Hop-Up

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Hop Up Slot.svg

Hop-Ups are weapon attachments that positively impact a weapon's performance. Generally weapons only have one Hop-Up slot, meaning that if a weapon is compatible with multiple Hop-Ups, only one can be active at a time.

Available Hop-Ups

Previously Available
Season Hop-Ups Season Hop-Ups Season Hop-Ups
Season 19.svg
Season 19
Season 18.svg
Season 18
Season 17.svg
Season 17
Season 16.svg
Season 16
Season 15.svg
Season 15
Season 14.svg
Season 14
Season 13.svg
Season 13
Season 12.svg
Season 12
Season 11.svg
Season 11
Season 10.svg
Season 10
Season 9.svg
Season 9
Season 8.svg
Season 8
Season 7.svg
Season 7
Season 6.svg
Season 6
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Season 5
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Season 4
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Season 3
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Season 2
Season 1.svg
Season 1


Hop-Ups

Anvil Receiver

Anvil Receiver.svg Anvil Receiver
Status Unavailable
Weapons R-301 Carbine, VK-47 Flatline
Description Increases semi-auto damage, but the single fire uses 2 ammo per shot and the rate of fire is reduced.


Boosted Loader

Boosted Loader.svg Boosted Loader
Status Unavailable
Weapons Hemlok Burst AR, Wingman
Description Reloading while near empty will speed up reloading and overload the next magazine.
  • Can be triggered when there are 2/2/3/3 or less bullets remaining in the magazine for Wingman and 5/7/8/9 or less bullets remaining for Hemlok. The magazine however must not be empty.
  • Successful reload overloads the magazine by 3 bullets for Wingman and 9 bullets for Hemlok. This amount is unaffected by the level of the magazine or how many rounds were left upon reload.
  • Reload time reduction is 31% for the Hemlok (from 2.4s to 1.75s) and 40% for Wingman (from 2.1s to 1.4s).



Deadeye's Tempo

Deadeye's Tempo.svg Deadeye's Tempo
Status Integrated
Weapons Bocek Compound Bow, Sentinel
Description Firing at the perfect moment increases fire rate.
  • Increase ramps up in three stages. Missing the timing resets all bonuses.
  • Bocek shots must be fully drawn to benefit from the effect.
  • Reduces Sentinel's rechamber time from 1.6s to 1.25s and Bocek's draw time from 0.54s to 0.38s.
    • This results in a ~22.2% increase in rate of fire for Sentinel and ~22.4% for Bocek at final stage.



Disruptor Rounds

Disruptor Rounds.svg Disruptor Rounds
Status Available
Weapons Alternator SMG, Peacekeeper, RE-45 Auto, L-STAR EMG
Description Increases damage to shielded targets.
  • The damage multiplier differs with each weapon: Alternator ×1.2, L-STAR ×1.6, Peacekeeper ×1.25, RE-45 ×1.3.



Double Tap Trigger

Double Tap Trigger.svg Double Tap Trigger
Status Unavailable
Weapons EVA-8 Auto, G7 Scout
Description Grants an alternative burst fire mode, firing two rounds per trigger pull.
  • Second round is fired after 0.4 seconds.



Dual Shell

Dual Shell.svg Dual Shell
Status Unavailable
Weapons 30-30 Repeater, Mastiff Shotgun
Description Allows compatible weapons to reload 2 rounds at a time.



Hammerpoint Rounds

Hammerpoint Rounds.svg Hammerpoint Rounds
Status Available
Weapons Mozambique Shotgun, P2020, RE-45 Auto
Description Increases unshielded damage.
  • The damage multiplier differs with each weapon: Mozambique and RE-45 ×1.35, P2020 ×1.5.
  • If damage transitions from shield to flesh, it breaks the shield, and any further damage to health is affected by the Hammerpoint multiplier.



Kinetic Feeder

Kinetic Feeder.svg Kinetic Feeder
Status Unavailable
Weapons Peacekeeper, Triple Take
Description Automatically loads rounds and reduces choke time while sliding.
  • Reloads a shot for every second spent sliding, while also reducing choke time for compatible weapons.
  • Shotgun Bolt.svg Shotgun Bolts have the same reloading function.



Precision Choke

Precision Choke.svg Precision Choke
Status Integrated
Weapons Peacekeeper, Triple Take
Description Greatly reduces the gun's spread by aiming down sights, up to three levels.
  • Peacekeeper keeps its charge for a moment while the Triple Take loses it instantly.



Quickdraw Holster

Quickdraw Holster.svg Quickdraw Holster
Status Unavailable
Weapons RE-45 Auto, Wingman
Description Reduces the weapon's swap time, ADS time, and hip-fire spread.
  • Although unavailable, it has been partially integrated into all Pistols.



Selectfire Receiver

Selectfire Receiver.svg Selectfire Receiver
Status Unavailable
Weapons HAVOC Rifle, Prowler Burst PDW
Description Grants an alternative fire mode for compatible weapons.
  • Allows the Prowler to fire full auto and the HAVOC to fire a hitscan laser.



Shatter Caps

Shatter Caps.svg Shatter Caps
Status Integrated
Weapons Bocek Compound Bow, 30-30 Repeater
Description Rounds split into a blast pattern when hip firing.
  • Splits into 7 pellets for both weapons.
  • 30-30 Repeater dealt 7 damage per pellet and Bocek deals 5/8/12 damage per pellet.
  • Increases legshot modifier to 1× for 30-30 and fully drawn Bocek, but also reduces its headshot modifiers to 1.25×.



Skullpiercer Elite

Skullpiercer Elite.svg Skullpiercer Elite
Status Integrated
Weapons Wingman
Description Ignores helmet damage reduction.


  • From Season 19.svg Season 19 onwards (integrated into Wingman)


Skullpiercer Rifling

Skullpiercer Rifling.svg Skullpiercer Rifling
Status Available
Weapons 30-30 Repeater, Longbow DMR, Wingman
Description Increases the weapon's headshot multiplier.
  • Adds 0.35 to a weapon's headshot multiplier (for example, ×1.65 becomes ×2).



Turbocharger

Turbocharger.svg Turbocharger
Status Available
Weapons Devotion LMG, HAVOC Rifle
Description Reduces autofire spin-up time for compatible weapons.
  • The functionality is different for the two weapons:
    • Devotion's initial rate of fire is increased from 300 to 408 RPM, allowing it to reach maximum RPM faster.
    • HAVOC's initial spin-up delay is removed completely.



Other Hop-Ups

Graffiti Mod

Graffiti Mod.svg Graffiti Mod
Status Unavailable
Weapons M600 Spitfire
Description Increases magazine size by 15% and decreases reload time by 25%. Also allows paint-loaded rounds.
  • The paint colors can be yellow, green, or purple.



Splatter Rounds

Splatter Rounds.svg Splatter Rounds
Status Integrated
Weapons Rampart's Custom Modded Paintball Weapons
Description Splatter foes with random rainbow rounds. Faster Reloads.


Blue Materia: HP Absorb

Blue Materia: HP Absorb.svg Blue Materia: HP Absorb
Status Unavailable
Weapons 30-30 Repeater, Devotion LMG, Hemlok Burst AR, Mastiff Shotgun, Nemesis Burst AR, Wingman
Description Damage enemies to heal yourself.
  • Health is healed first, then shields.
  • The amount of healing restored is equal to 50% of damage dealt, is instant, and is shown above the Legend in use's portrait.



Green Materia: Lightning

Green Materia: Lightning.svg Green Materia: Lightning
Status Unavailable
Weapons Alternator SMG, EVA-8 Auto, L-STAR EMG, Prowler Burst PDW, Triple Take, Volt SMG
Description Reload an empty weapon to emit a shock nova, damaging and slowing nearby enemies.
  • The blast deals 1-20 damage and slows enemies down for 0.1-0.5 seconds, depending on how close they were.



Purple Materia: Crit Rate Up

Purple Materia: Crit Rate Up.svg Purple Materia: Crit Rate Up
Status Unavailable
Weapons Bocek Compound Bow, C.A.R. SMG, Longbow DMR, M600 Spitfire, R-301 Carbine, VK-47 Flatline
Description Random criticals provide extra damage.
  • Each shot has a 15% chance of dealing ×1.5 its normal damage.
  • A critical round's tracers will appear as if they were under the effect of Hammerpoint Rounds.svg Hammerpoint Rounds, although this is purely cosmetic.
  • A "Critical" will be displayed to the right of the damage number whenever a critical hit happens.



Red Materia: Summon

Red Materia: Summon.svg Red Materia: Summon
Status Unavailable
Weapons HAVOC Rifle, Kraber .50-Cal Sniper, Mozambique Shotgun, P2020, RE-45 Auto
Description Summon a Nessie companion to attack your foes.
  • Nessies are called "Soldier Nessies".
  • Nessies have 50 health, deal 25 damage per hit, and respawn 12 seconds after being destroyed.
  • Nessies' health can be fully restored by petting them.
  • This is the only Hop-Up that works passively, which means holstering a weapon equipped with Red Materia will not despawn the Nessie.
  • Stacks with other weapons equipped with Red Materia, which means each Legend can have up to two Nessies active at the same time.



Yellow Materia: Assess

Yellow Materia: Assess.svg Yellow Materia: Assess
Status Unavailable
Weapons Charge Rifle, G7 Scout, Peacekeeper, R-99 SMG, Rampage LMG, Sentinel
Description Damage enemies to see their remaining health.
  • Upon dealing damage to an enemy, their remaining health is revealed for 3 seconds.



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