Apex Legends Season 30 weapons: tier list, reserves and pairings
A useful weapon pairing in Marked must handle more than the opening exchange. One gun covers the main fighting distance; the other finishes close contact or restores pressure while the first needs reloading. Seasonal ammunition changes make that decision especially noticeable.
This editorial ranking covers all 29 models in the seasonal list: 26 floor-loot options and three Care Package weapons. The scope is Season 30 after Marked Midseason in Core. Placements consider working distance, resource management and useful pairings, rather than representing official win statistics.
Understand the season’s changes before choosing around your route. A damage reduction does not make a familiar gun useless, while a high tier does not guarantee hits. Use the ranking to decide what to test in the Firing Range and how to complement a weapon found after landing.
Check reserves before the next attack

Editorial Core diagram: magazine size depends on equipment. One magazine regenerates over 18 seconds; firing and reloading pause regeneration.
Ordinary energy guns no longer require collecting Energy Ammo stacks: each weapon carries its own reserve. In Core, one magazine regenerates over 18 seconds, while firing and reloading pause regeneration. A larger equipped magazine changes the number of restored rounds rather than that interval.
Weapon | Reserve in magazine equivalents |
|---|---|
Havoc, Nemesis, Devotion | 3 for each model |
Volt, Triple Take, RE-45 | 2 for each model |
For these guns, the pause after trading becomes part of the plan. Check the remainder, reposition and decide whether the second weapon is needed. Continuing to fire for occasional isolated hits keeps postponing regeneration.
Wildcard differs: the reserve holds one additional magazine, and regenerating a magazine takes 12 seconds. Do not transfer those expectations into Ranked. L-STAR is a Care Package weapon; in Core its energy stockpile holds four magazines, with one magazine regenerating over 18 seconds. Firing and reloading pause regeneration.
What the published balance changed
Model or system | Marked launch change | Practical implication |
|---|---|---|
G7 Scout | Returned to floor loot, lost Double Tap and sniper optics; damage 33 | Recheck pace and equipment rather than expecting its former package version |
30-30 Repeater | Care Package, damage 51, faster charge and reload, Shattercaps | Compare its role with your existing medium-to-long-range weapon |
Hemlok Breach AR | Damage 21, Breach Charge cooldown 30 seconds, reduced structure damage | Avoid spending the utility charge without a suitable target |
Alternator | Damage 18, reduced Double Tap effect and magazine capacities | Choose contact duration more precisely |
RE-45 | Damage 16, purple magazine 24 | Monitor reserves and the ability to finish contact |
R-99 | Damage 12 | Avoid estimating available damage from old muscle memory |
Gold weapons | The previous restricted rotation was removed | Distinguish a completed build from an individual Corrupted Attachment |
Midseason buffed Triple Take, Bocek and Charge Rifle. Triple Take gained faster ADS fire and a blue magazine of 9 instead of 8; Bocek’s arrow stockpile rose from 40 to 60. Charge Rifle’s maximum distance damage rose from 99 to 110 and occurs beyond 200 metres. These are specific changes rather than evidence of an equal advantage at every range.
The complete floor-loot ranking
S offers accessible foundations for a pairing; A provides strong choices around preference and task; B means a more specialised role or additional pacing demands. Avoid automatically discarding B weapons: after landing, an available usable gun matters more than searching for an ideal name.
Weapon | Tier | Job and what to test |
|---|---|---|
R-301 | S | Close-to-mid-range foundation; test burst control |
Flatline | S | Main weapon for a chosen line; assess accuracy across distance changes |
Volt | S | Close contact with energy reserves; check remaining ammunition before chasing |
Nemesis | S | Mid-range burst pressure; prepare the switch to another weapon |
Triple Take | S | Engage exposed opponents before closing distance; retain cover |
Prowler | S | Close pressure; learn autofire bursts and Selectfire separately |
Peacekeeper | S | A brief covered peek for one shot; practise returning |
Wingman | A | Accurate individual hits; assess how a miss disrupts your exchange |
Hemlok Breach AR | A | Automatic fire and added utility; choose a job for the charge |
R-99 | A | Rapid close exchange; avoid lingering after losing a usable angle |
Alternator | A | Close option with revised magazines; account for the unlocked Hop-Up |
Havoc | A | Energy-pressure foundation; test readiness at the start of firing |
Mastiff | A | Close fighting from cover; learn a useful peeking angle |
EVA-8 | A | Repeated close exchanges; control distance and rhythm |
Mozambique | A | Close loadout; distinguish a single gun from Akimbo |
C.A.R. | A | Close complement to a distant firing line; choose beyond its class label |
RE-45 | B | A complement around available energy reserves and equipment |
G7 Scout | B | Medium-range line after returning to the floor; test the present version |
P2020 | B | An opening gun or deliberate loadout; account for Akimbo |
Longbow | B | Distant firing line; select a second gun for a suitable close response |
Devotion | B | Prepared energy pressure; account for how contact develops |
Spitfire | B | Holding a chosen line; retain repositioning options |
Bocek | B | Ranged arrow pressure; monitor reserves after the buff |
Rampage | B | Prepared contact; account for Thermite charging |
Sentinel | B | Accurate ranged shots; assess Shield Cell charging costs separately |
Charge Rifle | B | Specialised distant line; do not expect maximum damage nearby |
Seven popular candidates in practical situations
Cover and a brief entry: Peacekeeper and Prowler
Peacekeeper suits a peek, shoot and return sequence. Find usable cover and target distance before practising the movement. A promise to eliminate any enemy in two shots ignores actual hits, health and shields. After a miss, immediately assess whether you can continue from that position.
Prowler needs a different rhythm. Its base bursts can repeat automatically while the trigger is held; Selectfire’s fully automatic mode is a separate Hop-Up state. Avoid mixing them during practice. When comparing Prowler with R-99, test following an opponent’s lateral movement as well as a short sequence against a stationary target.
The main medium-range line: Nemesis and Flatline
Use Nemesis along a direction the squad intends to attack next. Check how your accuracy changes during sustained contact and decide beforehand when to switch weapons. Its energy reserve adds another question: is enough resource available for the next opponent without a pause?
Flatline can anchor a pairing when you want the second weapon to fill a narrower role. Assess actual accuracy at the required distance: a long wall spray and a brief enemy peek call for different actions. Keep equipment you can use now rather than waiting for an attachment without which you will not begin fighting.
Pressure and reserves: Triple Take and Volt
Triple Take helps with contact before immediate engagement. Choose a position from which you can support the squad after a successful hit. If teammates have already entered a building while you remain outside support distance, the ranged tool has stopped solving the shared problem.
Volt is a useful candidate for close follow-up, but its reserve holds two magazines. Check resources and the next cover before pursuing. If the first sequence fails, changing the angle may be better than continuously spending what remains.
An accurate opening: Wingman
Choose Wingman for a confident individual hit and a clear short peek. First assess whether you can calmly return to cover after missing. The second weapon should solve the task this exchange leaves open, such as tracking a nearby moving target.
Old damage ranges tied to white, blue or purple helmets do not describe the present system. Takeover removed those helmets and the former headshot damage reduction. Compare Wingman and Triple Take through actual hit conditions rather than an old helmet-type table.
Care Packages: a separate replacement decision
Editorial preference | Weapon | When to replace your present gun |
|---|---|---|
1 | 30-30 Repeater | A medium-to-long-range tool is needed and close contact is already covered |
2 | L-STAR | You know this version and will adjust pressure pacing |
3 | Kraber | The squad uses the result of an accurate distant hit |
This order serves the task of flexible match continuation rather than proving Kraber weak. A hit helps when the squad converts it into positioning or a finished fight. Avoid abandoning a familiar functional pairing merely because an item is Mythic.
Shattercaps makes the 30-30 Repeater’s hip fire use a shotgun pattern. Its package version received 51 damage and a stockpile of 50, while ADS charge time fell to 0.25 seconds. Assess how that complements your second gun and route before swapping weapons in an exposed location.
L-STAR entered Care Packages in Overclocked and regenerates its energy stockpile under Marked rules. Plan pauses between contacts: continuous firing delays replenishment. For Kraber and the 30-30, consider remaining special ammunition rather than just the power of the next shot.
Attachments, two pairings and your own test
A Corrupted Attachment provides a benefit with a drawback; a gun can carry only one. Overflowing Magazine increases capacity at the cost of reload speed, while Agile Standard Stock provides movement at the cost of magazine size. Identify the problem affecting that particular gun first. A large magazine does not repair exposed positioning, and movement cannot replace ammunition.
Begin by comparing Flatline with Peacekeeper: a main firing line and a brief close response. Another option is Triple Take with Volt for ranged pressure and close follow-up. Both guns in the second pairing use energy reserves, so check each resource separately before sustained contact.
Repeat the same task with several candidates in the Firing Range: a brief peek, tracking a moving target and switching after an incomplete sequence. In a match, then check whether cover remained and the second gun was available. That connects the ranking with your actual decision.
There is no universal elimination time without conditions. Hits, intervals between shots, weapon readiness, shields and the actual beginning of contact all affect it. A useful Ranked choice is a pairing whose distance, reserves and next step after a failed sequence you understand.
Common selection questions
Which gun should anchor a pairing?
In this ranking, Flatline suits the main firing line and Volt suits close follow-up. Those are different jobs: Volt does not replace a distant tool simply because it sits in S. Choose around the expected distance and your second weapon.
What should you pick up immediately after landing?
Take an available weapon you can use immediately and move toward cover. Wingman makes sense for confident individual hits; after a miss, early contact may require another decision. Avoid giving the opponent time while searching for a top-row name.
Which candidates deserve dedicated practice?
The seven options discussed above - Wingman, Triple Take, Prowler, Peacekeeper, Nemesis, Flatline and Volt - support different exercises. Start with your main distance, then add a weapon for situations in which the first gun is awkward.
Is Prowler better than R-99?
Prowler places higher in this editorial table, but that is a choice around burst pacing rather than proof of winning every fight. Compare hits on a moving target, a miss at the start of contact and the remaining resource. Marked's launch balance reduced R-99 damage to 12; that number alone does not determine your result.
Which weapon deals the highest damage from one hit?
A meaningful comparison requires matching conditions: body part, distance, weapon state and hit properties. Consider Kraber for an accurate distant opening, and Wingman or Triple Take for floor loot. Avoid importing old colored-helmet tables into that comparison or confusing one projectile with a combined hit.
Which SMG should you try first?
Try Volt to practise close tracking with a separate energy reserve, and Prowler if you are ready to learn repeating bursts. Then compare both with R-99 on the same task. A high tier helps choose an exercise; it does not remove resource management or returning to cover.
Which Care Package weapon should you take?
The first editorial candidate here is 30-30 Repeater when a close response is already available. Choose Kraber for an accurate distant opening and the squad's use of the hit. For L-STAR, assess familiarity with its package version; avoid changing a functional pairing in the open merely for the red color.