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Apex Legends Weapon Stats


Weapons
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2

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Units
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Ammo

Type -
Magazine Size -
Time to Empty -

Firing

Firing Mode -
Firerate -
Rechamber Time -
Charge Time -
Burst Count -
Burst Delay -
Burst Firerate -

Shot

Projectiles Per Shot -
Ammo Consumed -
Projectile Speed -
Drag Coefficient -
Gravity Multiplier -
Max Headshot Distance -

Projectile Damage

Body / Head / Limb
Base -
Flesh -
Shield -
Critical Hit -

Shot Damage

Body / Head / Limb
Base -
Flesh -
Shield -
Critical Hit -

Shots To Kill

Body / Head / Limb
No Armor -
Common -
Rare -
Epic -
Mythic -

Damage Per Second

Body BASE -
Head BASE -
Limb BASE -
Body FLESH -
Head FLESH -
Limb FLESH -
Body SHIELD -
Head SHIELD -
Limb SHIELD -

Total Damage Per Magazine

Body BASE -
Head BASE -
Limb BASE -
Body FLESH -
Head FLESH -
Limb FLESH -
Body SHIELD -
Head SHIELD -
Limb SHIELD -

Time To Kill

Body NO ARMOR -
Head NO ARMOR -
Limb NO ARMOR -
Body COMMON -
Head COMMON -
Limb COMMON -
Body RARE -
Head RARE -
Limb RARE -
Body EPIC -
Head EPIC -
Limb EPIC -
Body MYTHIC -
Head MYTHIC -
Limb MYTHIC -

Projectile Size

Initial Size -
Step 1 -
Step 2 -
Final Step -

Patterns

Recoil Pattern
Blast Pattern

Reload Time

Tac Reload -
Empty Reload -

Handling

First Pickup Time -
Equip Time -
Holster Time -
Raise Time -
Lower Time -
Zoom In Time -
Zoom Out Time -
ADS Movement Speed Multiplier -

Spread

Decay Delay -
Decay Rate -
Increase Rate MOVING -
Decay Rate MOVING -
Standing HIPFIRE -
Walking HIPFIRE -
Sprinting HIPFIRE -
Crouching HIPFIRE -
In Air HIPFIRE -
Hovering HIPFIRE -
Standing ADS -
Crouching ADS -
In Air ADS -
Hovering ADS -

Info

Data was extracted from the game using RSX (exported as .vdf files), then later parsed into json using a C# program. The folder linked above contains a _index.json file, which is the list of all the seasons. sXX.json is the json file loaded by the site, while the sXX-archive.zip file contains all the vdf files, individual weapon json files, and csv files of all the blast/recoil patterns.

The process is mostly automated so it should be very easy to update as Apex updates with new seasons/splits.

Calculations

Meters: HammerUnits * 0.0254

Effective RPM:

if RechamberTime: 1 / Math.max(1 / EngineRPS, RechamberTime)
if BurstCount: BurstCount / (BurstCount / EngineRPS + BurstDelay)
if Charged Semi Auto: 1 / (1 / EngineRPS + ChargeTime);
else: EngineRPS * 60

Time to Empty: MagazineSize / (AmmoConsumed * (EffectiveRPM) / 60)

Projectile Damage: ProjectileDamage * PartMultiplier

Shot Damage: Projectiles * ProjectileDamage

Shots to Kill:

No Armor: StkHealth(100, ShotDamage, PartMultiplier)

Common Armor: StkHealthAndShield(100, 50, ShotDamage, PartMultiplier)

Rare Armor: StkHealthAndShield(100, 75, ShotDamage, PartMultiplier)

Epic Armor: StkHealthAndShield(100, 100, ShotDamage, PartMultiplier)

Mythic Armor: StkHealthAndShield(100, 125, ShotDamage, PartMultiplier)

Helpers:
StkCalc(hp, baseDamage, baseMultiplier, partMultiplier = 1): hp / baseDamage.multFloor(partMultiplier * baseMultiplier)
StkHealth(health, baseDamage, partMultiplier): Math.ceil(StkCalc(health, baseDamage, fleshMultiplier, partMultiplier))
StkHealthAndShield(health, shield, baseDamage, partMultiplier): Math.ceil(StkCalc(health, baseDamage, fleshMultiplier, partMultiplier) + StkCalc(shield, baseDamage, shieldMultiplier, partMultiplier))

Damage Per Second: ShotDamage * (EffectiveRPM / 60) * PartMultiplier

Total Damage Per Magazine: Math.floor(Math.floor(ShotDamage * MagazineSize) / AmmoConsumed)

Time To Kill: ((ShotsToKill - 1) / FireRate) + ChargeTime