Apex Legends: Season 24 Takeover - Weapon Tier List
Apex Legends Season 24 Weapon Tier List: A Meta-Shifting Overview
Respawn Entertainment's Season 24 update for Apex Legends has dramatically altered the game's meta, significantly buffing a wide array of weapons. This tier list analyzes the current weapon landscape, providing guidance on which weapons to prioritize and which to avoid. Remember, this is a general recommendation; optimal weapon choice heavily depends on individual playstyle.
Tier List Methodology
This tier list considers several key factors: raw damage output, versatility across different ranges, performance relative to other weapons in the same class, impact of attachments, and effectiveness without attachments (crucial for early-game scenarios). Each weapon is categorized into one of seven classes: Assault Rifles, Submachine Guns, Light Machine Guns, Marksman Rifles, Sniper Rifles, Pistols, and Shotguns.
Tier Definitions:
Tier | Description |
---|---|
S | Top-tier weapons; consistently excellent performance, potentially game-breaking. |
A | Excellent weapons; strong performance in most situations. |
B | Solid weapons; require skill to maximize effectiveness. |
C | Viable weapons; usable but require specific strategies or attachments. |
D | Underpowered weapons; generally not recommended. |
Hop-ups significantly impact weapon performance and are noted where applicable.
S Tier: Top-Tier Weapons
These weapons are exceptionally strong and highly recommended.
Name | Class | Ammo | Behavior | Description | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
N/A | N/A | N/A | The rarest weapons remain the most powerful, capable of significantly impacting the outcome of a match. | ||||||||||||||||||||||||||||||
L-Star | LMG | Energy | Auto, Close/Mid-range | Exceptionally strong, even early-game, with near-eliminated reload needs due to efficient fire management. | ||||||||||||||||||||||||||||||
Eva-8 | Shotgun | Shotgun | Auto, Close-range | Boosted Loader Hop-up enables near-instant reloads after shield breaks, making it exceptionally powerful. | ||||||||||||||||||||||||||||||
Prowler (w/ Selectfire) | SMG | Heavy | Auto/Burst, Close/Mid | The Selectfire Hop-up transforms the Prowler into a close-range powerhouse, capable of quickly eliminating entire squads with a single magazine. | ||||||||||||||||||||||||||||||
R-301 | Assault Rifle | Light | Auto (Semi), Mid | Remains a consistently strong and versatile weapon, effective across various ranges, with a semi-auto mode for longer-range engagements. |
A Tier: Excellent Weapons
These weapons consistently perform well and are excellent choices.
Name | Class | Ammo | Behavior | Description |
---|---|---|---|---|
Rampage | LMG | Heavy | Auto, Close/Mid-range | Highly effective with Thermites, especially with recent Assault Legend buffs. |
Spitfire | LMG | Light | Auto, Close/Mid-range | High magazine capacity and strong hipfire make it extremely effective. |
Akimbo Mozambique | Shotgun | Shotgun | Auto, Close-range | Remains a top close-range option despite the removal of Hammerpoint. |
R-99 | SMG | Light | Auto, Close-range | A close-range powerhouse, requiring skill but delivering high reward. |
Charge Rifle (w/ Selectfire) | Sniper | Energy | Semi/Auto, Mid/Long | Selectfire makes it a highly effective mid-range weapon. |
Flatline | Assault Rifle | Heavy | Auto (Semi), Mid | A reliable and versatile weapon, effective across various ranges. |
Akimbo P2020 | Pistol | Light | Auto, Close/Mid-range | Surprisingly effective, even without attachments, excelling at close range. |
Longbow | Sniper | Sniper | Semi, | /LongCurrently the best all-around sniper rifle, excluding the Kraber, effective across a wide range of combat scenarios. |
Hemlok | Assault Rifle | Heavy | Burst (Semi), Mid | Excellent burst rifle, highly effective in semi-auto mode for longer-range precision shots. |
B Tier: Solid Weapons
These weapons are good but have some drawbacks or are outperformed by other options.
Name | Class | Ammo | Behavior | Description | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Assault Rifle | Energy | Burst, Mid-range | Situationally effective, requiring persistent firing to maximize its rate of fire. | ||||||||||||||||||||||||||||||
G7 Scout | Marksman | Light | Auto, Mid-range | High TTK but significant spread; requires skill to master. | ||||||||||||||||||||||||||||||
Alternator (w/ Disruptor Rounds) | SMG | Light | Auto, Close/Mid-range | Average without Disruptor Rounds; significantly improved with them. | ||||||||||||||||||||||||||||||
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Shotgun | Shotgun | Auto, Close-range | Less effective than other shotguns due to the removal of headshot multipliers. | ||||||||||||||||||||||||||||||
Sentinel |
Sniper | Sniper | Auto, Long-range | High bullet velocity but low TTK; effective at long range but less so at closer distances. |
Name | Class | Ammo | Behavior | Description |
---|---|---|---|---|
C.A.R. | SMG | Light/Heavy | Auto, Close-range | Low magazine capacity and significant spread require considerable skill to use effectively. |
Volt | SMG | Energy | Auto, Close-range | Weak compared to other SMGs; can serve as a temporary substitute. |
Triple Take | Marksman | Energy | Auto, Close/Mid-range | Falls short in both shotgun and marksman roles. |
Devotion | LMG | Energy | Auto, Close/Mid-range | Significantly weaker without the Turbocharger. |
Name | Class | Ammo | Behavior | Description |
---|---|---|---|---|
C.A.R. | SMG | Light/Heavy | Auto, Close-range | Low magazine capacity and significant spread require considerable skill to use effectively. |
Volt | SMG | Energy | Auto, Close-range | Weak compared to other SMGs; can serve as a temporary substitute. |
Triple Take | Marksman | Energy | Auto, Close/Mid-range | Falls short in both shotgun and marksman roles. |
Devotion | LMG | Energy | Auto, Close/Mid-range | Significantly weaker without the Turbocharger. |
D Tier: Underpowered Weapons
These weapons are generally not recommended except perhaps in very early-game scenarios.
Name | Class | Ammo | Behavior | Description | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Pistol | Sniper | Semi, Close/Mid-range | Significantly underpowered; low damage, fire rate, and accuracy. | ||||||||||||||||||||
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Marksman | Heavy | Semi, Mid/Long-range | Low TTK and minimal damage increase from charged shots. | ||||||||||||||||||||
RE-45 | Pistol | Light | Auto, Close-range | Very weak without Hammerpoint; rarely useful even early-game. |
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