Season 30 watch: Marked weapon and loot changes are announced. Live rankings stay on 29.1 until the patch lands.Track the rollover →

LIVE DATA SEASON 29 · PATCH 29.1

Apex Legends weapon stats.
Know the gunfight.

Every Apex weapon ranked for a strong player, with mechanical TTK, use difficulty and attachment dependence kept separate.

29 base weapons41 modes compared200 HP purple default
CURRENT META SIGNAL
91/100

Alternator

Close-range consistency. The expert-power ranking uses its Double Tap configuration and keeps player difficulty outside the power score.

Base purple TTK
1000 ms
Base difficulty
2/5
Blue mag
26
Model result, not a universal “best gun.” Your range and accuracy still decide the fight.
MODEL DEFAULTSPURPLE EVO · 200 HP90% TORSO/ARMS · 10% LEGSBLUE ATTACHMENTSRANKED + PUBS

THE SHORTLIST

Power first. Difficulty beside it.

The three highest overall weapons sit beside the leading assault rifle, with their true global ranks shown. Recoil, one-clip forgiveness and attachment need remain separate.

LOADOUT LAB

Cover what your first gun cannot.

Start with the weapon you already have. Get three complementary partners based on close, mid and long-range coverage—without pretending attachments are guaranteed.

START WITH ONE GUN

Complete the loadout.

Pick the weapon you already have. The lab finds partners that cover its weaker fight ranges without inventing exact distance breakpoints.

How you want to fight
01S

R-301 Carbine +

Alternator

Alternator adds close range coverage that R-301 Carbine lacks. The pair strongly covers close range and mid range; long range is still the weaker area.

Partner power
90.9
Difficulty
2/5
Role
Close-range consistency
Open Alternator breakdown →
02S

R-301 Carbine +

R-99 SMG

R-99 SMG adds close range coverage that R-301 Carbine lacks. The pair strongly covers close range and mid range; long range is still the weaker area.

Partner power
86.9
Difficulty
4/5
Role
Point-blank burst
Open R-99 SMG breakdown →
03S

R-301 Carbine +

C.A.R. SMG

C.A.R. SMG adds close range coverage that R-301 Carbine lacks. The pair strongly covers close range and mid range; long range is still the weaker area.

Partner power
83.3
Difficulty
3/5
Role
Close-range flex
Open C.A.R. SMG breakdown →

How this works: S, A and B-tier partners are considered first, then ranked by weapon power and the range gap they cover. A lower-tier weapon is only a fallback if the available pool cannot produce three strong choices. Range coverage is a broad tactical profile, not damage fall-off; attachments are deliberately excluded.

SIGNATURE TOOL

TTK, without fake distance.

Compare up to five weapons. Change armour, hit profile and attachment tier without pretending ordinary bullets lose damage as they travel.

Shield
Hit profile
Attachments

No distance axis: ordinary Apex bullets do not have conventional damage drop-off. This compares mechanical TTK from the trigger pull, with burst gaps, charge, wind-up and required reloads included. The comparison link preserves every selected gun and setting.

SHOTGUN RANGE LAB

Pellets decide the range.

Shotgun pellets retain their damage. What changes with range is how much of the expanding blast pattern still intersects the target.

PELLET CONNECTION MODELCentred shot · fixed blast pattern
Target silhouette
EVA-8 Auto7 × 8Mozambique17 × 3Mastiff Shotgun19 × 5Peacekeeper11 × 9
0m5m10m15m20m0255075100DISTANCECONNECTED BODY DAMAGE
EVA-8 Auto5m: 5610m: 5620m: 28
Mozambique5m: 5110m: 5120m: 51
Mastiff Shotgun5m: 9510m: 5720m: 19
Peacekeeper5m: 9910m: 9920m: 55

This is not damage fall-off. Each connected pellet keeps its listed damage. The estimate counts which pellets in the extracted fixed blast pattern intersect a centred 0.55m × 1.2m target. Pattern units use a declared 0.1° visual calibration—not a verified engine constant. Aim error, movement, random spread, headshots and choke are excluded.

NO FAKE PRECISION

Mechanical facts stay separate from player skill.

01

Power assumes skill

The ranking does not subtract points because recoil is difficult or a magazine is unforgiving. Those appear in a separate use-difficulty rating.

02

Recoil is relative

Every recoil rating is a percentile inside its own class. An AR is judged against ARs, never SMGs.

03

Mechanics stay real

Bursts, charge time, wind-up and reloads remain in the TTK model. Temporary charged states are compared separately instead of being assumed permanently active.

Read the complete methodology →