Hemlok Burst AR
In Apex Legends Season Four, the Flatline was our S-Tier AR but things have changed now in Season Six. The removal of the Anvil Receiver Hop-Up for the Flatline in Season Five and buffs to the Hemlok recoil this season means the Hemlok is now the AR of choice. Burst fire mode on the Hemlok was drastically improved, with the recoil and time between bursts both reduced. The Hemlok’s single-shot rate of fire is one of the best, comes with a 2x headshot multiplier and high accuracy. Delicious. This AR is good at both mid and long-range. However, with -50% movement while aiming down sights, it’s not great up close unless you’re frantically firing in burst mode. The Hemlok’s only other major flaw is it’s starting ammo capacity of 18, but this is easily rectified with even a level 1 Extended Heavy Mag bringing it up to 24.
You might have long regarded the Triple Take as a viable option but you might want to revisit your opinions. This is not a hot take but reality: the Triple Take is now the best sniper weapon in the game outside of the Kraber. Instinctively you might say the three shots are inaccurate long range and that you have to find the Precision Choke Hop-Up to even consider the Triple Take. That was true in the past, but for Season Six, the Precision Choke Hop-up is built into the weapon. Don’t worry, if you grab it in an early game skirmish and want the 3-shot spread, the Precision Choke function can still be toggled on and off by using the fire select button. For Season Six, the Triple Take’s rate of fire and magazine size were also buffed slightly. Yet another reason those in the know are not leaving them untouched this season.
The only new gun to arrive as part of Season Six, the Volt is swiftly becoming a firm favorite. The Volt is the first energy-based SMG to grace Apex Legends and packs quite a punch, dealing 16 damage to the body and 24 to the head. In terms of pure damage capacity per magazine, this makes it the most lethal out of all SMGs, just outshining the R-99. The recoil on the Volt is easily manageable when compared to the likes of the Devotion and L-Star.
While the reload speed for the Volt is quick, the magazine capacity progression for the weapon is 19/21/23/26, meaning you definitely need to hunt for an Extended Energy Mag if you want it to be viable come late game. The Volt should be reserved for close-quarters combat and, despite looking like an AR, it is not good at range. There are no Hop-Ups or Select Fire modes for the Volt and beyond 37.5 meters you will not have a headshot multiplier. On top of that, there are no optics for the Volt beyond 2x. Close range and with an Extended Mag though, this gun is absolutely devastating. End game material.
Damage wise, the Mastiff is by far the best shotgun in Apex Legends. A perfect headshot is 128 damage and with 0% leg damage reduction. No matter where you hit your enemy with a Mastiff they’re going to feel it. While it is not as fearsome as it was during its days as a crate weapon, in the hands of a player with good movement it is incredibly deadly. The Mastiff’s bullet spread is much smaller when aiming down sights, and the movement debuff for doing so is just -10%. Recoil is also negligible on the Mastiff. The Mastiff loses out to SMG if you’re static, so keep ducking and diving as you blow them to pieces.
Introduced in Season 3 as a Care Package weapon and moved to the general armory in Season Four, the L-Star remains an acquired taste. The L-Star does not need to be reloaded if fired in short bursts to avoid overheating. Plus, the projectiles do make you feel a surge of power when you’re unloading a volley into an enclosed space. With the 2X multiplier, headshots deal a hefty 38 damage per shot. However, the L-Star is very much a high risk, high reward weapon. While the L-Star can dish out massive damage it can feel underwhelming in the hands of a novice for several reasons. The recoil is substantial if not fired in burst and the projectiles travel relatively slowly. Additionally, your movement speed is -60% while aiming down sights making you an easy target. If you have solid aim you will cut through your enemies, but for newbies this weapon is a bit too much of a risk.
After two seasons in Care Packages, the Devotion is back in general play for Season Six. The Devotion is quite handy for the newest legend Rampart, as her passive Modded Loader grants her increased magazine capacity and faster reloads when using LMGs. After “spin-up,” Devotion’s rate of fire is 900 RPM, but that time can be removed with the Turbocharger Hop-Up. With the Hop-Up, the Devotion is the quickest firing weapon in Apex Legends outside of the Care Package’s R-99. The Devotion comes with a chunky magazine size even without an Extended Energy Mag and a successful headshot has a 2x multiplier. The weaknesses however are its reload speed, high recoil and lack of accuracy at long range. For these reasons, it is placed in A-tier in favor of the Mastiff and Volt.
In SA[ex Legends eason 4, the G7 Scout was re-christened an AR, after spending three seasons as a sniper. Its versatility makes it a reliable choice, albeit not a very flashy one. The G7 Scout’s vertical recoil is very easy to master. The penetrating bullets mean you can hit multiple enemies with a single shot – especially spicy when you have the Double-Tap hop-up in your hand. Damage wise it’s the hardest-hitting AR, and a single headshot will land you a helmet shattering 60 damage. If you prefer clean and clinical shots from medium to long-range, the G7 Scout is for you.
The Wingman is the Desert Eagle of Apex Legends, and the high damage per shot makes it an efficient killer. Due to its weight, it offers a faster movement speed while aiming compared to other heavy ammo weapons. Season Six is the first season the Wingman has not been tinkered with, and the return of the Skullpiercer Rifling Hop-Up in Season Five means you can still buff the weapon’s headshot multiplier to 2.25x. Even without the Hop-Up, the Wingman deals 90 damage for a headshot. That is the highest headshot damage of any weapon outside of Snipers and Shotguns. With a limited magazine, the Wingman is best left to players who can actually aim.
The Flatline has fallen from grace as a mid-range weapon, most likely holding on to it while you scavenge. The Flatline does not have a burst mode and the design of the weapon’s natural iron sight blocks vision if you don’t have an optic. If you were running an AR + Sniper, the Flatline would work as it’s high fire rate and full-auto mode makes it a better hip-fire close range weapon than the Hemlok or G7 Scout. However, mid to long-range the Flatline is underwhelming. The removal of the damage boosting Anvil Receiver Hop-Up in Season 5 really hurt this weapon.
The R-301 Carbine is incredibly satisfying to use. Plus, for new players, it’s a great way to work on your aim while keeping up with the fast pace. It has a high rate of fire and high accuracy, plus is decent at all ranges of combat, making it the most versatile weapon in the game. As the AR takes Light Ammo it does deal low damage per shot. But, if you can land a flurry of bullets, there is potential for pain, especially with the 2x headshot multiplier.
The Spitfire is well-suited to those who want to keep the fire button down, YOLO and just watch the world burn. With an Extended Mag Level 3, it has the highest magazine capacity of any weapon and it’s Heavy Ammo can shred armor. Close up, if your aim isn’t the best you still got a great chance to hit your enemy with the spread. However, it is the slowest firing light machine gun. A tip to getting the most out of it is to pre-fire if you know an enemy is coming around a corner. Compared to the two other LMGs, the Spitfire is more effective at longer distances. This allows you to you really keep an enemy pinned down with covering fire. The Spitfire is not really the “best” at any one thing, but it’s a fun gun if you’re looking to let off some steam.
The Longbow is a no-nonsense Sniper. No-frills, no gimmicks, just raw damage. The recoil while ADS is non-existent and as it is a semi-automatic, you can fire six shots back-to-back without an Extended Mag. In the sniper class, the Longbow deals the least damage for Body (55) and Legs (44) shots, but rewards headshots. If you’re a good shot and plan to patiently defend a high ground position, the Longbow is a solid choice. Those looking for a more explosive sniper should turn to the Triple Take or Sentinel.
The bolt-action Sentinel in terms of damage is the hardest hitting sniper you can find outside of a Supply Drop. At base damage, a body shot is 70 damage compared to 55 for the Longbow and the unique Disruptor mechanic allows you to use 2 Shield Cells to gain a new ability. After charging for five seconds, the Sentinel will enter Disruptor mode for 120 seconds. In Disruptor mode, each shot reduces the timer by 15 seconds but is guaranteed to destroy the entirety of an enemy’s shield. While it does dish out exceptionally high damage, the fact its bolt-action means you have to reload after every shot. If you’re a confident sniper opt for the Sentinel over the Longbow.
A fully kitted out Prowler is potential end game material. But it’s that reliance on finding the right attachments that make this gun not for everyone. If you love the weapon, ensure you tell your team-mates you have it and ping what you need. The reality is if you picked up a Prowler early game without the Selectfire Receiver Hop-up, you’re going to struggle to compete with other weapons. Plus you will burn through your ammo supplies far too swiftly with its 5-round burst. Strong recoil, no stabilizers but 75 damage if you land the burst.
When it was introduced in Season Three the Charge Rifle was a beast. Unlike other sniper weapons, the Charge Rifle shoots out a beam that increases in damage the longer it’s on a target, rewarding players that are able to track their enemies. Since Season Three its fire rate, magazine size and damage have all been nerfed. Visually the Charge Rifle is a beauty to witness in action and its 100% accuracy while in the air can make for some sick plays. As it stands in Season Six though, it’s very much a flash in the pan.
There was potential for the EVA-8 to be a dominant force with the Double Tap Trigger Hop-Up, but its unreliable spread pattern makes it tricky to land shots reliably. Without a Shotgun Bolt, the EVA-8 is very much a roll of the dice. That said, the EVA-8 fires twice as fast as the Mastiff Shotgun and has a bigger magazine size. For early skirmishes, the EVA-8 can do the job but you should be dropping it as soon as you have the chance.
The worst in the SMG class but still better than a Pistol, the Alternator is not a late-game weapon. Early game, the Alternator is great for quickly finishing off an enemy, and tap firing will allow for short but accurate bursts. Light Ammo means you won’t be dealing a ton of damage and you’ll have to keep an eye on your ammo to avoid exhausting it needlessly. Its predictable recoil just narrowly gets it into the C-tier.
Despite taking Energy Ammo, the Havoc is classed as an Assault Rifle, and damage-wise it’s on par with the Flatline. What’s interesting about the Havoc is it comes with two Hop-Ups, giving you a choice of how to use it. The first is the Turbocharger which removes its wind-up time before firing, making it more of a close encounters weapon. The second Hop-Up is the Selectfire Receiver which adds a hitscan beam fire mode, great for mid-range combat. It is a C-tier weapon due to its heavy over-reliance on attachments and complex recoil pattern. Without a Hop-Up or an optic, the Havoc is a mess.
The “best” of the D-tier weapons, the P2020 has a manageable vertical recoil and a very quick reload speed. The tight bullet spread and light weight mean you will still be accurate while dashing in and out of combat. Damage however is low, and even landing a headshot will only deal 23 damage compared to 30 for a melee hit. A peashooter in comparison to other weapons.
Unfortunately, the Re-45 is easy to find. Aside from a smaller magazine size and dealing less damage than the P-2020, it also has a vertical and hard curve recoil. This makes it very unreliable. It is still a fully automatic weapon so it offers more burst damage than the semi-automatic P-2020. It remains a strong contender for worst weapon in Apex Legends.
Aside from being a bit of a meme, the Mozambique is often considered the worst weapon in the game for a reason. It’s the worst shotgun in the game and has a magazine capacity of just four bullets. With the Hammerpoint Rounds Hop-Up it does increased damage to unshielded targets. Aside from the first moments of a game when enemies do not have Body or Knockdown Shields, this perk is underwhelming. To be honest you, might be better just to melee your enemy.
Season Six of Apex Legends is a breath of fresh air in terms of weapon choices. The over-prominence of the R-99 in Seasons Four and Five has been addressed by exiling the SMG to Care Packages, encouraging players to experiment with other weapons. Furthermore, the arrival of the newest legend Rampart has seen a rising interest in Snipers due to her Amped Cover. You can read more about her impact in our Rampart Guide. If you took some time off Apex Legends because you felt it got stale, now is the perfect time to revisit it. We hope this guide was helpful and you’ll head into your next game with newfound confidence.