Weapon

From Apex Legends Wiki
Jump to navigation Jump to search


The R-301 Carbine, an assault rifle.

Weapons are the main method of dealing damage in Apex Legends. A weapon's effectiveness and fire power can be enhanced through attachments that can help stabilize the weapon, increase its magazine size, change its optics, and more.

In Apex Legends.svg Battle Royale, Legends drop into the arena without any weapon equipped, and must find them from any suitable loot source upon landing.

In Control.svg Control and Gun Run.svg Team Deathmatch, Legends may choose between five different loadouts, each containing two weapons and an ordnance. Based on the loadout, the weapons given are more suitable at close, medium, or long range.

Types

All weapons are split into seven types. Weapons of the same type have similar characteristics, such as movement speed while aiming down sights, handling times and limitations to the attachments the weapon can take.

  • Assault Rifles, or ARs, are the most well-rounded weapon group, suited for both mid and close range engages.
  • Submachine Guns, or SMGs, are high DPS (damage per second) weapons for close range engages with fast movement and handling.
  • Light Machine Guns, or LMGs, pack a lot of damage in their large magazines, but have slow movement and handling, making them more suited for applying pressure at mid range.
  • Marksman Weapons, Marksman, or Marksmen, are ammo efficient weapons that fall between assault rifles and sniper rifles in terms of damage, fire rate and effective range.
  • Sniper Rifles, or Snipers, are highly damaging and accurate at long range, but less optimal up close due to their slow fire rate and handling. Bullets from sniper rifles may cause "collateral" hits, piercing through multiple enemies if they are close enough to each other.
  • Shotguns are close range specialized weapons that pack a lot of damage in a single blast, making them excellent for playing around cover. They require little reserve ammo and few attachments, being highly effective straight off the ground.
  • Pistols are lightweight weapons that may lose in raw damage output, but allow for the fastest handling and movement across the board, making them reliable secondary weapons.


List of Weapons

ARs


SMGs


LMGs


Marksman


Snipers


Shotguns


Pistols


Other Weapons

Supply Drop Weapons

Main article: Supply Drop Weapon

Supply Drop Weapons are Mythic tier weapons that can only be found in neutral Care Packages. They have limited ammo that cannot be replenished. Their optic may or may not be replaced, depending on the weapon.


Fully Kitted Weapons

Main article: Fully Kitted Weapon

Fully Kitted Weapons are weapons that come pre-equipped with all of their attachments, which cannot be replaced, besides their optic. The level of the attachments are based on the rarity of the weapon, ranging from Common to Legendary.


Ordnance

Main article: Ordnance

There are three types of ordnance that can be thrown. Unlike firearms, they take up item slots in the inventory and are classified as consumables. There are currently three ordnances in Apex Legends.


Rampart's Custom Modded Paintball Weapons

Rampart's Custom Modded Paintball Weapons are Fully Kitted Weapons that have been modified by Rampart with the Splatter Rounds.svg Splatter Rounds Hop-Up. They reload faster and shoot paint-loaded rounds which have a visual colored effect. They can be purchased from Vend-it Machines located in Rampart's Big Maude, and are available in Rare and Epic rarities. Legends refer to them as "Rampart Specials" if pinged.


Melee Weapon Skins

Legends do not possess a melee weapon by default, as they just use their fists and kicks. However, by obtaining a Legend's Heirloom Set, players can equip that Legend's personalized melee weapon skin. Melee weapons are purely cosmetic and do not impact gameplay.


Gamemode-exclusive Weapons

In some game modes, some exclusive weapons may become available for use. There are currently two game mode-exclusive weapons in Apex Legends.


April Fools' Weapons

During April Fools', one or more modified versions of existing weapons may become available and occasionally replace their default version. These April Fools' variants are generally unfairly strong, one of them even being capable of summoning powerful minions to attack enemies with. There are currently seven April Fools' weapons in Apex Legends.


Ability Weapons

Some Legends utilize actual weapons as part of an ability.


Statistics

Statistics are what make a weapon what it is in Apex Legends. Some of them may also be altered with attachments.

Weapon Statistics
UTILIZED BY MOST WEAPONS
Statistic Description Notes
Ammo type
ammo_pool_type
Type of ammo a weapon utilizes.
Ammo consumed per shot
ammo_per_shot
Amount of ammo deducted from a weapon's magazine with each shot.
Firing mode
fire_mode
Behavior of a weapon's fired shots. If a weapon has two fire modes, they can be switched into at will with B/Left/Left/Left.
Rate of fire
fire_rate
Shots fired within one second. Shotgun Bolt.svg Shotgun Bolts affect this statistic.
Magazine size
ammo_clip_size
Rounds stored in a weapon's magazine. Extended Light Mag.svg Extended Heavy Mag.svg Extended Energy Mag.svg Extended Sniper Mag.svg Extended Mags affect this statistic.
Headshot distance
headshot_distance
Highest distance after which the headshot multiplier is no longer applied.
Headshot multiplier
damage_headshot_scale
Multiplier, generally above ×1, applied to shots that hit the head of a target. If the target is wearing a Helmet.svg Helmet, the multiplier is reduced based on the Helmet's level.
Legshot multiplier
damage_leg_scale
Multiplier, generally ×1 or below, applied to shots that hit the legs of a target.
Tactical reload speed
reload_time
Time it takes for a weapon to reload with rounds still in the magazine.
  • Most reload animations have a "checkpoint" halfway through (reload_time_late1), so that if a reload that was previously canceled has reached this checkpoint, it can be resumed afterwards without having to do it all over again.
  • Standard Stock.svg Sniper Stock.svg Stocks affect this statistic.
Full reload speed
reloadempty_time
Time it takes for a weapon to reload with an empty magazine.
  • Most reload animations have a "checkpoint" halfway through (reloadempty_time_late2), so that if a reload that was previously canceled has reached this checkpoint, it can be resumed afterwards without having to do it all over again.
  • Standard Stock.svg Sniper Stock.svg Stocks affect this statistic.
  • HAVOC Rifle Icon.svg , L-STAR EMG Icon.svg , P2020 Icon.svg and Wingman Icon.svg do not use this statistic, defaulting to reload_time instead.
Pickup animation
deployfirst_time
Time it takes for a weapon to be cocked after picking it up for the first time.
Deploy time
deploy_time
Time it takes for a weapon to be equipped. Standard Stock.svg Sniper Stock.svg Stocks affect this statistic.
Holster time
holster_time
Time it takes for a weapon to be put away. Standard Stock.svg Sniper Stock.svg Stocks affect this statistic.
Raise time
raise_time
Time it takes for a weapon to be equipped after performing an action. Standard Stock.svg Sniper Stock.svg Stocks affect this statistic.
Lower time
lower_time
Time it takes for a weapon to be put away after performing an action. Standard Stock.svg Sniper Stock.svg Stocks affect this statistic.
Entering ADS mode
zoom_time_in
Time it takes to aim downsights with a weapon. Standard Stock.svg Sniper Stock.svg Stocks and Optics Slot.svg Optics affect this statistic.
Exiting ADS mode
zoom_time_out
Time it takes to return to hipfire with a weapon. Standard Stock.svg Sniper Stock.svg Stocks and Optics Slot.svg Optics affect this statistic.
ADS movement speed penalty
ads_move_speed_scale
Multiplier applied to a Legend's movement speed while ADS. This statistic varies depending on a weapon's type: ARs have it set at 0.5, SMGs 0.75, LMGs 0.4, Marksman 0.425, Snipers 0.35, and Pistols 1.
View drift
viewdrift_ads_N_scale_pitch
viewdrift_ads_N_scale_yaw
Sway applied to a weapon while ADS and not firing.
Possible N values: stand, crouch, air, speed
Standard Stock.svg Sniper Stock.svg Stocks affect this statistic.
Recoil
viewkick_N_base
viewkick_N_random
Direction the crosshair, and subsequently the shots, take whenever firing, hindering accuracy.
Possible N values: pitch, yaw
Barrel Stabilizer.svg Barrel Stabilizers affect this statistic.
ADS spread
spread_N_ads
Random spread applied to a weapon while firing and ADS, hindering accuracy.
Possible N values: stand, crouch, air
This statistic is only used when a Legend is firing while in the air.
Hipfire spread
spread_N_hip
spread_kick_on_fire_N_hip
spread_max_kick_N_hip
Random spread applied to a weapon while firing from the hip, indicated by the crosshair becoming bigger, hindering accuracy.
Possible N values: stand, crouch, air
Projectile launch speed
projectile_launch_speed
Speed at which projectiles travel.
Projectile drag
projectile_drag_coefficient
Multiplier, generally ×0.0033, applied to projectiles over time, slowing them down. Energy Ammo.svg weapons except Volt SMG Icon.svg have this statistic set to 0.
Projectile gravity
projectile_gravity_scale
Strength applied to fired projectiles that make them arch and travel towards the ground.
Projectile gravity zero distance
bolt_zero_distance
Distance at which projectile gravity starts affecting fired projectiles.
Projectile size
bolt_hitsize_N_time
bolt_hitsize_N_size
bolt_hitsize_growfinal_lerptime
bolt_hitsize_growfinal_size
Size of a projectile. Generally, after being fired, projectiles increase in size as they travel.
Possible N values: grow1, grow2
Movement slowness on hit Taking damage slows a Legend down by 10% for 0.25 seconds; this can happen once every 3 seconds. Fortified.svg Fortified Legends are not affected by this statistic.
Movement slowness with weapon equipped Equipping a weapon slows a Legend down by around 13%, regardless if ADS or not. Mad Maggie Icon.svg Mad Maggie is not affected by this statistic when equipped with a Shotgun due to Warlord's Ire.svg Warlord's Ire.
UTILIZED ONLY BY CERTAIN WEAPONS
Statistic Description Used by Notes
Ammo not taken from inventory
ammo_no_remove_from_stockpile
If set to 1, ammo will not be taken from the inventory. Supply Drop Weapons
Projectiles fired per shot
projectiles_per_shot
Amount of rounds fired at once with one pull of the trigger. Shotguns, Triple Take Icon.svg
Bursts fired per shot
burst_fire_count
Amount of rounds fired in succession with one pull of the trigger. Hemlok Burst AR Icon.svg Nemesis Burst AR Icon.svg Prowler Burst PDW Icon.svg
Burst delay
burst_delay
Delay applied after a burst before another can be fired. Hemlok Burst AR Icon.svg Nemesis Burst AR Icon.svg Prowler Burst PDW Icon.svg Nemesis Burst AR Icon.svg natively affects this statistic the longer it is fired, up to a set cap.
Rechamber time
rechamber_time
Time it takes for a bolt-action or lever-action weapon to rechamber. 30-30 Repeater Icon.svg Kraber .50-Cal Sniper Icon.svg Peacekeeper Icon.svg Sentinel ESR Icon.svg Shotgun Bolt.svg Shotgun Bolts affect this statistic on Peacekeeper Icon.svg .
Opening doors by shooting their handle Certain weapons can open doors by shooting their handle. 30-30 Repeater Icon.svg Charge Rifle Icon.svg Kraber .50-Cal Sniper Icon.svg Longbow DMR Icon.svg Sentinel ESR Icon.svg Wingman Icon.svg
Projectile passthrough Certain weapons' projectiles can pierce through a target, potentially hitting multiple targets in their way. Charge Rifle Icon.svg Kraber .50-Cal Sniper Icon.svg L-STAR EMG Icon.svg Longbow DMR Icon.svg Sentinel ESR Icon.svg Sentinel ESR Icon.svg needs to be Sniper Ammo Amped.png Amped before it can pierce through targets.
Segmented reload
reload_is_segmented
If set to 1, a weapon's reload animation will be repeated until the magazine is full or until it is canceled. 30-30 Repeater Icon.svg Mastiff Shotgun Icon.svg
Rate of fire acceleration
fire_rate_max_time_speedup
Time it takes for a weapon to reach its highest fire rate (fire_rate_max). Devotion LMG Icon.svg Turbocharger.svg Turbocharger affects this statistic.
Wind-up
charge_time
Delay between each trigger pull and the weapon itself firing. HAVOC Rifle Icon.svg Turbocharger.svg Turbocharger affects this statistic.
Cooldown time
charge_overheat_cooldown_time
charge_overheat_cooldown_time_N
Time it takes for a weapon cool down while not firing.
Possible N values: late1, late2, late3
L-STAR EMG Icon.svg
Damage falloff
damage_N_value
Damage dealt past set distances.
Possible N values: near, far, veryfar
Charge Rifle Icon.svg All weapons have this statistic, however only Charge Rifle Icon.svg has different damage values based on distance.
Charge
has_energized
If set to 1, a weapon can charge itself by utilizing a consumable item. Rampage LMG Icon.svg Sentinel ESR Icon.svg
Secondary ammo type
secondary_ammo_pool_type
Another type of ammo a weapon utilizes. C.A.R. SMG Icon.svg When spawning, a weapon with this statistic will always be surrounded by ammo of its primary type.


Comparison

General

The following table lists the most important statistics for the main weapons in Apex Legends, allowing for comparison between them.

  • Damage values are obtained ignoring Abilities and Perks modifiers.
  • DPS values are calculated from scoring bodyshots only.
  • RPM and DPS values for Shotguns are calculated with a Shotgun Bolt.svg Shotgun Bolt equipped.
  • RPM and DPS values for Nemesis Burst AR Icon.svg , Devotion LMG Icon.svg , and Sentinel ESR Icon.svg are calculated with the weapons being at their highest fire rate.
  • Magazine size value of L-STAR EMG Icon.svg shows the maximum number of consecutive shots that can be fired before overheating.
  • Reload Speed values are expressed in seconds.
  • Projectile Speed values are expressed in hammer units per second.


TTK

The following table lists the time to kill (TTK) for the main weapons in Apex Legends.

  • Damage values are calculated ignoring Abilities and Perks modifiers.
  • TTK values are calculated from scoring bodyshots only.
  • TTK values for Nemesis Burst AR Icon.svg , Devotion LMG Icon.svg , and Sentinel ESR Icon.svg are calculated with the weapons being at their highest fire rate.
  • TTK values for Bocek Compound Bow Icon.svg are calculated with the weapon being at its highest Tempo level.


Trivia

  • Out of the current 29 weapons in Apex Legends, 21 are derived from the Titanfall series. The eight exceptions are the 30-30 Repeater, Bocek Compound Bow, HAVOC Rifle, Nemesis Burst AR, Peacekeeper, Prowler Burst PDW, Rampage LMG, and Sentinel.
    • The Nemesis' design however was inspired by the Splitter Rifle, a Titan weapon from Titanfall 2.
  • The Nemesis Burst AR is currently the only season-introduced weapon that has not gone into the Care Package.
  • The marksman category was not introduced into Apex Legends until Season 9.svg Season 9.
    • The G7 and Triple Take were originally snipers. The G7 was then moved into the assault rifle category in Apex Legends until it became a marksman weapon.
    • Curiously, the Longbow DMR (Designated Marksman Rifle) was not moved to the marksman category.
  • The Mozambique Shotgun is a shotgun pistol and is actually classified as both.
    • For challenges and Mad Maggie's Warlord's Ire.svg Warlord's Ire Passive, it is treated as a shotgun.
    • In a match, it is labeled a pistol. The Mozambique has no ADS movement penalty like pistols. If its optics are requested, the Legend will ask for pistol optics. The Hammerpoint Rounds.svg Hammerpoint Rounds Hop-Up is marked as compatible with "Pistols, except the Wingman", including the Mozambique.
  • A Revved Up Revved Up Rampage can break Doors.
  • The L-STAR was originally meant to break Doors rather than opening them.
  • Some Legends have unique animations with specific weapons:
    • Bangalore has a unique inspect animation for the G7 Scout.
    • Gibraltar has a unique pick-up animation for the Peacekeeper. This animation also happens when a Legend is rechambering the Peacekeeper one-handed due to the left hand being used, for example while Octane is using his Stim.svg Stim.
    • Wattson has a unique inspect animation for the HAVOC Rifle.
    • Rampart has a unique pick-up animation for the Rampage LMG, unique reload animations for all LMGs, and unique reload and inspect animations for Mobile Minigun -Sheila-.svg Sheila.
    • Fuse has a unique pick-up animation for the 30-30.
    • Mad Maggie has a unique pick-up animation for the Mastiff.
    • Vantage has four unique pick-up animations, a unique draw animation, and a unique holster animation for the Sentinel.
    • Ballistic has a unique pick-up animation for the C.A.R. SMG. During Season 16.svg Season 16 and Season 17.svg Season 17, this animation would unintentionally be added to Bangalore.

See also


Notes

  1. 1.0 1.1 TBA
  2. 2.0 2.1 This weapon does not reload.
  3. The Mastiff reloads its rounds one by one, therefore its reload times vary depending on how many rounds are inserted. Tactical reload animation for the first round lasts 0.9 / 0.87 / 0.84 / 0.81 seconds. Full reload animation for the first round lasts 1.6 / 1.55 / 1.49 / 1.44 seconds. Each round subsequently loaded after the first one is added every 0.51 / 0.49 / 0.48 / 0.46 seconds. After ending the reload, a final animation lasting 0.55 seconds is played.
    • 1 round: 1.45 / 1.42 / 1.39 / 1.36 seconds (tactical), 2.15 / 2.1 / 2.04 / 1.99 seconds (full)
    • 2 rounds: 1.96 / 1.93 / 1.9 / 1.87 seconds (tactical), 2.66 / 2.61 / 2.55 / 2.5 seconds (full)
    • 3 rounds: 2.47 / 2.44 / 2.41 / 2.38 seconds (tactical), 3.17 / 3.12 / 3.06 / 3.01 seconds (full)
    • 4 rounds: 2.98 / 2.95 / 2.92 / 2.89 seconds (tactical), 3.68 / 3.63 / 3.57 / 3.52 seconds (full)
    • 5 rounds: 4.19 / 4.14 / 4.08 / 4.03 seconds.
  4. Values are estimated from gameplay footage and may be inaccurate.