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Apex Legends Guide: Weapons

Arnab Chakrabarti by Arnab Chakrabarti
November 29, 2019
in eSports, News
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Apex Legends has been nothing short of a blast for almost everyone who has picked up the game. Previously, on our Apex guide, we touched upon the Legends themselves. While each legend is a formidable force on the field, everyone needs a dedicated instrument of destruction.

 

In Apex Legends, however, you can get two instruments of destruction instead of one from an ever-growing arsenal of weapons. Apart from those, you get attachments like optics, extended magazines, barrel stabilizers, and weapon stocks that change stats of the weapons. We’re covering the weapons at their base state so keep that in mind.

 

Certain weapons can also equip special Hop-up attachments that change the characteristics of the weapon altogether. We’ll cover them in a different article but know that the damage values of most weapon stay the same except two which get a bump in their headshot damage.

 

Currently, there are 20 weapons in Apex Legends that can be divided into categories based on their designations and ammo types. There are four types of conventional ammo available on the field with the Golden unique weapons such as the Kraber and Mastiff have no ammo pickups whatsoever.

 

Assault Rifles:

 

Hemlok:

  • Damage: Body – 18/ Head – 36 (All damage values will be counted on a per bullet basis)
  • Capacity: 18 rounds
  • Rate of Fire: 900 RPM
  • Burst duration: 0.09seconds per burst
  • Reload: Tactical – 2.40s/ Empty – 2.80s
  • Firing Mode: 3-round burst/ Semi-Auto
  • Available attachments: Optics, Magazine, Barrel, and Stock
  • Ammo used: Heavy rounds

Great weapon for Medium range. Single round fire mode is better for long range engagements. Single round fire mode also boasts a higher rate of fire than 3-round burst.

VK-47 Flatline:

  • Damage: Body – 16, Head – 32
  • Capacity: 20 rounds
  • Rate of Fire: 600 RPM (Rounds per minute)
  • Reload: Tactical – 2.40s/ Empty – 3.10s
  • Firing Mode: Full Auto/ Semi-Auto
  • Available attachments: Optics, Magazine. Stock
  • Ammo used: Heavy rounds

Packs a punch for close ranged combat. Can be used for medium range as well. A bit slow on the fire rate but the damage adds up.

R-301 Carbine:

  • Damage: Body – 14/ Head – 28
  • Capacity: 18 rounds
  • Rate of Fire: 720 RPM
  • Reload: Tactical – 2.40s/ Empty – 3.20s
  • Firing Mode: Full Auto/ Semi-Auto
  • Available attachments: Optics, Magazine, Stock, and Barrel
  • Ammo used: Light rounds

Fast-firing, fast-reloading carbine with a laser beam like accuracy. Doesn’t pack a mean punch but can drop some serious DPS pressure at medium range. With Epic-level or even Legendary level attachments, this weapon does possess some serious threat.

Havoc:

  • Damage: Body – 18/ Head – 36,
  • Capacity: 25 rounds
  • Rate of Fire: 672 RPM, 0.5s spool up time/ 102 RPM (Single shot)
  • Reload: Tactical & Empty reload – 3.20s
  • Firing Mode: Full Auto/ Single-shot (Selectfire Receiver hop-up)
  • Available attachments: Optics, Stock, Hop-Up
  • Ammo used: Energy rounds

The newest kid on the block, this gun is proving to strike a balance between two categories of weapon. The full-auto mode has a small delay before getting the full RoF which the Turbocharger hop-up can fully negate. On the other hand, Havoc can be slotted with a Selectfire Receiver to turn it into a DMR. Each shot in this mode consumes 5 rounds to fire one charged shot dealing 40 damage per shot. The shots are hitscan but the charge delay needs some adjustment. It’s probably the most versatile assault rifle out right now but hook it up with the Turbocharger, honestly.

 

Sub-machine Guns:

 

Alternator SMG:

  • Damage: Body – 13/ Head – 19
  • Capacity: 16 rounds
  • Rate of Fire: 600 RPM
  • Reload: Tactical – 1.90s/ Empty – 2.25s
  • Firing Mode: Full Auto
  • Available attachments: Optics, Magazine, Stock, and Barrel
  • Ammo used: Light rounds

This is a slow-firing, accurate SMG to put down rounds on a close-medium range. It’s a stable weapon platform but I’d advise to switch it out for something more DPS friendly in CQB like the weapon below.

R-99 SMG:

  • Damage: Body – 12/ Head – 18
  • Capacity: 18 rounds
  • Rate of Fire: 1080 RPM
  • Reload: Tactical – 1.80s/ Empty – 2.45s
  • Firing Mode: Full Auto
  • Available attachments: Optics, Magazine, Stock, and Barrel
  • Ammo used: Light rounds

This is probably the best SMG out there. And it’s one of the best weapons overall as well. The sheer rate of fire and the DPS it produces makes it one of the best weapons for any flanker or pusher in the game. Bangalore especially shines with the R-99 if it’s slotted up with a Digital Threat. Throw down a smoke grenade and go to town with this, you can down enemies faster than they can retaliate.

Prowler Burst PDW:

  • Damage: Body – 14/ Head – 21
  • Capacity: 20 rounds
  • Rate of Fire: 840 RPM
  • Reload: Tactical – 2.00s/ Empty – 2.60s
  • Firing Mode: 5-round burst/ Full Auto (Selectfire Receiver)
  • Available attachments: Optics, Magazine, Stock, and Hop-Up
  • Ammo used: Heavy rounds

This is a very interesting weapon and one of my favorites. The damage of this weapon with and without the hop-up stays consistent which makes it a very good medium to even a close-range weapon. If you can manage to land all five headshots, that’s 105 damage right there. And hook it up with a Selectfire to make it full auto with manageable recoil and this gun shreds people if all the shots connect.

 

Light Machine Guns:

 

Devotion:

  • Damage: Body – 17/ Head – 34
  • Capacity: 44 rounds
  • Rate of Fire: 900 RPM
  • Reload: Tactical – 2.80s/ Empty – 3.63s
  • Firing Mode: Full Auto with wind up
  • Available attachments: Optics, Stock, Barrel, and Hop-Up
  • Ammo used: Energy rounds

As the name stands, you need to devote to this weapon since ammo will be scarce. But if anyone gets close to you, you can still shred them. Devotion can take down a full squad within a matter of seconds if they’re bunched together. The rate of fire on a fully spooled Devotion is enough to make anyone run away from you. Devote yourself to this and you shall be rewarded with kills.

M600 Spitfire:

  • Damage: Body – 20/ Head – 40
  • Capacity: 35 rounds
  • Rate of Fire: 540 RPM
  • Reload: Tactical – 2.8s/ Empty – 3.33s
  • Firing Mode: Full Auto
  • Available attachments: Optics, Magazine, Stock, and Barrel
  • Ammo used: Heavy rounds

The Ol’ reliable. Spitfire is the standard, slow-firing, steady machine gun that ensures that with a little bit of control, you will land every shot. With 40 damage per headshot, the slow rate of fire can be mitigated with a few well-placed shots. One tip, hip-fire in close range and thank me later.

 

Sniper Rifles:

 

G7 Scout:

  • Damage: Body – 30/ Head – 60
  • Capacity: 10 rounds
  • Rate of Fire: 270 RPM (Can be faster if tapped quickly)
  • Reload: Tactical – 2.4s/ Empty – 3.00s
  • Firing Mode: Semi-Auto
  • Available attachments: Optics, Magazine, Stock, and Barrel
  • Ammo used: Light rounds

The spam cannon. This is the weapon you want to pick up if you’re unsure of sniping in a new game. The bullets have fairly normal travel time so adjustments are needed. The damage is respectable enough to be a threat at range. Even up close, the hip-fire can down enemies through the sheer damage values. It’s your entry level sniper and it gets the job done.

Longbow DMR:

  • Damage: Body – 55/ Head – 110
  • Capacity: 5 rounds
  • Rate of Fire: 72 RPM
  • Reload: Tactical – 2.66s/ Empty – 3.66s
  • Firing Mode: Semi-Auto
  • Available attachments: Optics, Magazine, Stock, Barrel, and Hop-Up
  • Ammo used: Heavy rounds

The rifle of everyone’s choice. This baby makes sniping fun. It boasts ridiculous damage numbers thanks to the heavy rounds. But it has an ace up its sleeve. Pair this with a Skullpiercer Rifling hop-up and you can one-shot an unarmored target. Two shots for anyone wearing body armor but you get the math. The bullets have a fair amount of travel time and bullet drop so make sure you practice with it. Once mastered, it can even be used in clutch matches to take away the victory.

Triple Take:

  • Damage: Body – 23×3/ Head – 46×3
  • Capacity: 5 rounds
  • Rate of Fire: 75 RPM
  • Reload: Tactical – 2.60s/ Empty – 3.40s
  • Firing Mode: Semi-Auto (Fires 3 projectiles per shot)
  • Available attachments: Optics, Stock, and Hop-Up
  • Ammo used: Energy rounds

I call it the shotgun sniper. Unlike other sniper rifles, each shot shoots three projectiles out of the barrel. They travel parallel to each other. While headshots with all three projectiles are rare at a range, the Precision Choke hop-up can make that possible. After tightening the shots, this sniper does posses a threat to anyone at a distance. Otherwise, use it like a high-power shotgun in a medium range.

Kraber .50 Cal Sniper:

  • Damage: Body – 125/ Head – 250
  • Capacity: 4 rounds
  • Rate of Fire: 36RPM
  • Reload: Tactical – 3.20s/ Empty – 4.30s
  • Firing Mode: Single Shot
  • Available attachments: Included 6x-10x Variable Zoom
  • Ammo used: Unique rounds, 4+8 rounds on spawn

I’ll be honest, I don’t like special weapons. They’re rare and unreliable due to the extreme bullet deviations and travel time. The Kraber is an absolute beast, promising an OHKO on even the strongest of enemies. The erratic nature and the slow round chambering just takes all the fun away from me. If you can make it work, go for it. Otherwise, stick to your conventional firearms.

 

Shotguns:

 

EVA-8 Auto:

  • Damage: Body – 7×9 pellets/ Head – 10×9 pellets
  • Capacity: 8 shells
  • Rate of Fire: 120 RPM
  • Reload: Tactical – 2.75s/ Empty – 3.00s
  • Firing Mode: Full Auto
  • Available attachments: Magazine, and Optics
  • Ammo used: Shotgun shells

The basic full auto shotgun. It gets the job done and there are usually no fallouts to take care of afterward. Use this for a backup weapon in extremely close quarters. It just works.

Peacekeeper:

  • Damage: Body – 10×11 pellets/ Head – 15×11 pellets
  • Capacity: 6 shells
  • Rate of Fire: 58.2 RPM, Lever action
  • Reload: Tactical – 2.50s/ Empty – 3.50s
  • Firing Mode: Single shot
  • Available attachments: Magazine, Optics, and Hop-Up
  • Ammo used: Shotgun shells

This little thing is a lever-action shotgun with a ridiculously short Time-to-kill but has a high probability of whiffing as well. I’ve gone on rounds where I hit the enemy square in the mouth, only to have 10 damage registered. With a precision choke, this becomes a skill cannon as well. My advice, pair it with a Bloodhound or a Wraith or a Pathfinder for extreme flanks and meme kills.

Mozambique:

  • Damage: Body – 15×3 pellets/ Head – 22×3 pellets
  • Capacity: 3 shells
  • Rate of Fire: 132 RPM
  • Reload: Tactical – 2.10s/ Empty – 2.60s
  • Firing Mode: Full Auto
  • Available attachments: Magazine, and Optics
  • Ammo used: Shotgun shells

Why does this gun even exist? The most unreliable gun you can find on Apex Legends right now. You can do more damage with your fists probably. This just sucks. It’s cool if you can get kills with this but switch it out for something reliable. Honestly, might as well pick up rocks and throw it at enemies to give your position away.

Mastiff:

  • Damage: Body – 18×8 pellets/ Head – 36×8 pellets
  • Capacity: 4 shells
  • Rate of Fire: 78 RPM
  • Reload: Tactical – 1.03s/ Empty – 1.70s
  • Firing Mode: Single shot
  • Available attachments: None
  • Ammo used: Unique shells, 4+16 shells

The other “unique” weapon of the game. And I like this one quite a bit. The pellet spread of the Mastiff is in an outward line. If you manage to hit an enemy with all 8 pellets on the head, they’re as good as gone. But a bodyshot is also pretty viable. Honestly, I like it better than Kraber. If you prefer some close quarters superfluid action, go for this. You might not survive every battle but you’ll have a lot of fun.

 

Handguns:

 

P2020:

  • Damage: Body – 12/ Head – 18
  • Capacity: 10 rounds
  • Rate of Fire: 510 RPM
  • Reload: Tactical – 1.25s/ Empty – 1.25s
  • Firing Mode: Semi-Auto
  • Available attachments: Magazine, and Optics
  • Ammo used: Light rounds

Your standard issue handgun in Apex Legends. And this gets the job done. Pick it up after you land, switch it out as soon as you get something better.

RE-45 Auto:

  • Damage: Body – 11/ Head – 16
  • Capacity: 15 rounds
  • Rate of Fire: 780 RPM
  • Reload: Tactical – 1.74s/ Empty – 2.12s
  • Firing Mode: Full Auto
  • Available attachments: Magazine, Optics, and Barrel
  • Ammo used: Light rounds

RE-45 is a machine pistol and it has one of the highest reliable DPS outputs after someone lands. During the early stages of the loot rush, this weapon can prove to be quite the eyebrow raiser. I’d still suggest to switch it out for a carbine or an AR. But if you’re in a pinch, this can get the job done.

Wingman:

  • Damage: Body – 45/ Head – 90
  • Capacity: 6 rounds
  • Rate of Fire: 186 RPM
  • Reload: Tactical – 2.10s/ Empty – 2.10s
  • Firing Mode: Single shot
  • Available attachments: Magazine, Optics, and Hop-Up
  • Ammo used: Heavy rounds

Ah, the meta weapon of Apex Legends. Wingman does so many things better than I’m thinking they named it Wingman for a reason. The Wingman is the game’s best skill cannon. Each shot has the potential to deal massive damage. If you can aim true and steady and adjust for the bullet travel time, you’ll be racking up kills in no time. But wait, there’s more. Pair it up with a Skullpiercer hop-up and the Wingman becomes your pocket Longbow with a higher RoF and a stupendous OHKO capability. In the hands of a skilled marksman, this weapon can ruin anyone’s day.

 

That’s it for this edition of Apex Guides. In the next article, we’ll be covering all the consumables, pickups, gear and everything we’ve left behind so far. And who knows? We might even see you improve your gear sense in the matches. Until then, Lock and load

Tags: Advanced GuideApexApex LegendsBattle RoyaleEA GamesGuideRespawn EntertainmentWeapons
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Arnab Chakrabarti

Arnab Chakrabarti

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.

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