Triple Take
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 Triple Take (Mobile). |
Triple Take |
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Triple-barrel marksman rifle. | |||||||||||
Profile | |||||||||||
Icon | |||||||||||
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Type | Marksman weapon | ||||||||||
Ammo | Energy Ammo | ||||||||||
Fire modes | Single | ||||||||||
Manufacturer | Burrell Defense | ||||||||||
Attachment Slots | |||||||||||
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Technical | |||||||||||
RPM | 81 | ||||||||||
DPS | 85 | ||||||||||
Magazine | 6 / 7 / 8 / 10 | ||||||||||
Tac reload time | 2.34 / 2.26 / 2.18 / 2.11 | ||||||||||
Full reload time | 3.06 / 2.96 / 2.85 / 2.75 |
The Triple Take is a triple-barreled semi-automatic marksman rifle that utilizes Energy Ammo. It fires three projectiles, one in the middle and two to the sides.
The Triple Take 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. It can be enhanced with Boosted Loader, which speeds up tactical reloads and will add 2 additional rounds in the magazine, but only if performed when the magazine is close to being fully depleted.
Stats
Attachments
- Other
- Extended Energy Mag (Common, Rare, Epic, Legendary)
- Sniper Stock (Common, Rare, Epic)
- Boosted Loader
Damage Profile
Target | Modifiers | Damage[note 1] | Bursts to kill | |||||
---|---|---|---|---|---|---|---|---|
100 HP | 150 HP | 175 HP | 200 HP | 225 HP | ||||
Head (1.75×) |
- | 111 | 1 | 2 | 2 | 2 | 3 | |
LV.1 | 102 | 1 | 2 | 2 | 2 | 3 | ||
LV.2 | 87 | 2 | 2 | 3 | 3 | 3 | ||
LV.3/4 | 81 | 2 | 2 | 3 | 3 | 3 | ||
Body | - | 63 | 2 | 3 | 3 | 4 | 4 | |
Fortified | 54 | 2 | 3 | 4 | 4 | 5 | ||
Leg (0.9×) |
- | 57 | 2 | 3 | 4 | 4 | 4 | |
Fortified | 48 | 3 | 4 | 4 | 5 | 5 |
Ability Modifiers | ||||||||
---|---|---|---|---|---|---|---|---|
Target | Modifiers | Damage[note 1] | Shots to kill | |||||
100 HP | 150 HP | 175 HP | 200 HP | 225 HP | ||||
Amped Cover (1.2x) | ||||||||
Head (1.75×) |
- | 132 | 1 | 2 | 2 | 2 | 2 | |
LV. 1 | 120 | 1 | 2 | 2 | 2 | 2 | ||
LV. 2 | 105 | 1 | 2 | 2 | 2 | 3 | ||
LV. 3/4 | 96 | 2 | 2 | 2 | 3 | 3 | ||
Body | - | 76 | 2 | 2 | 3 | 3 | 3 | |
Fortified | 63 | 2 | 3 | 3 | 4 | 4 | ||
Leg (0.9×) |
- | 69 | 2 | 3 | 3 | 3 | 4 | |
Fortified | 57 | 2 | 3 | 4 | 4 | 4 | ||
Marked with Sniper's Mark (1.15x) | ||||||||
Head (1.75×) |
- | 126 | 1 | 2 | 2 | 2 | 2 | |
LV. 1 | 117 | 1 | 2 | 2 | 2 | 2 | ||
LV. 2 | 99 | 2 | 2 | 2 | 3 | 3 | ||
LV. 3/4 | 90 | 2 | 2 | 2 | 3 | 3 | ||
Body | - | 72 | 2 | 3 | 3 | 3 | 4 | |
Fortified | 63 | 2 | 3 | 3 | 4 | 4 | ||
Leg (0.9×) |
- | 66 | 2 | 3 | 3 | 4 | 4 | |
Fortified | 54 | 2 | 3 | 4 | 4 | 5 | ||
Amped Cover + Marked with Sniper's Mark | ||||||||
Head (1.75×) |
- | 153 | 1 | 1 | 2 | 2 | 2 | |
LV. 1 | 138 | 1 | 2 | 2 | 2 | 2 | ||
LV. 2 | 120 | 1 | 2 | 2 | 2 | 2 | ||
LV. 3/4 | 111 | 1 | 2 | 2 | 2 | 3 | ||
Body | - | 87 | 2 | 2 | 3 | 3 | 3 | |
Fortified | 75 | 2 | 2 | 3 | 3 | 3 | ||
Leg (0.9×) |
- | 78 | 2 | 2 | 3 | 3 | 3 | |
Fortified | 66 | 2 | 3 | 3 | 4 | 4 |
- ↑ Assumes all three bullets hit.
Advanced Stats
mp_weapon_doubletake | ||
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Variable | Value | Description |
charge_time | 0.75 | Time to charge shots for better accuracy. Expressed in seconds. |
fire_rate | 1.35 | Rounds fired in one second. |
projectile_launch_speed | 32000 | Speed at which projectiles travel. Expressed in hammer units per second, equals to 812 meters per second. |
headshot_distance | 17716 | Distance at which shots can no longer deal headshots. Expressed in hammer units, equals to 450 meters. |
spread_stand_hip | 4 | Hipfire spread radius while standing. |
spread_stand_hip_run | 6 | Hipfire spread radius while walking. |
spread_stand_hip_sprint | 7 | Hipfire spread radius while sprinting. |
spread_crouch_hip | 3 | Hipfire spread radius while crouching. |
spread_air_hip | 8 | Hipfire spread radius while in the air. |
deployfirst_time | 1.42 | Time before the weapon can be fired after picking it up for the first time. Expressed in seconds. |
deploy_time | 0.65 | Time to bring out the weapon. Expressed in seconds. |
holster_time | 0.55 | Time to holster the weapon. Expressed in seconds. |
raise_time | 0.5 | 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 | 0.3 | Time to enter ADS with the weapon. Expressed in seconds. |
zoom_time_out | 0.26 | Time to exit ADS with the weapon. Expressed in seconds. |
ads_move_speed_scale | 0.425 | 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 | 4 | Spread radius when in the air and ADS. |
Weapon Mastery
MASTERY TRIALS | |||
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Level | Trial Name | Requirements | |
20 | Pew Pew! | Down an enemy with hipfire. | 25 times |
40 | Choking Hazard | Down an enemy with fully choked shot. | 20 times |
60 | Baited | Down an enemy executing your teammate. | 10 times |
80 | Landed | Land all bullets in one shot at least 10 times in one match. | 10 times |
100 | All Choked Up | Down at least 2 enemies with a fully choked headshot in one match. | 3 times |
Lore
“ | The Triple Take came close to dying at the blueprint stage. A successor to the Double Take that fires from three separate barrels with each shot, the base model's spread makes it less effective at long-range. The original Triple Take project was shelved, but a new version emerged in the Outlands after the Blackout. While many sniper rifles demand a high degree of precision from operators, the Triple Take's spread proved more forgiving and effective for operators at all skill levels. |
Skins
There are a total of 87 skins for the Triple Take: 24 Legendary, 11 Epic, 36 Rare, and 16 Common.
History
Patch notes |
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Gallery
Concept art for the Abstract Idea skin by Dallas Doan.[1]
See also