Apex Legends Weapons Guide: Stats & Tips
- Overview
- Weapon types
- Core weapon pool
- Other weapons & items
- Statistics explained
- Comparison & TTK
- Trivia
- Notes
Overview
Weapons are the primary way to deal damage in Apex Legends. Their performance can be tuned with attachments that improve stability, increase magazine size, enhance optics, or change handling. In Battle Royale, Legends land unarmed and must loot weapons and ammo. In team modes like Control and Team Deathmatch, preset loadouts offer two weapons and an ordnance tailored to close, mid, or long-range fights.
Weapon types
All weapons fall into seven categories. Each class shares handling characteristics such as ADS movement, reload behavior, and attachment options.
- Assault Rifles (AR): Flexible all-rounders for sustained fights at close to mid range.
- Submachine Guns (SMG): High DPS up close with fast handling and movement.
- Light Machine Guns (LMG): Large magazines and pressure at mid range, with slower handling.
- Marksman: Ammo-efficient, sitting between ARs and snipers for damage, cadence, and range.
- Sniper Rifles: Precise, high damage at range; slower up close. Some projectiles can pierce multiple targets.
- Shotguns: Devastating at close range, strong straight off the ground with minimal attachments.
- Pistols: Light, snappy handling; great as dependable sidearms.
Core weapon pool
Assault Rifles (AR)
Examples: HAVOC Rifle, VK-47 Flatline, Hemlok Burst AR, R-301 Carbine, Nemesis Burst AR.
Submachine Guns (SMG)
Examples: Alternator SMG, Prowler Burst PDW, R-99 SMG, Volt SMG, C.A.R. SMG.
Light Machine Guns (LMG)
Examples: Devotion LMG, L-STAR EMG, M600 Spitfire, Rampage LMG.
Marksman
Examples: G7 Scout, Triple Take, 30-30 Repeater, Bocek Compound Bow.
Sniper Rifles
Examples: Charge Rifle, Longbow DMR, Kraber .50-Cal Sniper, Sentinel.
Shotguns
Examples: EVA-8 Auto, Mastiff Shotgun, Mozambique Shotgun, Peacekeeper.
Pistols
Examples: RE-45 Auto, P2020, Wingman.
Other weapons & items
Supply Drop Weapons
Mythic-tier weapons found in neutral Care Packages. They come with limited, non-replenishable ammo and a fixed or replaceable optic (the Kraber’s 6x–10x stays attached).
Fully Kitted Weapons
Pre-equipped with a complete set of attachments. Rarity determines attachment levels, ranging from Common to Legendary.
Ordnance
Throwable consumables that occupy inventory slots:
- Arc Star
- Frag Grenade
- Thermite Grenade
Rampart’s custom paintball weapons
Special Fully Kitted variants that use Splatter Rounds for colorful visual hits. They vend at Big Maude’s machines, with a limit of one Fully Kitted weapon per player.
Gamemode-exclusive weapons
Limited to specific modes, such as the Throwing Knife (Gun Run/Firing Range), Heart Stealer (Date Night), and Buster Sword R2R5 (FINAL FANTASY VII Takeover).
April Fools’ weapons
Occasionally replace standard guns with over-the-top versions like Ol’ Nessie, Mozambeam, Mozamblam, Mozambrrr, Mozamburst, and joke-tuned P2020/Mozambique variants.
Ability weapons
Some Legends deploy built-in weaponry as part of their kits, such as Rampart’s Sheila and Vantage’s A-13 Sentry.
Statistics explained
Weapon stats define how a gun behaves and how quickly it can down targets. Many are influenced by attachments.
- Ammo type & consumption: The pool and amount used per shot.
- Firing mode: Single, auto, or burst behavior. Some weapons toggle modes.
- Rate of fire (RPM): Rounds per minute. Bolts affect shotguns; Devotion ramps up; Nemesis charges while firing.
- Magazine size: Increased by extended mags where applicable.
- Headshot/leg multipliers: Headshots hit harder (reduced by helmets), legshots hit softer.
- Reload speeds: Tactical (with rounds left) vs. empty reloads; stocks can improve handling. Some guns reload one round at a time.
- Equip/holster/raise/lower: How fast you swap or ready a weapon; stocks help.
- ADS time & movement: Time to aim and movement speed while ADS; optics and stocks can influence this. ADS movement differs by weapon class.
- Recoil & spread: Kick pattern and random spread, altered by stabilizers and laser sights (hipfire).
- Projectile properties: Speed, gravity, drag, and size growth over travel for projectile weapons.
- On-hit slow & movement penalties: Taking damage briefly slows; equipping a weapon reduces base speed slightly.
Comparison & TTK
Time-to-kill (TTK) depends on accuracy, range, armor level, and whether you land headshots. RPM and DPS figures are typically based on body shots. Shotgun TTKs assume a Shotgun Bolt; Devotion and Nemesis values assume full ramp/charge; L-STAR lists shots before overheating rather than a true mag size.
- Short range: R-99, C.A.R., and EVA-8 (with a Bolt) shred up close; Peacekeeper has bursty potential.
- Mid range: R-301 and Flatline offer controllable damage; G7 and 30-30 reward precision.
- Long range: Longbow, Sentinel, and Charge Rifle punish exposed targets; Kraber dominates on headshots.
Trivia
- Most weapons trace their roots to the Titanfall universe; notable exceptions include the 30-30 Repeater, Bocek Compound Bow, HAVOC, Nemesis, Peacekeeper, Prowler, Rampage, and Sentinel.
- The marksman category arrived later in the game’s lifecycle; G7 and Triple Take migrated from earlier classifications.
- Mozambique is a hybrid: treated like a pistol for movement and optics, yet behaves like a shotgun in pellet pattern and some challenge counts.
- Rampage can be charged to break doors more reliably; L-STAR was once planned to break doors.
- Several Legends have unique inspect or pickup animations with signature weapons.
Notes
- Segmented reloads: 30-30 Repeater and Mastiff load shells one by one; reload time scales with the number inserted.
- Charge-ups: Sentinel (Amped) and Rampage (charged) temporarily change damage behavior or fire cadence.
- Mode toggles: Hemlok, Prowler, and some ARs/marksman weapons can switch fire modes to fit the fight.