For Apex Legends players, this is a guide to everything found in apex legends, weapons, items, maps, legends and more! This can serve as a wiki, let’s check it out.
The one guide to end them all.
A work in progress for day 1 only.
This guide contains quite literally everything found in apex legends, characters, weapons, abilities, maps, modes and more!
Everything is kept short and to the point with minimalistic opinions to keep the reading as short as possible so you can get the most out of this guide.
Unlike wikis, there are no ads or page loading to contend with, It’s in the page (but not a dlc).
Overview: 2
Game modes: 3
Legends: 4
Weapons: 13
Healing items, basic items and weapon parts: 26
Maps: 29
The Ring: 31
Badges: 32
Tridents: 33
Endnotes: 34
Want to talk more about apex? Feel free to join https://discord.gg/x3Cs39F where you can find other apex players, we also have a clan which is taking new members of diamond and up, spaces are limited.
Official and helpful sources for apex also include:
https://discord.gg/ApexLegends Official server/LFG
https://discord.gg/tadTG9x High Tier LFG/LFT intended for plat and up.
https://www.reddit.com/r/ApexLFG/ Find teams on reddit of varying level.
https://liquipedia.net/apexlegends/Main_Page for competing players, often diamond or above.
Overview
Apex legends is a team-based battle royale in FPS format, Games are made of 60 players in teams of three (trios/ranked) or two (duos).The goal of apex is to take out all of the other teams and survive against the ring, a spicy hot wall that burns anything outside of it, growing in intensity as the match progresses in rounds.
Game modes
Trios
The basic format, this game mode has 20 teams of 3 fight until the end, games conclude when only a single team is left alive. This mode awards standard XP and can complete missions and challenges, treasure packs are also found frequently in this mode. Maps rotate in this mode.
Duos
A second format, the only difference is that the teams are of two, 60 starting players which makes 30 teams. Maps rotate in this mode.
[RANKED BANNER IMAGE]
Ranked Leagues
Unlike the other two simple modes, ranked leagues have three restraining factors and obviously, as the title suggests a ranking structure, these details are:
Ranked brackets.
Entry cost and RP gains.
Fixed map.
The ranked matchmaking brackets are as follows:
Bronze 4 <-> Gold 1
Gold 4 <-> Platinum 1
Platinum 4 <-> Diamond 4
Diamond 3 <-> Apex predator
In addition to this, the ranked leagues have thresholds which you can rank up into. To do so you will need to earn RP, which is based on this formula.
(Placement + (Kill Points * Kill Value Multiplier))- Entry Cost
Below lists the placement and kill multiplier, these are are:
1st: 100|2.5
2nd: 60|2
3rd/4th: 40|2 (3rd)|1.5 (4th)
5th/6th: 30|1.5 (5th)|1.2(6th)
7th/8th: 20|1.2
9th/10th: 10|1.2
11th+: 0|1
Kills are worth 10 rp up to a maximum of 5, assists also provide rp and the cap is shared.
The maximum RP gain from a match is 225.
Entry cost is:
Bronze: 0
Silver: 12
Gold: 24
Platinum: 36
Diamond: 48
Master/Predator: 60
The RP cost to enter tiers is also listed below:
Bronze 4: 0
Bronze 3: 300
Bronze 2: 600
Bronze 1: 900
Silver 4: 1,200
Silver 3: 1,600
Silver 2: 2,000
Silver 1: 2,400
Gold 4: 2,800
Gold 3: 3,300
Gold 2: 3,800
Gold 1: 4,300
Platinum 4: 4,800
Platinum 3: 5,400
Platinum 2: 6,000
Platinum 1: 6,600
Diamond 4: 7,200
Diamond 3: 7,900
Diamond 2: 8,600
Diamond 1: 9,300
Master: 10,000
Apex Predator*: Varies (minimum 10,001, expected 15,000~)
Note: to receive apex predator rewards, simply finish one game inside of the rank without falling out of it. It is based on the top 500 players which means the goal moves.
[REWARDS IMAGE]
The rewards from ranked are:
All ranks – Badge
Gold+ – Dive Trail
Master or predator – Dive Trail
Legends Overview
Recon
Defensive
Support
OffensiveSince a team contains three legends (two in duos) it is impossible to get one of each type of legend into a team.Each legend typically will have a TYPE, TACTICAL, PASSIVE and ULTIMATE. The type property is the only one which is shared across legends, hitbox size is non-uniform and will be considered in each legend’s breakdown. Legend rating is based on professional use rates and consultation with tier one players. [E<->A + S].For type and hitbox properties, these are…
Fortified type: 15% reduced damage and no slows
Neutral type: Standard slows and damage taken
Low Profile type: 5% increased damage but minimalised hitbox
Giant hitbox: Only for Gibraltar currently who has an incredibly large hitbox
Large, medium and small hitboxes: assessed per legend.
Additionally legends may have the recon property, this allows them to interact with survey beacons.
Legends 1 & 2 (Bloodhound and Gibraltar)
Bloodhound
Type: Neutral & Recon
Hitbox: Medium
Passive: Tracker
Record enemy actions from up to 90 seconds ago, this includes gunfire, enemies dying and the use of abilities as well as footprints.
Eye of the Allfather (25s)
Create a cone that extends approximately 60 degrees in all directions from your current point of view, it extends around 75 metres Infront and magnifies your trackers tracks, it will also highlight enemies within the range. Further to this it also highlights objects of interest including loot ticks, enemy traps, animals and movement devices.
1.8s activation time, cannot be cancelled.
Enemies highlighted are alerted with a notification.
Beast of the hunt (180s)
2s approx. activation, 35 second duration
Extended by between 5 and 15 seconds depending on how little time is left, the less time remaining the larger the bonus.
Increases tactical (Eye of the Allfather)`s abilities by halving activation time and reducing base cooldown from 35s to 8s
Vision is made greyscale and you gain digital threat vision with infinite range.
The ring is still somewhat coloured along with some abilities.
Increases movement speed by 30%
Rating: A
Gibraltar
Type: Fortified
Hitbox: Giant
Passive: Gun Shield
Aiming down sights activates a shield that covers the chest area with 50 health, it regenerates fully 9s after taking damage.
Tactical: Dome of protection (?s)
Throws down a small plate that produces a dome, the dome is solid however players can walk through it, all other projectiles, traps, grenades, ect will be blocked by the dome as if it were solid terrain. Players touching the bubble may take damage as usual from both sides.
Reduces the time to use healing items by [?]%
Gibraltar revives allies 20% faster In the dome (5s -> 4s)
Ultimate: Defensive Bombardment (?s)
Throws a sensor nade that calls in an orbital bombardment, each exploding projectile does 40 damage after landing within its own range and applies stun for 6s. Each individual projectile spawned in this range has a red circle indicator.
Rating: S
Legends 3 & 4 (Lifeline and Pathfinder)
Lifeline
Type: Low Profile
Hitbox: Small
Passive: Combat Revive
Reviving allies spawns a D.O.C drone that also has a forward facing shield that blocks all damage. Lifeline does not need to continue reviving the ally. Max 1 at a time, lifeline can manually revive a second ally.
Tactical: D.O.C drone (45s)
Toss out a drone that heals nearby allies over time at a rate of 7.5/s and can heal a total of 150hp. The drone is destroyed after taking damage twice from nox gas or the ring.
Ultimate: Care Package (?s)
Calls down a care package, this device must have line of sight to the sky and be unobstructed, the care package is solid and cannot be destroyed. It deals crush damage if it lands on an enemy (instant elimination) the package contains one medical item and two other purple or above items, these can be basic items or weapon parts, including the illusive sniper digital threat scope which is exclusive to this package or extremely rarely from neutral care packages.
Rank: S
Pathfinder
Type: Low Profile & Recon
Hitbox: Medium
Passive: Insider information
Using survey beacons fully charges ultimate and reduces its cooldown by 10s
Tactical: Grapple shot (10-35s)
Throws out a grapple hook that pulls pathfinder towards it, strafing mid-air applies tension to the wire and allows pathfinder to move at and angle to the central point.
Tension can build momentum which is transferred to pathfinder even after the grapple detaches, strafe jumping on the floor can carry this momentum a long distance, in some cases more than 200 metres.
Cooldown based upon travel distance, minimum 10s.
Ultimate: Zipline Gun (120s-10s per beacon scanned)
Fires a zipline that is up to 100m long that can be used by anyone
You can jump onto the zipline 3 times before touching the ground again
Rank: A
Legend 5 & 6 (Wraith and Bangalore)
Wraith
Type: Low Profile
Hitbox: SmallPassive: Voices from the void
Passively get warned about danger, when enemies aim down sights after a short delay a “voice from the void” will alert you, it will specify either “shooter” for short to medium weapons. “sniper” for snipers and “danger” if many enemies aim at you.
For any player placed traps you will be warned “enemies have laid traps” with a somewhat short proximity range.Tactical: Phase (?s)
After a ?s delay enter the void, become intangible and gain a 30% movement speed buff for ?s, you cannot open doors during this period.
When used during wraiths ultimate, activation is instant.Ultimate: Interdimensional rift (150s)
Create a tunnel up to 75m long through the void, upon touching the portal players will be taken to the other side rapidly, all players transferring through this portal are intangible.
The portal will collapse if both sides are inside of the ring and after 60 seconds.
Rank: BEST LEGEND
Bangalore
Type: Neutral
Hitbox: Medium
Passive: Double time
Getting shot or having a nade thrown nearby at Bangalore will provide a 30% speed boost for a short time.
Tactical: Smoke launcher (30s*2)
Launches a smoke RPG that splits into three on contact with a surface, each smoke bomb can deal 10 damage but enemies can only be hit by one per tactical. Leaves a thick smoke field behind that obscures vision, can be negated by digital threat vision.
Ultimate: Air Strike (?s)
Throw a flare that calls in an air strike, each projectile detonates 6s after hitting the ground and deals 40 damage and applies shell shock for 8s that obscures vision and hinders movement.
Rank: D
Legend 7 & 8 (Caustic and Mirage)
Caustic
Type: Fortified
Hitbox: LargePassive: Nox Vision
Gain digital threat vision vs enemies inside of your nox gas, vision is not obscured in any way by nox gas, you are immune to all nox gas.Tactical: Nox gas trap (30s*3)
Throw out a short range gas canister, once inflated it will activate when an enemy is nearby dealing (6+1*(tick*number of gas sources)) damage per second. Damage capped at 14 damage per tick.
Gas will break fence nodes and enemy interception pylons, deals minor damage to amped cover and Shiela miniguns.Ultimate: Nox Gas Grenade (?s)
Identical function to gas traps with longer throw range and instant detonation.
Area of effect and duration doubled
Rating: B
Mirage
Type: Neutral
Hitbox: Medium
Passive: Now you see me…
Gain invisibility when reviving or respawning allies, also for a short duration after being knocked down. Being knocked down also leaves a decoy behind also.
Tactical: Psyche out (15s)
Spawns a decoy, it looks identical to mirage and has 45hp, it can be tethered to mirage by pressing the same button as tactical and untethered again with the same key. It does not leave footsteps.
Ultimate: Life of the party (45s)
Creates a ring of 8 decoys that are tethered to mirage and mimic his actions, gain brief invisibility while this ability casts.
Rating: D
Legend 9 & 10 (Octane and Wattson)
Octane
Type: Neutral
Hitbox: MediumPassive: Swift mend
While out of combat, heal 1hp per secondTactical: Stim (10hp)
Gain a 30% movement speed and incoming slows are reduced by half.Ultimate: Bounce Pad (60s)
Throws out a bounce pad that has 200hp, it launches players that touch it.
Players launched can jump a second time mid air with a smaller boost.
Rating: C
Wattson
Type: low Profile
Hitbox: Small
Passive: Spark of genius
Enemies crossing your fences reveal their position, Being affected by an interception pylon quadruples the recharge rate of your tactical, Ultimate accelerants fully charge your ultimate.
Tactical: Perimeter security (30s*4)
Place fence nodes with 25hp, they pop up a tall electrical fence when linked, each node can link twice. Enemies that pass through it while active take 15 damage and get the shocked debuff.
Ultimate: Interception pylon (90s)
Places an interception pylon with 150hp that lasts for 45s. It heals 2 shields per second to all players in range. The pylon will intercept and destroy all forms of air strikes and grenades.
Rating: S
Legend 11 & 12 (Crypto and Revenant)
Crypto
Type: Neutral
Hitbox: MediumPassive: Neurolink
Scans all enemies within range of HACK and shares this information with your allies.Tactical: HACK (30s?)
Summon a drone that can be controlled by crypto with 60hp, it has a sonar with 30m range facing forwards, it has a standard cone of view (90 degrees).
HACK can also use survey beacons, respawn beacons and deathbox banners.
Enemies being watched by hack are alerted.Ultimate: Drone EMP (120s?)
Hack glows blue and emits an aura for five seconds warning all players in its range that its emp is charging.
Once full, activate an EMP that deals 50 shield damage and instantly destroys all enemy placed traps and equipment, amped cover will only lose its shields, Shielas are damaged but also stunned. Enemies get the shocked debuff.
Rank: A
Revenant
Type: Neutral
Hitbox: Medium
Passive: Stalker
Climb twice as fast and far, sneaking is as fast as walking, even when healing or knocked down. Crouch is very quiet.
Tactical: Silence Grenade (?s)
Hold to ready grenade, release to throw.
Deals 10 damage and blocks enemy abilities for 15 seconds if they are hit.
Ultimate: Death totem (?s)
Spawn a death totem with 50hp, all legends that interact with it get the Death protection buff for ?s.
Buff is lost if the totem is destroyed.
Shields are disabled for this duration.
Legends will not be knocked down but instead brought back to the totem with half their hp at the time of activation.
All abilities and passives (Except health or shield regeneration) still work during this ultimate.
Being silenced will not cancel this ultimate.
Rank: B
Legend 13 & 14 (Loba and Rampart)
Loba
Type: Neutral
Hitbox: LargePassive: Eye for quality
You can see purple (level 3) or higher items through walls and can ping these items for your team
Range is based on the current magnification of your weapon, if any.Tactical: Jump Drive (30s)
Throws a jump drive up to 85m horizontally that will teleport Loba to it when it hits the ground. Moves at approx 40m/s and the tactical key bind can be pressed again to quadruple the effect of gravity on the hoop.Ultimate: Black market boutique (90s)
Throws down a black market with 100hp, 33% damage resistance and leg property.
The market acts like a storefront and can steal up to two items from 135m away.
Creates a large explosion sound when initially placed that can be heard from far away.
You can take unlimited ammo from the black market.
Rank: C
Rampart
Type: Neutral
Hitbox: Medium
Passive: Modded loader
Increases the mag size of all LMG`s and increases reload and handling speed by 15%
Tactical: Amped cover (?s*4)
3s use time
Produces a small barrier with a shielded top that increases outgoing damage by 20%
Shield has 180hp, wall has 400
Destroyed in one hit if struck before fully constructed
Ultimate: “Sheila” Minigun Turret (120s)
Places down a minigun with 400 hp that can be used by anyone.
Has a 1-3x scope
150 mag capacity (173 for rampart) and 1.25s wind up time
Deals 240dps (244.6 for rampart), 293 behind amped cover.
Takes a further 1.25s to fully choke the spread after firing starts
Rank: C
Legend 15 Horizon
Horizon
Type: Neutral
Hitbox: Medium
Passive: Spacewalk
Effect of stuns from falling are reduced, movement mid-air is much faster.
Tactical: Gravity Lift (15s)
Throw down a gravity lift, it will raise up any legends in its range and hinder their movement. Can be used as a movement tool and offensive item.
> Lasts 15 seconds and is around 40 metres tall
Ultimate: Black Hole (90s)
Throws down the N.E.W.T device that threateningly glows in an area for 15 seconds while applying what could only be described as a weak wind effect to nearby legends.
> you can walk out of the black holes range without sprinting.
> this has to be the least threatening ability in the entire game.
> Attempts to pull ordinance, is too weak to fully pull in frag grenades or thermites, has little effect on arc stars.
> Slighly pulls air strikes and other thrown abilities like silence, nox gas canisters and nox grenades towards itself.
Rating: F
Introduction to Weapons
Weapons are an essential part of apex legends, oddly enough punching everything that you see is less than ideal and the wide range of guns on offer will help take you to victory! They are not all made equally however, some are more useful than others.
All weapon stats at a glance are available below
[LAST UPDATED SEASON 7]
Weapons are listed below by ammo type in the order they appear in the firing range. This list will include Sheila since it functions as a gun. Heirlooms do not affect melee damage so they are not included.
Ammo rarity is Light & Heavy>Shotgun & Energy>Sniper>Heirloom (care pack only).
Weapons also have types of optic frame:
Short (1x and 2x)
Medium (1x, 2x, 3x and 4x)
Long (Any scope from 1x through to 10x)
Kraber (Only 6x and 10x)
Care package short (1x)
Care package Midrange (2x)
Care package Long-range (4x and 10x)
Weapons rated: S>A>B>C>D>E
LIGHT WEAPONS
RE-45
The first gun in the firing range, this small full auto pistol is as unimpressive as you expect, it lacks in both DPS and ammo efficiency with all of its stats under performing except handling, its hopup increases handling even more. It is given a statistical tier of D and rating of D
Damage per bullet: 11
Damage per second: 150
Damage per headshot: 16
Headshot damage per second: 225
Damage per magazine: 275
Headshot damage per magazine: 412.5
Magazine Size: 16|19|22|25
Handling: Fast (Very fast with hop up)
Optic Type: Short
Hop ups: Quickdraw
Upgrades: Barrel, mag & optics
P2020
The lowest calibre gun in the game, it lacks in practically every aspect and has no overall strength, its hopup however can be a redeeming quality, with it, the gun performs averagely. It is given a statistical tier of D and rating of C with Hammerpoints and E without.
Damage per bullet: 15 (33.75 with Hammerpoint)
Damage per second: 107.5|156.81
Damage per headshot: 22.5 (50.625 with Hammerpoint)
Headshot damage per second: 161.25|235.215
Damage per magazine: 270
Headshot damage per magazine: 405
Magazine Size: 12|14|16|18
Handling: fast
Optic Type: short
Hop ups: Hammerpoint rounds
Upgrades: Magazine & optics
Light Weapons 3 & 4 (R301 and Alternator)
R301A much loved weapon, this simple yet effective carbine has no overall weakness and an easy to learn recoil pattern. It is given a statistical tier of B and rating of A.Damage per bullet: 14
Damage per second: 182
Damage per headshot: 28
Headshot damage per second: 364
Damage per magazine: 392
Headshot damage per magazine: 784
Magazine Size: 18|20|25|28
Handling: medium
Optic Type: medium
Hop ups: None
Upgrades: stock, barrel, magazine & Optics
Alternator
This unusual SMG leaves much to be desired due to its low rate of fire, its recoil is incredibly low however. it is given a statistical tier of ? and Rating of C.
Damage per bullet: 15
Damage per second: 160
Damage per headshot: 22.5
Headshot damage per second: 240
Damage per magazine: 405
Headshot damage per magazine: 607.5
Magazine Size: 19|22|25|27
Handling: fast
Optic Type: short
Hop ups: None
Upgrades: stock, barrel, magazine & optics
Light Weapons 5 & 6 (R-99 and G7 Scout)
R-99One of the most recognisable guns in apex legends, this fan favourite sprays bullets like no tomorrow, this does however come at the cost of being horribly inefficient with ammo. It is given a statistical tier of C and rating of B (with arguments for A).Damage per bullet: 11
Damage per second: 198
Damage per headshot: 15.5
Headshot damage per second: 297
Damage per magazine: 297
Headshot damage per magazine: 445.5
Magazine Size: 20|22|25|27
Handling: fast
Optic Type: short
Hop ups: None
Upgrades: stock, barrel, mag & optics.
G7 Scout
A handy mid range package geared towards 3 and 4x optics (some prefer 2x on M&K setups), this weapons high impact damage and plentiful range make it a stronger commitment to ranged engagements than most rifles. It has a statistical tier of B and rating of B.
Damage per bullet: 36
Damage per second: 136
Damage per headshot: 63
Headshot damage per second: 238
Damage per magazine: 720
Headshot damage per magazine: 1260
Magazine Size: 10|15|18|20
Handling: medium
Optic Type: medium
Hop ups: Doubletap Trigger
Upgrades: stock, barrel, mag & optics.
Heavy Weapons 1 & 2 (Wingman and Spitfire)
WingmanA highly controversial pistol, its unorthodoxed burst damage gives it a stat profile you would expect from a light sniper rifle and its other features also match, its lack of projectile speed does let it down in its effective range however. It has a statistical tier of C, for the purpose of this guide I have opted not to rate the gun due to massive opinion variations.Damage per bullet: 45
Damage per second: 117
Damage per headshot: 90|112.5 (With Skullpeircer)
Headshot damage per second: 234|263.25
Damage per magazine: 360
Headshot damage per magazine: 900
Magazine Size: 5|6|7|8
Handling: Medium (Fast with quickdraw)
Optic Type: short
Hop ups: Skullpeircer OR Quickdraw
Upgrades: Magazine & optics
Spitfire
A portable minigun, this huge platform has massive ammo reserves but weaker damage output, its magazine is the largest out of all guns currently in the game except the stationary minigun turret, Sheila. It has a statistical rating of A and rating of C.
Damage per bullet: 15
Damage per second: 153.6
Damage per headshot: 30
Headshot damage per second: 307.2
Damage per magazine: 945
Headshot damage per magazine: 1890
Magazine Size: 35|40|45|55|63
Handling: slow
Optic Type: medium
Hop ups: Modded Loader
Upgrades: stock, barrel, magazine & optics
Heavy Weapons 3 & 4 (Hemlock and Flatline)
HemlockThis unusual rifle platform comes pre fitted with a select fire receiver and can swap between three bullet bursts and single shot semi-auto. The single fire mode does relatively low damage and is not considered for the gun. It has a statistical tier of A and rating of B.Damage per bullet: 22
Damage per second: 198
Damage per headshot: 38.5
Headshot damage per second: 346.5
Damage per magazine: 660
Headshot damage per magazine: 1155
Magazine Size: 18|24|27|30
Handling: medium
Optic Type: medium
Hop ups: Built In select fire receiver
Upgrades: stock, barrel, magazine & optics
Flatline
This high-powered rifle has an unusual recoil pattern that to some is off-putting, it’s incredibly high all-round stats and great “value on pickup” make it an extremely desirable weapon from the moment you find it. It has a statistical tier of A and rating of S. It is the favoured weapon of one of the pro players asked for opinions on weapons.
Damage per bullet: 20
Damage per second: 190
Damage per headshot: 40
Headshot damage per second: 380
Damage per magazine: 600
Headshot damage per magazine: 1200
Magazine Size: 20|22|25|30
Handling: medium
Optic Type: medium
Hop ups: Built in select fire receiver
Upgrades: stock, magazine & optics
SentinelThis all or nothing bolt action sniper rifle packs a massive punch, it also has an inbuilt railgun receiver that can be charged to add even more to its impact damage. It has a statistical tier of C and rating of B.Damage per bullet: 70|88
Damage per second: 43.75|55
Damage per headshot: 140|166
Headshot damage per second: 87.5|110
Damage per magazine: 616
Headshot damage per magazine: 1232
Magazine Size: 4|5|6|7
Handling: very slow
Optic Type: long
Hop ups: Built in railgun receiver
Upgrades: Sniper stock, magazine & optics
Charge Rifle
A somewhat weird weapon, it is neither a linear fusion rifle or trace rifle but some weird combination of both, with a trace hitscan laser which Intensifies into a single heavy impact beam. It has a statistical tier of E and rating of C. This weapon Is the favourite weapon of the second pro player asked for help with the weapon ratings.
Damage per bullet: 90 total
Damage per second: 45
Damage per headshot: 112.5 total
Headshot damage per second: 56.25
Damage per magazine: 360
Headshot damage per magazine: 450
Magazine Size: 4 (Costs 8 ammo)
Handling: very slow
Optic Type: long
Hop ups: None
Upgrades: Sniper stock & optics
Sniper Rifles 3 & 4 (Longbow DMR and Triple Take)
Longbow DMRA mid weight sniper with a variety of weapon mods for all occasions, it performs handily from midrange all the way to long range, its hop up helps it to deal with helmets. It has a statistical rating of B and rating of S.Damage per bullet: 55
Damage per second: 78.83
Damage per headshot: 110|123.75
Headshot damage per second: 157.67|197.08
Damage per magazine: 660
Headshot damage per magazine: 1485
Magazine Size: 6|8|10|12
Handling: slow
Optic Type: long
Hop ups: Skullpiercer
Upgrades: barrel, sniper stock, magazine & optics
Triple Take
Affectionately called the secret shotgun, this sniper rifle fires three pellets with huge bullet size and fixed spread, it is effectively a long-range shotgun. Its built-in choke can reduce the spread and enhance the bullet size making it easy to hit headshots. It has a statistical tier of C and rating of A.
Damage per bullet: 23*3 (69)
Damage per second: 82.8
Damage per headshot: 46*3 (138)
Headshot damage per second: 165.6
Damage per magazine: 552
Headshot damage per magazine: 1104
Magazine Size: 5|6|7|8
Handling: medium
Optic Type: long
Hop ups: Built in precision choke
Upgrades: Sniper stock, magazine & optics
Energy Weapons 1 & 2 (Volt SMG and Devotion LMG)
Volt SMGA simple energy based SMG that packs a punch, its simple recoil pattern and all round high stats make it a common weapon of choice for many. It has a statistical tier of B and rating of B.Damage per bullet: 16
Damage per second: 208
Damage per headshot: 24
Headshot damage per second: 312
Damage per magazine: 416
Headshot damage per magazine: 624
Magazine Size: 19|21|23|26
Handling: fast
Optic Type: short
Hop ups: None
Upgrades: barrel, stock, magazine & optics
Devotion LMG
The highest DPS weapon in the game, this devastating platform slowly builds up steam and begins to fire an almost laser like stream that rips enemies to shreds. It has a statistical rating of S and rating of B without and S with turbocharger.
Damage per bullet: 16
Damage per second: 80-240
Damage per headshot: 32
Headshot damage per second: 160-480
Damage per magazine: 880
Headshot damage per magazine: 1660
Magazine Size: 36|40|44|48|55
Handling: medium
Optic Type: medium
Hop ups: Turbocharger & Modded loader
Upgrades: Barrel, stock, magazine & optics
Energy Weapons 3 & 4 (Havoc Rifle and L-Star)
Havoc rifleThis meaty fusion rifle charges up then unloads an unrelenting spray of high powered bullets, its extremely good all round stats are offset by this initial charge up time, this however is completely negated with the turbocharger, transforming this into the best gun in the game for short and medium range. It has a statistical tier of S and rating of B without turbo and S with turbo.Damage per bullet: 18
Damage per second: 204
Damage per headshot: 36
Headshot damage per second: 408
Damage per magazine: 648
Headshot damage per magazine: 1296
Magazine Size: 24|28|32|36
Handling: medium
Optic Type: medium
Hop ups: Turbocharger
Upgrades: Stock, magazine & optics
L-star
This… weapon is quite hard to describe, it has properties from a whole bunch of gun archetypes and the worst recoil/muzzle flare in the game, coupled with its tiny magazine which slowly recharges over time this gun is very divisive and hard to use. The statistical rating is C and rating of E.
Damage per bullet: 15
Damage per second: 150
Damage per headshot: 30
Headshot damage per second: 300
Damage per magazine: 345
Headshot damage per magazine: 690
Magazine Size: 23|27, ammo refils at a rate of 20|27 bullets per second.
Handling: medium
Optic Type: medium
Hop ups: Modded Loader
Upgrades: Stock and optics
Care Package Weapons (Kraber 50 cal, Prowler SMG & Peacekeeper)
Kraber 50 cal.This extreme weapon is the ultimate risk vs reward scenario, its fire rate is the slowest in the game. Its headshot damage instantly kills any legend. The Kraber has a statistical rating of C and rating of A (with arguments for S).Damage per bullet: 145
Damage per second: 72.5
Damage per headshot: 435
Headshot damage per second: 217.5
Damage per magazine: 580
Headshot damage per magazine: 900*
Magazine Size: 4 with 8 reserves.
Handling: snail
Optic Type: Kraber
Hop ups: None
Upgrades: None
Prowler SMG
This specialised SMG makes up for its slightly lower dps with a massive magazine and longer effective range thanks to a built in select fire receiver, it comes fully upgraded and with meaty reserves. The prowler has a statistical rating of A and rating of B.
Damage per bullet: 15
Damage per second: 215|200
Damage per headshot: 22.5
Headshot damage per second: 322.5|300
Damage per magazine: 525
Headshot damage per magazine: 787.5
Magazine Size: 35 with reserves of 175
Handling: fast
Optic Type: Care package short
Hop ups: Built in select fire receiver
Upgrades: None
Peacekeeper
A weapon that needs no introduction, this charging slug style shotgun packs an immeasurable punch at short range and its inbuilt choke gives it enormous effective range, allowing it to operate at midrange with ease. Simply put the peacekeeper is overall the best gun in the game. It has a statistical rating of D but in reality its true rating is S.
Damage per bullet: 11*10 (110)
Damage per second: 106.3
Damage per headshot: 13.75 * 10 (137.5)
Headshot damage per second: 132.875
Damage per magazine: 550
Headshot damage per magazine: 687.5
Magazine Size: 5 with reserves of 20
Handling: fast
Optic Type: Care package short
Hop ups: Built in precision choke
Upgrades: None
Shotguns 1 & 2 (Mozambique and Eva-8 Auto)
MozambiqueLifeline wants to tell you this gun is on the floor, you know you want it. In all seriousness, this little handheld shotguns reliable triangle spread makes it quite potent, the hop up makes the shotgun one-shot on flesh. It has a statistical rating of D and rating of D.Damage per bullet: 15*3 (45) | 37.5*3 (100) with Hammerpoint rounds
Damage per second: 101-168.75
Damage per headshot: 22.5*3 (67.5) | 56.25*3 (100) with Hammerpoint rounds
Headshot damage per second: 151-253.125
Damage per magazine: 180
Headshot damage per magazine: 240
Magazine Size: 4
Handling: fast
Optic Type: short
Hop ups: Hammerpoint rounds
Upgrades: Shotgun bolt & Optics
Eva-8
This mediocre automatic shotgun has a very large amount of spread and somewhat low damage, its burst potential can be improved greatly with the double tap trigger hop up. It has a statistical rating of D and rating of D.
Damage per bullet: 6*8 (48) | 6*16 (96)
Damage per second: 78-104
Damage per headshot: 7.5*8 (60) | 7.5*16 (120)
Headshot damage per second: 97.25-130
Damage per magazine: 684
Headshot damage per magazine: 855
Magazine Size: 8
Handling: fast
Optic Type: short
Hop ups: double tap trigger
Upgrades: Shotgun bolt & optics
Shotgun 3 & Sheila (Mastiff and Sheila Minigun Turret)
Mastiff ShotgunThis powerful bolt action shotgun packs a huge punch, its wide spread can be reduced by aiming down sights. It has a statistical tier of
Damage per bullet: 13*8 (104)
Damage per second: 78-104
Damage per headshot: 16.25*8 (130)
Headshot damage per second: 97.25-130
Damage per magazine: 684
Headshot damage per magazine: 855
Magazine Size: 6
Handling: medium
Optic Type: short
Hop ups: none
Upgrades: shotgun bolt & optics[SHEILA IMAGE]
Sheila
Sheila is ramparts ultimate, a stationary minigun weapons that deals insane damage after winding up its barrels, it can toggle between 1x and 3x zoom and has an enourmous magazine. It has a statistical tier of S and rating of B.
Damage per bullet: 14
Damage per second: 240|244.6|293.6
Damage per headshot: 28
Headshot damage per second: 480|489.2|587.2
Damage per magazine: 2100|2422|2906.4
Headshot damage per magazine: 4200|4844|5812.8
Magazine Size: 150|173
Handling: snail
Optic Type: Ramparts custom 1-3x optic
Hop ups: Modded Loader
Upgrades: None
Healing Items
Obviously during and while being shot at, you will eventually take some damage, to remedy this situation we have healing items!Healing items are common across the map with smaller heals dropping more frequently, small heals can also be found in lifelines care package.For alternative healing sources, Lifeline can create a healing drone equivalent to six syringes and Wattsons interception pylon also provides 90 shields per use over 45s. Octane gains one syringe worth of health back per 25 seconds.
The level 4 (gold) body shield provides an additional 25hp/shield on syringes and shield cells.
The healing items are:
> Shield cell (3s): +25|50 shield
> Syringe (5s): +25|50 health
> Shield Battery (5s): All shields
> Medkit (8s): All health
> Phoenix Kit (10s): All health and shields
> DOC (20s): Up to 150hp over up to three players at 7.5hp/s
> Interception Pylon (45s): 90 shield
> Swift Mend: 1hp/s
Utility items.
There are more items than just in the prior two categories, there are three groups of extra items, these are:
Utility items
Basic items
Weapon modsUtility:
Frag grenades (10 contact damage, 100 explosion damage with dropoff)
Arc star (30 contact damage, 70 explosion damage) deals 3x damage to shield.
Thermite grenade (25 damage per tick hit over 3 seconds, 225 total)
Portable respawn beacon (12s, 8s activation): it’s a portable respawning beacon, the initial launcher needs line of sight into the sky so it can drop down.
Basic Items
Basic items: These items upgrade basic features of your legend, all bar level 4 (gold) items can be found commonly across the map.Set locations and care packages may carry level 4 items, level 5 evo shields can never be found on the floor.Backpacks
Level 1: +2 items
Level 2: +4 items
Level 3: +6 items
Level 4: +6 items, revive with +50 health and shields.
Body/Evo Shields
Level 0: 0
Level 1: 50 [Cost: 100]
Level 2: 75 [Cost: 150]
Level 3: 100 [Cost: 300]
Level 4: 100, bonus healing on syringes and shield cells
Level 5: 125 [Cost: 750]
Knockdown shields
Level 1: 150 shields
Level 2: 300 shields
Level 3: 750 shields
Level 4: 750 shields, you can revive yourself once at half speed, doing so downgrades to level 3.
Helmet
Level 1: 10% modifier reduction
Level 2: 25% modifier reduction
Level 3: 50% modifier reduction
Level 4: 50% modifier reduction and 20% cooldown decrease on all abilities
Weapon Parts
Weapon Parts.Weapon parts come in three levels, some weapon parts have a legendary (level 4) version with a bonus property, this section also includes all optics and their rarity.Optics:
1x Holo/Classic (Common)
2x bruiser and 1-2x holo toggle (Uncommon)
3x ranger and 2-4 AOG toggle (rare)
1x Digital threat (Very rare), allows you to see enemies through smoke with 60m range.
4-10x Digital threat sniper, allows you to see through smoke for up to 300 metres away and highlights enemies In sight.
6-10x Kraber: Exclusive to Kraber
1-3x custom: Exclusive to Sheila
Weapon Stocks
Level 1: 10% drift reduction and weapon handling speed increase
Level 2: 20% drift reduction and weapon handling speed increase
Level 3: 25% drift reduction and weapon handling speed increase
Barrel attachments
Level 1: 10% recoil reduction
Level 2: 20% recoil reduction
Level 3: 25% recoil reduction
Level 4 (Silencer): 25% recoil reduction and halved muzzle flash, reduced volume of longbow for enemies.
Magazines come in levels 1-3 for all weapon types except shotguns and care pack guns, these provide differing increases per weapon.
Maps and features
[W.I.P]
[OLYMPUS IMAGE]
This section will talk about the current map Olympus once ingame screenshots and gameplay are available.
Map Features.
This section will be worked on during the first week of the season as the new map is studied in greater detail.
Hot zones
Hot zones are blue areas on the map, they contain much better loot on average, always at least high tier (even higher in high tier hot zones) and can rarely carry level 4 weapons.
Level 4 weapons come with the highest possible level attachments in all slots.
Care packages
Care packages drop in a pair during the closing of ring 1 and two drop, one during ring two closing and one during ring three closing. They land at or shortly after the ring finishes closing and are indicated by a distinct laser shot into the sky.
Lifeline can call in weaker versions of these that land twice as fast.
Neutral care package contents
[NEUTRAL CARE PACKAGE IMAGE]
Neutral care packages contain:
1 medical item, 1/3 odds on all 3 large healing items.
One jackpot slot with a 25% chance of heirloom on round 1 and 75% on rounds 2 and 3.
One utility or weapon modification.
The medical items are
Phoenix kit (33%)
Shield Battery (34%)
Med kit (33%)
The Jackpot tile when rolling an heirloom weapon, these odds change with the round the pack was dropped on [R1|R2|R3].:
Kraber 50 cal. (45%|30%|10%)
“Power” weapon (35%|40%|35%), currently prowler.
“Short” weapon (20%|30%|55%), currently peacekeeper.
When rolling a dud
Evo shield level 3: 40%
Restoration Armour (level 4 non evo body armour): 10%
Cooldown Helmet (Level 4 helmet): 20%
Guardian angel backpack (Level 4 backpack): 20%
Self-resurrection (Level 4 knockdown shield): 10%
For the utility and weapon parts slot.
Various items with 6% odds
Level 3 backpack, phoenix kit, level 3 knockdown shield, skull piercer rifling, shotgun bolt level 3, extended heavy mag level 3, standard or sniper stock level 3, barrel stabiliser level 3.
Sniper mag level 3 (4%)
2-4x, 4-8x and 1x digital threat optics (10%)
Mobile respawn beacon (2%)
4-10x digital threat sniper optics and turbocharger (5%)
The Ring
[RING IMAGE]
“Death outside the ring is slow and painful, perhaps you should stay there”
– Caustic
The ring is a map constricting zone, players found outside of the ring will take damage for every second outside of it. The ring is reduced in size each round until it eventually collapses in the final round. The time and damage for each level of ring are as follows:
Ring 1: Charges for 180s Closes in 260s and deals 2 damage
Ring 2: Charges for 150s Closes in 45s and deals 3 damage
Ring 3: Charges for 135s Closes in 45s and deals 5 damage
Ring 4: Charges for 120s Closes in 35s and deals 10 damage
Ring 5: Charges for 90s Closes in 30s and deals 10 damage
Ring 6: Charges for 90s Closes in 10s and deals 15 damage
Ring 7: Charges for 120s Closes in 10s and deals 15 damage
Collapsed ring: Charges in 20s then collapses in 5s dealing 25 damage
A special ring called the “always be closing” ring can be found in some limited time events, it has differing properties, these are:
AWBC ring: 35 damage, closes over 15 minutes to ring 6 then collapses one minute later with 20 damage.
Badges
[BADGES IMAGE]
Note: this section only covers badges that can always be unlocked, previous event badges are not featured here.
Some badges have a standalone level while some have many tiers.
Legend Badges
Wins: 1|5|15|50|100
Assassin (Games with 5 or more kills) 1|5|15|50|100
Wrath: (Most damage in one game) 2000|2500|3000|4000
Wake: (20 kills in one game) – 20
Triple-Triple: – 3 squad wipes in one game
Squad wipe: – 1 squad wipe in one game
Flawless victory 2: – nobody knocked during a winning game
Flawless victory 1: – nobody eliminated during a winning game
Hot streak: – two wins in a row with this legend
Shot caller: – win as jumpmaster
Apex predator: – win as kill leader
The legend continues: – win with the whole squad alive
Headshot Hotshot: Win a game with at least 5 headshot eliminations
Rapid elimination: In 20 seconds knock down 4 enemies.
Reinforcement Recall: Eliminate a player within 15 seconds of them being respawned.
No one left behind: Respawn two players at the same time.
Account wide badges
Baller: own 125 legendary items
Banner legend: Equip something in all slots of 8 legends banners
Fashionista: Own a legendary skin and finisher for 8 legends
Fully kitted: Equip two gold or heirloom weapons at the same time
Master of all: Get 10 wins with 8 legends
Pack victory: win a game of trios with a full premade squad
Team. Work.: Win a game with a pre made squad where all members of the team get at least 3|5|7|10 kills
No witnesses: Win a game with a premade squad where the whole squad gets 15 eliminations, no enemies knocked down may ever be revived or respawned.
Long shot: Knock down a player from a range of 300m or more
Warlord: Own 15 legendary weapon skins
Well rounded: Deal 20,000 damage with 8 legends
Tiering me apart: In a ranked season reach – Bronze | Silver | Gold | Platinum | Diamond | Master | Apex Predator.
Battle pass badge: Reach level – 1|101|110 in a battle pass
Group theatrics: – win 1|2|3 games where every member of a pre made squad gets an elimination with a finisher.
Tridents [W.I.P]
[WIP]
This section will be worked on in the first week after the stats and mechanics for the trident become publicly available.
That’s all we are sharing today in Apex Legends Ultimate Guide of Everything [0.95] Including Horizon!, if there are anything you want to add please feel free to leave a comment below and we’ll see you soon.
Credit to SandTag
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