Apex Legends – Apex legends GUIDE TO EVERYTHING [1.0] Including Horizon, Tridents and stats!

Apex Legends – Apex legends GUIDE TO EVERYTHING [1.0] Including Horizon, Tridents and stats! 1 - wpgameplay.com
Apex Legends – Apex legends GUIDE TO EVERYTHING [1.0] Including Horizon, Tridents and stats! 1 - wpgameplay.com

Guide for Apex Legends – Apex legends GUIDE TO EVERYTHING [1.0] Including Horizon, Tridents, and stats!

A guide to EVERYTHING found in apex legends, weapons, items, maps, legends, and more!
Unlike a wiki, it’s all on one page with no ads! Now with the new legend, Horizon, Tridents, and a weapon spreadsheet!

 

Intro

The one guide to end them all.

The guide will be touched up tomorrow.

This guide contains literally everything found in apex legends, characters, weapons, abilities, maps, modes, and more!
Everything is kept short and to the point with minimalistic opinions to keep the reading as short as possible so you can get the most out of this guide.
Unlike wikis, there are no ads or page loading to contend with, It’s in the page (but not a DLC).

Overview: 2
Game modes: 3
Legends: 4
Weapons: 13
Healing items, basic items, and weapon parts: 26
Maps: 29
The Ring: 31
Badges: 32
Tridents: 33
Endnotes: 34

 

Overview

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Apex legends is a team-based battle royale in FPS format. Games are made of 60 players in three (trios/ranked) teams or two (duos). Theeapex’s goals are to take out all of the other teams and survive against the ring, a spicy hot wall that burns anything outside of it, growing in intensity as the match progresses in rounds.

Game modes

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Trios
The basic format, this game mode has 20 teams of 3 fight until the end. Games conclude when only a single team is left alive. This mode awards standard XP and can complete missions and challenges. Treasure packs are also found frequently in this mode. Maps rotate in this mode.

Duos
The only difference is that the teams are of two, 60 starting players, making 30 teams. Maps rotate in this mode.

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Ranked Leagues
Unlike the other two simple modes, ranked leagues have three restraining factors, and obviously, as the title suggests a ranking structure, these details are:
 Ranked brackets.
 Entry cost and RP gains.
 Fixed map.

The ranked matchmaking brackets are as follows:
 Bronze 4 <-> Gold 1
 Gold 4 <-> Platinum 1
 Platinum 4 <-> Diamond 4
 Diamond 3 <-> Apex predator

In addition to this, the ranked leagues have thresholds that you can rank up into. To do so, you will need to earn RP, which is based on this formula.
(Placement + (Kill Points * Kill Value Multiplier))- Entry Cost
Below lists the placement and kill multiplier, these are are:

 1st: 100|2.5
 2nd: 60|2
 3rd/4th: 40|2 (3rd)|1.5 (4th)
 5th/6th: 30|1.5 (5th)|1.2(6th)
 7th/8th: 20|1.2
 9th/10th: 10|1.2
 11th+: 0|1
Kills are worth 10 RP up to a maximum of 5, assists also provide RP, and the cap is shared.
The maximum RP gain from a match is 225.

Entry cost is:
 Bronze: 0
 Silver: 12
 Gold: 24
 Platinum: 36
 Diamond: 48
 Master/Predator: 60

The RP cost to enter tiers is also listed below:
Bronze 4: 0
Bronze 3: 300
Bronze 2: 600
Bronze 1: 900
Silver 4: 1,200
Silver 3: 1,600
Silver 2: 2,000
Silver 1: 2,400
Gold 4: 2,800
Gold 3: 3,300
Gold 2: 3,800
Gold 1: 4,300
Platinum 4: 4,800
Platinum 3: 5,400
Platinum 2: 6,000
Platinum 1: 6,600
Diamond 4: 7,200
Diamond 3: 7,900
Diamond 2: 8,600
Diamond 1: 9,300
Master: 10,000
Apex Predator*: Varies (minimum 10,001, expected 15,000~)

Note: to receive apex predator rewards, simply finish one game inside of the rank without falling out of it. It is based on the top 500 players, which means the goal moves.

The rewards from ranked are:
All ranks – Badge
Gold+ – Dive Trail
Master or predator – Dive Trail

Legends Overview

Legends are playable characters found in apex legends. Each one has a unique set of abilities, which in term provide weaknesses and strengths. Legends aim to fulfill some form of the role and are designated the type of:
 Recon
 Defensive
 Support
 Offensive

Since a team contains three legends (two in duos), it is impossible to get one of each type of legend into a team.

Each legend typically will have a TYPE, TACTICAL, PASSIVE, and ULTIMATE. The type of property is the only one that is shared across legends. Hitbox size is non-uniform and will be considered in each legend’s breakdown. Legend rating is based on professional use rates and consultation with tier one players. [E<->A + S].

For type and hitbox properties, these are…
 Fortified type: 15% reduced damage and no slows
 Neutral type: Standard slows and damage have taken
 Low Profile type: 5% increased damage but minimalized hitbox
 Giant hitbox: Only for Gibraltar currently who has an incredibly large hitbox
 Large, medium, and small hitboxes: assessed per legend.
Additionally, legends may have recon property. This allows them to interact with survey beacons.

Legends 1 & 2 (Bloodhound and Gibraltar)

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Bloodhound
Type: Neutral & Recon
Hitbox: Medium

Passive: Tracker
 Record enemy actions from up to 90 seconds ago. This includes gunfire, enemies dying, and the use of abilities as well as footprints.

Eye of the Allfather (25s)
 Create a cone that extends approximately 60 degrees in all directions from your current point of view. It extends around 75 meters Infront and magnifies your tracker’s tracks. It will also highlight enemies within the range. Further to this, it also highlights objects of interest, including loot ticks, enemy traps, animals, and movement devices.
 1.8s activation time cannot be canceled.
 Enemies highlighted are alerted with a notification.

Beast of the hunt (180s)
 2s approx. activation, 35-second duration
 Extended by between 5 and 15 seconds depending on how little time is left, the less time remaining, the larger the bonus.
 Increases tactical (Eye of the Allfather)`s abilities by halving activation time and reducing base cooldown from 35s to 8s.
 Vision is made greyscale, and you gain digital threat vision with infinite range.
 The ring is still somewhat colored, along with some abilities.
 Increases movement speed by 30%
Rating: A

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Gibraltar
Type: Fortified
Hitbox: Giant

Passive: Gun Shield
 Aiming down sights activates a shield that covers the chest area with 50 health. It regenerates fully 9s after taking damage.

Tactical: Dome of protection (the 30s)
 Throws down a small plate that produces a dome; the dome is solid; however, players can walk through it. All other projectiles, traps, grenades, it will be blocked by the dome as if it were solid terrain. Players touching the bubble may take damage as usual from both sides.
 Reduces the time to use healing items by 15%
 Gibraltar revives allies 20% faster In the dome (5s -> 4s)
 Lasts 12 seconds

Ultimate: Defensive Bombardment (270s)
 Throws a sensor nade that calls in an orbital bombardment, each exploding projectile does 40 damage after landing within its own range and applies stun for 6s. Each projectile spawned in this range has a red circle indicator.
Rating: S

Legends 3 & 4 (Lifeline and Pathfinder)

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Lifeline
Type: Low Profile
Hitbox: Small

Passive: Combat Revive
 Reviving allies spawns a D.O.C drone that also has a forward-facing shield that blocks all damage. Lifeline does not need to continue reviving the ally. Max 1 at a time, lifeline can manually revive a second ally.

Tactical: D.O.C drone (45s)
 Toss out a drone that heals nearby allies overtime at a rate of 7.5/s and can heal a total of 150hp. The drone is destroyed after taking damage twice from nox gas or the ring.

Ultimate: Care Package (360s)
 Calls down a care package, this device must have a sightline to the sky and be unobstructed. The care package is solid and cannot be destroyed. It deals with crush damage if it lands on an enemy (instant elimination). The package contains one medical item and two other purple or above items. These can be basic items or weapon parts, including the elusive sniper digital threat scope, which is exclusive to this package or extremely rarely from neutral care packages.
Rank: S

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Pathfinder
Type: Low Profile & Recon
Hitbox: Medium

Passive: Insider information
 Using survey beacons fully charges ultimate and reduces its cooldown by 10s

Tactical: Grapple shot (10-35s)
 Throws out a grappling hook that pulls pathfinder towards it, strafing mid-air applies tension to the wire and allows pathfinder to move at an angle to the central point.
 Tension can build momentum, which is transferred to the pathfinder even after the grapple detaches. Strafe jumping on the floor can carry this momentum a long distance, more than 200 meters in some cases.
 Cooldown based upon travel distance, minimum 10s.
 Cooldown extends to 30s with distance and up to an extra 5s with carried momentum.

Ultimate: Zipline Gun (120s-10s per beacon scanned)
 Fires a zipline that is up to 100m long that can be used by anyone
 You can jump onto the zipline 3 times before touching the ground again.
Rank: A

Legend 5 & 6 (Wraith and Bangalore)

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Wraith
Type: Low Profile
Hitbox: Small

Passive: Voices from the void (10s)
 Passively get warned about danger, when enemies aim down sights after a short delay a “voice from the void” will alert you, it will specify either “shooter” for short to medium weapons. “sniper” for snipers and “danger” if many enemies aim at you.
 For any player placed traps, you will be warned “enemies have laid traps” with a somewhat short proximity range.
 Has a 10-second cooldown.

Tactical: Phase (25s)
 After a 1.25s delay, enter the void, become intangible, and gain a 30% movement speed buff for 4s. You cannot open doors during this period or pickup items.
 When used during wraiths ultimate, activation is instant.

Ultimate: Interdimensional rift (210s)
 Create a tunnel up to 75m long through the void. Upon touching the portal, players will be taken to the other side rapidly. All players transferring through this portal are intangible.
 The portal will collapse if both sides are inside of the ring and after 60 seconds.
Rank: BEST LEGEND

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Bangalore
Type: Neutral
Hitbox: Medium

Passive: Double time
 Getting shot or having a nade thrown nearby at Bangalore will provide a 30% speed boost for a short time.

Tactical: Smoke launcher (33s*2)
 Launches a smoke RPG that splits into three on contact with a surface, each smoke bomb can deal 10 damage, but enemies can only be hit by one per tactical. Leaves a thick smoke field behind that obscures vision, can be negated by digital threat vision.

Ultimate: Rolling Thunder (180s)
 Throw a flare that calls in an airstrike, each projectile detonates 6s after hitting the ground and deals 40 damage, and applies shell shock for 8s that obscures vision and hinders movement.
Rank: C

Legend 7 & 8 (Caustic and Mirage)

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Caustic
Type: Fortified
Hitbox: Large

Passive: Nox Vision
 Gain digital threat vision vs. enemies inside of your nox gas, and vision is not obscured in any way by nox gas, you are immune to all nox gas.

Tactical: Nox gas trap (25s*3)
 Throw out a short-range gas canister. Once inflated, it will activate when an enemy is nearby dealing (6+1*(tick*number of gas sources)) damage per second. Damage capped at 12 damage per tick plus an additional 1 per gas source up to a maximum of 18.
 Gas will break fence nodes, and enemy interception pylons deal minor damage to amped cover and Shiela miniguns.
 Takes 3s to inflate, is destroyed in one hit by bullets.
 Lasts 12 seconds.
 Applies gassed debuff, enemies cant sprint and are slowed by 30%.

Ultimate: Nox Gas Grenade (120s)
 Identical function to gas traps with longer throw range and instant detonation.
 The area of effect and duration doubled.
 Interception pylons can destroy it.
Rating: B

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Mirage
Type: Neutral
Hitbox: Medium

Passive: Now you see me…
 Gain invisibility when reviving or respawning allies, also for a short duration after being knocked down. Being knocked down also leaves a decoy behind.

Tactical: Psyche out (15s)
 Spawns a decoy, it looks identical to mirage and has 45hp. It can be tethered to mirage by pressing the same button as tactical and untethered again with the same key. It does not leave footsteps.

Ultimate: Life of the party (45s)
 Creates a ring of 8 decoys that are tethered to mirage and mimic his actions, gain brief invisibility while this ability casts.
Rating: D

Legend 9 & 10 (Octane and Wattson)

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Octane
Type: Neutral
Hitbox: Medium

Passive: Swift mend
 While out of combat, heal 1hp per second

Tactical: Stim (10hp)
 Gain a 30% movement speed, and incoming slows are reduced by half.

Ultimate: Bounce Pad (the 60s)
 Throws out a bounce pad that has 200hp. It launches players that touch it.
 Players launched can jump second-time mid-air with a smaller boost.
Rating: C

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Wattson
Type: low Profile
Hitbox: Small

Passive: Spark of genius
 Enemies crossing your fences reveal their position. Being affected by an interception pylon quadruples your tactical, Ultimate accelerants’ recharge rate fully charge your ultimate.

Tactical: Perimeter security (30s*4)
 Place fence nodes with 25hp. They pop up a tall electrical fence when linked. Each node can link twice. Enemies that pass through it while active take 15 damage and get the shocking debuff.

Ultimate: Interception pylon (the 90s)
 Places an interception pylon with 150hp that lasts for 45s. It heals 2 shields per second to all players in range. The pylon will intercept and destroy all forms of airstrikes and grenades.
Rating: S

Legend 11 & 12 (Crypto and Revenant)

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Crypto
Type: Neutral
Hitbox: Medium

Passive: Neurolink
 Scans all enemies within range of HACK and shares this information with your allies.

Tactical: HACK (the 40s)
 Summon a drone controlled by crypto with 60hp, and it has a sonar with a 30m range facing forwards. It has a standard cone of view (90 degrees).
 HACK can also use survey beacons, respawn beacons, and death box banners.
 Enemies being watched by the hack are alerted.

Ultimate: Drone EMP (180s)
 Hack glows blue and emits an aura for five seconds, warning all players in its range that its emp is charging.
 Once full, activate an EMP that deals 50 shield damage and instantly destroys all enemy placed traps and equipment, amped cover will only lose its shields, Shielas are damaged but also stunned. Enemies get the shocked debuff.
Enemies recently revived that have 50 or fewer shields are knocked down by the emp.
Rank: A

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Revenant
Type: Neutral
Hitbox: Medium

Passive: Stalker
 Climb up to 25% faster and twice as far. Sneaking is as fast as walking, even when healing or knocked down. Crouch is very quiet.

Tactical: Silence Grenade (2*25s)
 Hold to the ready grenade, release to throw.
 Deals 10 damage and blocks enemy abilities for 15 seconds if they are hit.
 Lingers for 10 seconds.

Ultimate: Death totem (180s)
 Spawn a death totem with 50hp, all legends that interact with it get the Death protection buff for the 30s.
 Buff is lost if the totem is destroyed.
 Shields are disabled for this duration.
 Legends will not be knocked down but instead brought back to the totem with half their hp at the activation time.
 All abilities and passives (Except health or shield regeneration) still work during this ultimate.
 Being silenced will not cancel this ultimate.
Rank: B

Legend 13 & 14 (Loba and Rampart)

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Loba
Type: Neutral
Hitbox: Large

Passive: Eye for quality
 You can see purple (level 3) or higher items through walls and ping them for your team.
 The range is based on the current magnification of your weapon if any.

Tactical: Jump Drive (29s)
 Throws a jump drive up to 85m horizontally that will teleport Loba to it when it hits the ground. Moves at approx 40m/s, and the tactical key bind can be pressed again to quadruple the effect of gravity on the hoop.

Ultimate: Black market boutique (the 90s)
 Throws down a black market with 100hp, 33% damage resistance, and leg property.
 The market acts as a storefront and can steal up to two items from 135m away.
 It creates a large explosion sound when initially placed that can be heard from far away.
 You can take unlimited ammo from the black market.
 It starts the game half full.
Rank: C

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Rampart
Type: Neutral
Hitbox: Medium

Passive: Modded loader
 Increases the mag size of all LMG`s and increases reload and handling speed by 15%

Tactical: Amped cover (30*3)
 3s use time
 Produces a small barrier with a shielded top that increases outgoing damage by 20%
 The shield has 180hp; the wall has 400
 Destroyed in one hit if struck before fully constructed

Ultimate: “Sheila” Minigun Turret (120s)
 Places down a minigun with 400 hp that can be used by anyone.
 Has a 1-3x scope
 150 mag capacity (173 for rampart) and 1.25s wind-up time
 Deals 240dps (244.6 for rampart), 293 behind amped cover.
 Takes a further 1.25s to choke the spread after firing starts fully
Rank: C

Legend 15 Horizon

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Horizon
Type: Neutral
Hitbox: Medium

Passive: Spacewalk
 Effect of falling stuns is removed, strafe twice as fast midair, and get no aim penalty.

Tactical: Gravity Lift (15s)
 Throwdown a gravity lift. It will raise any legends in its range and hinder their movement. It can be used as a movement tool and an offensive item.
> Lasts 15 seconds and is around 40 meters tall

Ultimate: Black Hole (the 90s)
 Throws down the N.E.W.T device that threateningly glows in an area for 15 seconds while applying what could only be described as a weak wind effect to nearby legends.
> you can walk out of the black holes range without sprinting in the outer half. You will need to sprint in the inner half.
> Attempts to pull ordinance are too weak to pull in frag grenades or thermites fully and have little effect on arc stars.
> Slightly pulls airstrikes and other thrown abilities like silence, nox gas canisters, and nox grenades towards itself.
> Has 200hp
> Lasts 10 seconds
Rating: E

Introduction to Weapons

Weapons are an essential part of apex legends, oddly enough, punching everything you see is less than ideal, and the wide range of guns on offer will help take you to victory! They are not all made equally; however, some are more useful than others.

All weapon stats at a glance are available below.
[LAST UPDATED SEASON 7]
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Weapons are listed below by ammo type in the order they appear in the firing range. This list will include Sheila since it functions as a gun. Heirlooms do not affect melee damage, so they are omitted.

Ammo rarity is Light & Heavy>Shotgun & Energy>Sniper>Heirloom (care pack only).

Weapons also have types of optic frame:
 Short (1x and 2x)
 Medium (1x, 2x, 3x and 4x)
 Long (Any scope from 1x through to 10x)
 Kraber (Only 6x and 10x)
 Care package short (1x)
 Care package Midrange (2x)
 Care package Long-range (4x and 10x)
Weapons rated: S>A>B>C>D>E

Light Weapons 1 & 2 (Re-45 and P2020)

LIGHT WEAPONS

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RE-45
The first gun in the firing range, this small full-auto pistol is as unimpressive as you expect. It lacks both DPS and ammo efficiency with all of its stats underperforming except handling, its hopup increases handling even more. It is given a statistical tier of D and a rating of D.

Damage per bullet: 11
Damage per second: 150
Damage per headshot: 16
Headshot damage per second: 225
Damage per magazine: 275
Headshot damage per magazine: 412.5
Magazine Size: 16|19|22|25
Handling: Fast (Very fast with the hop-up)
Optic Type: Short
Hop-ups: Quickdraw
Upgrades: Barrel, mag & optics

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P2020
The lowest caliber gun in the game lacks in practically every aspect and has no overall strength. Its hopup, however, can be a redeeming quality. With it, the gun performs averagely. It is given a statistical tier of D and rating of C with Hammer points and E without.

Damage per bullet: 15 (33.75 with Hammerpoint)
Damage per second: 107.5|156.81
Damage per headshot: 22.5 (50.625 with Hammerpoint)
Headshot damage per second: 161.25|235.215
Damage per magazine: 270
Headshot damage per magazine: 405
Magazine Size: 12|14|16|18
Handling: fast
Optic Type: short
Hop-ups: Hammerpoint rounds
Upgrades: Magazine & optics

Light Weapons 3 & 4 (R301 and Alternator)

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R301

A much-loved weapon, this simple yet effective carbine has no overall weakness and an easy to learn recoil pattern. It is given a statistical tier of B and a rating of A.

Damage per bullet: 14
Damage per second: 182
Damage per headshot: 28
Headshot damage per second: 364
Damage per magazine: 392
Headshot damage per magazine: 784
Magazine Size: 18|20|25|28
Handling: medium
Optic Type: medium
Hop-ups: None
Upgrades: stock, barrel, magazine & Optics

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Alternator

This unusual SMG leaves much to be desired due to its low rate of fire. Its recoil is incredibly low, however. It is given a statistical tier of? And Rating of C.

Damage per bullet: 15
Damage per second: 160
Damage per headshot: 22.5
Headshot damage per second: 240
Damage per magazine: 405
Headshot damage per magazine: 607.5
Magazine Size: 19|22|25|27
Handling: fast
Optic Type: short
Hop-ups: None
Upgrades: stock, barrel, magazine & optics

Light Weapons 5 & 6 (R-99 and G7 Scout)

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R-99

One of the most recognizable guns in apex legends, this fan-favorite sprays bullets like no tomorrow. This does, however, come at the cost of being horribly inefficient with ammo. It is given a statistical tier of C and a B’s rating (with arguments for A).

Damage per bullet: 11
Damage per second: 198
Damage per headshot: 15.5
Headshot damage per second: 297
Damage per magazine: 297
Headshot damage per magazine: 445.5
Magazine Size: 20|22|25|27
Handling: fast
Optic Type: short
Hop-ups: None
Upgrades: stock, barrel, mag & optics.

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G7 Scout

A handy mid-range package geared towards 3 and 4x optics (some prefer 2x on M&K setups), this weapons high impact damage and wide range make it a stronger commitment to ranged engagements than most rifles. It has a statistical tier of B and a rating of B.

Damage per bullet: 36
Damage per second: 136
Damage per headshot: 63
Headshot damage per second: 238
Damage per magazine: 720
Headshot damage per magazine: 1260
Magazine Size: 10|15|18|20
Handling: medium
Optic Type: medium
Hop-ups: Doubletap Trigger
Upgrades: stock, barrel, mag & optics.

Heavy Weapons 1 & 2 (Wingman and Spitfire)

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Wingman

A highly controversial pistol, its unorthodoxed burst damage gives it a stat profile you would expect from a light sniper rifle, and its other features also match. Its lack of projectile speed does let it down in its effective range, however. It has a statistical tier of C. For this guide, I have opted not to rate the gun due to massive opinion variations.

Damage per bullet: 45
Damage per second: 117
Damage per headshot: 90|112.5 (With Skullpeircer)
Headshot damage per second: 234|263.25
Damage per magazine: 360
Headshot damage per magazine: 900
Magazine Size: 5|6|7|8
Handling: Medium (Fast with quickdraw)
Optic Type: short
Hop-ups: Skullpeircer OR Quickdraw
Upgrades: Magazine & optics

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Spitfire

A portable minigun, this huge platform has massive ammo reserves but weaker damage output, its magazine is the largest out of all guns currently in the game except the stationary minigun turret, Sheila. It has a statistical rating of A and a rating of C.

Damage per bullet: 15
Damage per second: 153.6
Damage per headshot: 30
Headshot damage per second: 307.2
Damage per magazine: 945
Headshot damage per magazine: 1890
Magazine Size: 35|40|45|55|63
Handling: slow
Optic Type: medium
Hop-ups: Modded Loader
Upgrades: stock, barrel, magazine & optics

Heavy Weapons 3 & 4 (Hemlock and Flatline)

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Hemlock

This unusual rifle platform comes pre-fitted with a select-fire receiver and can swap between three bullet bursts and single shot semi-auto. The single-fire mode does relatively low damage and is not considered for the gun. It has a statistical tier of A and a rating of B.

Damage per bullet: 22
Damage per second: 198
Damage per headshot: 38.5
Headshot damage per second: 346.5
Damage per magazine: 660
Headshot damage per magazine: 1155
Magazine Size: 18|24|27|30
Handling: medium
Optic Type: medium
Hop-ups: Built-In select-fire receiver
Upgrades: stock, barrel, magazine & optics

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Flatline

This high-powered rifle has an unusual recoil pattern that, to som,e are off-putting. It’s incredibly high all-round stats and great “value on pickup” make it an extremely desirable weapon from the moment you find it. It has a statistical tier of A and a rating of S. It is the favored weapon of one of the pro players asked for opinions on weapons. [https://www.twitch.tv/gracefulfps]

Damage per bullet: 20
Damage per second: 190
Damage per headshot: 40
Headshot damage per second: 380
Damage per magazine: 600
Headshot damage per magazine: 1200
Magazine Size: 20|22|25|30
Handling: medium
Optic Type: medium
Hop-ups: Built-in select-fire receiver
Upgrades: stock, magazine & optics

Sniper Rifles 1 & 2 (Sentinel and Charge Rifle)

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Sentinel

This all or nothing bolt action sniper rifle packs a massive punch. It also has an inbuilt railgun receiver charged to add even more to its impact damage. It has a statistical tier of C and a rating of B.

Damage per bullet: 70|88
Damage per second: 43.75|55
Damage per headshot: 140|166
Headshot damage per second: 87.5|110
Damage per magazine: 616
Headshot damage per magazine: 1232
Magazine Size: 4|5|6|7
Handling: prolonged
Optic Type: long
Hop-ups: Built-in railgun receiver
Upgrades: Sniper stock, magazine & optics

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Charge Rifle

A somewhat weird weapon, it is neither a linear fusion rifle nor trace rifle but some weird combination of both, with a trace hitscan laser which Intensifies into a single heavy impact beam. It has a statistical tier of E and a rating of C. This weapon is the second pro player’s favorite weapon asking for help with the weapon ratings [https://www.twitch.tv/noiises].

Damage per bullet: 90 total
Damage per second: 45
Damage per headshot: 112.5 total
Headshot damage per second: 56.25
Damage per magazine: 360
Headshot damage per magazine: 450
Magazine Size: 4 (Costs 8 ammo)
Handling: prolonged
Optic Type: long
Hop-ups: None
Upgrades: Sniper stock & optics

Sniper Rifles 3 & 4 (Longbow DMR and Triple Take)

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Longbow DMR

A mid-weight sniper with a variety of weapon mods for all occasions, it performs handily from midrange all the way to long-range. Its hop up helps it to deal with helmets. It has a statistical rating of B and a rating of S.

Damage per bullet: 55
Damage per second: 78.83
Damage per headshot: 110|123.75
Headshot damage per second: 157.67|197.08
Damage per magazine: 660
Headshot damage per magazine: 1485
Magazine Size: 6|8|10|12
Handling: slow
Optic Type: long
Hop-ups: Skullpiercer
Upgrades: barrel, sniper stock, magazine & optics

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Triple Take

Affectionately called the secret shotgun, this sniper rifle fires three pellets with huge bullet size and fixed spread. It is effectively a long-range shotgun. Its built-in choke can reduce the spread and enhance the bullet size making it easy to hit headshots. It has a statistical tier of C and a rating of A.

Damage per bullet: 23*3 (69)
Damage per second: 82.8
Damage per headshot: 46*3 (138)
Headshot damage per second: 165.6
Damage per magazine: 552
Headshot damage per magazine: 1104
Magazine Size: 5|6|7|8
Handling: medium
Optic Type: long
Hop-ups: Built-in precision choke
Upgrades: Sniper stock, magazine & optics

Energy Weapons 1 & 2 (Volt SMG and Devotion LMG)

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Volt SMG

Simple energy-based SMG that packs a punch, its simple recoil pattern, and all-round high stats make it a common weapon of choice for many. It has a statistical tier of B and a rating of B.

Damage per bullet: 16
Damage per second: 208
Damage per headshot: 24
Headshot damage per second: 312
Damage per magazine: 416
Headshot damage per magazine: 624
Magazine Size: 19|21|23|26
Handling: fast
Optic Type: short
Hop-ups: None
Upgrades: barrel, stock, magazine & optics

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Devotion LMG

The highest DPS weapon in the game, this devastating platform slowly builds up steam and begins to fire an almost laser-like stream that rips enemies to shreds. It has a statistical rating of S and a rating of B without an S with a turbocharger.

Damage per bullet: 16
Damage per second: 80-240
Damage per headshot: 32
Headshot damage per second: 160-480
Damage per magazine: 880
Headshot damage per magazine: 1660
Magazine Size: 36|40|44|48|55
Handling: medium
Optic Type: medium
Hop-ups: Turbocharger & Modded loader
Upgrades: Barrel, stock, magazine & optics

Energy Weapons 3 & 4 (Havoc Rifle and L-Star)

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Havoc rifle

This meaty fusion rifle charges up then unloads. This initial charge uptime offsets an unrelenting spray of high powered bullets. However, its excellent all-around stats are completely negated with the turbocharger, transforming this into the game’s best gun for a short and medium range. It has a statistical tier of S and a rating of B without turbo and S with turbo.

Damage per bullet: 18
Damage per second: 204
Damage per headshot: 36
Headshot damage per second: 408
Damage per magazine: 648
Headshot damage per magazine: 1296
Magazine Size: 24|28|32|36
Handling: medium
Optic Type: medium
Hop-ups: Turbocharger
Upgrades: Stock, magazine & optics

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L-star

This… weapon is quite hard to describe. It has properties from many gun archetypes and the worst recoil/muzzle flare in the game. Coupled with its tiny magazine, which slowly recharges over time, this gun is very divisive and hard to use. The statistical rating is C and the rating of E.

Damage per bullet: 15
Damage per second: 150
Damage per headshot: 30
Headshot damage per second: 300
Damage per magazine: 345
Headshot damage per magazine: 690
Magazine Size: 23|27, ammo refills at a rate of 20|27 bullets per second.
Handling: medium
Optic Type: medium
Hop-ups: Modded Loader
Upgrades: Stock and optics

Care Package Weapons (Kraber 50 cal, Prowler SMG & Peacekeeper)

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Kraber 50 cal.

This extreme weapon is the ultimate risk vs. reward scenario. Its fire rate is the slowest in the game. Its headshot damage instantly kills any legend. The Kraber has a statistical rating of C and a rating of A (with arguments for S).

Damage per bullet: 145
Damage per second: 72.5
Damage per headshot: 435
Headshot damage per second: 217.5
Damage per magazine: 580
Headshot damage per magazine: 900*
Magazine Size: 4 with 8 reserves.
Handling: snail
Optic Type: Kraber
Hop-ups: None
Upgrades: None

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Prowler SMG

This specialized SMG makes up for its slightly lower DPS with a massive magazine and longer effective range thanks to a built-in select-fire receiver; it comes fully upgraded and with meaty reserves. The prowler has a statistical rating of A and a rating of B.

Damage per bullet: 15
Damage per second: 215|200
Damage per headshot: 22.5
Headshot damage per second: 322.5|300
Damage per magazine: 525
Headshot damage per magazine: 787.5
Magazine Size: 35 with reserves of 175
Handling: fast
Optic Type: Care package short
Hop-ups: Built-in select-fire receiver
Upgrades: None

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Peacekeeper

A weapon that needs no introduction, this charging slug style shotgun packs an immeasurable punch at short range, and its inbuilt choke gives it enormous effective range, allowing it to operate at midrange with ease. Simply put, the peacekeeper is overall the best gun in the game. It has a statistical rating of D, but in reality, its true rating is S.

Damage per bullet: 11*10 (110)
Damage per second: 106.3
Damage per headshot: 13.75 * 10 (137.5)
Headshot damage per second: 132.875
Damage per magazine: 550
Headshot damage per magazine: 687.5
Magazine Size: 5 with reserves of 20
Handling: fast
Optic Type: Care package short
Hop-ups: Built-in precision choke
Upgrades: None

Shotguns 1 & 2 (Mozambique and Eva-8 Auto)

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Mozambique

Lifeline wants to tell you this gun is on the floor. You know you want it. In all seriousness, this little handheld shotguns reliable triangle spread makes it quite potent. The hop-up makes the shotgun one-shot on flesh. It has a statistical rating of D and a rating of D.

Damage per bullet: 15*3 (45) | 37.5*3 (100) with Hammerpoint rounds
Damage per second: 101-168.75
Damage per headshot: 22.5*3 (67.5) | 56.25*3 (100) with Hammerpoint rounds
Headshot damage per second: 151-253.125
Damage per magazine: 180
Headshot damage per magazine: 240
Magazine Size: 4
Handling: fast
Optic Type: short
Hop-ups: Hammerpoint rounds
Upgrades: Shotgun bolt & Optics

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Eva-8

This mediocre automatic shotgun has a huge amount of spread and somewhat low damage. Its burst potential can be improved greatly with the double-tap trigger hop-up. It has a statistical rating of D and a rating of D.

Damage per bullet: 6*8 (48) | 6*16 (96)
Damage per second: 78-104
Damage per headshot: 7.5*8 (60) | 7.5*16 (120)
Headshot damage per second: 97.25-130
Damage per magazine: 684
Headshot damage per magazine: 855
Magazine Size: 8
Handling: fast
Optic Type: short
Hop-ups: double-tap trigger
Upgrades: Shotgun bolt & optics

Shotgun 3 & Sheila (Mastiff and Sheila Minigun Turret)

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Mastiff Shotgun

This powerful bolt action shotgun packs a huge punch. Its widespread can be reduced by aiming down sights. It has a statistical tier of
Damage per bullet: 13*8 (104)
Damage per second: 78-104
Damage per headshot: 16.25*8 (130)
Headshot damage per second: 97.25-130
Damage per magazine: 684
Headshot damage per magazine: 855
Magazine Size: 6
Handling: medium
Optic Type: short
Hop-ups: none
Upgrades: shotgun bolt & optics

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Sheila

Sheila is ramparts ultimate, stationary minigun weapons that deal insane damage after winding up its barrels. It can toggle between 1x and 3x zoom and has an enormous magazine. It has a statistical tier of S and a rating of B.

Damage per bullet: 14
Damage per second: 240|244.6|293.6
Damage per headshot: 28
Headshot damage per second: 480|489.2|587.2
Damage per magazine: 2100|2422|2906.4
Headshot damage per magazine: 4200|4844|5812.8
Magazine Size: 150|173
Handling: snail
Optic Type: Ramparts custom 1-3x optic
Hop-ups: Modded Loader
Upgrades: None

Healing Items

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Obviously, during and while being shot at, you will eventually take some damage. To remedy this situation, we have healing items!

Healing items are common across the map, with smaller heals dropping more frequently. Small heals can also be found in the lifelines care package.

Lifeline can create a healing drone equivalent to six syringes for alternative healing sources, and Wattsons interception pylon also provides 90 shields peruse over 45s. Octane gains one syringe worth of health back per 25 seconds.

The level 4 (gold) body shield provides an additional 25hp/shield on syringes and shield cells.

The healing items are:

> Shield cell (3s): +25|50 shield
> Syringe (5s): +25|50 health
> Shield Battery (5s): All shields
> Medkit (8s): All health
> Phoenix Kit (10s): All health and shields
> DOC (20s): Up to 150hp over up to three players at 7.5hp/s
> Interception Pylon (45s): 90 shield
> Swift Mend: 1hp/s

Utility items.

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There are more items than just in the prior two categories. There are three groups of extra items; these are:
 Utility items
 Basic items
 Weapon mods

Utility:
 Frag grenades (10 contact damage, 100 explosion damage with dropoff)
 Arc star (30 contact damage, 70 explosion damage) deals 3x damage to shield.
 Thermite grenade (25 damage per tick hit over 3 seconds, 225 total)
 Portable respawn beacon (12s, 8s activation): it’s a portable respawning beacon, the initial launcher needs a line of sight into the sky, so it can dropdown.

Basic Items

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Basic items: These items upgrade the basic features of your legend. All bar level 4 (gold) items can be found commonly across the map.

Set locations, and care packages may carry level 4 items. Level 5 Evo shields can never be found on the floor.

Backpacks
 Level 1: +2 items
 Level 2: +4 items
 Level 3: +6 items
 Level 4: +6 items, revive with +50 health and shields.

Body/Evo Shields
 Level 0: 0
 Level 1: 50 [Cost: 100]
 Level 2: 75 [Cost: 150]
 Level 3: 100 [Cost: 300]
 Level 4: 100, bonus healing on syringes and shield cells
 Level 5: 125 [Cost: 750]

Knockdown shields
 Level 1: 150 shields
 Level 2: 300 shields
 Level 3: 750 shields
 Level 4: 750 shields, you can revive yourself once at half speed. Doing so downgrades to level 3.

Helmet
 Level 1: 10% modifier reduction
 Level 2: 25% modifier reduction
 Level 3: 50% modifier reduction
 Level 4: 50% modifier reduction and 20% cooldown decrease on all abilities

Weapon Parts

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Weapon Parts.

Weapon parts come in three levels. Some weapon parts have a legendary (level 4) version with a bonus property. This section also includes all optics and their rarity.

Optics:
1. Holo/Classic (Common)
2. bruiser and 1-2x holo toggle (Uncommon)
3. ranger and 2-4 AOG toggle (rare)
1. Digital threat (Very rare) allows you to see enemies through smoke with a 60m range.
4-10x Digital threat sniper allows you to see through the smoke for up to 300 meters away and highlights enemies Insight.
6-10x Kraber: Exclusive to Kraber
1-3x custom: Exclusive to Sheila

Weapon Stocks
Level 1: 10% drift reduction and weapon handling speed increase
Level 2: 20% drift reduction and weapon handling speed increase
Level 3: 25% drift reduction and weapon handling speed increase

Barrel attachments
Level 1: 10% recoil reduction
Level 2: 20% recoil reduction
Level 3: 25% recoil reduction
Level 4 (Silencer): 25% recoil reduction and halved muzzle flash, reduced longbow volume for enemies.

Magazines come in levels 1-3 for all weapon types except shotguns and care pack guns. These provide differing increases per weapon.

Maps and features

[W.I.P]

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This section will talk about the current map Olympus once in-game screenshots and gameplay are available.

Map Features.
This section will be worked on during the first week of the season as the new map is studied in greater detail.

Hot zones
 Hot zones are blue areas on the map. They contain much better loot on average, always at least high tier (even higher in high tier hot zones), and rarely carry level 4 weapons.
 Level 4 weapons come with the highest possible level attachments in all slots.

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Jump towers
 A long zipline that, upon reaching the top, puts you into the jump-jet mode, just like when you leave the dropship!
 A practical use for moving around the map quickly is considered a poor man’s choice compared to a trident.

Care packages
 Care packages drop in a pair during the closing of ring 1 and two drops, one during ring two closing and one during ring three closings. The land at or shortly after the ring finishes closing and is indicated by a distinct laser shot into the sky.
 Lifeline can call in weaker versions of these that land twice as fast.

Neutral & Lifeline care package contents

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Neutral care packages contain:
 1 medical item, 1/3 odds on all 3 large healing items.
 One jackpot slot with a 25% chance of heirloom on round 1 and 75% on rounds 2 and 3.
 One utility or weapon modification.

The medical items are
 Phoenix kit (33%)
 Shield Battery (34%)
 Medkit (33%)

The Jackpot tile when rolling an heirloom weapon, these odds change with the round the puck was dropped on [R1|R2|R3].:
 Kraber 50 cal. (45%|30%|10%)
 “Power” weapon (35%|40%|35%), currently prowler.
 “Short” weapon (20%|30%|55%), currently peacekeeper.

When rolling a dud
 Evo shield level 3: 40%
 Restoration Armour (level 4 non-Evo body armour): 10%
 Cooldown Helmet (Level 4 helmet): 20%
 Guardian angel backpack (Level 4 backpack): 20%
 Self-resurrection (Level 4 knockdown shield): 10%

For the utility and weapon parts slot.
Various items with 6% odds
 Level 3 backpack, phoenix kit, level 3 knockdown shield, skull piercer rifling, shotgun bolt level 3, extended heavy mag level 3, standard or sniper stock level 3, barrel stabilizer level 3.
 Sniper mag level 3 (4%)
 2-4x, 4-8x, and 1x digital threat optics (10%)
 Mobile respawn beacon (2%)
 4-10x digital threat sniper optics and turbocharger (5%)

Lifeline packages contain one medical item slot, one dud slot that contains only purple level items, and one utility slot. The utility slot has a small chance to contain two items instead of one or contain a second purple basic item.

Neutral care packages have a white beam; lifeline care packages have a deep blue beam.

The Ring

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“Death outside the ring is slow and painful. Perhaps you should stay there.”
– Caustic

The ring is a map constricting zone. Players found outside of the ring will take damage for every second outside of it. The ring is reduced in size each round until it eventually collapses in the final round. The time and damage for each level of the ring are as follows:

 Ring 1: Charges for 180s Closes in 260s and deals 2 damage
 Ring 2: Charges for 150s Closes in 45s and deals 3 damage
 Ring 3: Charges for 135s Closes in 45s and deals 5 damage
 Ring 4: Charges for 120s Closes in 35s and deals 10 damage
 Ring 5: Charges for the 90s Closes in 30s and deals 10 damage
 Ring 6: Charges for the 90s Closes in 10s and deals 15 damage
 Ring 7: Charges for 120s Closes in 10s and deals 15 damage
 Collapsed ring: Charges in the 20s then collapses in 5s, dealing 25 damage

A special ring called the “always be closing” ring can be found in some limited time events. It has differing properties, these are:
 AWBC ring: 35 damage, closes over 15 minutes to ring 6, then collapses one minute later with 20 damage.

Badges

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Note: this section only covers badges that can always be unlocked. Previous event badges are not featured here.
Some badges have a standalone level, while some have many tiers.

Legend Badges
 Wins: 1|5|15|50|100
 Assassin (Games with 5 or more kills) 1|5|15|50|100
 Wrath: (Most damage in one game) 2000|2500|3000|4000
 Wake: (20 kills in one game) – 20
 Triple-Triple: – 3 squad wipes in one game
 Squad wipe: – 1 squad wipe in one game
 Flawless victory 2: – nobody knocked during a winning game.
 Flawless victory 1: – nobody eliminated during a winning game.
 Hot streak: – two wins in a row with this legend
 Shot caller: – win as a jumpmaster.
 Apex predator: – win as kill leader.
 The legend continues: – win with the whole squad alive.
 Headshot Hotshot: Win a game with at least 5 headshot eliminations
 Rapid elimination: In 20 seconds, knock down 4 enemies.
 Reinforcement Recall: Eliminate a player within 15 seconds of them being respawned.
 No one left behind: Respawn two players at the same time.

Account-wide badges
 Baller: own 125 legendary items
 Banner legend: Equip something in all slots of 8 legends banners.
 Fashionista: Own a legendary skin and finisher for 8 legends
 Fully kitted: Equip two gold or heirloom weapons at the same time.
 Master of all: Get 10 wins with 8 legends
 Pack victory: win a game of trios with a full premade squad
 Team. Work.: Win a game with a pre-made squad where all members of the team get at least 3|5|7|10 kills
 No witnesses: Win a game with a premade squad where the whole squad gets 15 eliminations. No enemies knocked down may ever be revived or respawned.
 Long shot: Knockdown a player from a range of 300m or more
 Warlord: Own 15 legendary weapon skins
 Well rounded: Deal 20,000 damage with 8 legends
 Tiering me apart: In a ranked season reach – Bronze | Silver | Gold | Platinum | Diamond | Master | Apex Predator.
 Battle pass badge: Reach level – 1|101|110 in a battle pass
 Group theatrics: – win 1|2|3 games where every member of a pre-made squad gets an elimination with a finisher.

Account Club badges
 Club Player (Games played with a full club team): 1|25|100
 Club Victory: Win a game with a club
 The legend continues (Club): Win a game with club members only where everyone is alive at the end of the game.
 Flawless victory 1 (Club): Win a club member only game where no member is eliminated
 Flawless victory 2 (Club): Win a club member only game where no member is knocked down

Tridents

[WIP]

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Tridents are fast-moving, indestructible vehicles that can be found in set points on the map.
Tridents have unlimited fuel, and a strong boost is activated with L-mouse by default.

When a trident falls off the map, all its passengers get a jump tower effect. This can intentionally be used as a one-way method of moving past areas where tridents normally cannot travel through in set locations, or as a way to spare legends lives who accidentally collide their cars together, which sends them flying.

Cars act as solid terrain; most placeables can be put on them, and gibraltars dome of protection sticks to the car, helping with trident rotations.

Ramparts minigun can be placed upon it, along with nox gas traps, interception pylons, and perimeter security nodes.

Tridents can be launched by octanes bounce pads and will fly very far.

Mixed reports about amped cover placement (will be clarified later).
Also mixed reports about wraiths portals.

When a trident is shot at, all legends in the car take 15% of the damage that would be dealt with. A total of 45% if three legends are on the trident.

Endnotes

The guide was created exclusively by Sand tag. If you have any questions about the guide or want to suggest more content for the guide, please ask at https://discord.gg/x3Cs39F
in the #apex-legends channel.

Thank you for reading. I hope I have helped.
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By SandTag

I hope you enjoy what we shared today about Apex Legends – Apex legends GUIDE TO EVERYTHING [1.0] Including Horizon, Tridents, and stats!. If there is anything, you want us to add, please let us know via comment below! See you soon! And thanks!


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