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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

Season versions are formatted as Season.Split.Hotfix.

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.

Hotfixes are created manually using info released in posts by Respawn rather than pulling the stats using the files from the game, since hotfixes are usually serversided.

The process is somewhat 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