Please be advised that these guns are subject to preference, and just because you have a low tier gun does not mean you are not capable of killing someone with a higher tier gun. This also works both ways, as a high tier gun does not yield instant kills. Lastly, this tier list does NOT include hop up attachments. Each gun will be touched on individually and will possibly be regarded with the attachment included. The ultimate goal of this guide is for you to see a gun that you may pass up on, on this list and be able to add it to your repertoire or discover some tips with guns that are already commonly used.
This tier includes ONLY Legendary guns. These guns are found exclusively in Care Packages. Ammo cannot be found anywhere, so only the respective number of bullets in each gun can be used, so plan accordingly! An alternative is finding a “legendary” gun that usually is not legendary but comes with already equipped legendary attachments. You can usually find those in Hot Zones.
The Kraber is a .50 Cal Sniper. It offers 125 damage with a body shot and will do a full 200 damage to any target hit in the head. The one downfall to the Kraber is that you will have to cock the sniper after every single shot you take. Make sure it is cocked before you go to shoot it again! You should aim for headshots with this gun as after getting body shotted, most players above 125 health will likely run away.
The Mastiff Shotgun reigns superior to near every gun in the game. It deals 144 damage to the body and 288 to the head with all bullet pellets hitting. The spread is relatively close and is still relatively effective at medium range. Very deadly, and if you spot an enemy has this it may be best to refrain from engaging in close range fights! The mastiff has 4 bullets per clip and shoots similar to a peacekeeper as it is a single shot weapon. A good tip with this gun is to shoot once, duck into cover and come back out when ready to shoot again.
Rounding out Tier 1 is the Wingman. It packs a powerful 45 damage per body shot and only gets better with the Skullpiercer hop up attachment. Like the Spitfire, it deals a ton of damage per clip so it is effective vs. multiple enemies. The Wingman does require a bit of aim, particularly to hit headshots which may favor it to PC players more than console players, however, Aiming is not too difficult, and can still be effective even without landing a ton of headshots. One tip with the Wingman is to use it from long range as well. This gun has no damage drop off and can pack powerful damage from across the map. Our Apex Legends boosting squad never passes on a Wingman while gaining wins or kills for our clients.
Next up is the R301 Carbine. It takes light ammo, even though it is an assault rifle. This is particularly good to know as light ammo can usually be found in abundance. The R-301 is an incredibly accurate gun with a fast fire-rate. That’s why it’s so deadly. The extended light magazine is a must so you could kill people in 1 clip with enough aim. Assault legends such as Bangalore and Wraith should never skip on this gun.
The reason for putting this gun in tier Tier 1 is because of the damage output possible. The R99 offers the quickest time to kill among guns in Apex Legends and is definitely very effective. The main issue is that with just 18 bullets in the clip it can be difficult to land every shot needed to kill a target of 200 health. With a purple extended magazine or better, this gun becomes particularly deadly. One tip with the R99 is to play it from close range. The recoil is extremely bearable from close range, particularly with a high-level barrel stabilizer. If you find yourself at long range with the gun, it can be very ineffective. In these situations try to work your way as close as possible to your opponent using map cover before striking!
The Peacekeeper is a shotgun which deals up to 112 damage to the body if every pellet hits. The Headshot multiplier for all shotguns is very low, so it is important to aim for the body so the most bullets hit, unless within punching distance where headshots can be effective. A shotgun bolt can be attached to this gun, which allows a quicker fire rate. One tip with this gun is to peak shot behind cover. Allow one shot to come out, duck behind cover while the gun cocks back, and pop back out when ready to shoot again. This allows maximum value while taking the least damage.
The Precision Choke hop up can be attached to this gun. The precision choke allows a charged shot with a tight bullet spread. This is particularly advantageous at longer ranges. One tip while using the precision choke is that it is very loud and can be heard from far away. If you are sneaking up on somebody don’t charge it, it is worth it to just use a regular shot for the first bullet. It can also give your position away if enemies are near so careful using it. A fun fact is that the Peacekeeper’s fire spread is in the shape of a star.
The Spitfire is just an all around great gun. It packs 35 bullets in the clip without any extended magazine attachments and is capable of killing multiple enemies of a squad in that clip. The recoil pattern is extremely forgiving and can beam targets with ease, even with low barrel stabilizers. The Spitfire is great as it totals 700 damage per clip, without any extended mag attachment. This makes it very formidable for killing multiple enemies at a time. One personal tip with this weapon is to hip fire up close. While scoping with a Light Machine Gun you will strafe slowly, and the hipfire pattern like many other guns is very forgiving so take advantage!
Hemlok has a Selectfire attachment built into the gun. This allows the Hemlok to be shot in a single shot mode. One tip with this gun is to aim lower, as the gun will recoil up for the first two bursts. The higher barrel stabilizer you have, respectively, the higher you can aim at the target as the recoil will be less. The Hemlok is a very versatile weapon and is definitely one of the best heavy assault rifles due to its high damage and ability to be effective at all ranges. Like most guns from close range, the Hemlok is particularly deadly with hipfire as all 3 shots per burst will likely hit while being able to quickly strafe to avoid enemy bullets.
The Devotion is capable of the most damage per second when fully charged up shooting and is undoubtedly one of the strongest weapons in the game. Adding the Turbocharger attachment can make the gun more accurate at the beginning of the clip, as it charges up faster. One tip with this gun without the hop up is to prefire. This way when you are ready to fire at your target it is fully charged up. What holds this gun in this tier is the fact that it takes up a lot of ammo, and energy ammo is scarce on the map. Energy ammo also only holds a stack of 60 instead of 80 like heavy and light ammo. This means that you will need more inventory slots for ammo and less can be filled with heals, grenades, and other items. It is also bulky, offers less mobility and slower time to switch weapons to finish off kills or running away.
The Scout is a rather popular gun on the map. This means that it can be used often in early game situations. It is a sniper, but it takes light ammo. Rather than trying to snipe with it, it may be effective to play it as a DMR. This means that it can be an effective close-medium range because of the high fire rate. It may be best to have a close-medium range optic attachment, rather than a sniper scope for this method. Because of the Scout’s versatility, it reigns the best sniper. Although it’s long-range dropoff is quite bad and I don’t suggest it for long-range firing, Lifeline benefits from this gun greatly.
The Longbow is undoubtedly a threat. It deals 55 damage per body shot with the opportunity for 110 damage to the head with the Skullpiercer hop up. This gun is particularly useful in late-game scenarios, where teams may have no choice but to contest you, even when you have the advantage. It performs extremely well from long range, however, it is weak at close range because of the slow fire rate. It is advised to have a strong close range weapon if carrying the Longbow.
The EVA is another effective shotgun. It is automatic and can deal with a high amount of damage up close. One tip is to make sure to add a Shotgun Bolt! The EVA’s only attachment added is a shotgun bolt, but a purple bolt on the Eva 8 can be deadly because of the high fire rate. This shotgun is relatively common and rather undervalued. I would recommend definitely giving this gun a chance if it is not something you often use.
The Flatline is an average Assault Rifle. It is relatively accurate from close to medium range, however, the damage output is fairly low. It does not have a slot for a barrel stabilizer which hurts the gun for mid-late game scenarios, as well as in long range fights. Overall, the gun is not terrible, however, there are many better alternatives.
The Triple Take is another versatile Sniper Rifle. Unique to the other Snipers, The Triple Take uses Energy Ammo, and Fires 3 bullets per shot. (Using 1 Ammo per shot) The problem with the triple take is that unless used at close range the only 1-2 shots will hit the target from medium to far range. This means that the gun should primarily be used as a shotgun from close to mid-range.
The Triple Take allows for a Precision Choke to be attached. With this attachment, the gun becomes much more useful and can be bumped into Tier 2-3. It allows more of the bullets per shot to land dealing more damage to enemies. It can also be very effective from all ranges. One note on the Triple Take is that the Precision Choke is actually quiet on this sniper. This helps as you can sneak up on enemies while charging up the shot, unlike the choke on the Peacekeeper.
The Prowler is a unique Submachine Gun as it takes heavy ammo. It is a five-round burst gun, which is relatively inaccurate unless at close range. One tip with the prowler is to aim lower, as the bullets in the burst will recoil up. The prowler has a much more effective fire mode with the Selectfire hop up. This will allow an option for a full auto shot. This can be very effective and easily turns this gun into a Tier 2/3 weapon. One tip would be to search for an extended magazine, as the fire rate is fairly high.
The Alternator is a small Submachine Gun with 16 bullets per clip. It is a common gun in early game situations and can be a big step up from guns like the P2020, Mozambique or RE-45. Although it can still be effective, it is advised to upgrade this gun as soon as possible. If forced to use an Alternator it is advised to try to have a secondary gun as the ammo capacity in one clip only deals 208 damage with no extended mag attachment. This means every single bullet needs to hit the enemy in order to kill a target with Epic armor.
The Havoc is another gun which is common in early game scenarios. It takes a few seconds to charge up so it is advised to pre-fire before using without a Turbocharger (much like the Devotion). The Havoc, unique to other guns, can equip a choice between two hop-ups: Turbocharger and Selectfire Reciever (not both). The Turbocharger works just like the Devotion, as the gun charges up faster.
The Havoc’s Selectfire Receiver allows a charged shot which consumes 5 energy ammo. It can deal a very large burst of damage when hit (Equivalent to 5 shots). This is particularly effective to shoot enemies that may not notice you. This shot is actually Hit Scan, meaning that as soon as the shot shoots it will hit the enemy. You will not have to compensate for bullet drop, making this an excellent choice for far range. However, overall, it’s just not as good as the other higher tier weapons.
Considerably more effective than the other two guns of the category, the RE-45 Machine Pistol is one of the most common guns in the game. It rarely sees use outside of Early game scenarios, however, it does deal a solid amount of damage for a pistol when used as a pocket Submachine Gun. I would suggest to dump the clip out and switch to another gun if possible when engaging in gunfire.
The P2020 is a Single Shot Pistol. It can shoot relatively fast, however, it is very low in damage. The only real benefit this gun has over others in its class is that it is still effective at a longer range. I would highly suggest upgrading this gun as soon as possible.
Well it beats punching, right? With all jokes and knocks aside Mozambique would be a decent gun without the ever so small 3 magazine clip size. Instead of running past it if you don’t have a gun or have only a P2020/RE-45, it is worth picking up. I would suggest to quickly empty the clip in close range scenarios only, and then switching to your other gun.
Surprising to most, if all 3 shots land Mozambique will kill an enemy with 100 health. 2 shots + a punch will also kill, or 3 shots and punch will kill white shield respectively. While I am certainly not advocating to run the entire match with a Mozambique, it still has some use in early game situations, and I have easily racked up around 30 kills with it.
Last and… Well least, are your fists. Punching does 30 damage and is very underrated in an early game situation. Even if an enemy lands on blue armor, 2 punches from each member of your squad are enough to knock him. Let’s be honest, if you landed with any of the guns from this tier and you see a full squad running at you to punch you, the best thing you can do is run. Keep that in mind!
Many of the guns in these tier slots were difficult to label, and some of them fell between certain categories. I have seen players make crazy plays with guns that are very low tier and the potential for such is great with almost every gun in this game. Please keep that in mind! The goal of this guide was not to simply stare and see where your personal favorite gun lands and refute the ranking. My goal for you is to see a gun you might not pick up on a high tier list and rethink picking it up, or your change up your particular playstyle with that gun. Different players excel at aiming with different guns, so this list can also be subjective to personal opinions as well! If you have a question or believe something may be out of place, please leave a comment! I will be happy to further explain my reasoning for each tier placement.