Weapon – Apex Legends Wiki

The R-301 Carbine, an assault rifle.

Weapons are the primary method of dealing damage in Apex Legends. In Battle Royale, Legends drop into the arena without any weapon equipped, and must find them from any suitable loot source upon landing. In Arenas Icon.svg Arenas, any weapon that is not a Supply Drop Weapon can be purchased before the round starts. Regardless of the game mode, up to two firearms can be carried.

A weapon’s effectiveness and fire power can be enhanced through attachments that can help stabilize the weapon, increase its mag size, change its iron sights, or unlock new fire modes.

All weapons are split in seven categories: assault rifles, sub machine guns, light machine guns, marksman weapons, snipers, shotguns, and pistols.

Other weapons[]

Supply Drop Weapons[]

Supply Drop Weapons (also known as care package weapons, crate weapons, airdrop weapons, etc.) are Heirloom rarity weapons that can only be found in neutral Care Packages. They have limited ammo that cannot be replenished. They also come with a replaceable optic, except for the Kraber .50-Cal Sniper whose unique 6x-10x Variable optic cannot be removed.

Fully kitted weapons[]

Fully kitted weapons are weapons that come pre-equipped with all of their attachments. The level of the attachments are based on the rarity of the weapon, ranging from Common to Legendary.

Rampart’s Custom Modded Paintball Weapons[]

These weapons are fully kitted weapons that have been modified by Rampart with the Splatter Rounds.svg Splatter Rounds hop-up. They have larger magazines, they reload faster, and they shoot paint-loaded rounds. These weapons stack with Rampart’s Modded Loader.svg Modded Loader passive ability.

In Battle Royale, they can only be found and purchased with Crafting Icon.svg Materials from Vend-it Machines located in Rampart’s Big Maude, and are available in Rare, Epic, and Legendary rarities. In Arenas Icon.svg Arenas, during the x22px Evolution Collection Event, Rampart may offer her weapons in Legendary rarity at a discounted price.


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.

Melee weapons[]

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.

List of weapons[]

Assault rifles[]

Sub machine guns[]

“Sub machine gun” is an incorrect spelling of “submachine gun”. “Sub” is a prefix and therefore should be part of the word (e.g. “submarine”). This wiki is intentionally using the incorrect spelling because that is how SMG is being spelled in the game.

Light machine guns[]

Marksman weapons[]

Sniper rifles[]




  • All damage is calculated ignoring Fortified.svg Fortified and Helmet.svg Helmets damage modifiers.
  • Damage per second and time to kill values are obtained from bodyshots.
  • Time to kill value is calculated against Evo Shield.svg Evo Shields.
  • Projectile speed is expressed in units per second (UPS).

Weapon statistics[]

Weapons have different statistics, and some of them can be altered by equipping attachments.


Each weapon has its ammo type which indicates which type of ammo it accepts. There are six types: Light Rounds.svg Light Rounds, Heavy Rounds.svg Heavy Rounds, Energy Ammo.svg Energy Ammo, Shotgun Shells.svg Shotgun Shells, Sniper Ammo.svg Sniper Ammo, and Arrows.svg Arrows. Each ammo type has a different chance of spawning with some being rarer than the others, and they usually spawn beside a weapon of the same type.

Bullet drop

Most weapons in the game fire projectiles that drop over time. Weapons that use Heavy Rounds.svg Heavy Rounds tend to have a more pronounced drop; weapons that use Energy Ammo.svg Energy Ammo are the least affected by bullet drop. The only weapon without bullet drop is the Charge Rifle; its beam travels instantly and experiences damage falloff over distance.

Damage falloff

Hitscan weapons have damage falloff in which, after a set distance, the damage is reduced the further the target is.

Bullet slow

Weapons inflict a 10% slow upon their targets for 0.25 seconds. This can only happen once every 3 seconds. This does not apply to Legends with Fortified.svg Fortified.

Firing modes

These are the different ways a weapon can shoot:

  • Auto Icon.svg Auto – the weapon fires continuously as long as the trigger is held;
  • Single-fire Icon.svg Single – the weapon fires once per trigger pull;
  • Burst Icon.svg Burst – the weapon fires multiple times per trigger pull.

Some weapons can be switched between multiple firing modes. For example, the R-301 Carbine and VK-47 Flatline can both be switched between Auto and Single.


How fast the weapon can be taken out and put away. Heavier weapons (e.g. LMGs) are slower than lighter weapons (e.g. pistols). It can be improved with a Standard Stock.svg Standard Stock or a Sniper Stock.svg Sniper Stock.

Head and leg shot multipliers

Weapons have headshot and leg shot multipliers that increase or decrease the damage dealt, respectively. If the result is a fraction, it rounds to the nearest whole number.

  • Head: Headshots increase the damage dealt. Helmet.svg Helmets can lower the damage taken.
  • Legs: Leg shots lower the damage dealt.
Magazine size

A weapon’s ammo capacity. It can be increased using extended mag attachments, but the attachment is different for each ammo type.

Movement penalty

All weapons slow players down equally (by 13.333%), no matter the type of weapon.

Weapons further reduce movement speed while aiming down sights, with the amount depending on the weapon. Snipers, at 65%, have the greatest ADS movement penalty.

Muzzle flash

The minor blinding effect the shooter receives while firing a weapon. It can be reduced with a Barrel Stabilizer lvl4.svg Barrel Stabilizer. These are equipped only on certain fully kitted weapons, as the attachment itself can no longer spawn since Season 8.svg Season 8.

Projectile travel speed

Except for hitscan weapons, whose projectiles instantly go where the weapon is pointed at, all weapons’ bullets and projectiles take different amount of times to travel a set distance. The speed at which these bullets and projectiles travel is calculated in units per second, where 40 units are equal to one meter.

Rate of fire

How fast a weapon can shoot. For shotguns, it can be modified with a Shotgun Bolt.svg Shotgun Bolt.


The amount of physical recoil per shot that should be compensated for. It can be reduced with a Barrel Stabilizer.svg Barrel Stabilizer.

Reload speed

The speed at which a weapon changes its magazine with another. For all weapons except the Wingman, P2020, and HAVOC Rifle, reloading when the magazine is not fully emptied will take less time than reloading it with a completely empty magazine. Reload speed is increased with Level 2 and above Stocks.

For the Wingman and Hemlok Burst AR, the reload speed can be further enhanced with the Boosted Loader.svg Boosted Loader Hop-Up, which increases the reload speed and adds bonus rounds after reloading if the reload is performed when the mag is almost empty (replacing the “LOW AMMO” on-screen warning with a “FAST RELOAD” message).

RPM acceleration

The Devotion LMG features a special mechanic which causes its rate of fire to start slow and accelerate to full speed over a short period. It can be shortened with a Turbocharger.svg Turbocharger hop-up attachment.


The bullet deviation of a weapon when firing from the hip, indicated loosely by the size of the crosshair. With most shotguns, aiming down the sights slightly narrows their shots. However, the Triple Take and Peacekeeper are unique in that their choke builds over time to reduce spread. Their chokes can also be turned on and off at will.

Weapon sway

The sway of a weapon while idling aiming down sights. It can be reduced with a Standard Stock.svg Standard Stock or a Sniper Stock.svg Sniper Stock.


The HAVOC Rifle features a special mechanic where the weapon goes through a short wind-up period of time before it begins firing. It can be removed with a Turbocharger.svg Turbocharger.


  • Out of the current 27 weapons, 20 are derived from the Titanfall series.
  • The Triple Take is called a sniper rifle in its description but is classified as a marksman weapon.
    • This is most likely because it used to be classified as a sniper.
  • The Longbow DMR is classified as a sniper rifle, even though DMR stands for Designated Marksman Rifle.
  • The Mozambique Shotgun is a shotgun pistol and is actually classified as both. For challenges it is only treated as a shotgun, however in the game it is classified as a pistol, and if optics are requested, the Legend will ask for pistol optics. The Mozambique also has no movement speed penalty while aiming down sights, unlike shotguns.
  • Due to the lack of the marksman weapon category until Season 9.svg Season 9, the G7 Scout and 30-30 Repeater were previously classified as assault rifles despite not being one.
  • The Wingman, L-STAR EMG, 30-30 Repeater, Longbow DMR, Sentinel, and Kraber .50-Cal Sniper can open doors by shooting the handle.
    • The L-STAR was originally meant to break doors rather than opening them.
    • A Heavy Rounds Revved Up.png Revved Up Rampage can break doors.

See also[]

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