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.
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]
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]
Wind-up energy assault rifle
Full-auto with a punch
Semi-auto light marksman rifle
Hemlok Burst AR
3-round burst assault rifle
Full-auto and low recoil carbine
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.
Twin barrel full-auto SMG
Prowler Burst PDW
5-round burst SMG
(Supply Drop Weapon)
Rapid-fire automatic SMG
Energy actuated SMG
Light machine guns[edit | edit source]
Sniper rifles[edit | edit source]
Directed energy beam rifle
Slow fire-rate semi-auto
Kraber .50-Cal Sniper
Powerful bolt-action sniper rifle
(Supply Drop Weapon)
Bolt-action sniper rifle
Triple-barrel sniper rifle
Shotguns[edit | edit source]
Powerful semi-auto shotgun
(Supply Drop Weapon)
Pistols[edit | edit source]
Stats[edit | edit source]
|Icon||Weapon||Class||Ammo||Base mag size||RPM||Firemodes|
|HAVOC Rifle||Assault rifle||Energy||18||36||14||24||432||202||403||672||Auto|
|VK-47 Flatline||Assault rifle||Heavy||19
|G7 Scout||Assault rifle||Light||34||60||26||10||340||136||238||240||Single|
|Hemlok Burst AR||Assault rifle||Heavy||20||35||15||18||360||375|| Burst (3)|
|R-301 Carbine||Assault rifle||Light||14
|30-30 Repeater||Assault rifle||Heavy||42-57||74-100||32-43||6||252-342||98||173||140||Single|
|Prowler Burst PDW||SMG||Heavy||15||23||12||35||525||307|| Burst (5)|
|80~240||160~480||300~900 in 1.75s||Auto|
|Kraber .50-Cal Sniper||Sniper||Sniper||145||435||116||4||580||87||261||36||Single|
|EVA-8 Auto||Shotgun||Shotgun||8||504||118.65 ±1 --13.2||N/A||126||Auto|
Weapon statistics[edit | edit source]
Weapons have different statistics, and some of them can be altered by equipping attachments.
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.
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.
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.
- 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.
The amount of physical recoil per shot that should be compensated for. It can be reduced with a Barrel Stabilizer.
- Rate of fire
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
- RPM acceleration
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]