Jadeite Retribution[note 1]
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Peacekeeper
Main | Mobile |
Peacekeeper |
---|
![]() |
Lever-action shotgun. | ||
Profile | ||
Icon | ||
---|---|---|
Type | Shotgun | |
Ammo | ||
Fire modes | ||
Attachment Slots | ||
Damage | ||
Body | Head | Legs |
---|---|---|
12×9 | 15×9 | 12×9 |
Technical | |||
RPM | 50 | ||
---|---|---|---|
DPS | 90 | ||
Magazine | 5 | ||
Tac reload time | 2.45 | ||
Full reload time | 3.35 |
The Peacekeeper is a lever-action energy shotgun that utilizes Mythic Shotgun Shells. It fires nine pellets in a shield-like shape, with one pellet in the middle and two on each outer line of the star shape. The Peacekeeper has a
Choke function, which can be turned on and off and is active by default, where the spread of the pellets is gradually reduced while aiming down sights.
Being a shotgun, the Peacekeeper affects Mad Maggie's movement speed because of her Warlord's Ire Passive ability.
Stats
Attachments
Damage Profile
Note: Fortified headshot damage may vary ±9. This is due to uncertainty over whether Fortified reduces non rounded or rounded damage numbers. This difference is negligible on non pellet based weapons.
Target | Modifiers | Bursts to kill | ||||||
---|---|---|---|---|---|---|---|---|
100 HP | 150 HP | 175 HP | 200 HP | 225 HP | ||||
Head (1.25×) |
- | 135 | 1 | 2 | 2 | 2 | 2 | |
126 | 1 | 2 | 2 | 2 | 2 | |||
126 | 1 | 2 | 2 | 2 | 2 | |||
117 | 1 | 2 | 2 | 2 | 2 | |||
Body | - | 108 | 1 | 2 | 2 | 2 | 3 | |
90 | 2 | 2 | 2 | 3 | 3 | |||
Leg (1×) |
- | 108 | 1 | 2 | 2 | 2 | 3 | |
90 | 2 | 2 | 2 | 3 | 3 |
Ability Modifiers | ||||||||
---|---|---|---|---|---|---|---|---|
Target | Modifiers | Shots to kill | ||||||
100 HP | 150 HP | 175 HP | 200 HP | 225 HP | ||||
Head (1.25×) |
- | 162 | 1 | 1 | 2 | 2 | 2 | |
153 | 1 | 1 | 2 | 2 | 2 | |||
144 | 1 | 2 | 2 | 2 | 2 | |||
144 | 1 | 2 | 2 | 2 | 2 | |||
Body | - | 130 | 1 | 2 | 2 | 2 | 2 | |
108 | 1 | 2 | 2 | 2 | 3 | |||
Leg (1×) |
- | 126 | 1 | 2 | 2 | 2 | 2 | |
108 | 1 | 2 | 2 | 2 | 3 | |||
Marked with | ||||||||
Head (1.25×) |
- | 153 | 1 | 1 | 2 | 2 | 2 | |
153 | 1 | 1 | 2 | 2 | 2 | |||
144 | 1 | 2 | 2 | 2 | 2 | |||
135 | 1 | 2 | 2 | 2 | 2 | |||
Body | - | 124 | 1 | 2 | 2 | 2 | 2 | |
108 | 1 | 2 | 2 | 2 | 3 | |||
Leg (1×) |
- | 126 | 1 | 2 | 2 | 2 | 2 | |
108 | 1 | 2 | 2 | 2 | 3 | |||
Head (1.25×) |
- | 189 | 1 | 1 | 1 | 2 | 2 | |
180 | 1 | 1 | 1 | 2 | 2 | |||
171 | 1 | 1 | 2 | 2 | 2 | |||
162 | 1 | 1 | 2 | 2 | 2 | |||
Body | - | 149 | 1 | 2 | 2 | 2 | 2 | |
126 | 1 | 2 | 2 | 2 | 2 | |||
Leg (1×) |
- | 153 | 1 | 1 | 2 | 2 | 2 | |
126 | 1 | 2 | 2 | 2 | 2 |
- ↑ Shotgun Damage is calculated per pellet.
Correct: 9 dmg/pellet x 1.25 = 11.25dmg/pellet ≈ 11 dmg/pellet, resulting in 121 damage total.
Incorrect: 99 dmg x 1.25 = 123.75 ≈ 124 damage total.
Advanced Stats
mp_weapon_energy_shotgun | ||
---|---|---|
Variable | Value | Description |
charge_time | 0.6 | Time to charge shots for better accuracy. Expressed in seconds. |
fire_rate | 4 | Rounds fired in one second. |
rechamber_time | 0.95 | Time delay between two shots. Expressed in seconds. |
projectile_launch_speed | 20000 | Speed at which projectiles travel. Expressed in hammer units per second, equals to 508 meters per second. |
headshot_distance | 3940 | Distance at which shots can no longer deal headshots. Expressed in hammer units, equals to 100 meters ( |
spread_stand_hip | 2.8 | Hipfire spread radius while standing. |
spread_stand_hip_run | 2.8 | Hipfire spread radius while walking. |
spread_stand_hip_sprint | 2.8 | Hipfire spread radius while sprinting. |
spread_crouch_hip | 2.8 | Hipfire spread radius while crouching. |
spread_air_hip | 2.8 | Hipfire spread radius while in the air. |
deployfirst_time | 1.4 | 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 | 0.4 | Time to holster the weapon. Expressed in seconds. |
raise_time | 0.3 | Time to bring out the weapon after performing an action. Expressed in seconds. |
lower_time | 0.25 | Time to holster the weapon after performing an action. Expressed in seconds. |
zoom_time_in | 0.22 | Time to enter ADS with the weapon. Expressed in seconds. |
zoom_time_out | 0.2 | Time to exit ADS with the weapon. Expressed in seconds. |
ads_move_speed_scale | 0.9 | Multiplier applied to the Legend's movement speed while ADS with the weapon. |
spread_stand_ads | 2.8 | Spread radius when standing and ADS. |
spread_crouch_ads | 2.8 | Spread radius when crouching and ADS. |
spread_air_ads | 2.8 | Spread radius when in the air and ADS. |
Weapon Mastery
Trial Name | Requirements | |
---|---|---|
Damage Done | Deal 20000 damages with the Peacekeeper | |
Hipfire Kills | Kill 100 enemies with hipfire with the Peacekeeper | |
ADS Kills | Kill 150 enemies while ADS with the Peacekeeper | |
Close Range Kills | Kill 200 enemies within 10 meters with the Peacekeeper | |
Kills | Kill 500 enemies with the Peacekeeper |
Lore
“ | As manufacturing became more commonplace with IMC expansion, the need to guard IMC factories and plants against outlaws increased. However, many ballistic firearms could not be used in these facilities due to the volatile materials involved in industrial production. The IMC turned to Lastimosa Armory for a solution, and the energy-based Peacekeeper was born. Slow and heavy-hitting, the Peacekeeper requires few charges to put down a target at close range. |
Skins
There are a total of 96 skins for the Peacekeeper: 28 Legendary, 15 Epic, 37 Rare, and 16 Common.
History
Patch notes |
|
Gallery
- Peacekeeper bullet spread when hip fired before
Season 22.
- Peacekeeper bullet spread when aimed down sights before
Season 22.
- Concept art for the Buckle Up skin.[1]
- Concept art for the Toxic Takedown skin.[2]
- Concept art for the Digging the Grave skin.[3]
- Concept art for the Soldier Side skin.[4]
Trivia
- The binary code on the Pal 9000 skin reads "Kill Pathfinder".
- The Peacekeeper's codename is "energy_shotgun", and it fires blue projectiles like energy weapons. This is due to the Peacekeeper's ammunition actually being batteries.[5] Despite this, it's doesn't utilize
Energy Ammo most likely for gameplay reasons.
- Gibraltar and Mad Maggie have a "spinning" draw pickup Peackeeper animation, similar to reloading or chambering the next shot with a single hand. This same animation is seen when using a zip line or any other action that may use a Legend's left arm.
- The spinning draw animation is also a possible reference to the 1991 science fiction film Terminator 2: Judgement Day.
- Gibraltar and Fuse chamber the next shot with a single hand in 3rd Person View.
References
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