Charged beam sniper rifle.
|
Profile
|
Icon
|
|
Type
|
Sniper
|
Ammo
|
Sniper Ammo
|
Fire modes
|
Single
|
Manufacturer
|
Vinson Dynamics
|
Attachment Slots
|
Damage
|
BODY
|
HEAD
|
LEGS
|
75~110
|
150~220
|
68~99
|
|
Technical
|
RPM
|
26
|
DPS
|
48
|
Magazine
|
4 / 5 / 6 / 8
|
Reload time
|
|
Tac reload time
|
3.5 / 3.38 / 3.27 / 3.15
|
Full reload time
|
4.6 / 4.45 / 4.29 / 4.14
|
The Charge Rifle is a railgun introduced in Season 3 that utilizes Sniper Ammo.
When the trigger is pressed, there is a 0.85 second charge delay before the shot is fired. The projectile the Charge Rifle fires is subjected to a damage increase the further it travels: starting with 75 damage at 57 meters, it gradually increases by 1 damage every ~7 meters traveled (76 DMG at 56-62 meters, 77 DMG at 63-69 meters, and so on), eventually reaching 110 damage at 300+ meters.
Stats
Attachments
- Optics
- Others
Damage Profile
- Closest range
Target
|
Modifiers
|
Damage
|
Shots to kill
|
100 HP
|
150 HP
|
175 HP
|
200 HP
|
225 HP
|
Head (2×) |
- |
150 |
1 |
1 |
2 |
2 |
2
|
LV.1 |
135 |
1 |
2 |
2 |
2 |
2
|
LV.2 |
113 |
1 |
2 |
2 |
2 |
2
|
LV.3/4 |
101 |
1 |
2 |
2 |
2 |
3
|
Body |
- |
75 |
2 |
2 |
3 |
3 |
3
|
Fortified |
64 |
2 |
3 |
3 |
4 |
4
|
Leg (0.9×) |
- |
68 |
2 |
3 |
3 |
3 |
4
|
Fortified |
57 |
2 |
3 |
4 |
4 |
4
|
Ability Modifiers
|
Target
|
Modifiers
|
Damage
|
Shots to kill
|
100 HP
|
150 HP
|
175 HP
|
200 HP
|
225 HP
|
Amped Cover (1.2x)
|
Head (2×) |
- |
180 |
1 |
1 |
1 |
2 |
2
|
LV. 1 |
162 |
1 |
1 |
2 |
2 |
2
|
LV. 2 |
135 |
1 |
2 |
2 |
2 |
2
|
LV. 3/4 |
122 |
1 |
2 |
2 |
2 |
2
|
Body |
- |
90 |
2 |
2 |
2 |
3 |
3
|
Fortified |
77 |
2 |
2 |
3 |
3 |
3
|
Leg (0.9×) |
- |
81 |
2 |
2 |
3 |
3 |
3
|
Fortified |
69 |
2 |
3 |
3 |
3 |
4
|
Marked with Sniper's Mark (1.15x)
|
Head (2×) |
- |
173 |
1 |
1 |
2 |
2 |
2
|
LV. 1 |
155 |
1 |
1 |
2 |
2 |
2
|
LV. 2 |
129 |
1 |
2 |
2 |
2 |
2
|
LV. 3/4 |
116 |
1 |
2 |
2 |
2 |
2
|
Body |
- |
86 |
2 |
2 |
3 |
3 |
3
|
Fortified |
73 |
2 |
3 |
3 |
3 |
4
|
Leg (0.9×) |
- |
78 |
2 |
2 |
3 |
3 |
3
|
Fortified |
66 |
2 |
3 |
3 |
4 |
4
|
Amped Cover + Marked with Sniper's Mark
|
Head (2×) |
- |
207 |
1 |
1 |
1 |
1 |
2
|
LV. 1 |
186 |
1 |
1 |
1 |
2 |
2
|
LV. 2 |
155 |
1 |
1 |
2 |
2 |
2
|
LV. 3/4 |
140 |
1 |
2 |
2 |
2 |
2
|
Body |
- |
104 |
1 |
2 |
2 |
2 |
3
|
Fortified |
88 |
2 |
2 |
2 |
3 |
3
|
Leg (0.9×) |
- |
93 |
2 |
2 |
2 |
3 |
3
|
Fortified |
79 |
2 |
2 |
3 |
3 |
3
|
- Farthest range
Target
|
Modifiers
|
Damage
|
Shots to kill
|
100 HP
|
150 HP
|
175 HP
|
200 HP
|
225 HP
|
Head (2×) |
- |
220 |
1 |
1 |
1 |
1 |
2
|
LV.1 |
198 |
1 |
1 |
1 |
2 |
2
|
LV.2 |
165 |
1 |
1 |
2 |
2 |
2
|
LV.3/4 |
149 |
1 |
2 |
2 |
2 |
2
|
Body |
- |
110 |
1 |
2 |
2 |
2 |
3
|
Fortified |
94 |
2 |
2 |
2 |
3 |
3
|
Leg (0.9×) |
- |
99 |
2 |
2 |
2 |
3 |
3
|
Fortified |
84 |
2 |
2 |
3 |
3 |
3
|
Ability Modifiers
|
Target
|
Modifiers
|
Damage
|
Shots to kill
|
100 HP
|
150 HP
|
175 HP
|
200 HP
|
225 HP
|
Amped Cover (1.2x)
|
Head (2×) |
- |
264 |
1 |
1 |
1 |
1 |
1
|
LV. 1 |
238 |
1 |
1 |
1 |
1 |
1
|
LV. 2 |
198 |
1 |
1 |
1 |
2 |
2
|
LV. 3/4 |
178 |
1 |
1 |
1 |
2 |
2
|
Body |
- |
132 |
1 |
2 |
2 |
2 |
2
|
Fortified |
112 |
1 |
2 |
2 |
2 |
3
|
Leg (0.9×) |
- |
119 |
1 |
2 |
2 |
2 |
2
|
Fortified |
101 |
1 |
2 |
2 |
2 |
3
|
Marked with Sniper's Mark (1.15x)
|
Head (2×) |
- |
253 |
1 |
1 |
1 |
1 |
1
|
LV. 1 |
228 |
1 |
1 |
1 |
1 |
1
|
LV. 2 |
190 |
1 |
1 |
1 |
2 |
2
|
LV. 3/4 |
171 |
1 |
1 |
2 |
2 |
2
|
Body |
- |
126 |
1 |
2 |
2 |
2 |
2
|
Fortified |
108 |
1 |
2 |
2 |
2 |
3
|
Leg (0.9×) |
- |
114 |
1 |
2 |
2 |
2 |
2
|
Fortified |
97 |
2 |
2 |
2 |
3 |
3
|
Amped Cover + Marked with Sniper's Mark
|
Head (2×) |
- |
304 |
1 |
1 |
1 |
1 |
1
|
LV. 1 |
273 |
1 |
1 |
1 |
1 |
1
|
LV. 2 |
228 |
1 |
1 |
1 |
1 |
1
|
LV. 3/4 |
205 |
1 |
1 |
1 |
1 |
2
|
Body |
- |
152 |
1 |
1 |
2 |
2 |
2
|
Fortified |
129 |
1 |
2 |
2 |
2 |
2
|
Leg (0.9×) |
- |
137 |
1 |
2 |
2 |
2 |
2
|
Fortified |
116 |
1 |
2 |
2 |
2 |
2
|
Advanced Stats
mp_weapon_defender
|
Variable |
Value |
Description
|
fire_rate
|
1.3
|
Rounds fired in one second.
|
charge_time
|
0.85
|
Time to charge shots to fire. Expressed in seconds.
|
charge_cooldown_time
|
1.1
|
Time delay between two shots. Expressed in seconds.
|
charge_cooldown_delay
|
0.1
|
projectile_launch_speed
|
33501
|
Speed at which projectiles travel. Expressed in hammer units per second, equals to 851 meters per second.
|
spread_stand_hip
|
4
|
Hipfire spread radius while standing.
|
spread_stand_hip_run
|
5.5
|
Hipfire spread radius while walking.
|
spread_stand_hip_sprint
|
6
|
Hipfire spread radius while sprinting.
|
spread_crouch_hip
|
3.25
|
Hipfire spread radius while crouching.
|
spread_air_hip
|
6
|
Hipfire spread radius while in the air.
|
deployfirst_time
|
1.5
|
Time before the weapon can be fired after picking it up for the first time. Expressed in seconds.
|
deploy_time
|
0.8
|
Time to bring out the weapon. Expressed in seconds.
|
holster_time
|
0.5
|
Time to holster the weapon. Expressed in seconds.
|
raise_time
|
0.7
|
Time to bring out the weapon after performing an action. Expressed in seconds.
|
lower_time
|
0.4
|
Time to holster the weapon before performing an action. Expressed in seconds.
|
zoom_time_in
|
0.2
|
Time to enter ADS with the weapon. Expressed in seconds.
|
zoom_time_out
|
0.15
|
Time to exit ADS with the weapon. Expressed in seconds.
|
ads_move_speed_scale
|
0.35
|
Multiplier applied to the Legend's movement speed while ADS with the weapon.
|
spread_stand_ads
|
0
|
Spread radius when standing and ADS.
|
spread_crouch_ads
|
0
|
Spread radius when crouching and ADS.
|
spread_air_ads
|
0
|
Spread radius when in the air and ADS.
|
Weapon Mastery
MASTERY TRIALS
|
Level |
Trial Name |
Requirements
|
20
|
I See You...
|
Down an enemy with ADS with any Sniper optic equipped.
|
25 times
|
40
|
ONE CHARGED-GUN
|
Crack at least 3 enemies' armor with charged shot in one match.
|
20 times
|
60
|
Light Show
|
Down an enemy with the weapon after the target damaged you with Charge Rifle.
|
10 times
|
80
|
Cauterized
|
Hit multiple targets with one shot.
|
5 times
|
100
|
Go The Distance
|
Down and finish off at least 2 enemies from 200 meters away in one match.
|
3 times
|
Lore
“
|
This portable beam cannon was originally designed to take down Titans in the field, so imagine what it can do to a human. The Charge Rifle's signature orange beam starts charging on trigger-pull and fires automatically when fully charged. This unique firing cadence makes accuracy essential - a poorly aimed shot will leave the operator vulnerable to return fire. A shot that lands, however, can finish the fight before it starts.
|
|
The Charge Rifles used in the Apex Games are manufactured by Vinson Dynamics. Notable changes from its Frontier War-era model include a smaller profile, more compact build, and a completely reworked firing system, shooting out a beam that rapidly increases in damage instead of charging for a single massive blast.
In 2735, Vinson Dynamics shared plans internally for a redesign of the Apex Games' implementation of the Charge Rifle.[1]
Skins
There are a total of 74 skins for the Charge Rifle: 19 Legendary, 9 Epic, 30 Rare, and 16 Common.
Charged Warrior
1,200
For Honor
1,200
Elegant Experiment
1,200
Oak Thump
1,200
Arachnoid
Hard Coded
Safety First
Red Prism
Feudal Glory
Curse of the Amazon
Sting Ray
Divine Lance
Eclipse Bringer
Emerald Eye
Northern Way
Arcane Ward
- ↑ It was named "Nocturnal Elegance" before it was changed due to sharing the name with a Devotion LMG skin.
- ↑ 2.0 2.1 This skin is reactive.
Eye of the Storm
400
Trial by Fire
400
Code of Honor
400
Off the Grid
400
Break the Enemy
400
Calibrated
Level 99
Lagoon Idol
Thunderbuss
Plasmatic Precision
Generation X
60
Outback
60
Sweet 16
60
Cold Fusion
60
Shattered
60
Stellar
60
Jungle Frenzy
60
Cloudburst
60
Yellow Snake
60
Skyrise
60
Jester
60
Derez
60
Chaos Theory
60
Triumphant Arch
60
New Moon
60
Frozen Path
Level 10
Overcharged
Level 47
Gilded Hunt
Level 22
Mainframe Online
Level 63
Sun Baked
Level 41
Dead Eye
Level 56
Fan Out
Level 86
Corrupted Hive
Level 86
Aubergine Dream
Level 90
Pink Ink
Level 41
Scales & Stripes
Level 15
Triangular
Level 52
Overclocked Upgrade
Level 52
The Dopple Gang
Level 20
Temple Runner Charge Rifle.png
Temple Runner
Season 19
Midnight
30
Cardinal
30
Arctic
30
Sunfire
30
Clearwater
30
Flamingo
30
Sandstorm
30
Rainforest
30
Evergreen
30
Orchid
30
Bengal
30
Yellowjacket
30
Lagoon
30
Clover
30
Oceanic
30
History
Patch notes
|
- May 07, 2024 Patch
- Reduced recoil when firing while ADS.
- February 13, 2024 Patch
- October 31, 2023 Patch
- Improved bullet drop ballistics.
- Increased projectile size.
- August 08, 2023 Patch
- Changed firing type from hitscan to projectile-based.
- Removed pre-firing laser.
- Damage now gradually increases the longer the projectile travels.
- Reduced close range distance (for damage purposes) from 100 to 55 meters.
- Increased mid range distance (for damage purposes) from 150 to 300 meters.
- Reduced long range distance (for damage purposes) from 400 to 300 meters.
- Increased close range damage from 45 to 75.
- Increased mid range damage from 45 to 110.
- Increased long range damage from 15 to 110.
- Reduced ammo consumed per shot from 2 to 1.
- Changed magazine size from 6 to 4 / 5 / 6 / 8.
- Added projectile passthrough, retaining 80% of their damage.
- Reduced tactical reload speed from 4 to 3.5.
- Reduced full reload speed from 5.1 to 4.6.
- Projectiles can now open Doors.
- Can spawn Fully Kitted during Season 18.
- (Undocumented) Increased headshot damage multiplier from ×1.75 to ×2.
- (Undocumented) Changed pickup animation.
- November 01, 2022 Patch
- Reduced magazine size from 8 to 6.
- Reduced spawn rate.
- August 03, 2021 Patch
- Added to the loot table of Fully Kitted Weapons for Season 10.
- Arenas:
- Reduced purchase cost from 700 to 600.
- Reduced Level 1 upgrade cost from 250 to 200, and Level 2 from 300 to 200.
- Increased Level 3 upgrade cost from 400 to 450.
- October 06, 2020 Patch
- August 18, 2020 Patch
- Increased ammo consumed per shot from 1 to 2.
- Increased base magazine size from 4 to 8.
- May 12, 2020 Patch
- Fixed an issue with the beam shooting from the scope while using the Hard Coded skin.
- February 04, 2020 Patch
- Changed ammo type from Energy to Sniper.
- Improved iron-sights accuracy.
- Reduced ammo consumed per shot from 3 to 1.
- Reduced base magazine size from 12 to 4.
- October 25, 2019 Patch
- Reduced fire rate from 1.1 to 0.95.
- Reduced damage falloff starting distance from 300 meters to 250 meters.
- Reduced damage at max damage falloff from 60 to 30.
- Removed Extended Energy Mags compatibility.
- Increased base magazine size from 9 to 12.
- October 17, 2019 Patch
- Reduced damage falloff starting distance from 300 meters to 250 meters.
- Reduced damage falloff ending distance from 500 meters to 400 meters.
- Increased ammo consumed per shot from 1 to 3.
- Increased mag size from 4 / 5 / 6 / 7 to 9 / 12 / 15 / 18.
- October 01, 2019 Patch
|
Gallery
Concept Art by Eric Simard.[2]
Concept art for the Elegant Experiment skin.
Concept art for the Arachnoid skin.
Concept art for the Safety First skin.[3]
Concept art for the Oak Thump skin.[4]
Concept art for the Curse of the Amazon skin.[5]
Trivia
- Prior models of the Charge Rifle were manufactured by Wonyeon as an anti-Titan weapon.
- The Charge Rifle is currently the only anti-Titan weapon adapted for use in the Apex Games.
- The Charge Rifle's "magazine" is a battery.[6]
See also
References