Best Apex Legends weapons: a complete 29-model guide

ByTimodeus

The best weapon in Apex Legends is one that solves the next problem and lets you finish the fight with your squad. One gun opens contact at range; the other helps survive a close trade. Searching for an ideal name should not leave the team without a ready setup after landing.

This guide compares all 29 models through role, preparation and the cost of mistakes. Its current reference is Marked after the September 15, 2026 midseason update. The ranking is an editorial recommendation for Core Battle Royale and Ranked, rather than a measured win probability or universal DPS test result.

Begin by selecting one pairing, checking it in the Firing Range and using it across several matches. Compare accuracy, switching timing, cover retention and remaining resources. Those observations help more than changing weapons after every lost exchange.

Reading the ranking

S is a convenient foundation for the stated job once its rhythm is learned. A is a good choice for an appropriate exchange or particular task. B is a narrower option requiring preparation of the right situation. Care Package weapons are separate because of availability and their special versions, not because they guarantee victory.

A tier does not replace distance or current equipment. A ready B weapon beside cover can help more than a desired S lying under fire. Solve the immediate problem before improving the setup.

Tier

Weapons

S

R-99 SMG, C.A.R. SMG, Peacekeeper, Hemlok Breach AR, Nemesis Burst AR, R-301 Carbine, Volt SMG, EVA-8 Auto

A

Alternator SMG, Wingman, Prowler Burst PDW, HAVOC Rifle, VK-47 Flatline, RE-45 Burst, Triple Take, Sentinel, Bocek, G7 Scout

B

Mastiff Shotgun, Longbow DMR, Devotion LMG, Mozambique Shotgun, P2020, M600 Spitfire, Rampage LMG, Charge Rifle

Care Package

30-30 Repeater, L-STAR EMG, Kraber .50-Cal Sniper

Every model: role and cost of mistakes

R-99 SMG

Choose the R-99 when you can track a target through a short close exchange. Reach its working distance before committing: firing across too large a gap spends resources before the decisive approach. After using the magazine, return to cover or switch to a prepared second weapon.

C.A.R. SMG

The C.A.R. is an option for a short fight with a prepared second weapon. When introducing this model in Escape, Respawn described compatibility with Light and Heavy magazines. Before leaving cover, check the fitted magazine, loaded ammunition and available reserve in your current setup. Close the gap when your weapon and teammate are ready; after a short burst, use cover or your prepared second weapon.

Alternator SMG

The Alternator is a useful tracking exercise without chasing the most frantic firing rhythm. Practise the same cover swing and return after each burst. When using Double Tap, check whether its effect is unlocked: the weapon’s name alone does not mean the required Hop-Up is active.

Peacekeeper

Choose the Peacekeeper around a prepared close peek. Aim before exposing the angle, shoot and hide again until the next exchange is ready. Its choke changes preparation while aiming; compare hurried and prepared shots in practice. Avoid compensating for a miss by standing in front of automatic fire.

Hemlok Breach AR

The current Hemlok Breach AR fires automatically: older advice about selecting single shots or bursts describes another version. Breach Charge supplies a separate tool against structures and cover. Decide why you need the charge first, then preserve the main firing line; a random activation does not replace a coordinated squad swing.

Nemesis Burst AR

The Nemesis suits successive bursts against a mid-range target. Monitor both how the weapon behaves as firing continues and its regenerating reserve. A useful drill is to finish a burst, change angle and reacquire the target instead of holding one firing lane until the reserve is exhausted.

Wingman

Take the Wingman when an individual hit becomes a clear action: a teammate approaches, the opponent loses an angle or you reach the next cover. Avoid trying to repair successive misses through longer exposure. Restore your aim before peeking again.

Prowler Burst PDW

The Prowler requires understanding the difference between automatically repeated bursts and Selectfire’s full-auto mode. Those are different weapon states. Practise tracking within a burst and moving to another target without assuming a found gun already has the desired effect. A successful opening burst does not justify chasing around a corner alone.

HAVOC Rifle

Choose the HAVOC for a prepared mid-range or close engagement. Check its reserve before entering and retain a second weapon for follow-up: energy regeneration does not sustain endless pressure. If attacks repeatedly stop while you search for the target again, practise opening from the same piece of cover first.

VK-47 Flatline

The Flatline is a primary-rifle option for a player willing to practise recoil separately. Begin with a short controlled sequence, then extend it while keeping shots on target. Judge your ability to remain near cover and switch to a close-range weapon in time, rather than counting bullets fired.

R-301 Carbine

The R-301 is a useful consistent learning reference. Keeping one rifle makes it easier to compare tracking improvements and understand why a magazine ran out. Use it for mid-range work and assign the second slot a clear close-range job. Switching rifles after every miss obscures whether selection or aiming caused the problem.

Volt SMG

The Volt suits learning close tracking alongside the new resource system. After an exchange, check how much reserve remains for the next peek. Avoid judging comfort solely with infinite ammunition in practice: match follow-up depends on regeneration and the second weapon’s readiness too.

EVA-8 Auto

The EVA-8 provides a different rhythm from building around a single Peacekeeper peek: practise successive close hits. Remain beside an object that breaks the firing line. Automatic pacing does not make an open-room pursuit a good decision, particularly when another opponent is nearby.

RE-45 Burst

The RE-45 is now a permanent burst-firing energy weapon. The older Auto label should not make you plan an ordinary Light-ammunition reserve. It can serve as a close follow-up weapon; check its resource beforehand. After switching, acquire the target before firing rather than spending a burst into an empty turn.

Triple Take

The Triple Take lets you practise ranged aiming and choke use while managing an energy reserve. September’s patch increased its ADS firing rate. Plan what happens after a hit: who holds the target while the team approaches? Without follow-up, a continuous distant exchange merely delays the rotation.

Mastiff Shotgun

Consider the Mastiff for close geometry: a doorway, cover edge or staircase. Practise the distance at which your shot actually lands effectively, then return behind the object. Trying to finish a retreating opponent at an awkward distance can leave you unprepared for a closer threat.

Longbow DMR

The Longbow suits holding a selected long-range lane when the squad understands its purpose. Watch not only the scoped target but also the time needed to rejoin teammates. After several unproductive peeks, change angle: continuing the same duel at the cost of squad position is optional.

Sentinel

The Sentinel’s Shield Cell energizing links long-range fire with a healing resource. Decide whether an energized exchange is needed now and keep a safe preparation position. After hitting, tell teammates which target offers follow-up; distant damage helps when it changes the squad’s next step.

Devotion LMG

The Devotion highlights preparation: check its energy reserve, available attachments and Turbocharger status. Marked raised its unlock requirement to 500 points. Avoid treating a future improvement as an already available tool; opening exchanges must use the weapon actually in your hands.

Mozambique Shotgun

The Mozambique supports Akimbo, but possessing a pair does not replace distance selection. Practise close hits and aim recovery before deciding whether another shotgun is needed. Avoid changing a functioning setup during dangerous looting solely for a low tier placement: the next ready shot matters more than a future ideal pair.

P2020

The P2020 can handle an opening fight and supports Akimbo. Overclocked’s notes record a base damage increase from 23 to 24, already applied in a preceding hotfix. Distinguish a found pistol’s current state from potential development: an effect not yet obtained should not determine the entire route. If you retain it after the opening, assign a specific close-range job rather than merely occupying a spare slot.

30-30 Repeater

The 30-30 is in the Care Package for Marked. Its ADS charge time fell to 0.25 seconds, and Shattercaps provide a separate hip-fire option. It is no longer the ordinary opening weapon from the older list. Before swapping, assess remaining resources, the next fight’s distance and who can use the find effectively.

Bocek

The Bocek requires learning a bow’s rhythm, so avoid comparing it with an automatic rifle solely through initial misses. The second split increased its base reserve from 40 to 60 arrows. Use prepared angles and call hits; even a good ranged exchange should not leave teammates unsupported in the nearest room.

M600 Spitfire

With the Spitfire, choose a lane that actually needs holding. Sustained fire has a purpose while a teammate repositions or an opponent must remain behind cover. Avoid continuing simply because resources remain: holstering and rejoining the squad on time can be worth more than another burst.

Rampage LMG

The Rampage uses Thermite to enhance its firing pace. Separate preparation from an emergency response to a nearby opponent: once resources and time are spent, the squad should understand which opening you intend to use. Energizing it does not make every distant silhouette a mandatory stop for the whole team.

Charge Rifle

Choose the Charge Rifle for a genuinely long firing lane rather than a large damage number alone. September raised maximum distance damage to 110, reached beyond 200 metres. Check whether you can help teammates after landing that hit. The second slot becomes particularly important when the next fight is expected inside a building.

L-STAR EMG

The L-STAR entered the Care Package in Overclocked and gained Redline benefits near overheating. Learn to release the trigger before heat management ruins the desired firing window. Check its energy resource separately: Marked lists the L-STAR with a four-magazine-equivalent reserve. Avoid importing the reload habits of an ordinary shotgun or rifle.

G7 Scout

The G7 Scout returned to floor loot in Marked. Double Tap was removed and sniper optics can no longer be equipped. Its previous ready-made Care Package version therefore does not describe a gun found now. Select an optic for the actual mid-range or distant lane and agree beforehand who follows up your hit.

Kraber .50-Cal Sniper

The Kraber requires choosing the target and a safe way out of the scope beforehand. Plan the squad’s next action after the hit while the opponent loses the selected angle. Before handing it over, decide who can execute the individual shot and which close-range weapon they retain if the fight suddenly approaches.

What to choose by class

Class

Starting point

When to consider another option

AR

R-301 for learning; Hemlok or Nemesis for a learned rhythm

Flatline for your recoil technique; HAVOC for an energy setup

SMG

Volt for learning; R-99 for close tracking

C.A.R. for a short fight; Alternator for a chosen pace; Prowler for bursts

Shotgun

Peacekeeper for a short peek; EVA-8 for repeated hits

Mastiff for geometry; Mozambique for a clear close-range job

Sniper

Sentinel for a prepared ranged exchange

Longbow for a selected lane; Charge Rifle for particular distance; Kraber when an appropriate find appears

Marksman

G7 Scout or Triple Take

Bocek for bow timing; Care Package 30-30 when available

Pistol

Wingman for individual-hit accuracy

RE-45 for energy follow-up; P2020 for opening contact/Akimbo

LMG

Devotion for preparation, or a found L-STAR

Spitfire for lane holding; Rampage for prepared Thermite use

These are starting points for testing rather than seven official winners. Compare a class in situations the squad actually encounters. A tight staircase entry and a distant open crossing do not produce a useful answer from the same criterion.

A found EVA-8 Auto card showing stat comparisons and Hop-Up progress

The card compares a found EVA-8 with the current weapon: read damage, firing pace and range together. English interface; its numbers concern this example rather than every model.

Building a Ranked pairing

R-301 + Volt is a learning pair separating mid-range and close-range jobs. Practise the point at which you stop forcing an awkward close exchange with the rifle and switch to the SMG. Account separately for the Volt’s energy regeneration.

Hemlok + R-99 suits a player who has learned the automatic Breach AR and can track nearby targets. Agree who turns a mid-range hit into an approach; otherwise both weapons may consume resources without a shared attack opening.

Nemesis + Prowler helps practise burst rhythm across different distances. Avoid switching simply to preserve the first weapon: consider the geometry created by the opponent’s movement and whether follow-up remains possible from cover.

C.A.R. + Peacekeeper emphasizes close fighting. This makes open crossings particularly important: before running to the next building, agree who in the squad controls the more distant lane. Two strong close tools do not create ranged pressure by themselves.

For a pair containing the Kraber or another long-range weapon, establish when to rejoin the team. If the target disappears while allies enter the neighboring room, preserving shared contact matters more than another wait in the scope.

Energy reserves and the backpack

Marked’s energy weapons do not require ordinary Energy Ammo stacks. One magazine’s worth regenerates over 18 seconds; shooting and reloading pause the process. In Core, Havoc, Nemesis and Devotion have three-magazine reserves, the L-STAR has four, and RE-45, Volt and Triple Take have two. Equipped magazine size affects the bullet quantity rather than that interval.

Wildcard adds one reserve magazine and regenerates a magazine over 12 seconds. Avoid expecting that pace in Ranked. For an energy pairing, monitor both resources; switching helps only when the second gun is actually ready.

For other setups, allocate room for ammunition, healing and required consumables before a lengthy rotation. Overclocked reduced Light stacks from 72 to 60: filling the same slots should not automatically be treated as the previous reserve. Understand how many deliberate exchanges your backpack supports.

Attachments, modes and a changed weapon version

A Corrupted Attachment combines a benefit with a drawback; only one fits on a weapon. A larger magazine can lengthen reloads, while improved movement can reduce magazine size. Compare the resulting card with the pairing’s job: a close weapon and a distant tool pay different prices for the same concession.

Core Locked Hop-Ups require unlock progress. Freestyle modes, including Wildcard and Mixtape, use fully equipped weapon rules. Success in one mode therefore does not prove that a Prowler, Alternator or Devotion found in Ranked already has the same effect.

Use Playground under Legend Locker > Weapons to compare compatible attachments and characteristics. Setting a configuration there does not grant it at the next landing. After comparing calmly, test actual fire and the transition to a second weapon.

Changes since the older list

Marked moved the 30-30 Repeater into the Care Package and returned the G7 Scout to floor loot. The L-STAR entered the Care Package in Overclocked. These moves matter more than a previous Mythic row: compare the version actually found rather than an older description from another source.

Marked’s launch weakened the R-99, Alternator, RE-45 and Hemlok; the second split buffed the Triple Take, Bocek and Charge Rifle. The Devotion’s Turbocharger now requires 500 unlock points. An older conclusion that the effect necessarily arrives faster than before no longer describes the current setup.

The Hemlok Breach is not the old Burst AR, and the RE-45 retains its energy Burst version. Distinguish the Prowler’s automatic burst repetition from Selectfire full auto. Establish the available mode and effect before comparing weapon performance.

Beginner weapons and useful practice

Start with the R-301 and Volt: they offer a clear split between mid-range and close tasks. Then try the Alternator for a chosen tracking pace, EVA-8 for repeated close shots, Flatline for recoil technique and Sentinel for preparing a ranged hit. Avoid changing both slots simultaneously, which makes results harder to explain.

Run a sequence from cover, then against a moving target, and finally with weapon switching. Compare your own exposure time and readiness for the next action. Infinite ammunition helps aim practice, but conduct a separate exercise with normal resource limits.

After several matches, retain the pair whose failures you understand. A new tier placement does not repair separation from teammates. If the selected distance is repeatedly awkward, however, change one slot’s role and test again.

Frequently asked questions

Which weapon is strongest now?

For a learned close exchange, consider the R-99 or Peacekeeper; for a primary mid-range job, try the R-301, Hemlok or Nemesis. These are editorial starting points; the best pair depends on distance, current version and teammate actions.

Should you always collect a Care Package weapon?

No. Compare the find with your ready setup, remaining resources and next route. Giving it to a more confident teammate can help more than replacing your own gun without understanding its job.

Does Akimbo make the Mozambique mandatory?

No. It adds a close-setup option without guaranteeing victory against every shotgun. Test your own hits, distance and transition to the other weapon.

Does the Hemlok still fire bursts?

The Hemlok Breach AR uses automatic primary fire and a separate Breach Charge. Advice about the earlier Burst AR cannot be transferred without adjustment.

Which weapons should you avoid?

Avoid excluding the Longbow, Spitfire, Rampage or Charge Rifle solely for a lower tier. Choose them for a prepared role; without that role in the next fight, a pairing suited to the expected distance will help more.

Publication date:16 Jun 2026