So you already know that we at Esportsportal are enjoying the shit out of Apex Legends owing to our previous article. You’d also be surprised and astonished by the fact that Apex Legends has crossed 10 million unique players and 1 million concurrent players in just 3 days. That’s more than any other game of its genre. It also went on to rack up 25 million unique players in a week. This is a huge deal considering Fortnite took 4 months to do so.
With so many players of so many different skill ceilings, we thought it best to put up a comprehensive Apex Legends guide for new players and players who are still trying to get good with other Legends.
There are 8 total Legends at launch, six of them are automatically unlocked. Each legend has a skill kit consisting of one passive talent, one tactical skill, and one ultimate skill. With all of that said, let’s start with how they are presented on the roster.
Passive: Bloodhound’s Tracker passive allows for interesting plays where you can relay almost every bit of information down to enemies jumping over a rock and what not or what gun they’ve picked up even.
Tactical: Eye of the Allfather (35sec cooldown) is the bread and butter of Bloodhound. It can reveal enemies within 10-15 meter cone in front of your vision for about 2-3 seconds. It is unblockable and cheap which makes it ideal for all phases of the game.
Ultimate: Beast of the Hunt does exactly what it says. It turns you into the ultimate hunter-tracker out there for about 35 seconds. You move faster, you can see enemies through cover, you can even spot out cold tracks. Use it to flank an enemy squad or get the hell out of dodge or even save a teammate’s banner, it can do it all. This legend right here is arguably one of the strongest characters out there. And my main right here gets stronger the more the game progresses. Pair this Technological Tracker with medium to close ranged weapons and see him wreck in engagements. Blood Honund is just the best.
Passive: Gun Shield allows you tank additional shots and there’s nothing special about it. Keep it in mind that it takes some time to deploy the shield so split-second skillshot blocking might not be possible. On the other hand, it helps as a sniper shield so there’s that.
Tactical: Dome of Protection (20sec cooldown) allows Gibraltar to make a radius of about 5-7 meters completely free of bullets. This makes for clutch healing and revives. However you should be aware that you can’t shoot out of the dome either. Oh and also watch out for enemies jumping inside the dome to ruin your day.
Ultimate: Defensive Bombardment gives Gibraltar the ability to rain down a wave of mortar strikes on an area you mark with a flare. It doesn’t deal too much direct damage but it’s useful to sow confusion amongst enemy ranks. Throw this down and the dome near downed friendlies to safely revive them while your enemies run around like headless chickens or you can use it to make a push towards the end of a match. Your call.
Passive: Combat Medic allows you to be a goddamn lifesaver. You can revive friendlies faster while you’re protected by a forward facing shield. You also use healing items 25% faster than every other character. Just make sure that you’re hiding in a cozy corner while healing and facing the enemy while reviving. FYI, the shield is strong enough to tank the damage from one or two players so you should take the chance to Rambo-revive if you can.
Tactical: D.O.C Heal Drone (60sec cooldown) allows you to heal friendlies near you. This is one of the only sources of non-lootable heal so use this very carefully as this is on one of the longest cooldowns. However, this heal can allow your team to tank the damage from the Ring and can even allow you to sustain a steady source of damage tank when push comes to shove. Use it in a corner and in a pinch to take full advantage.
Ultimate: Care Package is the reason why Lifeline has such a high pick rate. Apart from the supply drops and high-level loot areas, this is the most consistent methods of getting Rare or even Legendary level items for sure. Also why it is imperative for your Lifeline to spam every single Ultimate Accelerant they can find on the map. Apart from providing you with some sweet loot, Care Package can also serve as a cover after it lands. Highly situational but it works, and it works on every care package you see. And as far as Legendary loot goes, it seems like Lifeline has a higher chance of spawning the Kraber .50 Caliber Sniper Rifle and the 4x-10x Digital Threat sniper scope. Or it’s just the universe telling me to snipe more and stop hiding in the corner like a crow.
Passive: Insider Knowledge gives you information on the Ring’s movement by scanning drones dotted around the map. I’m gonna be honest with you chief, this passive kinda sucks. It doesn’t really help unless you’re trying to set up fights beforehand.
Tactical: Grappling Hook (15sec cooldown) is honestly Pathfinder’s best skill. It can be used to engage and disengage enemies. However, it can also be used to make enemies engage you because you can grapple onto enemies and pull them in. Paired up with a Shotgun, you can rest assured that you’re having fun in fights. You might not live to tell the tale but you’ll have a lot of fun. And as with any other grapple abilities, you can use it to jump up to weird places and have ridiculous angles with Sniper rifles. But that comes with the added benefit of being easy to spot and easy to shoot at so have at it.
Ultimate: Zipline Gun is basically what it says, a Zipline. However, everyone can use it and by everyone, I mean everyone and their Gibraltar can use it. It’s the biggest double-edged sword in this game and honestly, it serves very little gameplay value unless you know you have the tactical advantage on your enemies. However, if you’re far out of the ring and you need to get a positional advantage, this can be useful. Users, beware!
Passive: Voices from the Void warns you anytime someone aims at you. Which is a) wonderful when you’re with a full squad and b) extremely scary when you’re the last one standing in a squad. All jokes aside, it’s a very useful passive in fights or when looting to break line of sight of an enemy.
Tactical: Into the Void (20sec cooldown) allows you to fully embrace the Interdimensional skirmisher role and slip into a different dimension for a short amount of time.Pros: You can flank like a pro. Cons: You might end up right in the middle of enemies since you can’t see them while phasing. Despite the drawback, the sheer flanking potential of this ability makes it one of the best skills in the game. It can work like a charm in team plays and on solo. And it’s a lot of fun to top it off.
Ultimate: Dimensional Rift can open up 2 interlinked portals for 60 seconds. One of the strongest ultimates in the game that can make or break a fight. Wraiths can start the ultimate, dive into the Void and put the second portal once they’re out of the rift, allowing their teammates to instantly join the fight. Likewise, this ability can be used to set up as a fallback option under heavy fire. Unlike the Pathfinder ultimate, these portals can be used by downed teammates too. However, like the Pathfinder ultimate, your enemies can use these portals too. And we know what you’re thinking. And no, you can’t throw grenades or shoot bullets through the portal. You gotta do it yourselves.
Passive: Double Time allows you to run like the bloody wind when you’re getting shot at. There are catches though. You need to be already running and the bullets need to miss you for the passive to activate. But once it does and if the enemy is particularly bad at leading shots, then you can run fast for a long amount of time, allowing you to reposition or flank them instead.
Tactical: Smoke Launcher (25sec cooldown) has 2 charges off cooldown. Each charge releases a cluster of 3 smoke grenades that spread outwards and cover an area with thick smoke. At one time, you can cover a significant area with smoke to either make a save or make a run or make a flank. The smoke persists for a long time and unless you’re packing a Digital Threat scope on your weapons that allow you to see through said smoke, serious shootouts can turn into a wild goose chase. Coupled with the fact that enemies will miss their shots a lot, your passive allows you to move ridiculously fast inside the smoke, allowing for quick ambushes with a shotgun or SMG.
Ultimate: Rolling Thunder is basically Gibraltar’s ultimate but in a concentrated radius and you need to be close to use it. Used properly, it can severely hamper enemy coordination and firefights. The bombardment happens in two phases where the bombs drop first and embed themselves in the ground and a couple of seconds later, they explode dealing significant damage and also concussing the enemies, reducing their cursor responsiveness and movement. Both the ultimates can be used in tandem to wreak havoc. Honestly, Bangalore is one of a kind.
Caustic: (Unlocked Legend)
Passive: Nox Vision allows you to see through your Nox Gas which is the thick, DoT dealing smoke Caustic uses as his abilities. Speaking of which…
Tactical: Nox Gas Trap (12sec cooldown) allows Caustic to throw traps filled with Nox gas around the map. Caustic can throw up to a maximum of six traps at a time allowing him to cover a massive area. These traps can be shot by Caustic or proximity triggered by enemies to release Nox Gas in an area which deals small amounts of damage over time and also reduces the vision range by a certain degree. Caustic can obviously see through said gas so it needs to ping enemies for teammates to fire upon.
Ultimate: Nox Gas Grenade allows Caustic to cover a massive area in Nox Gas. It sounds similar to what his tactical ability does but it just does this instantly allowing you and your team to be in longer fights than usual. As the ring gets smaller, your ability becomes more potent. Bloodhounds, however, can make the fights trickier thanks to their tracking but they’ll probably be too distracted by the smoke, allowing you to be a literal nightmare.
Mirage: (Unlocked Legend)
Passive: Encore! Lets you drop a decoy automatically when you’re sent into the DBNO state and cloaks you for your teammates to help you or engage the enemy. It’s one of the more situational passive that loses the charm once you’re too good to die but for those early hours, this can help a lot.
Tactical: Psyche Out (14sec cooldown) gives you the ability to send out decoys to bamboozle the enemy. These decoys have a special function too. They can be used twice while dropping from the dropship (kinda useless). But they can also be used to scout positions and confuse enemies in critical firefights. If the decoys are shot by enemies, they are immediately pinged on your screen and your whole squad can see them. The decoys, however, run in a straight line and often bump into objects which makes them painfully obvious to spot but in the heat of battle, enemies will shoot at anything that moves.
Ultimate: Vanishing Act allows Mirage to drop a number of decoys in an area while he cloaks. This serves as a two-fold ability where you can confuse and bait enemies into revealing their location and the cloak allows you to reposition and flank the enemy. As it stands, Mirage with his kit is kind of a solo act. While his decoys can be used as baits but more often than not, they give away your position in reverse. Alongside the ultimate which doesn’t have team synergy, Mirage is only good for consistently racking up kills in a medium to close range fight.
These are all the Legends for now. We’ll cover the upcoming Legends as soon as they are launched. Until then, stay tuned for our Weapons and attachment guide.
I spend my waking hours mostly playing games and grinding for gear while blasting music on max volume. In my off time, I can be found browsing reddit or the internet in general in search of obscure knowledge about said games.