectile speed projectile_launch_speed |
Speed at which projectiles travel. | ||
Projectile drag projectile_drag_coefficient |
Multiplier, strictly 0.0033×, applied to projectiles over time, slowing them down. | weapons except have this statistic set to 0. | |
Projectile gravity projectile_gravity_scale |
Gravity strength applied to fired projectiles in order to make them arch and travel towards the ground rather than in a straight line. | ||
Projectile gravity zero distance bolt_zero_distance |
Distance at which projectile gravity starts affecting fired projectiles. | ||
Projectile size bolt_hitsize_N_time bolt_hitsize_N_size bolt_hitsize_growfinal_lerptime bolt_hitsize_growfinal_size |
Projectile size. Most projectiles, after being fired, increase in size as they travel. Possible N values: grow1, grow2 | ||
Movement slowness on hit | Taking damage slows a Legend down by 10% for 0.25 seconds; this can happen once every 3 seconds. | Fortified Legends are not affected by this statistic. | |
Movement slowness with weapon equipped | Equipping a weapon slows a Legend down by around 13%, regardless if ADS or not. | Mad Maggie is not affected by this statistic when equipped with a Shotgun due to Warlord's Ire. | |
UTILIZED ONLY BY CERTAIN WEAPONS | |||
Statistic | Description | Used by | Notes |
Ammo not taken from inventory ammo_no_remove_from_stockpile |
If set to 1, ammo will not be taken from the inventory. | Supply Drop Weapons | |
Projectiles fired per shot projectiles_per_shot |
Amount of rounds fired at once with one pull of the trigger. | ||
Bursts fired per shot burst_fire_count |
Amount of rounds fired in succession with one pull of the trigger. | ||
Burst delay burst_delay |
After firing a burst, a delay is applied before another burst can be fired. | natively affects this statistic the longer it is fired, up to a set cap. | |
Rechamber time rechamber_time |
How quickly a bolt-action or lever-action weapon chambers in the next shot after firing. | Shotgun Bolts affect this statistic on . | |
Opening doors by shooting their handle | Certain weapons can open doors by shooting their handle. | ||
Projectile passthrough | Certain weapons' projectiles can pierce through a target, potentially hitting multiple targets in their way. | needs to be Amped before it can pierce through targets. | |
Segmented reload reload_is_segmented |
If set to 1, a weapon's reload animation will be repeated until the magazine is full or until it is canceled. | ||
Rounds reloaded with one segmented reload ammo_size_segmented_reload |
Amount of rounds added to a weapon's magazine whose reload is set to be segmented whenever the segmented reload animation completes a cycle. | While 1 by default, has it set to 2. | |
Rate of fire acceleration fire_rate_max_time_speedup |
How quickly a weapon reaches its highest fire rate (fire_rate_max). | Turbocharger affects this statistic. | |
Wind-up charge_time |
Rather than firing immediately, a weapon with this statistic undergoes a delay between each trigger pull and the weapon itself firing. | Turbocharger affects this statistic. | |
Cooldown time charge_overheat_cooldown_time charge_overheat_cooldown_time_N |
How quickly a weapon cools down while not firing, preventing itself from overheating by shooting continuously for too long. Possible N values: late1, late2, late3 |
||
Damage falloff damage_N_value |
Damage dealt past set distances. Possible N values: near, far, veryfar |
All weapons have this stastic, however only has different damage values based on distance. | |
Charge has_energized |
If set to 1, a weapon can charge itself by utilizing a consumable item. | ||
Secondary ammo type secondary_ammo_pool_type |
Another type of ammo a weapon may utilize to fire its shots. | When spawning, a weapon with this statistic will always be surrounded by ammo of its primary type. |
Comparison[]
General[]
The following table lists the most important statistics for the main weapons in Apex Legends, allowing for comparison between them.
- Damage values are calculated ignoring Abilities and Perks modifiers.
- DPS values are obtained from scoring bodyshots only.
- RPM and DPS values for Shotguns are calculated with a Shotgun Bolt equipped.
- RPM and DPS values for , , and are calculated with the weapons being at their highest fire rate.
- The magazine size of the shows the maximum number of consecutive shots that can be fired before overheating.
- Reload Speed values are expressed in seconds.
- Projectile Speed values are expressed in hammer units per second.
General Stats | |||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Weapon | Type | Ammo | Modes | Damage | RPM | DPS | Magazine | Reload Speed | Projectile Speed | ||||||||||||||||
Body | Head | Legs | Tactical | Full | |||||||||||||||||||||
Base | LV.1 | LV.2 | LV.3 | Base | LV.1 | LV.2 | LV.3 | Base | LV.1 | LV.2 | LV.3 | Base | LV.1 | LV.2 | LV.3 | ||||||||||
HAVOC Rifle |
AR | 18 | 32 | 29 | 25 | 23 | 15 | 672 | 202 | 24 | 28 | 32 | 36 | 3.2 | 3.09 | 2.99 | 2.88 | 3.2 | 3.09 | 2.99 | 2.88 | 30500 | |||
VK-47 Flatline |
AR | / | 18 | 32 | 29 | 25 | 23 | 15 | 600 | 180 | 20 | 25 | 28 | 30 | 2.4 | 2.32 | 2.24 | 2.16 | 3.1 | 3 | 2.89 | 2.79 | 24000 | ||
Hemlok Burst AR |
AR | / | 21 | 37 | 34 | 29 | 27 | 16 | 440 | 133 | 18 27 |
24 33 |
27 36 |
30 39 |
2.4 | 2.32 | 2.24 | 2.16 | 2.85 | 2.76 | 2.66 | 2.57 | 27500 | ||
384 | 134 | ||||||||||||||||||||||||
R-301 Carbine |
AR | / | 13 | 23 | 22 | 19 | 18 | 10 | 810 | 176 | 18 | 20 | 25 | 28 | 2.4 | 2.32 | 2.24 | 2.16 | 3.2 | 3.09 | 2.99 | 2.88 | 29000 | ||
Nemesis Burst AR |
AR | 16 | 28 | 26 | 22 | 20 | 12 | 582 | 155 | 20 | 24 | 28 | 32 | 2.7 | 2.61 | 2.52 | 2.43 | 2.7 | 2.61 | 2.52 | 2.43 | 31000 | |||
Alternator SMG |
SMG | 16 | 20 | 19 | 18 | 17 | 13 | 600 | 160 | 19 | 22 | 25 | 27 | 1.9 | 1.84 | 1.77 | 1.71 | 2.23 | 2.16 | 2.08 | 2.01 | 19500 | |||
Alternator SMG |
SMG | 19 | 24 | 23 | 21 | 21 | 15 | 600 | 190 | 19 | 22 | 25 | 27 | 1.9 | 1.84 | 1.77 | 1.71 | 2.23 | 2.16 | 2.08 | 2.01 | 19500 | |||
Prowler Burst PDW |
SMG | / | 16 | 24 | 22 | 20 | 19 | 13 | 697 | 186 | 35 | 1.8 | 2.34 | 18000 | |||||||||||
795 | 212 | ||||||||||||||||||||||||
R-99 SMG |
SMG | 11 | 14 | 13 | 12 | 12 | 9 | 1080 | 198 | 17 | 20 | 23 | 26 | 1.8 | 1.74 | 1.68 | 1.62 | 2.45 | 2.37 | 2.29 | 2.21 | 21000 | |||
Volt SMG |
SMG | 15 | 19 | 18 | 17 | 16 | 12 | 720 | 180 | 19 | 21 | 23 | 26 | 1.44 | 1.39 | 1.33 | 1.3 | 2.03 | 1.96 | 1.89 | 1.83 | 22000 | |||
C.A.R. SMG |
SMG | 12 | 15 | 14 | 14 | 13 | 10 | 930 | 186 | 19 | 21 | 23 | 26 | 1.7 | 1.64 | 1.59 | 1.53 | 2.13 | 2.06 | 1.99 | 1.92 | 18500 | |||
Devotion LMG |
LMG | 15 | 23 | 21 | 19 | 18 | 13 | 900 | 225 | 36 | 40 | 44 | 48 | 2.8 | 2.71 | 2.61 | 2.52 | 3.63 | 3.51 | 3.39 | 3.27 | 33500 | |||
L-STAR EMG |
LMG | 17 | 26 | 24 | 21 | 20 | 14 | 600 | 170 | 24 | 26 | 28 | 30 | 2.45 | 2.37 | 2.29 | 2.21 | 2.45 | 2.37 | 2.29 | 2.21 | 24000 | |||
M600 Spitfire |
LMG | 18 | 27 | 25 | 23 | 21 | 15 | 540 | 162 | 35 | 40 | 45 | 50 | 3.4 | 3.29 | 3.17 | 3.06 | 4.2 | 4.06 | 3.92 | 3.78 | 27500 | |||
Rampage LMG |
LMG | 26 | 39 | 36 | 33 | 31 | 22 | 300 | 130 | 28 | 32 | 36 | 40 | 3.1 | 3.1 | 2.89 | 2.79 | 4 | 3.87 | 3.73 | 3.6 | 26500 | |||
Rampage LMG |
LMG | 26 | 39 | 36 | 33 | 31 | 22 | 390 | 169 | 28 | 32 | 36 | 40 | 3.1 | 3.1 | 2.89 | 2.79 | 4 | 3.87 | 3.73 | 3.6 | 26500 | |||
G7 Scout |
Marksman | / | 32 | 56 | 51 | 44 | 40 | 24 | 240 | 128 | 10 | 15 | 18 | 20 | 2.16 | 2.09 | 2.02 | 1.94 | 2.7 | 2.61 | 2.52 | 2.43 | 30000 | ||
Triple Take |
Marksman | 63 | 111 | 102 | 87 | 81 | 57 | 81 | 85 | 6 | 7 | 8 | 10 | 2.34 | 2.26 | 2.18 | 2.11 | 3.06 | 2.96 | 2.85 | 2.75 | 32000 | |||
30-30 Repeater |
Marksman | 42 min | 74 min | 67 min | 58 min | 53 min | 36 min | 139 min | 97 min | 6 | 8 | 10 | 12 | [1] | 29000 | ||||||||||
57 max | 100 max | 91 max | 78 max | 72 max | 48 max | 41 max | 39 max | ||||||||||||||||||
30-30 Repeater |
Marksman | 42 min | 88 min | 79 min | 65 min | 58 min | 36 min | 139 min | 97 min | 6 | 8 | 10 | 12 | [1] | 29000 | ||||||||||
57 max | 120 max | 107 max | 88 max | 79 max | 48 max | 41 max | 39 max | ||||||||||||||||||
Bocek Compound Bow |
Marksman | 25 min | 31 min | 30 min | 28 min | 27 min | 20 min | 180 min | 75 min | ∞ | [2] | 10000 min | |||||||||||||
70 max | 123 max | 112 max | 96 max | 88 max | 63 max | 107 max | 125 max | 28000 max | |||||||||||||||||
Bocek Compound Bow |
Marksman | 35 min | 42 min | 42 min | 42 min | 35 min | 28 min | 180 min | 105 min | ∞ | [2] | 10000 min | |||||||||||||
84 max | 105 max | 98 max | 98 max | 91 max | 84 max | 107 max | 150 max | 16000 max | |||||||||||||||||
Charge Rifle |
Sniper | 75 min | 150 min | 135 min | 113 min | 101 min | 68 min | 26 | 48 | 4 | 5 | 6 | 8 | 3.5 | 3.38 | 3.27 | 3.15 | 4.6 | 4.45 | 4.29 | 4.14 | 33501 | |||
110 max | 220 max | 198 max | 165 max | 149 max | 99 max | ||||||||||||||||||||
Longbow DMR |
Sniper | 55 | 118 | 106 | 87 | 77 | 50 | 78 | 72 | 6 | 8 | 10 | 12 | 2.66 | 2.57 | 2.48 | 2.39 | 3.66 | 3.54 | 3.41 | 3.29 | 30500 | |||
138 | 121 | 96 | 84 | ||||||||||||||||||||||
Kraber .50-Cal Sniper |
Sniper | 140 | 280 | 252 | 210 | 189 | 112 | 25 | 60 | 4 | 3.2 | 4.3 | 29500 | ||||||||||||
Sentinel |
Sniper | 70 | 140 | 126 | 105 | 95 | 63 | 38 | 44 | 4 | 5 | 6 | 7 | 2.5 | 2.42 | 2.33 | 2.25 | 3.6 | 3.48 | 3.36 | 3.24 | 31000 | |||
Sentinel |
Sniper | 88 | 176 | 158 | 132 | 119 | 79 | 38 | 56 | 4 | 5 | 6 | 7 | 2.5 | 2.42 | 2.33 | 2.25 | 3.6 | 3.48 | 3.36 | 3.24 | 31000 | |||
EVA-8 Auto |
Shotgun | / | 56 | 72 | 64 | 64 | 64 | 56 | 144 | 134 | 8 | 2.75 | 2.65 | 2.56 | 2.48 | 3 | 2.9 | 2.79 | 2.7 | 16000 | |||||
Mastiff Shotgun |
Shotgun | 88 | 112 | 104 | 96 | 96 | 88 | 79 | 105 | 5 | [3] | 16000 | |||||||||||||
Mozambique Shotgun |
Shotgun | 45 | 57 | 54 | 51 | 48 | 45 | 132 | 99 | 6 | 1.9 | 2.4 | 10000 | ||||||||||||
Mozambique Shotgun |
Shotgun | 60 | 75 | 72 | 69 | 66 | 60 | 132 | 170 | 6 | 1.9 | 2.4 | 10000 | ||||||||||||
Peacekeeper |
Shotgun | 99 | 121 | 121 | 110 | 110 | 99 | 51 | 84 | 5 | 2.5 | 2.42 | 2.33 | 2.25 | 3.5 | 3.38 | 3.27 | 3.15 | 16000 | ||||||
Peacekeeper |
Shotgun | 121 | 154 | 143 | 132 | 132 | 121 | 51 | 103 | 5 | 2.5 | 2.42 | 2.33 | 2.25 | 3.5 | 3.38 | 3.27 | 3.15 | 16000 | ||||||
RE-45 Auto |
Pistol | 12 | 18 | 17 | 15 | 14 | 11 | 780 | 182 | 16 | 19 | 22 | 25 | 1.5 | 1.95 | 19500 | |||||||||
RE-45 Auto |
Pistol | 16 | 24 | 22 | 20 | 19 | 14 | 780 | 208 | 16 | 19 | 22 | 25 | 1.5 | 1.95 | 19500 | |||||||||
P2020 |
Pistol | 18 | 27 | 25 | 23 | 21 | 16 | 420 | 126 | 14 | 16 | 18 | 21 | 1.25 | 1.25 | 18500 | |||||||||
P2020 |
Pistol | 27 | 41 | 38 | 34 | 32 | 24 | 420 | 189 | 14 | 16 | 18 | 21 | 1.25 | 1.25 | 18500 | |||||||||
Wingman |
Pistol | 50 | 95 | 45 | 156 | 130 | 9 12 |
2.1 | 2.1 | 18000 |
TTK[]
The following table lists the time to kill (TTK) for the main weapons in Apex Legends.
- Damage is calculated ignoring Ability and Fortified modifiers.
- TTK values are obtained from scoring bodyshots only, with the target being no farther than 25 meters/82 feet, and are expressed in seconds.
TTK Stats | |||||
---|---|---|---|---|---|
Weapon | 100 HP | 150 HP | 175 HP | 200 HP | 225 HP |
HAVOC Rifle[4] |
0.45 | 0.71 | 0.80 | 0.98 | 1.07 |
VK-47 Flatline |
0.50 | 0.80 | 0.90 | 1.10 | 1.20 |
Hemlok Burst AR |
0.54 | 0.95 | 1.01 | 1.42 | 1.49 |
R-301 Carbine |
0.52 | 0.81 | 0.96 | 1.11 | 1.26 |
Nemesis Burst AR[5] |
0.51 | 0.86 | 0.92 | 1.21 | 1.32 |
Alternator SMG |
0.60 | 0.90 | 1.00 | 1.20 | 1.40 |
Alternator SMG |
0.60 | 0.80 | 1.00 | 1.10 | 1.20 |
Prowler Burst PDW |
0.53 | 0.67 | 0.96 | 1.05 | 1.15 |
Prowler Burst PDW |
0.45 | 0.68 | 0.75 | 0.91 | 1.06 |
R-99 SMG |
0.50 | 0.72 | 0.83 | 1.00 | 1.11 |
Volt SMG |
0.50 | 0.75 | 0.92 | 1.08 | 1.17 |
C.A.R. SMG |
0.52 | 0.77 | 0.90 | 1.03 | 1.16 |
Devotion LMG[6] |
0.88 | 1.08 | 1.25 | 1.42 | 1.50 |
L-STAR EMG |
0.50 | 0.80 | 1.00 | 1.10 | 1.30 |
M600 Spitfire |
0.56 | 0.89 | 1.00 | 1.22 | 1.33 |
Rampage LMG |
0.60 0.46 |
1.00 0.77 |
1.20 0.92 |
1.40 1.08 |
1.60 1.23 |
G7 Scout |
0.75 | 1.00 | 1.25 | 1.50 | 1.75 |
Triple Take |
0.74 | 1.48 | 1.48 | 2.22 | 2.22 |
30-30 Repeater |
0.86 | 1.29 | 1.73 | 1.73 | 2.16 |
Bocek Compound Bow[7] |
0.87 | 1.75 | 1.75 | 1.75 | 2.62 |
Charge Rifle[6] |
1.72 | 2.12 | 2.12 | 3.37 | 3.67 |
Longbow DMR |
0.77 | 1.54 | 2.31 | 2.31 | 3.08 |
Kraber .50-Cal Sniper |
0.00 | 2.40 | 2.40 | 2.40 | 2.40 |
Sentinel[8] |
1.94 1.94 |
3.87 1.94 |
3.87 1.94 |
3.87 3.87 |
5.81 3.87 |
EVA-8 Auto |
0.42 0.38 0.36 0.34 |
0.83 0.77 0.72 0.67 |
1.25 1.15 1.08 1.00 |
1.25 1.15 1.08 1.00 |
1.67 1.54 1.45 1.34 |
Mastiff Shotgun |
0.91 0.82 0.79 0.76 |
1.82 1.64 1.58 1.52 |
1.82 1.64 1.58 1.52 |
2.73 2.47 2.37 2.28 |
2.73 2.47 2.37 2.28 |
Mozambique Shotgun |
0.91 0.79 0.73 0.67 |
1.36 1.18 1.09 1.01 |
1.36 1.18 1.09 1.01 |
1.82 1.58 1.45 1.34 |
1.82 1.58 1.45 1.34 |
Mozambique Shotgun |
0.45 0.39 0.36 0.34 |
0.91 0.79 0.73 0.67 |
1.36 1.18 1.09 1.01 |
1.36 1.18 1.09 1.01 |
1.82 1.58 1.45 1.34 |
Peacekeeper |
1.36 1.28 1.20 1.18 |
1.36 1.28 1.20 1.18 |
1.36 1.28 1.20 1.18 |
2.73 2.55 2.40 2.35 |
2.73 2.55 2.40 2.35 |
Peacekeeper |
??? ??? ??? ??? |
??? ??? ??? ??? |
??? ??? ??? ??? |
??? ??? ??? ??? |
??? ??? ??? ??? |
RE-45 Auto |
0.62 | 0.92 | 1.08 | 1.23 | 1.38 |
RE-45 Auto |
0.62 | 0.92 | 1.08 | 1.23 | 1.38 |
P2020 |
0.71 | 1.14 | 1.29 | 1.57 | 1.71 |
P2020 |
0.43 | 0.86 | 1.00 | 1.29 | 1.43 |
Wingman |
0.38 | 0.77 | 1.15 | 1.15 | 1.54 |
Trivia[]
- Out of the current 29 weapons in Apex Legends, 21 are derived from the Titanfall series. The eight exceptions are the 30-30 Repeater, Bocek Compound Bow, HAVOC Rifle, Nemesis Burst AR, Peacekeeper, Prowler Burst PDW, Rampage LMG, and Sentinel.
- The Nemesis' design however was inspired by the Splitter Rifle, a Titan weapon from Titanfall 2.
- The Nemesis Burst AR is currently the only season-introduced weapon that has not gone into the Care Package.
- The marksman category was not introduced into Apex Legends until Season 9.
- The G7 and Triple Take were originally snipers. The G7 was then moved into the assault rifle category in Apex Legends until it became a marksman weapon.
- Curiously, the Longbow DMR (Designated Marksman Rifle) was not moved to the marksman category.
- The Mozambique Shotgun is a shotgun pistol and is actually classified as both.
- For challenges and Mad Maggie's Warlord's Ire Passive, it is treated as a shotgun.
- In a match, it is labeled a pistol. Like pistols, the Mozambique has no ADS movement penalty. If its optics are requested, the Legend will ask for pistol optics. The Hammerpoint Rounds Hop-Up is marked as compatible with "Pistols, except the Wingman", including the Mozambique.
- A Revved Up Rampage can break Doors.
- The L-STAR was originally meant to break Doors rather than opening them.
- Some Legends have unique animations with specific weapons:
- Bangalore has a unique inspect animation for the G7 Scout.
- Gibraltar has a unique pick-up animation for the Peacekeeper. This animation also happens when a Legend is rechambering the Peacekeeper one-handed due to the left hand being used, for example while Octane is using his Stim.
- Wattson has a unique inspect animation for the HAVOC Rifle.
- Rampart has a unique pick-up animation for the Rampage LMG, unique reload animations for all LMGs, and unique reload and inspect animations for Sheila.
- Fuse has a unique pick-up animation for the 30-30.
- Mad Maggie has a unique pick-up animation for the Mastiff.
- Vantage has four unique pick-up animations, a unique draw animation, and a unique holster animation for the Sentinel.
- Ballistic has a unique pick-up animation for the C.A.R. SMG. During Season 16 and Season 17, this animation would unintentionally be added to Bangalore. He also has a special inspect animation for the P2020.
See also[]
Notes[]
- ↑ 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.
- ↑ 2.0 2.1 This weapon does not reload.
- ↑ The Mastiff reloads its rounds one by one, therefore its reload times vary depending on how many rounds are inserted. Tactical reload animation for the first round lasts 0.9 / ??? / ??? / ??? seconds. Full reload animation for the first round lasts 1.7 / 1.64 / 1.59 / 1.53 seconds. Each round subsequently loaded after the first one is added every 0.51 / 0.49 / 0.48 / 0.46 seconds. After ending the reload, a final animation lasting 0.55 seconds is played.
- 1 round: 1.58 / 1.55 / 1.51 / 1.48 seconds (tactical), 2.25 / 2.19 / 2.14 / 2.08 seconds (full)
- 2 rounds: 2.09 / 2.04 / 1.99 / 1.94 seconds (tactical), 2.76 / 2.68 / 2.62 / 2.54 seconds (full)
- 3 rounds: 2.6 / 2.53 / 2.47 / 2.4 seconds (tactical), 3.27 / 3.17 / 3.1 / 3 seconds (full)
- 4 rounds: 3.11 / 3.02 / 2.95 / 2.86 seconds (tactical), 3.78 / 3.66 / 3.58 / 3.46 seconds (full)
- 5 rounds: 4.29 / 4.15 / 4.06 / 3.92 seconds.
- ↑ Does not include the charge delay before firing.
- ↑ At 100% charge.
- ↑ 6.0 6.1 These values are estimates based on video footage and may be inaccurate.
- ↑ Firing at max charge. Does not include initial draw time nor the effects of Deadeye's Tempo
- ↑ Does not include the effects of Deadeye's Tempo.
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