Weapon (2024)

Weapon (1)

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).

Weapon (2)

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 Weapon (3) Battle Royale, Legends drop into the arena without any weapon equipped, and must find them from any suitable loot source upon landing.

In Weapon (4) Control and Weapon (5) 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.

Contents

  • 1 Types
  • 2 List of weapons
    • 2.1 AR
    • 2.2 SMGs
    • 2.3 LMGs
    • 2.4 Marksman
    • 2.5 Snipers
    • 2.6 Shotguns
    • 2.7 Pistols
  • 3 Other weapons
    • 3.1 Supply Drop Weapons
    • 3.2 Fully Kitted Weapons
    • 3.3 Ordnance
    • 3.4 Rampart's Custom Modded Paintball Weapons
    • 3.5 Melee Weapon Skins
    • 3.6 Gamemode-exclusive weapons
    • 3.7 April Fools' weapons
    • 3.8 Ability weapons
  • 4 Statistics
  • 5 Comparison
    • 5.1 General
    • 5.2 TTK
  • 6 Trivia
  • 7 See also
  • 8 Notes

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[ | ]

Main article: Supply Drop Weapon

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[ | ]

Main article: Fully Kitted Weapon

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[ | ]

Main article: 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 Weapon (38) 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 Weapon (39) 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.

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.

Weapon (55)

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
StatisticDescriptionNotes
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/Weapon (56)/Weapon (57)/Weapon (58).
Rate of fire
fire_rate
Shots fired within one second.Weapon (59) Shotgun Bolts affect this statistic.
Magazine size
ammo_clip_size
Rounds stored in a weapon's magazine.Weapon (60) Weapon (61) Weapon (62) Weapon (63) 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 Weapon (64) 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".
  • Most reload animations have a "checkpoint" halfway through (reload_time_late1), so that if a reload that was previously canceled has reached this checkpoint, it can be resumed afterwards without having to do it all over again.
  • Weapon (65) Weapon (66) Stocks affect this statistic.
Full reload speed
reloadempty_time
How long a weapon's reload animation lasts, while the magazine was empty previously.
  • Most reload animations have a "checkpoint" halfway through (reloadempty_time_late2), so that if a reload that was previously canceled has reached this checkpoint, it can be resumed afterwards without having to do it all over again.
  • Weapon (67) Weapon (68) Stocks affect this statistic.
  • Weapon (69) , Weapon (70) , Weapon (71) , Weapon (72) and Weapon (73) do not use this statistic, defaulting to reload_time instead.
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.Weapon (74) Weapon (75) Stocks affect this statistic.
Holster time
holster_time
How quickly a weapon is put away.Weapon (76) Weapon (77) Stocks affect this statistic.
Raise time
raise_time
How quickly a weapon is equipped after performing an action.Weapon (78) Weapon (79) Stocks affect this statistic.
Lower time
lower_time
How quickly a weapon is put away after performing an action.Weapon (80) Weapon (81) Stocks affect this statistic.
Entering ADS mode
zoom_time_in
How quickly a weapon enters ADS.Weapon (82) Weapon (83) Stocks and Weapon (84) Optics affect this statistic.
Exiting ADS mode
zoom_time_out
How quickly a weapon exits ADS.Weapon (85) Weapon (86) Stocks and Weapon (87) 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
Weapon (88) Weapon (89) 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
Weapon (90) 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.Weapon (93) weapons except Weapon (94) 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 hitTaking damage slows a Legend down by 10% for 0.25 seconds; this can happen once every 3 seconds.Weapon (95) Fortified Legends are not affected by this statistic.
Movement slowness with weapon equippedEquipping a weapon slows a Legend down by around 13%, regardless if ADS or not.Weapon (96) Mad Maggie is not affected by this statistic when equipped with a Shotgun due to Weapon (97) Warlord's Ire.
UTILIZED ONLY BY CERTAIN WEAPONS
StatisticDescriptionUsed byNotes
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.Weapon (98) Weapon (99) Weapon (100) Weapon (101) Weapon (102)
Bursts fired per shot
burst_fire_count
Amount of rounds fired in succession with one pull of the trigger.Weapon (103) Weapon (104) Weapon (105)
Burst delay
burst_delay
After firing a burst, a delay is applied before another burst can be fired.Weapon (106) Weapon (107) Weapon (108) Weapon (109) 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.Weapon (110) Weapon (111) Weapon (112) Weapon (113) Weapon (114) Shotgun Bolts affect this statistic on Weapon (115) .
Opening doors by shooting their handleCertain weapons can open doors by shooting their handle.Weapon (116) Weapon (117) Weapon (118) Weapon (119) Weapon (120) Weapon (121)
Projectile passthroughCertain weapons' projectiles can pierce through a target, potentially hitting multiple targets in their way.Weapon (122) Weapon (123) Weapon (124) Weapon (125) Weapon (126) Weapon (127) needs to be Weapon (128) 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.Weapon (129) Weapon (130)
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.Weapon (131) Weapon (132) While 1 by default, Weapon (133) 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).Weapon (134) Weapon (135) 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.Weapon (136) Weapon (137) 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
Weapon (138)
Damage falloff
damage_N_value
Damage dealt past set distances.
Possible N values: near, far, veryfar
Weapon (139) All weapons have this stastic, however only Weapon (140) has different damage values based on distance.
Charge
has_energized
If set to 1, a weapon can charge itself by utilizing a consumable item.Weapon (141) Weapon (142)
Secondary ammo type
secondary_ammo_pool_type
Another type of ammo a weapon may utilize to fire its shots.Weapon (143) 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 Weapon (144) Shotgun Bolt equipped.
  • RPM and DPS values for Weapon (145) , Weapon (146) , and Weapon (147) are calculated with the weapons being at their highest fire rate.
  • The magazine size of the Weapon (148) 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
WeaponTypeAmmoModesDamageRPMDPSMagazineReload SpeedProjectile
Speed
BodyHeadLegsTacticalFull
BaseLV.1LV.2LV.3BaseLV.1LV.2LV.3BaseLV.1LV.2LV.3BaseLV.1LV.2LV.3
Weapon (149)
HAVOC Rifle
ARWeapon (150)Weapon (151)183229252315672202242832363.23.092.992.883.23.092.992.8830500
Weapon (152)
VK-47 Flatline
ARWeapon (153)Weapon (154) / Weapon (155)183229252315600180202528302.42.322.242.163.132.892.7924000
Weapon (156)
Hemlok Burst AR
ARWeapon (157)Weapon (158) / Weapon (159)213734292716440 Weapon (160)133 Weapon (161)18
Weapon (162) 27
24
Weapon (163) 33
27
Weapon (164) 36
30
Weapon (165) 39
2.42.322.242.162.852.762.662.5727500
384 Weapon (166)134 Weapon (167)
Weapon (168)
R-301 Carbine
ARWeapon (169)Weapon (170) / Weapon (171)132322191810810176182025282.42.322.242.163.23.092.992.8829000
Weapon (172)
Nemesis Burst AR
ARWeapon (173)Weapon (174)162826222012582155202428322.72.612.522.432.72.612.522.4331000
Weapon (175)
Alternator SMG
SMGWeapon (176)Weapon (177)162019181713600160192225271.91.841.771.712.232.162.082.0119500
Weapon (178)
Alternator SMG Weapon (179)
SMGWeapon (180)Weapon (181)192423212115600190192225271.91.841.771.712.232.162.082.0119500
Weapon (182)
Prowler Burst PDW
SMGWeapon (183)Weapon (184) / Weapon (185)162422201913697 Weapon (186)186 Weapon (187)351.82.3418000
795 Weapon (188)212 Weapon (189)
Weapon (190)
R-99 SMG
SMGWeapon (191)Weapon (192)111413121291080198172023261.81.741.681.622.452.372.292.2121000
Weapon (193)
Volt SMG
SMGWeapon (194)Weapon (195)151918171612720180192123261.441.391.331.32.031.961.891.8322000
Weapon (196)
C.A.R. SMG
SMGWeapon (197) Weapon (198)Weapon (199)121514141310930186192123261.71.641.591.532.132.061.991.9218500
Weapon (200)
Devotion LMG
LMGWeapon (201)Weapon (202)152321191813900225364044482.82.712.612.523.633.513.393.2733500
Weapon (203)
L-STAR EMG
LMGWeapon (204)Weapon (205)172624212014600170242628302.452.372.292.212.452.372.292.2124000
Weapon (206)
M600 Spitfire
LMGWeapon (207)Weapon (208)182725232115540162354045503.43.293.173.064.24.063.923.7827500
Weapon (209)
Rampage LMG
LMGWeapon (210)Weapon (211)263936333122300130283236403.13.12.892.7943.873.733.626500
Weapon (212)
Rampage LMG
Weapon (213)
LMGWeapon (214)Weapon (215)263936333122390169283236403.13.12.892.7943.873.733.626500
Weapon (216)
G7 Scout
MarksmanWeapon (217)Weapon (218) / Weapon (219)325651444024240128101518202.162.092.021.942.72.612.522.4330000
Weapon (220)
Triple Take
MarksmanWeapon (221)Weapon (222)631111028781578185678102.342.262.182.113.062.962.852.7532000
Weapon (223)
30-30 Repeater
MarksmanWeapon (224)Weapon (225)42 min74 min67 min58 min53 min36 min139 min97 min681012[1]29000
57 max100 max91 max78 max72 max48 max41 max39 max
Weapon (226)
30-30 Repeater Weapon (227)
MarksmanWeapon (228)Weapon (229)42 min88 min79 min65 min58 min36 min139 min97 min681012[1]29000
57 max120 max107 max88 max79 max48 max41 max39 max
Weapon (230)
Bocek Compound Bow
MarksmanWeapon (231)Weapon (232)25 min31 min30 min28 min27 min20 min180 min75 min[2]10000 min
70 max123 max112 max96 max88 max63 max107 max125 max28000 max
Weapon (233)
Bocek Compound Bow Weapon (234)
MarksmanWeapon (235)Weapon (236)35 min42 min42 min42 min35 min28 min180 min105 min[2]10000 min
84 max105 max98 max98 max91 max84 max107 max150 max16000 max
Weapon (237)
Charge Rifle
SniperWeapon (238)Weapon (239)75 min150 min135 min113 min101 min68 min264845683.53.383.273.154.64.454.294.1433501
110 max220 max198 max165 max149 max99 max
Weapon (240)
Longbow DMR
SniperWeapon (241)Weapon (242)5511810687775078726810122.662.572.482.393.663.543.413.2930500
138 Weapon (243)121 Weapon (244)96 Weapon (245)84 Weapon (246)
Weapon (247)
Kraber .50-Cal Sniper
SniperWeapon (248)Weapon (249)140280252210189112256043.24.329500
Weapon (250)
Sentinel
SniperWeapon (251)Weapon (252)701401261059563384445672.52.422.332.253.63.483.363.2431000
Weapon (253)
Sentinel
Weapon (254)
SniperWeapon (255)Weapon (256)8817615813211979385645672.52.422.332.253.63.483.363.2431000
Weapon (257)
EVA-8 Auto
ShotgunWeapon (258)Weapon (259) / Weapon (260)56726464645614413482.752.652.562.4832.92.792.716000
Weapon (261)
Mastiff Shotgun
ShotgunWeapon (262)Weapon (263)88112104969688791055[3]16000
Weapon (264)
Mozambique Shotgun
ShotgunWeapon (265)Weapon (266)4557545148451329961.92.410000
Weapon (267)
Mozambique Shotgun Weapon (268)
ShotgunWeapon (269)Weapon (270)60757269666013217061.92.410000
Weapon (271)
Peacekeeper
ShotgunWeapon (272)Weapon (273)9912112111011099518452.52.422.332.253.53.383.273.1516000
Weapon (274)
Peacekeeper Weapon (275)
ShotgunWeapon (276)Weapon (277)1211541431321321215110352.52.422.332.253.53.383.273.1516000
Weapon (278)
RE-45 Auto
PistolWeapon (279)Weapon (280)121817151411780182161922251.51.9519500
Weapon (281)
RE-45 Auto Weapon (282)
PistolWeapon (283)Weapon (284)162422201914780208161922251.51.9519500
Weapon (285)
P2020
PistolWeapon (286)Weapon (287)182725232116420126141618211.251.2518500
Weapon (288)
P2020 Weapon (289)
PistolWeapon (290)Weapon (291)274138343224420189141618211.251.2518500
Weapon (292)
Wingman
PistolWeapon (293)Weapon (294)5095451561309
Weapon (295) 12
2.12.118000

TTK[ | ]

The following table lists the time to kill (TTK) for the main weapons in Apex Legends.

  • Damage is calculated ignoring Ability and Weapon (296) 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
Weapon100 HP150 HP175 HP200 HP225 HP
Weapon (297)
HAVOC Rifle[4]
0.450.710.800.981.07
Weapon (298)
VK-47 Flatline
0.500.800.901.101.20
Weapon (299)
Hemlok Burst AR Weapon (300)
0.540.951.011.421.49
Weapon (301)
R-301 Carbine
0.520.810.961.111.26
Weapon (302)
Nemesis Burst AR[5]
0.510.860.921.211.32
Weapon (303)
Alternator SMG
0.600.901.001.201.40
Weapon (304)
Alternator SMG Weapon (305)
0.600.801.001.101.20
Weapon (306)
Prowler Burst PDW Weapon (307)
0.530.670.961.051.15
Weapon (308)
Prowler Burst PDW Weapon (309)
0.450.680.750.911.06
Weapon (310)
R-99 SMG
0.500.720.831.001.11
Weapon (311)
Volt SMG
0.500.750.921.081.17
Weapon (312)
C.A.R. SMG
0.520.770.901.031.16
Weapon (313)
Devotion LMG[6]
0.881.081.251.421.50
Weapon (314)
L-STAR EMG
0.500.801.001.101.30
Weapon (315)
M600 Spitfire
0.560.891.001.221.33
Weapon (316)
Rampage LMG
0.60
Weapon (317) 0.46
1.00
Weapon (318) 0.77
1.20
Weapon (319) 0.92
1.40
Weapon (320) 1.08
1.60
Weapon (321) 1.23
Weapon (322)
G7 Scout
0.751.001.251.501.75
Weapon (323)
Triple Take
0.741.481.482.222.22
Weapon (324)
30-30 Repeater
0.861.291.731.732.16
Weapon (325)
Bocek Compound Bow
[7]
0.871.751.751.752.62
Weapon (326)
Charge Rifle
[6]
1.722.122.123.373.67
Weapon (327)
Longbow DMR
0.771.542.312.313.08
Weapon (328)
Kraber .50-Cal Sniper
0.002.402.402.402.40
Weapon (329)
Sentinel
[8]
1.94
Weapon (330) 1.94
3.87
Weapon (331) 1.94
3.87
Weapon (332) 1.94
3.87
Weapon (333) 3.87
5.81
Weapon (334) 3.87
Weapon (335)
EVA-8 Auto
0.42
Weapon (336) 0.38
Weapon (337) 0.36
Weapon (338) 0.34
0.83
Weapon (339) 0.77
Weapon (340) 0.72
Weapon (341) 0.67
1.25
Weapon (342) 1.15
Weapon (343) 1.08
Weapon (344) 1.00
1.25
Weapon (345) 1.15
Weapon (346) 1.08
Weapon (347) 1.00
1.67
Weapon (348) 1.54
Weapon (349) 1.45
Weapon (350) 1.34
Weapon (351)
Mastiff Shotgun
0.91
Weapon (352) 0.82
Weapon (353) 0.79
Weapon (354) 0.76
1.82
Weapon (355) 1.64
Weapon (356) 1.58
Weapon (357) 1.52
1.82
Weapon (358) 1.64
Weapon (359) 1.58
Weapon (360) 1.52
2.73
Weapon (361) 2.47
Weapon (362) 2.37
Weapon (363) 2.28
2.73
Weapon (364) 2.47
Weapon (365) 2.37
Weapon (366) 2.28
Weapon (367)
Mozambique Shotgun
0.91
Weapon (368) 0.79
Weapon (369) 0.73
Weapon (370) 0.67
1.36
Weapon (371) 1.18
Weapon (372) 1.09
Weapon (373) 1.01
1.36
Weapon (374) 1.18
Weapon (375) 1.09
Weapon (376) 1.01
1.82
Weapon (377) 1.58
Weapon (378) 1.45
Weapon (379) 1.34
1.82
Weapon (380) 1.58
Weapon (381) 1.45
Weapon (382) 1.34
Weapon (383)
Mozambique Shotgun Weapon (384)
0.45
Weapon (385) 0.39
Weapon (386) 0.36
Weapon (387) 0.34
0.91
Weapon (388) 0.79
Weapon (389) 0.73
Weapon (390) 0.67
1.36
Weapon (391) 1.18
Weapon (392) 1.09
Weapon (393) 1.01
1.36
Weapon (394) 1.18
Weapon (395) 1.09
Weapon (396) 1.01
1.82
Weapon (397) 1.58
Weapon (398) 1.45
Weapon (399) 1.34
Weapon (400)
Peacekeeper
1.36
Weapon (401) 1.28
Weapon (402) 1.20
Weapon (403) 1.18
1.36
Weapon (404) 1.28
Weapon (405) 1.20
Weapon (406) 1.18
1.36
Weapon (407) 1.28
Weapon (408) 1.20
Weapon (409) 1.18
2.73
Weapon (410) 2.55
Weapon (411) 2.40
Weapon (412) 2.35
2.73
Weapon (413) 2.55
Weapon (414) 2.40
Weapon (415) 2.35
Weapon (416)
Peacekeeper Weapon (417)
???
Weapon (418) ???
Weapon (419) ???
Weapon (420) ???
???
Weapon (421) ???
Weapon (422) ???
Weapon (423) ???
???
Weapon (424) ???
Weapon (425) ???
Weapon (426) ???
???
Weapon (427) ???
Weapon (428) ???
Weapon (429) ???
???
Weapon (430) ???
Weapon (431) ???
Weapon (432) ???
Weapon (433)
RE-45 Auto
0.620.921.081.231.38
Weapon (434)
RE-45 Auto Weapon (435)
0.620.921.081.231.38
Weapon (436)
P2020
0.711.141.291.571.71
Weapon (437)
P2020 Weapon (438)
0.430.861.001.291.43
Weapon (439)
Wingman
0.380.771.151.151.54

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 Weapon (440) 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 Weapon (441) 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 Weapon (442) Hammerpoint Rounds Hop-Up is marked as compatible with "Pistols, except the Wingman", including the Mozambique.
  • A Weapon (443) 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 Weapon (444) 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 Weapon (445) 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. 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. 2.0 2.1 This weapon does not reload.
  3. 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.
  4. Does not include the charge delay before firing.
  5. At 100% charge.
  6. 6.0 6.1 These values are estimates based on video footage and may be inaccurate.
  7. Firing at max charge. Does not include initial draw time nor the effects of Weapon (446) Deadeye's Tempo
  8. Does not include the effects of Weapon (447) Deadeye's Tempo.
v · d · eWeapons in Weapon (448) Apex Legends
see also: AttachmentFully Kitted WeaponRampart's Custom Modded Paintball WeaponSupply Drop Weapon
ARs
SMGs
LMGs
Marksman
Snipers
Shotguns
Pistols
Ordnance
Special
Weapon (2024)
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