Esports Performance, Fighting Game Dominance - Shop VICTRIX Now!

Free Shipping on orders over €50
Shop now. Pay over time with Klarna.

Login

Click the button to redirect to the login page and we'll send you a login code, no password needed.

Nick FarrellFebruary 12, 2025

Apex Legends Season 24: All Weapon Buffs and Nerfs

Apex Legends is getting the largest content release in quite some time with the release of Season 24.

Respawn is tweaking a ton within the game, and its best if we run over all of the weapon changes coming. 

Here's what we know!

Apex Legends Season 24: All Weapon Buffs and Nerfs

he new season of Apex Legends is once again going to shake up the game, especially some of these patch notes. 

Takeover, has marked the change of various aspects of Apex Legends, as there's numerous buffs and nerfs to essentially every weapon in the game.

Apex Legends Season 24 was released on February 11th, 2025; and the following weapon changes were made. 

AR

Havoc Rifle [Care Package]

  • Damage increased to 21 (was 18)
  • Headshot damage: 27
  • Beam Shot damage increased to 70 (was 53)
  • Beam Shot headshot damage: 105

Hemlok Burst AR

  • Damage increased to 20 (was 19)
  • Headshot damage: 26

Nemesis Burst AR

  • Damage increased to 17 (was 16)
  • Headshot damage: 22

R-301 Carbine

  • Damage increased to 14 (was 13)
  • Headshot damage: 18

VK-47 Flatline

  • Damage increased to 19 (was 18)
  • Headshot damage: 25

LMG

Devotion LMG

  • Damage increased to 16 (was 15)
  • Headshot damage: 20

L-STAR EMG

  • Damage increased to 20 (was 18)
  • Headshot damage: 25

M600 Spitfire

  • Damage increased to 21 (was 19)
  • Headshot damage: 26

Rampage LMG

  • Damage increased to 30 (was 26)
  • Headshot damage: 38
  • Reduced the decay rate of the revved state over time

MARKSMAN

30-30 Repeater

  • No charge damage increased to 43 (was 39)
  • No charge headshot damage: 69
  • Full charge damage increased to 58 (was 53)
  • Full charge headshot damage: 93
  • Slightly increased projectile size at long range

Bocek Compound Bow [Care Package]

  • Damage increased to 75 (was 70)
  • Headshot damage: 120
  • Fire rate slightly reduced
  • Removed Deadeye’s Tempo passive
  • Shattercaps damage per pellet increased to 13 (was 12)

G7 Scout

  • Damage increased to 35 (was 33)
  • Headshot damage: 56
  • Fire rate slightly reduced
  • Slightly increased projectile size at long range

Triple Take

  • Damage per bullet increased to 22 (was 21)
  • Headshot damage: 105 (all bullets)
  • Slightly increased projectile size at long range

PISTOL

P2020

  • Damage increased to 24 (was 21)
  • Headshot damage: 30

RE-45 Auto

  • Damage increased to 14 (was 13)
  • Headshot damage: 18

Wingman

  • Damage increased to 48 (was 45)
  • Headshot damage: 72
  • Base magazine size reduced to 5 (was 6)
    • With added magazine - White: 6, Blue: 7, Purple/Gold: 8

SMG

Alternator SMG

  • Damage increased to 18 (was 16)
  • Headshot damage: 22

C.A.R. SMG

  • Damage increased to 14 (was 13)
  • Headshot damage: 17
  • Added Laser Sight barrel attachment

Prowler PDW

  • Damage increased to 16 (was 15)
  • Headshot damage: 19

R-99 SMG [Floor Loot]

  • Damage decreased to 13 (was 14)
  • Headshot damage: 16
  • No longer has damage fall-off
  • ADS strafe speed normalized to other SMGs
  • No longer eliminates movement penalty when equipped
  • Recoil increased

Volt SMG

  • Damage increased to 16 (was 15)
  • Headshot damage: 19

SHOTGUN

EVA-8 Auto

  • Damage per pellet increased to 8 (was 7)
  • No longer deals increased headshot damage

Mastiff Shotgun

  • Damage per pellet increased to 16 (was 14)
  • No longer deals increased headshot damage

Mozambique Shotgun

  • Damage per pellet increased to 16 (was 15)
  • Headshot damage: 60 (all pellets)

Peacekeeper [Care Package]

  • Damage per pellet increased to 12 (was 9)
  • Headshot damage: 135 (all pellets)
  • Choke speed significantly increased
  • Fully choked blast pattern is significantly tighter
  • Pellets pierce dealing 50% damage after the first enemy hit

Dev Note: Shotguns are receiving a base damage increase, but losing their ability to deal increased headshot damage. They already represent incredible burst damage, but hitting those headshots create sharp output spikes that’s difficult to account for. This change creates a more understandable damage landscape that encourages players to land as many pellets as possible (instead of aiming for the head and whiffing half of them). Mozambiques will retain their headshot damage as a hybrid shotgun-pistol and the Care Package version of the Peacekeeper also keeps it to really lean into that slug shotty territory.

SNIPER

Charge Rifle

  • Base damage unchanged
  • Headshot damage (min. distance): 135
  • Headshot damage (max. distance): 198
  • Autofire headshot damage (min. distance): 101
  • Autofire headshot damage (max. distance): 149
  • Limb damage reduced to 70% (was 90%)

Kraber .50-Cal Sniper

  • Damage increased to 150 (was 140)
  • Headshot damage: 210 

Longbow DMR

  • Base damage unchanged
  • Headshot damage: 108
  • Limb damage reduced to 70% (was 80%)

Sentinel

  • Base damage unchanged
  • Headshot damage: 126
  • Limb damage reduced to 70% (was 90%)
  • Removed Deadeye’s Tempo passive

Dev Note: For our Snipers, we’ve tuned their headshot damage to be much more impactful rather than increase their base body shot damage. This is to key into their role and fantasy as precision weapons that reward patient and skilled gameplay. To hammer this home, we’ve reduced the amount of damage they deal to limbs. These weapons benefit greatly from well placed shots and we don’t want that to change.