Saturday, October 16, 2021
Back 4 Blood - Best Deck for Doc
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Doc is the resident healer in Back 4 Blood, so she takes on a supportive role like Mom. Doc’s passive bonuses allow her to heal each teammate for 25 health once per level, whilst also increasing her healing efficiency and the team’s trauma resistance. However, you'll need to know how to unlock all cleaners in Back 4 Blood before you can select Doc in your campaign. (complete first 4 levels of Act 1)
This guide will show you everything that you need to know to create the best Doc build in Back 4 Blood, so that you can keep your teammates at the top of their game.
The Deck
The real heroes are the players who stay out of the fray and choose to heal teammates instead. Well, Doc can keep everyone in good condition whilst dealing a fair bit of damage to the undead, making her one of the best characters in Back 4 Blood.
Use the following cards in your Doc build:
- Rousing Speech
- Combat Medic
- Amped Up
- EMT Bag
- Antibiotic Ointment
- Medical Expert
- Ammo Stash
- Mag Coupler
- Reload Drills
- Widemouth Magwell
- Charitable Soul
- Shoulder Bag
- Fanny Pack
- Saferoom Recovery
- Medical Professional
If there’s a card with a significant drawback, I like to put it at the top of the deck. If you're going to lose something during your run, it's best to get rid of it straight away, and there's usually a significant bonus to make up for the loss. With that in mind, Rousing Speech takes the top spot for this Doc build. It gives a massive 225% boost to revive speed, but disables access to offensive accessories, like grenades and molotovs. Combat Medic makes up for that a little bit though, by healing teammates for an additional 20 health when you revive them.
Amped Up is another very important card, as it gives your team 50 temporary health points each time you exit a saferoom. This card only comes third on the list because you shouldn’t really need it for your very first mission, as you’ll have full health anyway.
The next few cards bolster Doc’s healing efficiency (the amount you heal when using medical accessories). This is already increased by 20% over other characters by default, but EMT Bag, Antibiotic Ointment, and Medical Expert combine to improve your healing efficiency by another 75%. That means in total, your healing efficiency is almost doubled. It’s definitely fair if you hog all of the bandages, by the way.
Healing and helping others is great, but you also need to look out for yourself. After all, there is a zombie apocalypse to survive. There are over 30 weapons in Back 4 Blood, and automatic pistols certainly aren’t on our list of the best weapons you should use. However, when paired with Ammo Stash, they work really well. Ammo Stash gives your secondary weapon unlimited ammo, so you can shoot without a care in the world. However, it does slow your reload speed by 20%. Fortunately, Mag Coupler, Reload Drills, and Widemouth Magwell all increase reload speed and outweigh the negative, so they come next in the deck.
Whilst thinking about looking after yourself, Charitable Soul deserves a spot in every healer’s deck. It gives a 50% chance to gain health when healing a teammate, so you can reap the rewards of being a good doctor and waste less bandages on yourself. It’s one of the best cards in Back 4 Blood for a reason. You’ll probably still run out at some point though, so use Shoulder Bag and Fanny Pack to increase your support accessory inventory, allowing you to hold more medical items.
Trauma damage is a key part of Back 4 Blood. As you take damage, some of it will be permanently added to your health bar, reducing your maximum health. This can be devastating in later rounds, so our Doc build has a few cards to help fix the problem. Saferoom Recovery heals 5 trauma damage at the start of every level, whilst Medical Professional heals trauma when you use a first aid kit or defibrillator.
Back 4 Blood - Best Deck for Hoffman
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Hoffman is one of the best characters in Back 4 Blood, as he has a chance to find ammo when he kills Ridden, whilst also increasing the team’s max ammo capacity by 10%. As a bonus, he also carries an extra grenade so that you can make more zombies go boom.
This guide will show you everything you need to know to make the best Hoffman build in Back 4 Blood. However, don't expect to play as Hoffman straight away. You'll need to actually unlock all of the cleaners in Back 4 Blood first (beat first 4 levels of Act 1).
The Deck
Hoffman can store extra ammo and grenades, so our Hoffman build is all about putting that firepower to good use. If you like your zombies to be ripped apart and scattered by explosives, then Hoffman is your guy.
Use the following cards in your Hoffman build:
- Two Is One And One Is None
- Offensive Scavenger
- Admin Reload
- Cocky
- Guns Out
- Silver Bullets
- Large Caliber Rounds
- Combat Training
- Ammo Mule
- Double Grenade Pouch
- Grenade Pouch
- Bomb Squad
- Improvised Explosives
- Demolitions Expert
- Grenade Training
Two Is One And One Is None allows Hoffman to carry two primary weapons, making it an essential card that needs to go at the top of your Hoffman build deck. In these slots, we recommend using an assault rifle and shotgun. This card does lower your weapon swap speed, which we need to fix since you’ll swap weapons to reload with the Admin Reload card. Fortunately, we can use both Cocky and Guns Out to drastically improve your swap speed, so you can forget about any negatives in this area.
However, before you start worrying about swap speed, take Offensive Scavenger as your second active card. This allows you to find more offensive accessories, so you can throw grenades at your leisure - that sure does sound relaxing.
The problem with having two big guns is that one is probably bigger and better. Silver Bullets, Large Caliber Rounds, and Combat Training increase your bullet damage for everything, so that you can flip between both weapons and still slay zombies with maximum efficiency. Of course, you’ll want plenty of ammo to burn through, so take the Ammo Mule card to increase your ammo capacity by 75%. This does disable support accessories, so you’ll need to rely on an ally to heal you from this point.
Ammo Mule increases your bullet ammo capacity, but we want more grenades too. Grenade Pouch and the appropriately-named Double Grenade Pouch will help you out here, increasing your offensive accessories capacity by 3. With all those extra grenades in tow, it’s time to make your explosions bigger and better. The final four cards in this deck combine to increase your grenade damage by 250%, so you can chuck one into a horde and walk away without needing to worry. The mega explosion will take care of those pesky Ridden.
Back 4 Blood - Best Deck for Jim
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Jim is quick to take aim and fire thanks to his increased ADS speed, but damage is his real strength. With each precision kill, Jim gains 2.5% stacking damage, which stays until you are hit. This means you could increase Jim’s damage to ridiculous levels if you avoid damage. Oh, and he also gets a 10% boost to team weakspot damage, so it shouldn’t come as a surprise that Jim deserves a spot on your team in Back 4 Blood.
This guide will show you everything that you need to know to make the best Jim build in Back 4 Blood.
The Deck
Jim starts with a Magnum, which is very powerful and worth using over most other pistols. However, we recommend grabbing a Desert Eagle if you find one. The Desert Eagle is one of the best weapons in Back 4 Blood, and it’ll help you quickly pull off precision kills. Pair that with an assault rifle to make light work of even the most brutal enemies.
Use these cards in your Jim build:
- Broadside
- Hyper-Focused
- Reckless Strategy
- Ridden Slayer
- Sadistic
- Shredder
- Silver Bullets
- Steady Aim
- Pep In Your Step
- Evasive Action
- Ammo Scavenger
- Ammo Stash
- Widemouth Magwell
- Reload Drills
- Hunker Down
Broadside starts this build off with a bang, as it has a 20% chance to cause Ridden corpses to explode and damage surrounding enemies. With this card, a few well-placed shots have the potential to wipe out hordes by turning your zombie foes into particularly gory grenades.
Jim already grants the whole team an extra 10% weakspot damage, but we can do better than that. Use Hyper-Focused, Reckless Strategy, and Ridden Slayer to increase your weakspot damage by an additional 100%. When Special Ridden like the Ogre and Tallboy appear, you’ll be able to take them down with ease. Sadistic increases your weakspot damage even further, granting you a 5% bonus for each precision kill in the last 10 seconds. Of course, you’ll be dealing with a lot of regular Ridden too, so you’ll want to increase your normal damage. Use the Shredder and Silver Bullets cards to make every shot count against the undead by increasing your bullet damage with all guns. Shredder is one of the best cards in Back 4 Blood, so consider giving it a spot in every deck you make.
Jim is all about dealing damage, which means you need to be able to quickly snap to enemies when firing. Steady Aim increases Aim Speed by 80%, so you don’t need to wait to start shooting. Whether an Ogre rises from the ground or a horde of Ridden runs from a nearby building, you’ll be able to swiftly turn, aim, and fire. Unfortunately, this does slow your movement whilst aiming down sights, so take Pep In Your Step and Evasive Action to get some much-needed speed boosts.
With this Jim build, you’ll burn through ammo pretty quick. No one likes to be caught short without spare bullets in the middle of a ravenous horde, so use Ammo Scavenger and Ammo Stash to remedy your ammo troubles. With Ammo Scavenger, you’ll find more ammo for your primary weapon, which also helps your teammates if they run out, giving Jim a support role like Doc and Mom. Ammo Stash gives you unlimited ammo for your secondary, but this does slow down your secondary weapon reload speed, so we’ve put Widemouth Magwell and Reload Drills in the deck to balance it out.
Reckless Strategy and Widemouth Magwell both improve this Jim build a lot, but they also decrease Jim’s damage resistance by a total of 10%. Hunker Down fixes this problem, taking damage resistance back to your normal levels when crouching, whilst also giving you an extra 40% accuracy, which is perfect for hitting those weakspots.
Back 4 Blood - Best Deck for Karlee
1:37 PM / by admin / in PC / with No comments /
Karlee isn’t one of the best characters in Back 4 Blood, but she still has some killer abilities that deserve a spot in your team. Most notably, Karlee can sense nearby hazards and Special Ridden, so you won’t be surprised when a Tallboy smashes around the corner. She also gets an extra quick inventory slot (used for defibrillators and stun guns) and increases the team’s use speed by 50%.
This guide will show you how to make the best Karlee build in Back 4 Blood, so you can stop staring at cards and start using them. Of course, you’ll need to unlock all the cleaners in Back 4 Blood before you can play as Karlee (beat first 4 levels of Act 1).
The Deck
There are a lot of ways we could take Karlee, as she isn’t beholden to one specific playstyle. For this build, replace Karlee's Tec 9 with a machete, which is one of the best weapons in Back 4 Blood. For your primary, take an SMG so that you can turn Back 4 Blood into a fast-paced looter shooter.
Use the following cards in your Karlee build:
- Run And Gun
- Adrenaline Fueled
- Battle Lust
- Motorcycle Helmet
- Marked For Death
- Knowledge Is Power
- Support Scavenger
- Weapon Scavenger
- Ammo Scavenger
- Utility Scavenger
- Offensive Scavenger
- Copper Scavenger
- Hazard Pay
- Share The Wealth
- Lucky Pennies
For the top card, we’ve used Run And Gun. This card, allows you to shoot whilst sprinting, so that you don’t need to slow down and lose your flow to kill zombies. Adrenaline Fueled gives you 20 stamina back for each kill, which is much better than the standard stamina regeneration in Back 4 Blood.
Likewise, Battle Lust heals you for 2 health with each kill, turning hordes of Ridden into giant, rotten bandages. Since you’ll be getting nice and close to some zombies, we’ve also put Motorcycle Helmet into our Karlee build so that you have some extra health and damage resistance. This does disable ADS, but that’s not too troublesome for this run and gun build.
Karlee’s passive ability makes her the resident scout on the team, so we’ve used Marked For Death and Knowledge Is Power to bolster this particular playstyle. Marked For Death highlights any Special Ridden that you ping, whilst increasing your team’s damage by 10% against them. Knowledge Is Power increases damage further, and allows your team to see damage numbers and health bars when attacking enemies.
So, we mentioned that this is a looter shooter build. Well, we weren’t lying. The rest of this Karlee build is stacked with scavenging cards that will help the whole team, regardless of what you’re looking for. With these cards, you will find more weapons, support items, offensive accessories, quick accessories, ammo, and copper. Whether you need a bandage, some grenades, a new gun, or some more cash to buy another team upgrade in the next safe room, Karlee should be able to find it.
Back 4 Blood - Intel Guide (Lore & Ridden)
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Apex Legends - Beginners Guide
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Apex Legends - Characters LORE & STUFF explained casually
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In this guide we'll explain the history of characters in popular video game Ra- um, Apex Legends
Wraith
"Let's do this!" - Wraith
Renee Blasey, AKA Wraith, was a test subject in a lab where the experiments backfired and turned her into the ultimate weeb.
Possibly the strongest Legend lore-wise, as she might look schizophrenic from the outside but from the inside she can find the best outcome to every encounter by talking to herself in other dimensions
- a bouns that stayed with her after escaping from the lab.
Bangalore
"No such thing as auto-aim, Ladies." - Bangalore
Sgt. First Class Anita Williams was born into a military life with all her family serving in the IMC, during her service she lost her brother and now suffers from PTSD. And hatred towards Lifeline?
Bloodhound
"I will never disappoint my brethren." - Bloodhound
An orphan who was taken care of by their uncle, Arthur. Bloodhound learned the old ways at a young age by growing up in a village that rejected technology, Bloodhound broke the rules which proved to be effective when a Goliath attacked and knocked their uncle.
Arthur died because bloodhound forgot to pick up his banner, too busy scanning.
Caustic
“There it is. The final evidence that you are not special.” - Caustic
Alexander Nox used to work in a pesticide company where he created his trademark gas... Nox.
Caustic found using it on on living beings brings better results, a move which he's wanted and criticized for, Caustic refutes this by saying: "they lack imagination".
Mirage
"I won and I’m number one, isn’t that a coi- uh... coinc- coi- yeah, coincidence." - Mirage
Elliott Witt is the younger brother of 4 who went missing during the war. Working as a bartender while also helping his enginner mom who has Alzheimer on Holo-Pilot technology.
In the arena, Mirage is a master of Bambozology and hosts parties on his ship from time to time.
Pathfinder
"Hey, look at this, I won! It must be my birthday - whenever that is..." - Pathfinder
Before joining the Apex Games, this friendly MRVN of mysterious origin and age worked an endless amount of jobs til finally one day he met up with Mirage who told him it's "stupid" to work for free.
Pathfinder is planning to use his new-found fame as an opportunity to find his creator.
Gibraltar
"Great. Good. Wonderful." - Gibraltar
Makoa Gibraltar is a gentle giant, Search and Rescue Volunteer, and a Apex Legend who is known to for protecting his Bruddas no matter the cost.
His large physique and gunshield makes him intimidating when he's not on your side.
Lifeline
"What happens to you happens to you. That's good for you." - Lifeline
Ajay Che, a child of wealthy parents, she left home when she found out how they made their money.
Lifeline uses the money she makes to fund the Frontier Corps, a humanitarian organization.
Plus, she a sick drummer and good friend of Octane, who she fixed his leg.
Octane
"Pick me pick me pick me I'm so bored!" - Octane
Octavio Silva was bored, really bored. That's why he decided to start a Holovids speedrunning channel which got him a lot of fans. His most incredible moment came when got the WR for the Gauntlet in 12 seconds by blowing his legs up.
Wattson
"I'm current-ly at the top of my game! Get it?" - Wattson
Natalie Paquette built the Apex Games’ Modified Containment Ring. Unfortunately, her father died the day it was revealed. She's called the "Eye of the Storm" for knowing every nook and cranny in the arena.
Wattson is hinted at being on the spectrum.
Crypto
"I mean this with respect: you're a hack." - Crypto
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The requested section doesn't exist.
Revenant
"Hope your teammates bring you back-- so I can find you again." - Revenant
Greatest assassin for the Syndicate, Revenant is over 300 years old.
Everyone who did this to him is probably dead by now. Revenant doesn't need a reason to kill people anymore... he does it for fun.
Loba
"Sorry beautiful. It's not you, it's me." - Loba
When Loba Andrade was 9, she witnessed her parents get murdered by Revenant.
Loba survived by picking pockets. As her skills improved, she broke into a supposedly impenetrable facility and got her hands on some sort of "Ender Pearl" technology.
Loba's entrance to the games came with the destruction of a simulacrum facility, unfortunately for her, it was only one of many.
Rampart
"Turret! Turret! Turret! Haha!" - Rampart
Ramya Parekh is the best modder in the outlands, modding since she was 12. She began taking jobs from smugglers, Syndicate members, and everyone in between. Some say it ain’t great unless it’s got “Rampart” written on it.
Maybe that’s what led a group of assailants to ambush her at her shop one night. Her business burned down and she was left with nothing -- except an Apex Card.
Horizon
"Spotted what we science folk call... a baddie."
Almost a century ago, Dr. Mary Somers was brought to solve an energy crisis, she discovered Branthium, a source of limitless energy that can only be found on the accretion disk of a black hole.
Mary's apprentice, Dr. Reid, was kinda sus and ejected Horizon from the ship.
Fuse
"Been puttin' the 'bomb' in bombastic since 2681." - Fuse
Fuse is a one man wrecking crew.
Fuse grew up on Salvo--a brutal planet ruled by a rotating collection of misfit warlords bent on mayhem, murder, and good times. For most of his life, he worked as a mercenary alongside his childhood friend, Maggie.
Fuse was the oldest fighter ever to qualify for the Bonecage bloodsport at the age of 51. He also made history by winning 21 straight matches - 8 more than the previous record.
Guide by JarGoGole
How to remove the cinematic intro at the start of Apex Legends
10:48 AM / by admin / in Apex Legends / with No comments /
Tired of losing your hearing more and more? here is the solution:
Follow these simple steps
- Right Click Apex Legends on steam
- Go to Properties
- Set launch options
- Add the options -novid -dev
Enjoy!!
Apex Legends - How to keep your audition
10:47 AM / by admin / in Apex Legends / with No comments /
Tired of bleeding everytime you open the game and the intro blast your brain to smithereens? Oh boy i am!
- Right Click Apex Legends on steam
- Go to Properties
- Set launch options
- Add the options -novid -dev
That's it! Now you can keep your hearing capabilities!
Apex legends - Uninstall origin, All legends, all weapons and all map features.
10:45 AM / by admin / in Apex Legends / with No comments /










![Med Kit : - 8 seconds to use - Restores 100% of missing health - Spawns one at a time - Stacks of 2 when in inventory Phoenix Kit : - 10 seconds to use - Restores 100% of missing health and shields. - Spawns one at a time - Cannot be stacked in inventory. Mobile Respawn Beacon : - 15 seconds to deploy, 7 seconds to use - Can only be used once - Cannot be stacked in inventory - Creates a respawn beacon where ever you are Ultimate Accelerant : - 7 seconds to use - Restores 35% ultimate charge (100% charge for Watton, 20% charge for Loba) - Cannot be stacked in inventory (Wattson can create stacks of 2 in inventory) Weapons and Throwables Apex has 3 types of weapons; Normal, Legendary and Supply Drop. Normal weapons include ARs, SMGs, LMGs, shotguns, snipers and pistols. These weapons are found in "common" state with no attachments or additional ammo. Legendary weapons are fully kitted versions of normal weapons with the highest quality attachments (that can not be removed). Supply Drop weapons are heirloom tier weapons that can only be found in care packages and a limited amount of ammo that can not be replenished. Normal Weapons (Common Tier) : ARs: - Flatine: Heavy Ammo, Single Fire or Full Auto, 380 base mag damage capability. - G7: Light Ammo, Single Fire or 2 round burst, 340 base mag damage capability. - Hemlok: Heavy Ammo, Single Fire or 3 burst, 396 base mag damage capability. - R301: Light Ammo, Single Fire or Full Auto, 252 base mag damage capability. - Havoc: Energy Ammo, Full Auto, 432 base mag damage capability. SMGs: - Alternator: Light Ammo, Full Auto, 285 base mag damage capability. - R99: Light Ammo, Full Auto, 220 base mag damage capability. - Volt: Energy Ammo, Full Auto, 304 base mag damage capability. LMGs: - Devotion: Energy Ammo, Full Auto, 576 base mag damage capability. - L Star: Energy Ammo, Full Auto, 414 base damage capability. - Spitfire: Heavy Ammo, Full Auto, 630 base damage capability. Shotguns: - Eva 8: Shotgun ammo, Full Auto or 2 burst, 504 base mag damage capability. - Mozambique: Shotgun ammo, Full Auto, 180 base mag damage capability. - Mastiff: Shotgun ammo, Single Fire, 624 base mag damage capability. Snipers: - Longbow: Sniper ammo, Single Fire, 330 base mag damage capability. - Triple Take: Sniper ammo, Single Fire, 414 base mag damage capability. - Sentinel: Sniper ammo, single fire, 280 base mag damage capability. - Charge Rifle: Sniper ammo, single fire, 360 base mag damage capability. Pistols: - Wingman: Heavy Ammo, Single Fire, 225 base mag damage capability. - P2020: Light Ammo, Single Fire, 180 base mag damage capability. - RE45: Light Ammo, Full Auto, 192 base mag damage capability. Supply Drop Weapons (Heirloom Tier) : (One or two of these are rotated back to floor loot in exchange for another weapon sometimes. For Season 7 they removed the R99 and replaced it with the Prowler) - Kraber: Sniper Rifle, comes with 12 rounds and an exclusive 6x-10x scope, headshot kill, 580 base mag damage capability. - Prowler: SMG, comes with 210 rounds and a digital threat sight, 5 round burst or full auto, 525 base mag damage capability. - Peacekeeper: Shotgun, comes with digital threat sight and precision choke for tighter pellet spread, 25 rounds, 660 base mag damage capability. Legendary Weapons change every season so there is no point to me listing them. (if you are curious, this season is Alternator/G7/Havoc/Sentinel/Wingman) They can be found in high tier loot areas. Throwables : - Frag Grenade: 4 second fuse, 10 impact damage and 100 damage within 10m radius. Destroys doors. - Thermite: Instant fuse, 10m long horizontal wall of fire that is perpendicular from direction thrown, deals 4 damage per tick in flames and over-time burn of 25 damage. Destroys doors and bypasses knockdown shields. - Arc Star: 2.8 second fuse, 30 impact damage and sticks, 70 damage in 10m radius, slows those effected, deals triple damage to shields. Destroys doors and can be thrown further than other grenades. Attachments and Hop Ups Attachments are broken into 5 categories and all are used to improve weapon stats: - Barrels (less recoil) - Extended Mag (faster reloads, high mag capacity) [shotgun bolts fit this category] - Optics (magnification specified) - Stocks (faster handling, less drift) - Hop Ups (enhancements) Barrel Stabilizer : - Level 1: 10% less recoil and 15 % less randomness - Level 2: 15% less recoil and 20 % less randomness - Level 3: 20% less recoil and 30 % less randomness - Level 4: 20% less recoil and 30 % less randomness AND reduced muzzle flash.](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjggGjwgih1YLVkHR4ISpMAC7vRsc3VvbIhz9hknJD9fZK2pzUazGxRjZNnHWImoChXVEXTQTWCIzgLmvLyP3peTVIha_8xNaju31Bfua0E67Su-u1bRH97SCcYgwP0a5FLP_XX6mOsRcJm/s16000/7.png)




![Note: to receive apex predator rewards, simply finish one game inside of the rank without falling out of it. It is based on the top 500 players which means the goal moves. The rewards from ranked are: All ranks – Badge Gold+ – Dive Trail Master or predator – Dive Trail Legends Overview Legends are playable characters found in apex legends, each one has a unique set of abilities which in term provide weaknesses and strengths, legends aim to fulfil some form of role and are designated the type of: Recon Defensive Support Offensive Since a team contains three legends (two in duos) it is impossible to get one of each type of legend into a team. Each legend typically will have a TYPE, TACTICAL, PASSIVE and ULTIMATE. The type property is the only one which is shared across legends, hitbox size is non-uniform and will be considered in each legend’s breakdown. Legend rating is based on professional use rates and consultation with tier one players. [E<->A + S]. For type and hitbox properties, these are… Fortified type: 15% reduced damage and no slows Neutral type: Standard slows and damage taken Low Profile type: 5% increased damage but minimalised hitbox Giant hitbox: Only for Gibraltar currently who has an incredibly large hitbox Large, medium and small hitboxes: assessed per legend. Additionally legends may have the recon property, this allows them to interact with survey beacons. Legends 1 & 2 (Bloodhound and Gibraltar) Bloodhound Type: Neutral & Recon Hitbox: Medium Passive: Tracker Record enemy actions from up to 90 seconds ago, this includes gunfire, enemies dying and the use of abilities as well as footprints. Eye of the Allfather (25s) Create a cone that extends approximately 60 degrees in all directions from your current point of view, it extends around 75 metres Infront and magnifies your trackers tracks, it will also highlight enemies within the range. Further to this it also highlights objects of interest including loot ticks, enemy traps, animals and movement devices. 1.8s activation time, cannot be cancelled. Enemies highlighted are alerted with a notification. Beast of the hunt (180s) 2s approx. activation, 35 second duration Extended by between 5 and 15 seconds depending on how little time is left, the less time remaining the larger the bonus. Increases tactical (Eye of the Allfather)`s abilities by halving activation time and reducing base cooldown from 35s to 8s Vision is made greyscale and you gain digital threat vision with infinite range. The ring is still somewhat coloured along with some abilities. Increases movement speed by 30% Rating: A Gibraltar Type: Fortified Hitbox: Giant Passive: Gun Shield Aiming down sights activates a shield that covers the chest area with 50 health, it regenerates fully 9s after taking damage. Tactical: Dome of protection (30s) Throws down a small plate that produces a dome, the dome is solid however players can walk through it, all other projectiles, traps, grenades, ect will be blocked by the dome as if it were solid terrain. Players touching the bubble may take damage as usual from both sides. Reduces the time to use healing items by 15% Gibraltar revives allies 20% faster In the dome (5s -> 4s) Lasts 12 seconds Ultimate: Defensive Bombardment (270s) Throws a sensor nade that calls in an orbital bombardment, each exploding projectile does 40 damage after landing within its own range and applies stun for 6s. Each individual projectile spawned in this range has a red circle indicator. Rating: S Legends 3 & 4 (Lifeline and Pathfinder) Lifeline Type: Low Profile Hitbox: Small Passive: Combat Revive Reviving allies spawns a D.O.C drone that also has a forward facing shield that blocks all damage. Lifeline does not need to continue reviving the ally. Max 1 at a time, lifeline can manually revive a second ally. Tactical: D.O.C drone (45s) Toss out a drone that heals nearby allies over time at a rate of 7.5/s and can heal a total of 150hp. The drone is destroyed after taking damage twice from nox gas or the ring. Ultimate: Care Package (360s) Calls down a care package, this device must have line of sight to the sky and be unobstructed, the care package is solid and cannot be destroyed. It deals crush damage if it lands on an enemy (instant elimination) the package contains one medical item and two other purple or above items, these can be basic items or weapon parts, including the illusive sniper digital threat scope which is exclusive to this package or extremely rarely from neutral care packages. Rank: S Pathfinder Type: Low Profile & Recon Hitbox: Medium Passive: Insider information Using survey beacons fully charges ultimate and reduces its cooldown by 10s Tactical: Grapple shot (10-35s) Throws out a grapple hook that pulls pathfinder towards it, strafing mid-air applies tension to the wire and allows pathfinder to move at and angle to the central point. Tension can build momentum which is transferred to pathfinder even after the grapple detaches, strafe jumping on the floor can carry this momentum a long distance, in some cases more than 200 metres. Cooldown based upon travel distance, minimum 10s. Cooldown extends to 30s with distance and up to an extra 5s with carried momentum. Ultimate: Zipline Gun (120s-10s per beacon scanned) Fires a zipline that is up to 100m long that can be used by anyone You can jump onto the zipline 3 times before touching the ground again Rank: A](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkmHWYlco2TNCVVQFhqMXwLkGZ9XY15V5_Xgy1p9HqW5mf41hujmrcYwytP5ro-ul_w8D-1Jrzh6rq37i-XNyNH46qz5gPQ9gY9iX2bam-7B6Xn6QWHcaeKBrJ7e8GBBwbznw9rDQD-pQ6/s16000/2.png)


![All weapon stats at a glance are available below [LAST UPDATED SEASON 7] Weapons are listed below by ammo type in the order they appear in the firing range. This list will include Sheila since it functions as a gun. Heirlooms do not affect melee damage so they are not included. Ammo rarity is Light & Heavy>Shotgun & Energy>Sniper>Heirloom (care pack only). Weapons also have types of optic frame: Short (1x and 2x) Medium (1x, 2x, 3x and 4x) Long (Any scope from 1x through to 10x) Kraber (Only 6x and 10x) Care package short (1x) Care package Midrange (2x) Care package Long-range (4x and 10x) Weapons rated: S>A>B>C>D>E Light Weapons 1 & 2 (Re-45 and P2020) LIGHT WEAPONS RE-45 The first gun in the firing range, this small full auto pistol is as unimpressive as you expect, it lacks in both DPS and ammo efficiency with all of its stats under performing except handling, its hopup increases handling even more. It is given a statistical tier of D and rating of D Damage per bullet: 11 Damage per second: 150 Damage per headshot: 16 Headshot damage per second: 225 Damage per magazine: 275 Headshot damage per magazine: 412.5 Magazine Size: 16|19|22|25 Handling: Fast (Very fast with hop up) Optic Type: Short Hop ups: Quickdraw Upgrades: Barrel, mag & optics P2020 The lowest calibre gun in the game, it lacks in practically every aspect and has no overall strength, its hopup however can be a redeeming quality, with it, the gun performs averagely. It is given a statistical tier of D and rating of C with Hammerpoints and E without. Damage per bullet: 15 (33.75 with Hammerpoint) Damage per second: 107.5|156.81 Damage per headshot: 22.5 (50.625 with Hammerpoint) Headshot damage per second: 161.25|235.215 Damage per magazine: 270 Headshot damage per magazine: 405 Magazine Size: 12|14|16|18 Handling: fast Optic Type: short Hop ups: Hammerpoint rounds Upgrades: Magazine & optics Light Weapons 3 & 4 (R301 and Alternator) R301 A much loved weapon, this simple yet effective carbine has no overall weakness and an easy to learn recoil pattern. It is given a statistical tier of B and rating of A. Damage per bullet: 14 Damage per second: 182 Damage per headshot: 28 Headshot damage per second: 364 Damage per magazine: 392 Headshot damage per magazine: 784 Magazine Size: 18|20|25|28 Handling: medium Optic Type: medium Hop ups: None Upgrades: stock, barrel, magazine & Optics Alternator This unusual SMG leaves much to be desired due to its low rate of fire, its recoil is incredibly low however. it is given a statistical tier of ? and Rating of C. Damage per bullet: 15 Damage per second: 160 Damage per headshot: 22.5 Headshot damage per second: 240 Damage per magazine: 405 Headshot damage per magazine: 607.5 Magazine Size: 19|22|25|27 Handling: fast Optic Type: short Hop ups: None Upgrades: stock, barrel, magazine & optics Light Weapons 5 & 6 (R-99 and G7 Scout) R-99 One of the most recognisable guns in apex legends, this fan favourite sprays bullets like no tomorrow, this does however come at the cost of being horribly inefficient with ammo. It is given a statistical tier of C and rating of B (with arguments for A). Damage per bullet: 11 Damage per second: 198 Damage per headshot: 15.5 Headshot damage per second: 297 Damage per magazine: 297 Headshot damage per magazine: 445.5 Magazine Size: 20|22|25|27 Handling: fast Optic Type: short Hop ups: None Upgrades: stock, barrel, mag & optics. G7 Scout A handy mid range package geared towards 3 and 4x optics (some prefer 2x on M&K setups), this weapons high impact damage and plentiful range make it a stronger commitment to ranged engagements than most rifles. It has a statistical tier of B and rating of B.](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjix5yqRHnJiTIxYEOjjacxZyCwBBnQywuraKgoxgDM0SEwWH9pGqAYmyFTL0oIFmQUKmbn-s61BwEwE1Olvz60ZJ0unasROVOwcLALoO6RCS4K7QaCApAPswpNzDe9LNutzVxZD3HPTBX/s16000/5.png)
![Damage per bullet: 36 Damage per second: 136 Damage per headshot: 63 Headshot damage per second: 238 Damage per magazine: 720 Headshot damage per magazine: 1260 Magazine Size: 10|15|18|20 Handling: medium Optic Type: medium Hop ups: Doubletap Trigger Upgrades: stock, barrel, mag & optics. Heavy Weapons 1 & 2 (Wingman and Spitfire) Wingman A highly controversial pistol, its unorthodoxed burst damage gives it a stat profile you would expect from a light sniper rifle and its other features also match, its lack of projectile speed does let it down in its effective range however. It has a statistical tier of C, for the purpose of this guide I have opted not to rate the gun due to massive opinion variations. Damage per bullet: 45 Damage per second: 117 Damage per headshot: 90|112.5 (With Skullpeircer) Headshot damage per second: 234|263.25 Damage per magazine: 360 Headshot damage per magazine: 900 Magazine Size: 5|6|7|8 Handling: Medium (Fast with quickdraw) Optic Type: short Hop ups: Skullpeircer OR Quickdraw Upgrades: Magazine & optics Spitfire A portable minigun, this huge platform has massive ammo reserves but weaker damage output, its magazine is the largest out of all guns currently in the game except the stationary minigun turret, Sheila. It has a statistical rating of A and rating of C. Damage per bullet: 15 Damage per second: 153.6 Damage per headshot: 30 Headshot damage per second: 307.2 Damage per magazine: 945 Headshot damage per magazine: 1890 Magazine Size: 35|40|45|55|63 Handling: slow Optic Type: medium Hop ups: Modded Loader Upgrades: stock, barrel, magazine & optics Heavy Weapons 3 & 4 (Hemlock and Flatline) Hemlock This unusual rifle platform comes pre fitted with a select fire receiver and can swap between three bullet bursts and single shot semi-auto. The single fire mode does relatively low damage and is not considered for the gun. It has a statistical tier of A and rating of B. Damage per bullet: 22 Damage per second: 198 Damage per headshot: 38.5 Headshot damage per second: 346.5 Damage per magazine: 660 Headshot damage per magazine: 1155 Magazine Size: 18|24|27|30 Handling: medium Optic Type: medium Hop ups: Built In select fire receiver Upgrades: stock, barrel, magazine & optics Flatline This high-powered rifle has an unusual recoil pattern that to some is off-putting, it’s incredibly high all-round stats and great “value on pickup” make it an extremely desirable weapon from the moment you find it. It has a statistical tier of A and rating of S. It is the favoured weapon of one of the pro players asked for opinions on weapons. Damage per bullet: 20 Damage per second: 190 Damage per headshot: 40 Headshot damage per second: 380 Damage per magazine: 600 Headshot damage per magazine: 1200 Magazine Size: 20|22|25|30 Handling: medium Optic Type: medium Hop ups: Built in select fire receiver Upgrades: stock, magazine & optics Sniper Rifles 1 & 2 (Sentinel and Charge Rifle) Sentinel This all or nothing bolt action sniper rifle packs a massive punch, it also has an inbuilt railgun receiver that can be charged to add even more to its impact damage. It has a statistical tier of C and rating of B. Damage per bullet: 70|88 Damage per second: 43.75|55 Damage per headshot: 140|166 Headshot damage per second: 87.5|110 Damage per magazine: 616 Headshot damage per magazine: 1232 Magazine Size: 4|5|6|7 Handling: very slow Optic Type: long Hop ups: Built in railgun receiver Upgrades: Sniper stock, magazine & optics Charge Rifle A somewhat weird weapon, it is neither a linear fusion rifle or trace rifle but some weird combination of both, with a trace hitscan laser which Intensifies into a single heavy impact beam. It has a statistical tier of E and rating of C. This weapon Is the favourite weapon of the second pro player asked for help with the weapon ratings []. Damage per bullet: 90 total Damage per second: 45 Damage per headshot: 112.5 total Headshot damage per second: 56.25 Damage per magazine: 360 Headshot damage per magazine: 450 Magazine Size: 4 (Costs 8 ammo) Handling: very slow Optic Type: long Hop ups: None Upgrades: Sniper stock & optics](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZ7XfiwDHki9llQk_04uhSHPRTqvtvt1vRqlJd2GnCCBHSn4_cxGMWVHwjB9UDEmenoegiTXcC9kWG7Y8JzZU0TkOHKgW0EFCKeLEeL1dmbqvIAz-qQHFXjGtgn9dS2uZtFMxlTcMM_zg2/s16000/6.png)


![Healing Items Obviously during and while being shot at, you will eventually take some damage, to remedy this situation we have healing items! Healing items are common across the map with smaller heals dropping more frequently, small heals can also be found in lifelines care package. For alternative healing sources, Lifeline can create a healing drone equivalent to six syringes and Wattsons interception pylon also provides 90 shields per use over 45s. Octane gains one syringe worth of health back per 25 seconds. The level 4 (gold) body shield provides an additional 25hp/shield on syringes and shield cells. The healing items are: > Shield cell (3s): +25|50 shield > Syringe (5s): +25|50 health > Shield Battery (5s): All shields > Medkit (8s): All health > Phoenix Kit (10s): All health and shields > DOC (20s): Up to 150hp over up to three players at 7.5hp/s > Interception Pylon (45s): 90 shield > Swift Mend: 1hp/s Utility items. There are more items than just in the prior two categories, there are three groups of extra items, these are: Utility items Basic items Weapon mods Utility: Frag grenades (10 contact damage, 100 explosion damage with dropoff) Arc star (30 contact damage, 70 explosion damage) deals 3x damage to shield. Thermite grenade (25 damage per tick hit over 3 seconds, 225 total) Portable respawn beacon (12s, 8s activation): it’s a portable respawning beacon, the initial launcher needs line of sight into the sky so it can drop down. Basic Items Basic items: These items upgrade basic features of your legend, all bar level 4 (gold) items can be found commonly across the map. Set locations and care packages may carry level 4 items, level 5 evo shields can never be found on the floor. Backpacks Level 1: +2 items Level 2: +4 items Level 3: +6 items Level 4: +6 items, revive with +50 health and shields. Body/Evo Shields Level 0: 0 Level 1: 50 [Cost: 100] Level 2: 75 [Cost: 150] Level 3: 100 [Cost: 300] Level 4: 100, bonus healing on syringes and shield cells Level 5: 125 [Cost: 750] Knockdown shields Level 1: 150 shields Level 2: 300 shields Level 3: 750 shields Level 4: 750 shields, you can revive yourself once at half speed, doing so downgrades to level 3. Helmet Level 1: 10% modifier reduction Level 2: 25% modifier reduction Level 3: 50% modifier reduction Level 4: 50% modifier reduction and 20% cooldown decrease on all abilities Weapon Parts Weapon Parts. Weapon parts come in three levels, some weapon parts have a legendary (level 4) version with a bonus property, this section also includes all optics and their rarity. Optics: 1x Holo/Classic (Common) 2x bruiser and 1-2x holo toggle (Uncommon) 3x ranger and 2-4 AOG toggle (rare) 1x Digital threat (Very rare), allows you to see enemies through smoke with 60m range. 4-10x Digital threat sniper, allows you to see through smoke for up to 300 metres away and highlights enemies In sight. 6-10x Kraber: Exclusive to Kraber 1-3x custom: Exclusive to Sheila Weapon Stocks Level 1: 10% drift reduction and weapon handling speed increase Level 2: 20% drift reduction and weapon handling speed increase Level 3: 25% drift reduction and weapon handling speed increase Barrel attachments Level 1: 10% recoil reduction Level 2: 20% recoil reduction Level 3: 25% recoil reduction Level 4 (Silencer): 25% recoil reduction and halved muzzle flash, reduced volume of longbow for enemies. Magazines come in levels 1-3 for all weapon types except shotguns and care pack guns, these provide differing increases per weapon. Map features For breakdowns of each map, please visit: [COMMING SOON] Map Features. This section will be worked on during the first week of the season as the new map is studied in greater detail. Hot zones Hot zones are blue areas on the map, they contain much better loot on average, always at least high tier (even higher in high tier hot zones) and can rarely carry level 4 weapons. Level 4 weapons come with the highest possible level attachments in all slots. Jump towers A long zipline that upon reaching the top, puts you into jump-jet mode just like when you leave the dropship! Practical use for moving around the map quickly, considered a poor mans choice compared to a trident.](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-F-ft3ItVphJleYh5GujolKPH15pD9fAYGVa74JzfO9iikFAMkUechbPh0WK8Zk9eetgHpd-iv6xC028K6420y8ZG2QrP-mO_fdDyAPhohD-E8pad6nXIqxaKHozVYSdcFLjz7KaCU2c_/s16000/9.png)
![Care packages Care packages drop in a pair during the closing of ring 1 and two drop, one during ring two closing and one during ring three closing. They land at or shortly after the ring finishes closing and are indicated by a distinct laser shot into the sky. Lifeline can call in weaker versions of these that land twice as fast. Neutral & Lifeline care package contents Neutral care packages contain: 1 medical item, 1/3 odds on all 3 large healing items. One jackpot slot with a 25% chance of heirloom on round 1 and 75% on rounds 2 and 3. One utility or weapon modification. The medical items are Phoenix kit (33%) Shield Battery (34%) Med kit (33%) The Jackpot tile when rolling an heirloom weapon, these odds change with the round the pack was dropped on [R1|R2|R3].: Kraber 50 cal. (45%|30%|10%) “Power” weapon (35%|40%|35%), currently prowler. “Short” weapon (20%|30%|55%), currently peacekeeper. When rolling a dud Evo shield level 3: 40% Restoration Armour (level 4 non evo body armour): 10% Cooldown Helmet (Level 4 helmet): 20% Guardian angel backpack (Level 4 backpack): 20% Self-resurrection (Level 4 knockdown shield): 10% For the utility and weapon parts slot. Various items with 6% odds Level 3 backpack, phoenix kit, level 3 knockdown shield, skull piercer rifling, shotgun bolt level 3, extended heavy mag level 3, standard or sniper stock level 3, barrel stabiliser level 3. Sniper mag level 3 (4%) 2-4x, 4-8x and 1x digital threat optics (10%) Mobile respawn beacon (2%) 4-10x digital threat sniper optics and turbocharger (5%) Lifeline packages contain one medical item slot, one dud slot that contains only purple level items and one utility slot, the utility slot has a small chance to contain two items instead of one or contain a second purple basic item. Neutral care packages have a white beam, lifeline care packages have a deep blue beam. The Ring “Death outside the ring is slow and painful, perhaps you should stay there” - Caustic The ring is a map constricting zone, players found outside of the ring will take damage for every second outside of it. The ring is reduced in size each round until it eventually collapses in the final round. The time and damage for each level of ring are as follows: Ring 1: Charges for 180s Closes in 260s and deals 2 damage Ring 2: Charges for 150s Closes in 45s and deals 3 damage Ring 3: Charges for 135s Closes in 45s and deals 5 damage Ring 4: Charges for 120s Closes in 35s and deals 10 damage Ring 5: Charges for 90s Closes in 30s and deals 10 damage Ring 6: Charges for 90s Closes in 10s and deals 15 damage Ring 7: Charges for 120s Closes in 10s and deals 15 damage Collapsed ring: Charges in 20s then collapses in 5s dealing 25 damage A special ring called the “always be closing” ring can be found in some limited time events, it has differing properties, these are: AWBC ring: 35 damage, closes over 15 minutes to ring 6 then collapses one minute later with 20 damage. Badges Note: this section only covers badges that can always be unlocked, previous event badges are not featured here. Some badges have a standalone level while some have many tiers. Legend Badges Wins: 1|5|15|50|100 Assassin (Games with 5 or more kills) 1|5|15|50|100 Wrath: (Most damage in one game) 2000|2500|3000|4000 Wake: (20 kills in one game) - 20 Triple-Triple: – 3 squad wipes in one game Squad wipe: – 1 squad wipe in one game Flawless victory 2: – nobody knocked during a winning game Flawless victory 1: – nobody eliminated during a winning game Hot streak: – two wins in a row with this legend Shot caller: – win as jumpmaster Apex predator: – win as kill leader The legend continues: – win with the whole squad alive Headshot Hotshot: Win a game with at least 5 headshot eliminations Rapid elimination: In 20 seconds knock down 4 enemies. Reinforcement Recall: Eliminate a player within 15 seconds of them being respawned. No one left behind: Respawn two players at the same time. Account wide badges Baller: own 125 legendary items Banner legend: Equip something in all slots of 8 legends banners Fashionista: Own a legendary skin and finisher for 8 legends Fully kitted: Equip two gold or heirloom weapons at the same time Master of all: Get 10 wins with 8 legends Pack victory: win a game of trios with a full premade squad Team. Work.: Win a game with a pre made squad where all members of the team get at least 3|5|7|10 kills No witnesses: Win a game with a premade squad where the whole squad gets 15 eliminations, no enemies knocked down may ever be revived or respawned. Long shot: Knock down a player from a range of 300m or more Warlord: Own 15 legendary weapon skins Well rounded: Deal 20,000 damage with 8 legends Tiering me apart: In a ranked season reach – Bronze | Silver | Gold | Platinum | Diamond | Master | Apex Predator. Battle pass badge: Reach level – 1|101|110 in a battle pass Group theatrics: – win 1|2|3 games where every member of a pre made squad gets an elimination with a finisher.](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEic4tnTVFZj_vCnUirF2wJoRV2iwGVFxUL7psjIdnQko_-yebpBXIwcPTYfbs1HOOHTanes25HVrALXfOTnzmarKlKtpH7WCcUTR7rOdQ9EyGzd0uzbwvI0IWAD6nIMjCr9d6qYh1OIABMk/s16000/10.png)
![Account Club badges Club Player (Games played with a full club team): 1|25|100 Club Victory: Win a game with a club The legend continues (Club): Win a game with club members only where everyone is alive at the end of the game. Flawless victory 1 (Club): Win a club member only game where no member is eliminated Flawless victory 2 (Club): Win a club member only game where no member is knocked down Tridents [WIP] Tridents are fast moving, indestructible vehicles that can be found in set points on the map. Tridents have unlimited fuel and a strong boost is activated with L-mouse by default. When a trident falls off the map, all its passengers get a jump tower effect, this can intentionally be used as a one way method of moving past areas where tridents normally cannot travel through in set locations, or as a way to spare legends lives who accidently collide their cars together, which sends them flying. Cars act as solid terrain, most placeables can be put on them, gibraltars dome of protection sticks to the car too, which can help with trident rotations. Ramparts minigun can be placed upon it, along with nox gas traps, interception pylons and perimeter security nodes. Tridents can be launched by octanes bounce pads and will fly very far. Mixed reports about amped cover placement (will be clarified later). Also mixed reports about wraiths portals. When a trident is shot at, all legends in the car take 15% of the damage that would be dealt. for a total of 45% if three legends are on the trident. Endnotes](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitUWHnLlBdqNMFf1rJGoVRMiys3fzFVt_rTU8w95eam-brH2xsWT-SRXGQWgwTudJXVN5mV9jL2lELRUtbSasO3NjHs9mF8RO4Mmlv6jqGODfrnEIM8VFbVnS_7BSaNjqDf1ianBFeyFNH/s16000/11.png)