Galaxy Reavers Weapon Rank Chart

Learning the best Apex Legends guns is one of the most important things to consider as you start to take the game a bit more seriously - or if you just want to lord it over your squadmates with a bit of extra knowledge.

Reavers are a fictional group of humans in the television series Firefly and film Serenity who. As a result, little is known of Reavers' social structure. However, they presumably communicate on some level as they are still able to. They use weapons that fire giant sharpened disks similar to buzzsaws or shuriken,. Beginner's Guide to Rebel Galaxy. U/Errant 4 years ago. Merc's Guild Rank 6) Ship Prices,Classes & Requirements: Please Look above at the ship list for the stats of each ship. Hammerhead - Starter Ship. First Off I would like to point out that more important than upgrading your ship is upgrading your weapons.

Below, you'll find all the essential weapon stats uncovered so far, as well as our picks for the best Apex Legends weapons in each category - as well as a quick explanation of all the most exciting stuff like methodology and genuinely good-to-know things before you go diving into the numbers.

You'll be an expert at Apex Legends guns before you know it!

On this page:

Latest update (February 7th): Includes the addition of the Sentinel introduced in Season 4, changes to the Devotion, which has been changed to a Special weapon, as well as new ammo that works specifically for snipers.

Apex Legends weapons and weapon damage explained

Apex Legends has a huge swath of weapons from you to choose from, and it all depends on your style. Do you prefer to snipe people at a distance, or do you want to be up, close and personal?

Regardless, below you'll find a breakdown of weapon by category featuring all the numbers we know so far. Apex Legends updates quite consistently with new nerfs and buffs of weapons, so these may change over time.

We have a general idea of fire rate which we take into account in our section on personal picks for the best Apex Legends weapons, but if you want to make a decision for yourself, you can browse through the weapon stats charts with the raw data underneath each recommendation.

There are also a few other things to know before diving into the lovely pile of numbers below - here's a quick rundown:

  • Maximum HP for any character is 200 - 100 base health plus 25 health for each level of shield (up to four, for Purple/Gold shields).
  • Helmets don't add HP, but they make you more resistant to headshot damage depending on which helmet you have equipped.
  • A change since release is Sniper rifles have their own ammo now - it's just called sniper ammo, and is a blue colour.
  • In the damage stat tables below, if a weapon does burst damage we've noted the damage of one bullet from that burst fire, the same as it's one bullet's worth of damage for full-auto weapons.
  • Similarly, for 'spread' weapons like shotguns or the Triple Take, we've counted the damage for if all projectiles hit the target successfully.
  • Many - but not all - weapons can expand their magazine size with attachments found from looting, which makes a significant difference to their viability - so it's worth searching for extended magazines, in particular!
  • You can view weapon damage as you're fighting in-game - there are different settings for it in the menus, but the default shows the total damage from all your hits in a burst, with a single damage number updating as you land another hit (from 16, to 32, to 48, etc.).
  • This damage is also colour-coded, according to your enemy's armour, which is good to know - yellow for headshots, purple for purple/gold shields, blue for blue shields, white for common shields, and red for true damage when their shields are down. There's also a shattering sound when you smash through their shields in combat, too.

With those little bits of housekeeping out of the way, here are all the numbers and details we've confirmed for weapons so far - from our own testing in-game - and our Apex Legends weapon recommendations in each category.

Best Sniper Rifle in Apex Legends recommendation: Sentinel

Before the Sentinel, it was obvious that the Kraber .50-Cal sniper rifle was the best rifle to use. Just look at its body damage - that's enough to get knocked down with two shots. However, with the introduction of the Sentinel in Season 4, the Kraber may actually not be the best after all.

If you charge the Sentinel with a shield cell, it strips the enemy team of their shields and hits straight at their health. It's a risky move, but using it will be worth it when you're the last one standing.

Apex Legends Sniper Rifle damage stats:

Sniper RifleAmmo TypeFire Rate TypeMag SizeBody DamageHeadshot DamageAvailability
Kraber .50-CalSpecialBolt-Action4145297Supply Pods
Triple TakeSniperSingle569138Standard
Longbow DMRSniperSingle555118Standard
Charge RifleSniperSingle490116Standard
SentinelSniperSingle465130Standard

Best SMG in Apex Legends recommendation: Prowler

While the R-99 and Alternator both have an auto fire-rate type that's fire-rate is decent, both of them pale in comparison to the Prowler.

The Prowler's recoil isn't the greatest, but it's burst of 5 fire rate is incredibly powerful no matter if the distance is far or medium.

The body damage is also excellent, especially for those players - aka us - who aren't that great at getting headshots during the heat of battle.

Apex Legends SMG damage stats:

SMGAmmo TypeFire Rate TypeMag SizeBody DamageHeadshot DamageAvailability
ProwlerHeavyBurst of 5201421Standard
AlternatorLightAuto161322Standard
R-99LightAuto181118Standard

Best Assault Rifle in Apex Legends recommendation: R-301

The R-301 is a weapon that you just can't go wrong with. It's great both at a medium distance or up close, and has a drop-off rate that won't leave you hankering to find a sniper rifle fast.

It's got consistent damage, and even if you're only firing from the hip, enemies can be downed with ease if your aim is on point.

Apex Legends Assault Rifle damage stats:

Assault RifleAmmo TypeFire Rate TypeMag SizeBody DamageHeadshot DamageAvailability
G7 ScoutLightSingle103468Standard
Hemlok Burst ARHeavyBurst / Single182244Standard
R-301LightAuto / Single181422Standard
VK-47 FlatlineHeavyAuto / Single201938Standard
DevotionSpecialAuto541734Supply Pods

Best LMG in Apex Legends recommendation: L-Star

The L-Star used to be a special weapon, which meant unique ammo and an availability that relied on supply pods.

That made it a good LMG, but the best? That title used to belong to the Spitfire. With the L-Star replacing The Devotion as an Energy weapon, you'll be able to deal damage at such a fast rate that it puts the L-Star way ahead of other LMG weapons.

Apex Legends LMG damage stats:

LMGAmmo TypeFire Rate TypeMag SizeBody DamageHeadshot DamageAvailability
M600 SpitfireHeavyAuto351836Standard
L-StarEnergyAuto401836Standard
DevotionSpecialAuto541734Supply Pods

Best Shotgun in Apex Legends recommendation: Mastiff

Despite being a special weapon, and thus being near impossible to get until late early game, the Mastiff is still one of the most consistently powerful shotguns around.

It's body damage is enough for you to try your darned hardest to grab it ASAP, and if you're good at aiming headshots? Holy moly, this gun is incredible.

Apex Legends Shotgun damage stats:

ShotgunAmmo TypeFire Rate TypeMag SizeBody DamageHeadshot DamageAvailability
MastiffSpecialSingle4144288Supply Pods
PeacekeeperShotgunPump action6110120Standard
EVA-8 AutoShotgunAuto86380Standard

Best Pistol in Apex Legends recommendation: Wingman

The Wingman has always been a pistol that would make anyone in their right mind run off in the other direction, and that still hasn't changed even with its most recent changes.

50+ videos Play all Mix - When Tomorrow Starts Without Me - Stephen Meara-Blount YouTube Until We Meet Again - Stephen Meara-Blount - Duration: 5:44. The World Of Stephen Meara-Blount 20,669 views. Always remember me by stephen meara blount young. This poem was written by my nephew, Joshua Blount-Fory, when he was just 12 years old. He wrote it for his grandad, as though he is sending the message to his nan, to let her know he watches her. 50+ videos Play all Mix - Something To Remember Me - Stephen Meara-Blount YouTube Heaven's Golden Sand - Stephen Meara-Blount - Duration: 4:57. The World Of Stephen Meara-Blount 1,284 views. Always Remember - Stephen Meara-Blount - Duration: 6 minutes, 25 seconds. 10 years ago; 45,228 views; This was my first vocal video. Many more have now followed. The video playing was taken just. Always Remember - Stephen Meara-Blount - Duration: 6:25. The World Of Stephen Meara-Blount 45,141 views. I Still Grieve - Stephen Meara-Blount - Duration: 5:39.

It's rate of fire is slow, but the damage is incredible and if going against someone with a steady hand.. Well, we're sure the game was good while it lasted.

Apex Legends Pistol damage stats:

PistolAmmo TypeFire Rate TypeMag SizeBody DamageHeadshot DamageAvailability
WingmanHeavySingle64590Standard
MozambiqueShotgunPump action34566Standard
P2020LightAuto101319Standard
RE-45 AutoLightAuto161116Standard

That's it for our Apex Legends weapons explainer! We also have some advice on another big choice when playing - which Apex Legends character you should choose.

Contents.GENERAL GAMEPLAY OVERVIEW The game consists of two main modes, Station and Space. In Station mode while you are docked at a station you can talk with NPCs, accept missions, repair/upgrade/replace your ship, buy and sell Commodities and hire a Mercenary. In Space is where the main action happens where you can fly between stations, fight enemy ships, raid traders, mine resources from asteroids, explore etc.there are many options.

Note that the game automatically saves your progress every time you undock from a station.Buying new equipment is NEVER a loss In this universe, you sell used equipment the same price you bought it. The way it works is simple: you can buy any equipment and switch back to another if it is not to your liking. It's fine to want to buy the biggest ship in the universe, but saving your money to jump a step in the list ships achieve nothing here if you have empty turret mounts. You can keep using older ships for a longer period of time and upgrade the weapons, defense and components accordingly.

Change ships when it can give you an edge, don't stay overly attached to a piece of junk!COMBAT Whether you want to or not you will be involved in combat quite frequently, and your initial ship really can't handle much to begin with; you can die very easily in this ship if you aren't careful. To be able to handle combat you need to understand the ship systems you have available.WEAPONS Your ship has several weapon systems available.are a set of heavier cannons on the sides of every ship. Shot for shot they do some of the heaviest damage output available but they have a limited firing arc and if not aimed by holding down the right mouse button they have terrible aim. This is very important to note; DO NOT BE FOOLED BY THE SHOWN DPS RATE OF BROADSIDE WEAPONS. Although on paper Broadsides could inflict the shown DPS rate given the damage per shot and the max firing rate, that's only if every shot hits at full rate, un-aimed, which would require you to be practically touching a very large enemy ship or structure. In more realistic combat at longer ranges with smaller targets, the actual DPS rate is the damage-per-shot divided by the Charge time; you need a full charge to be able to hit anything smaller than a Destroyer at any kind of decent range. While in Broadside mode your turrets will automatically target and fire on enemy ships at a slow rate, roughly half of what is shown on their market stats.

In the ship equipment screen at a station you only need to buy one Broadside system to fit all of your cannons, so to get the total damage per salvo multiply the shown damage of the Broadside system by the number of Broadside Ports your current ship has. Because of this need to charge the weapons for them to aim properly it is generally recommended to get a system with the best damage-per-shot and a slower base firing rate, as long as the firing rate is faster than the charge time.are a set of supposedly weaker guns that give 360 degree coverage of your ship. When you switch to Turret mode your Broadsides will not fire on their own but the turrets will fire at their full rate than that when they are automatically controlled, however sustained fire will overheat them and you will not be able to shoot them again for some time until they cool down. In the ship equipment screen at a station each turret has to be individually purchased and equipped. Turrets are also the only weapon type that can fit mining lasers and accurately target turrets on enemy ships and structures.

In general Turrets come in three main types: Projectile, Beam and Missile.Missile turrets launch various types of missiles that are guided and some have the longest potential firing range of any weapon system, as well as the highest damage-per-shot values allowing for large 'alpha strikes' against targets. They do require a lock-on time to be able to track targets, but the biggest downside of this turret type is that they consume ammunition that you have to buy and there is a rather painful limit to how many you can hold. Not only is this increased money drain unwelcome, in a prolonged firefight you could run out and there's also the problem that missiles can be shot down or countered with Deflectors. Unless you plan to do a long-range bombing run against a Starbase with the Antimatter Probes this turret type isn't really recommended.Projectile turrets are a very common weapon system and the first type you start with. They are meant for general combat and although they can have fast projectile speeds they can have difficulty hitting Fighter Craft that aren't flying in a straight line towards or away from you. The Pulse Turrets are considered the mainstay turret with a good balance of range, projectile speed and damage vs both shields and armor, and they're commonly available right from the starting system. They can fire instantly from the moment the trigger is pressed.Beam turrets are instant beams, normally not very good against shields but good against armor, that have a short charge-up time from the point the firing button is pressed, then they shoot a constant beam at the target until they overheat or the trigger is released.

They have pinpoint accuracy (in your hands at least, NPCs seem to miss semi-frequently) and due to the instant speed of the beam can be extremely effective in taking out Fighters; you can even redirect a still-firing set of beams to another fighter to hit it as well. The Particle Laser is the mainstay beam turret and can have very heavy damage output; it is worth noting that once you get to systems that sell Mk 3 versions of weapons the Particle Laser can out-damage the Pulse Turret against shields even factoring in the laser's damage penalty to them.

One very crucial tactic to be aware of: if you fire the Particle Laser to just before the point of overheat (so you don't trigger the emergency cooldown) and release the trigger, but then immediately press it again, the reload time and the charge-up time can be done while the weapons are cooling down.