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With the release of Apex Legends Season 24, Respawn announced they’re “breaking the meta”. Many elements of the game got buffed; among them, almost every weapon this Season got a major buff.
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You may be wondering what the state of the weapons is with so many changes, so we’ve got you covered with a tier list that aims to explain which weapons to look for, which to avoid, and what they can do for you in the current meta. Let’s begin by explaining the rankings.
How Our Ranking Was Determined
The game classifies each weapon into one of seven categories: Assault rifles, Submachine guns, Light machine guns, Marksman weapons, Sniper rifles, Pistols, and Shotguns.
Whilst weapons are more straightforward than legends, for example, picking a weapon to main this Season depends more on your playstyle than the actual strength of the weapon itself. Some weapons are indeed better than others, but it’s harder to compare a marksman to a shotgun than it is to compare two marksmen.
For example, if you prefer sniping over close-quarters fights, a shotgun will be of little use – so take this tier list as a general recommendation and not an objective comparison.
Factors we considered for this ranking are:
- What is the raw damage of the weapon?
- How versatile is it at different ranges?
- How good is it compared to other weapons of the same category?
- How do attachments change the weapon’s performance?
- How good is the weapon with no attachments, e.g. in the early game or when respawning?
After considering this for each weapon, and testing in the ring and the Firing Range, we’ve got a good idea of where the weapons sit as of this Season. The rankings will be distributed as follows:
S Tier |
Best of the best, weapons in this tier are the peak of their respective categories and can be used in every game. You might even say that these weapons give an unfair advantage in certain situations. |
---|---|
A Tier |
Great choices on the battlefield go in this tier, as these weapons can perform well in almost any situation. This is where weapons should be, as going any higher would make them unfairly strong. |
B Tier |
Solid choices in weaponry, which require effort to compete against some of the higher entries but generally can pull off a win. |
C Tier |
Viable weapons go in this category, as these can be used to pull off a win, but with more difficulty. These can be great if you find good attachments for them. |
D Tier |
Underpowered weapons, which are hard to recommend, go in this tier. These weapons just lack something to be viable in real play but are better than punching. Thus, they might be viable only in the early game. |
Whilst the game might put a certain weapon into a category, Hop-ups may change the way the weapon is meant to be used, so we will take note of this as well. The alternate behavior of the weapon at hand will be in brackets.
S Tier
These are the weapons you should be aiming for. The weapons here either feel so solid at what they do that picking them up every game becomes a habit, or they give you a straight-up unfair advantage that is so addicting you just can’t get enough.
Name |
Class |
Ammo |
Behavior |
Description |
---|---|---|---|---|
All Care Package Weapons |
/ |
/ |
/ |
Let’s get these out of the way. Of course, the rarest weapons in the game are by far the strongest, and this is very apparent in this Season. Getting to have one of these can make or break the game, so it should be of very high priority to aim for them when possible. From strongest to weakest, the order is Havoc, Peacekeeper, Kraber, and then Bocek. That is to say, Bocek still clears house, it just didn’t get much attention in a while. |
L-Star |
LMG |
Energy |
Auto, Close/Mid-range |
The L-Star just feels like a Care Package weapon that escaped it and became ground loot. Even in the early game, it’s ridiculous at what it can do, and firing it carefully enough means that you just never have to reload, period. It’s accurate, recent buffs made it even stronger, and with TTK reduction, you can mow down a squad in a couple of seconds, without even taking a break to reload. |
Eva-8 |
Shotgun |
Shotgun |
Auto, Close range |
With the Assault changes, the Eva-8 has a trick up its sleeve where it can reload instantly when breaking shields with the Boosted Loader Hop-up. This makes it comparable to the Rift Relic version of itself from the previous Season — it’s absolutely broken right now. |
Prowler |
Submachine |
Heavy |
Burst (Auto), Close/Mid-range |
It’s a solid weapon on its own, but when paired with the Selectfire Hop-up, it becomes a menace at close range. One mag can wipe out an entire team, and the spread is smaller than you’d think for a Sub. |
R-301 |
Assault Rifle |
Light |
Auto (Semi), Mid-range |
The Apex Legends staple, the R-301, is as great as ever. It’s accurate, it hits hard, and it’s extremely versatile, being there for basically any range you can imagine. It can be switched to a Semi-automatic mode, where it becomes a makeshift, but good, marksman. |
A Tier
This is where most of the weapons in the game live. It has almost as many weapons as all the tiers below it combined do, and this is incredibly good to see, as it means that the state of the game is moving in a great direction.
Name |
Class |
Ammo |
Behavior |
Description |
---|---|---|---|---|
Rampage |
LMG |
Heavy |
Auto, Close/Mid-range |
Rampage with a thermite in it sits atop the throne of this tier list, but we have to consider how short it lasts. Fortunately, with the recent Assault Legend buffs, having a bunch of thermites ready to go is a viable strategy! Even without the thermite, this weapon is very solid, but just because you have to play around it for it to be excellent, we’re putting it just shy of S-tier. |
Spitfire |
LMG |
Light |
Auto, Close/Mid-range |
Rampage’s faster older brother, the Spitfire, feels so satisfying this Season with the smaller TTK. The mag size finally plays a massive part in how well this weapon works, and the hipfire is still as strong as ever. If you aren’t running an Assault Legend for the Rampage build, this weapon is the (very closely) next best thing! |
Akimbo Mozambique |
Shotgun |
Shotgun |
Auto, Close-range |
We won’t be considering one Mozambique on its own for this tier list, as Akimbo is the way the weapon was meant to be used; and boy, should it be used this Season. The removal of Hammerpoint has brought it down from S Tier, but its performance is still top-notch in many different situations. |
R-99 |
Submachine |
Light |
Auto, Close-range |
Finally out of the Care Package, the R-99 is as beautiful as it was when it entered it. It is indeed hard to control, and it is indeed meant for close-quarter fights only, but when the conditions are met, you already know you’ve won. |
Charge Rifle |
Sniper |
Sniper |
Semi, Long-range (Auto-Semi, Mid-range) |
The Charge Rifle is not a good sniper. That’s why you’re going to be looking for a Selectfire to use this weapon properly, and when you find it, you’ll have arguably the strongest marksman weapon in the game right in your hands. The reason it’s this low is, well, you need to find a Legendary Hop-up for it to work, and are otherwise stuck with a D-tier sniper. |
Flatline |
Assault Rifle |
Heavy |
Auto (Semi), Clsoe/Mid-range |
R-301’s slower, tougher sibling; the Flatline is still great even after all these dozens of Seasons. It’s solid at most ranges and can switch to a Semi-automatic Marksman whenever you want. Even though its TTK is very close to the R-301, the slower fire rate and bigger spread mean it’s just harder to control from far away, but at closer ranges, the hip-fire spread is smaller. |
Akimbo P2020 |
Pistol |
Light |
Auto, Close/Mid-range |
Even with the removal of Hammerpoint, this weapon is still so surprisingly good, even without attachments. A single P2020 on its own is not so bad anymore, but Akimbo rises to A-tier easily. It dominates best at close range but can be used even in mid-range fights as well. |
Longbow |
Sniper |
Sniper |
Semi, Medium/Long-range |
Currently, this is the best sniper all around, bar the Kraber. It can be used from the early game, all the way to the late game without much issue, and with no helmets in the game, headshots can clean up an enemy in less than a second. |
Hemlok |
Assault Rifle |
Heavy |
Burst (Semi), Mid-range |
It’s a very good burst rifle, but upon switching to Semi-Automatic, you’ll be given a marksman with nearly zero recoil. This makes poking with the Hemlok a tactic that you can use to your benefit this Season, as it’s just not very well known, and the TTK reduction can lead to incredibly high kill counts, or at the very least, damage. |
B Tier
The weapons of this tier have the potential to be great, but fall flat in some areas, or have a competitor higher on the list that does their job slightly better. Nonetheless, these are still very solid picks and can be made great in the hands of a skilled shooter.
Name |
Class |
Ammo |
Behavior |
Description |
---|---|---|---|---|
Nemesis |
Assault Rifle |
Energy |
Burst, Mid-range |
This weapon is situationally good, but you need to keep in mind that it gets faster the longer you fire it, meaning you need to be persistent in the way you use it. |
G7 Scout |
Marksman |
Light |
Auto, Mid-range |
Amazing TTK, but a very big spread. This weapon is so hard to place, as it can be top-tier in the right hands, but there are easier options to pick from to dominate. If you’re a good shot, this weapon is great. |
Alternator |
Submachine |
Light |
Auto, Close/Mid-range |
The Disruptor Rounds made this weapon what it is, so without them, it’s just average. In the early game, it’s pretty versatile but should be replaced when the chance is given. |
Mastiff |
Shotgun |
Shotgun |
Auto, Close-range |
With headshots removed, this weapon became quite stale. It’s still amazing at close range, but all other shotguns have something far better to offer, so we can say it’s average. |
Sentinel |
Sniper |
Sniper |
Auto, Long-range |
Very quick bullets, and thus little falloff, but the TTK is so low it only performs well at long range. If you know how to poke a team apart, this can be good, but the moment you approach, it becomes nearly obsolete. It can be boosted with Shield Cells, but you could just use a Longbow instead. |
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C Tier
These weapons are technically viable but can be disappointing in many areas. We recommend taking these weapons only when you know what you’re doing with them, but even then, the recent changes promote other weapons more than these.
Name |
Class |
Ammo |
Behavior |
Description |
---|---|---|---|---|
C.A.R. |
Submachine |
Light/Heavy |
Auto, Close-range |
Its TTK is not bad, but the spread and small mag means that you have to use a lot of effort to get that kill down. It’s great in the early game since you won’t run out of ammo with having two types to choose from, but discard it when you get the chance. |
Volt |
Submachine |
Energy |
Auto, Close-range |
It’s a bit on the weaker side but can be used as a substitute for any other SMG. Similarly to the CAR, the magazine size is too small, so you’re likely going to run out of bullets before the enemy is dead. |
Triple Take |
Marksman |
Energy |
Auto, Close/Mid-range |
As the Triple Take is supposed to be a shotgun and marksman fusion, it kind of falls flat at doing both, and Respawn hasn’t done anything to rectify that recently. It makes for an okay mid-range weapon if the choke is off, but you have many far better options. |
Devotion |
LMG |
Energy |
Auto, Close/Mid-range |
The Turbocharger was what made this weapon good in the first place, and with it gone, it’s just mediocre. |
D Tier
Weapons in this tier are not viable this Season, except for the very early game. They lack a lot in many areas and are in urgent need of a buff.
Name |
Class |
Ammo |
Behavior |
Description |
---|---|---|---|---|
Wingman |
Pistol |
Sniper |
Semi, Close/Mid-range |
Oh, how far the Wingman has fallen. It is at a point now where it’s just hard to see any positives about it. Disappointing damage, fire rate, and spread. |
30-30 |
Marksman |
Heavy |
Semi, Mid/Long-range |
Its TTK is very low for a marksman, and the charged shots bring the TTK down, as it only boosts the damage slightly. It needs a buff. |
RE-45 |
Pistol |
Light |
Auto, Close-range |
Without Hammerpoint, this weapon could hardly be used even in the early game. An Akimbo would save it, but otherwise, there’s very little that this weapon has to offer right now. |
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